Ventari might see some use now. The entire legend being instant-cast means the lack of stunbreak isn’t as big a deal anymore. More importantly, you can react much more quickly to an ally in trouble than you could before.
Basically, it means that if something is supposed to be immune to damage, you can’t life steal from it anyway.
It will still ignore armor and other damage reductions, but, for example, you won’t be able to harm a Ranger using Signet of Stone that way.
The question that has to be asked is: Why can’t even a newb beat a reaper who’s only using scepter 1 spam?
You’re assuming these guys are newbs, of course.
Anyway, read the subject info. The guy doesnt overstate his case at all. In fact, he states he is a complete necro newb XD. Newb vs Newbs = balanced matchup.
A noob Reaper can play that build because
a) it’s only an auto attack and nothing else.
b) the utilities are self explanatory – use corrupt boon on enemy boons, use plague signet when you have condis, use Spectral Armour as a stun break.They seemed quite new to be honest. And noob vs. noob in a 1v1 is hardly a representation of the actual game. Not only do more experienced opponents know how to react to a Necro (using cleanse wisely, get up in the Necro’s face so he can’t use scepter 1, line of sight, interrupt heal, etc.) but in reality, in sPvP you will have more than 1 enemy attack you. You cannot kite a revenant and spam 1 on the other target while both of them are attacking you.
I am making a video with a copy of his build, but with an actual representation against skilled opponents in 1v1s and an actual 5v5 sPvP match.
When this video first started getting touted, I pointed out that the Sword/Staff Revenants were usually trying to kite the Necro. If that’s not a sign of being terrible (double melee trying to kite 900 range), I don’t know what is. Actual classes are irrelevant, in this case. Double melee cannot hope to win if they are trying to kite a ranged build.
I haven’t been finding myself starved of life force in my build, which is Spite/Curses/Reaper. Of course, I also use Your Soul is Mine, usually traited, and Chilling Victory.
the main issue i see here is that people don’t kill gyros and leave it too long into the fight to do anything about it.
Killing the gyro is irrelevant so far as projectile defense goes, since that’s on the toolbelt skill (and even then, only when the gyro isn’t active).
The best way to improve Revenant cleansing is to buff Ventari/Salvation. That won’t improve any current meta builds, but it does give you that option to spec into.
Blocking works equally well against conditions, DGraves.
ok one other newqb question the infussions for accended armor, if I have a set of runes can I put them where agony spose to go, also to is wvw infusions better? looks to me by the wiki they are better cause they have a wvw guard bonus, or do wvw ones not work in regular world
Runes can only go in “upgrade slots”, not infusion slots.
WvW infusions work perfectly well in PvE, although the damage modifiers regarding guards are irrelevant. You still get the +5 to a stat.
However where are you getting your minion heal scaling factor of 0.66 from? The wiki has no mention of it. It only mentions that ‘consume blood fiend’ scales 100% with the necro’s own healing power.
I’m not sure where he’s getting it from but you could easily test it using a warrior’s banner of tactics.
You can’t, actually. Minions don’t benefit from banners, even if there aren’t any nearby players.
I’m getting the 66% scaling from my tests during a period where minions (and other pets) could pick up the cake from the birthday blaster item (this has since been changed and is no longer the case). That gives 40 to each stat, and the healing I received went up by 26.
So, setting aside the current class-level problems with the meta, I think there’s just too much projectile hate in the game with all the HoT changes and that this is really cutting down on build diversity. I mean, consider the following skills that are all staples of current meta builds:
Scrapper: Defense Shield and Electro Whirl
Chrono: Master of Fragmentation (reflect on Distortion)
Druid: Staff 5
Tempest: Swirling Winds and Magnetic Aura
Dragonhunter: Zealot’s DefenseConsidering that all but two of those anti-projectile skills are full on reflects, it’s no wonder that gun flame warriors don’t stand a chance and that Grenade Kit on Engis is dead.
Gun Flame Warriors have the least trouble with it due to Signet of Might. If a projectile is unblockable, it also ignores all anti-projectile skills.
