Fun things: this build looks crappy right? Try it (flee from reapers. good lord those guys are op with all the condi transfers).
http://gw2skills.net/editor/?vJAQNApeTnckCtki1kCmkCEliFjAzIAsBzZJ5ggwH8d4mcfuA-TpxFABH/AAO/QAQeZADOCAns/AAnAAAThis is cancer.
Might want to swap Heat the Soul to something else, since you don’t have a torch equipped in that build.
I won’t comment on the quality overall, but a totally wasted trait should be addressed.
Another option is Roasted Lotus Root. -40% stun duration is nuts. A Scrapper using Melandru runes and that food can eat a Jade Winds and be moving again in just over a quarter second.
Ya that would be fierce on a scrapper. Is that really gonna apply as a one-seize-fits-all kind of food though for all professions? Is that base value of -40% gonna be useful enough to all professions and builds compared to saffron bread and the other choices?
Depends on your composition. If you are cleanse-light, saffron bread is better. If you are cleanse-heavy, I’d say reduced time disabled is more valuable than reduced damage while disabled.
The main reason for having Toughness be the primary aggro mechanic in raids is because otherwise, there is no way to keep a boss’s attention. Imagine if Vale Guardian just kept picking whoever had the highest DPS to attack. That would change frequently throughout the fight, which could potentially result in a split group that just juggles him between them.
Imagine if Sabetha did that. She doesn’t have the issues of being kited, but if she’s constantly shooting her fireballs at whoever has highest DPS…the entire raid group will quickly wipe. Granted, Sabetha has a very different set of aggro mechanics compared to Gorseval and Vale Guardian already, as she targets furthest away rather than any other factor.
Another option is Roasted Lotus Root. -40% stun duration is nuts. A Scrapper using Melandru runes and that food can eat a Jade Winds and be moving again in just over a quarter second.
oh…thats possible. thanks! I never knew it was a double stun…
1 stun per strike, but lasts 2 strikes.
It’s another terrible attempt at updating skills. There wasn’t anything wrong with the skill as it was previously. This version is over the top.
Well, except the monstrous cooldown.
Transfusion has been doing something similar since June, even affecting more allies on a shorter cooldown, but nobody complains about that.
I use action camera. There are times with each camera mode that I get frustrated ( action camera doesn’t let channels track through stealth, regular requires manual targeting for ranged projectile-less skills to have any effect). Of the two, lack of stealth tracking is less important.
Doesn’t snap to target option also remove the need to target the AoE?
Nobody in their right mind uses snap targeting since it centers the AoE on the target. Using manual targeting often allows you to hit more people by centering the AoE between two players that would otherwise be to far apart to cleave.
True, but can’t you toggle between manual and snap targeting? The latter seems kinda cheap with Marks in a 1v1 situation, but maybe it’s a L2P issue.
Regardless, I was just wondering.
No cheaper than with any other AoE. It’s not like marks really benefit from that feature more than anything else. In a lot of cases, they benefit less because it’s harder to hit multiple people. Smaller AoEs benefit from snap to target more.
In raid environments, Spite is useless for condition builds. All it provides you is Might and Vulnerability, which are pretty much always capped anyway.
Soul Reaping is likewise not that great, as current Raid encounters don’t encourage much Reaper’s Shroud time; basically enough just to drop a Soul Spiral and a Death’s Charge (sometimes) for a Chill/Leap finisher.
So, it comes down to Blood Vs. Death. You want at least one Reaper in a raid to have Blood Magic for Transfusion (people still often go down) and Vampiric Presence. The rest usually