I think there are a lot of kind of… useless or confusing stats. I’m still not even entirely sure I understand the difference between ferocity and precision. Precision grants critical strike chance and ferocity critical strike bonus?
Precsision affects how often you crit. Ferocity affects how big your crits are.
So, frequency vs. magnitude
We actually asked about this in beta. According to Robert Gee, there is a lot of coding regarding this skill that isn’t very apparent to players, but makes adjusting it rather tricky. As it is, the skill doesn’t actually require a target to fire. It seems to be a skill where action camera was really taken into account when they made the targeting change (away from always firing directly in front of you, regardless of where your target or even camera were).
If it was really related to game balance, why does chill still affect stomp/rez’g.
It doesn’t…
Most likely from WvW bonuses.
The annoying thing is, Blood Fiend’s healing scales incredibly well with healing power (66%!), but it’s the minion’s healing power, not yours. Right now, the only way to improve that is from a Warrior running the Tactics line giving it Might. For that to happen, though, it means there aren’t enough players in range of the Warrior for the Might to go to first.
Just make the #6 skill be instant and then go from there.
This and make the tablet automatically summon for free when you swap to Ventari. It’s the only legend with a time and energy tax before you can even use its skills.
Are you aware that it’s not a real structure? It’s just pretty art in the sky.
Datamining the map files show it is actually a structure. Nobody can reach it, but there is actual terrain there.
after spamming f1
Don’t spam. Problem solved.
It’s not that simple…
There are plenty of situations where I NEED to spam shroud or I will die.
No, there aren’t. There are plenty of situations where you need to use Shroud or you will die. Spamming is never necessary.
there is no argument against this now that most of the shroud flashing traits are gone. i think a 1 sec icd is fine. ele has an icd and they have tons of traits that encourage attune swapping. as for the dont spam f1 argument, thats always going to happen from time to time because thats what pressure does to people. if you say well dont feel pressured, then you a fool.
Most of the shroud flashing traits got improved, not taken away. I can’t think of a single one we lost.
necro as a whole is extremely strong start by having two lives, extreme conditions, and an army at your disposal. pvp fight a team with 3 or more necros is impossible to win …
I’ve been finding that the more necros the enemy team has, the easier it is to win. With exception of going from 0 to 1.
The only Utility I’d change would be You are all Weaklings to Nothing can save you simply because you are in spite and have Chilling Victory, you are gonna be swimming in might. Without changing some significant stuff in the build that is my 2 cents.
YaaW is the one that really shouldn’t be changed, since it’s his stunbreak.
Focus is terrible in PvP, so don’t bother with that. Go either Axe/Dagger or Axe/Warhorn if you don’t want staff.
Normally, I’d say go dagger instead of axe, but going triple melee with low mobility is asking for trouble.
Also, go with Runes of the Trooper rather than Reaper. Not only will this bring you much needed condi cleanse, but it also makes you bring team support.
(edited by Drarnor Kunoram.5180)
Yes it does. Corrupting a boon also gets increased by your condition duration.
Projectile defense works on Shiro heal. Yes, reflection will cause you to steal life from the Revenant.
Anyone knows how much HP they have?
Be pretty easy to check, compared to what it used to be. Clear your combat log, get a friend, have him summon a minion, beat on it with condi damage until it dies, but at a fairly low rate so that the individual hits are never super large. My guess is it has roughly 10k HP, which is standard for the utility minions.
I imagine it’s around 10,875 health that they have. One of the update notes in beta was that the health and armor of Shambling Horrors were increased by 25% while their Power was decreased. I believe the original stats were equal to Jagged Horrors.
I could be wrong, but it’s a reasonable assumption. If my assumption is correct, this does mean Shambling Horrors have slightly higher Toughness than Bone Fiend and even Flesh Golem (2656 compared to 2600). Toughness is harder to test, however. We would need a Dev to confirm that number.
So essentially it looks like I’m missing out on a stronger strategy for boon corruption and a more effective daze and access to swiftness, *something my build lacks outside of shroud which I have traited for movement speed. While cycling through traits I did see a boon corrupt trait on shroud 2 that looked promising
Thing is Shroud 2 isnt as reliable as it was old DS#2
Shroud 2 looks like it would be easier to hit in its original form but it has double the cooldown as reaper shroud 2 not to mention the projectile blocking and blind on the last hit. I just see so much more utility on a lower cooldown outside of the boon stripping potential when traited
I know, RS2 is way better than DS2 in various aspects, but it sucks when traited for boon corrupt, you just succesfully use it when cleaving
I use it successfully all the time, personally. Frequently when chasing as well.
Most annoying skill? Slick Shoes.
This 100 times.
Can be argued to be the strongest skill in the game, but nothing comes close to “more annoying.” Moa may be the second most annoying, though.
On Necro, Reaper is almost necessary if you are going to participate in teamfights at all. Having decent Stability is a massive change to the class.
So, baseline numbers with no Healing Power (cast time + recharge are used for time period):
Your Soul is Mine: 219.52 Healing/second untraited
Consume Conditions: 167.68 Healing/second untraited, +23.168 per condition.
With 3 conditions removed, Consume Conditions has higher Healing/second, but this is not counting the life force from “Your Soul is Mine.”
Traited values:
Consume Conditions: 255.06 healing/second, +34.07 per condition
“Your Soul is Mine!” 0 hits: 242.93 healing/second
1 hit: 263.66 healing/second
2 hits: 268.87 healing/second
3 hits: 313.02 healing/second
4 hits: 342.71 healing/second
5 strikes: 376.73 healing/second
Again, life force gain is not counted.
Might want to try Shrouded Removal or Putrid Defense instead of Flesh of the Master, since you actually want your minions to die.
I’m not sure how well it will work, but it’s worth testing.
Congrats, Leeto. Not only did you do it solo, but also on a system where you had to consistently win and you did it without any Elite Specialization.
6 ticks total on all Necro wells. One immediately, then 1/ sec for 5 seconds.
As for Unholy Fervor, it’s right in the trait description: “axe skills deal…” Axe training was “while wielding an axe.”. It’s still a mystery as to why it got nerfed in the first place.
one question Drarnor
what counters condi?
power is countered by condi or better skilled power
condi is countered by stronger condi
since cleanses don’t do kitten all 90% of the time
Burst damage counters condition builds. Teamplay counters condition builds (cross-cleansing and cross-healing work wonders, which is why condition builds are totally useless in WvW zergs).
When you are fighting a condition build, you are put on a clock. Because eventually, they will wear you down and kill you. So you need to kill them before that happens.
And, of course, Necro counters condition builds. But that is really because Necro can change who the clock is on more than anything else.
Viper/Sinister would like to have a word with you about “no glass cannon builds.”
You know what else happens with conditions? They take time to get a kill. Funny thing about that.
“can’t waste your dodges on hard hitting skills” I think I just found the problem. You know you are not avoiding the hard-hitting skills. Why? It’s not like Power builds can’t wear you down with autos too, so what’s your justification there? Dodge the hard-hitters already and you will have a much easier time with condition builds. Or do you not know which skills are the “hard hitters?”
I don’t think Function Gyro would necessarily be OP if it actually showed up on screen consistently.
Unholy Fervor does not carry over into Shroud, sadly. The stronger Axe mastery trait did, but Unholy Fervor only affects Rending Claws, Ghastly Claws, and Unholy Feast. I’m betting it does not work on Spiteful Spirit anymore, either.
Also, Well of Blood “doesn’t even scale very well with Healing Power.” Are you kidding me? It scales just as well as Reaper Transfusion, and that’s not including the 1.0 scaling that you yourself get on it. It has the highest scaling of any AoE heal in the entire game (2.4), and yes, this is post-nerf. The next closest is Geyser at 2.25.
The problem there, being that Geyser’s cooldown is half that of Well of Blood.
(edited by Drarnor Kunoram.5180)
Rocket charge is a three part attack chain. It can be dodged or interrupted. If you remove the 3 stages of leap finishers and reduce it to one, then the damage coefficient instead of being spread across three strikes will instead apply to its first single strike. All you have essentially done is create a leap finisher that can hit like a truck.
I don’t see why damage on it would get changed at all. Just pick one of the three strikes and say “this one is the leap.” I would argue the first one should have a leap finisher and the other two do not, just so the finisher aspect is more reliable.
Also, you are flat out wrong when you say “Rapid Regeneration” doesn’t stack. If you have Super Speed and Swiftness, you get the healing for both.
(edited by Drarnor Kunoram.5180)
I have been waiting over an hour for this event to begin and I have no idea how to trigger it or if I am even in the correct area.
I have been waiting around Dark Haven in Delanian Foothills and running to Draithors Demise. Is this the correct area? The wiki states X:45 but nothing has happened. The only event that comes up is the Lionguard Patrol. What am I doing wrong?
Lionguard patrol, I believe, is a prerequisite event for Draithor. It’s the first in a chain.
I’m not sure I would remove the Leap Finisher on Rocket Charge entirely, but I would reduce it from 3 finishers to 1.
Conditions aren’t OP. People just let themselves get hit by the heavy hitter skills because they never bothered to learn to avoid them, since they don’t put a massive number up at the time of the hit.
And Stability uptime is at best 44% assuming they are always in Shroud (hint: they’re not). The reason it may seem to be permanent is because a Necro rarely spends even 8 seconds at a time in Shroud, and usually spends ~15-20 seconds in between Shroud uses, so basically every time a Reaper is in Shroud, they have Stability for its duration.
But once they leave Shroud, which is probably ~70% of a fight, realistically, they don’t have that Stability.
What they did to mesmer after s1 they are going to do to necro after s2.
Enjoy it while it lasts.
I actually don’t think so. Chronomancer was horridly broken in season 1. The impact it had on matches could in no way be viewed as positive.
Reaper may be too strong, sure, but it is not outright defining the meta and determining how matches flow. Chronomancer bunker did.
One of the few staffs that isn’t a stick with something on top. I grabbed it even though I don’t have a lot of use for a staff right now. Maybe with the next set of elite Specializations.
That staff probably looks pretty cool on the melee staff users.
Please give whoever was responsible for these a bonus. I’ve never before seen a weapon set where I wanted all of them, but this time, the skins are a perfect blend of looking good, looking like functional weapons, and looking like a genuine set.
I applaud the artists on these.
I’m not going to comment on the math, but I would like to say that weakness is fine, and moreover we need more effects like it.
To many of this game’s active defenses are just straight damage negation which leads to extremely binary combat. We need less invulns and more partial mitigation effects like weakness and protection.
We have plenty for physical damage already, even in stats with toughness/armor, boons like protection, and conditions like weakness, but not enough of these modifiers for condition damage. The only real option is either Resistance boon or removal.
Difference is, there also aren’t multipliers for condition damage. Those that are there are also much smaller than those for direct damage. Interestingly, the couple of reducers we do have tend to be larger than direct damage equivalents.
Since recently, I have come across a complaint saying Weakness is too strong as a form of damage reduction, I wanted to explain exactly how to calculate how much it affects expected damage.
Weakness is a weird condition in that it scales with stats on the target moreso than with the applier’s. Its effectiveness scales with Crit Chance and Crit Damage. Power and weapon strength have no effect on it whatsoever. This is because we are only calculating percentages, not a final value (which is affected by those things).
The first step is to separate all damage dealt into three categories:
- Unaffected normal hits ((1-crit chance)*.5)
- Unaffected critical hits (crit chance *.5)
- Affected hits (usually starts at .5, or 50%, more on this later)
Step 2: multiply “unaffected critical hits” by your crit damage. Likewise, multiply “affected hits” by .5 for a glancing blow.
Step 3: Add all three values together. We’ll call this “W.”
Step 4. Repeat steps 1-3, but use just the “unaffected” categories and double their values. We’ll call this “N.”
Step 5: Divide W by N to see how much of your regular damage you are still dealing under Weakness. Subtract that number from 1 to get the effective average damage reduction from Weakness.
Dwarven Battle Training is currently the only thing that changes the equation. This changes “affected hits” initial value to .25 (.125 final) and causes you to to use .75 instead of .5 on “unaffected hits.” The rest of the steps are still the same.
If anyone can reduce this down to a simple equation, I would be appreciative.
Maybe once I play Revenant as more than just a “I guess I need to get the elite spec unlocked. Again” character, I’ll take you up on the challenge. I know I’m not a good Revenant player. I also know that it does struggle with Condi Necro.
But you know what? It did that ever since Demonic Defiance gained an ICD. This isn’t something new because of the Scepter buffs. This is from Revenant being godawful at dealing with conditions.
As for the Unrelenting Assault, Protection alone accounted for ~1700 damage reduction. Assuming Maurader’s Amulet with Fury and no additional Ferocity or crit chance, the Weakness on average was a 35% damage reduction. Stronger than Protection, yes, but not immensely so.
Again, the effective damage reduction of Weakness scales with crit chance and crit damage.
1. You had no speed buffs. You had no dagger, so Quickening Thirst was out. You did not have Signet of the Locust. You had no sources of Swiftness, and you didn’t use Shroud (usually) so no Speed of Shadows. So no, Shiro would have been able to stick to you like glue. Phase Traversal has no cooldown and Impossible Odds’ super speed would have overriden the movement penalty from cripple/chill. But they camped Glint instead and largely didn’t use Phase Traversal.
2. You never used Feast of Corruption, so it was a safe bet that Shroud was out of the question, since you didn’t generate life force (Spectral Armor is easy to play around). You talk about observing skills, yet you assume opponents can’t do the same. Closing the gap would have been perfectly safe and actually allowed them to hurt you.
3. Corrupt Boon would have been worthless if they weren’t trying to camp Glint. Shiro doesn’t generate meaningful boons to corrupt.
I do main Necro. I watch skills very carefully, since I only have two dodges and nothing else to prevent being hit. They just didn’t use Frigid Blitz usually. I saw you actually dodge one cast and get hit by another, but I saw Temporal Rift on a lot more opponents than Frigid Blitz.
You had a bunch of double-melee enemies not trying to close the gap and even trying to kite you. These same enemies are very weak to conditions normally. All this video proves is that stupid people die to stupid things.
Was a lot of fun to make this video.
Before u say even something about my opponents skill, i can tell you 3 things: frist of all, i know some of the people i duelled, and i know they were diamond last season, so not totaly “unexperienced”; second i didnt chose my opponents, was really hard to find people who agreed to play against this cancer, and even so mostrly of them didnt know i was just going to spamm scepter; third well go watch some Vans wvw montage and tell me if his opponents arent more noobs than mine XD XDSo this was only to demostrate the umbalance of this autoattack. Plz notice how, differently from what people is saying in this topic, you dont lose easily the scepter autoattack chain, not even after missing or after evading or after using an utility.
Plz notice the number of boons i’m corrupting especialy against revenant.
Plz notice the weakness 100% uptime on revenant.
Plz notice how hard is for the revenant just try to…play!!!
Plz notice how OP Corrupt boon utility is, most of the duels i won thx to that 15 sec cd unblockable 1200 range utility.PLZ ANET REVERT THE SCEPTER AUTOATTACK BUFF! It is absolutely not needed!
Given those Heralds all camped Glint…I can safely say they were bad. Especially when they all revealed themselves to have Shiro equipped which would mean you had no chance in hell of kiting them if they actually used him. The couple that were using axe offhand never used Frigid Blitz to get on you.
TLDR: You showcased a bunch of fights involving people going double melee weapons and then not using their gap closers. Hell, you showcased people running double melee trying to kite you. When you’re doing that, of course you win.
Ironically, Necros are harder to kill when they’ve been moa’d if they know what they’re doing.
Well to be quite honest , I would consider the ‘problem’ with conditions more a meta problem especially for reapers. You see back in the day (before HoT) people ran much, much more condition cleanses then now.
No, players have even more condi clear and still can’t keep up with the massive amounts of brainless condi spam. Power revenant is about the only one without heavy condi clear, but it gets by with evades and glint heal.
Really? Because most of the meta builds are way light on condi cleanse. Only ones that aren’t are Reapers, Tempest, and Druid. And Druid is iffy.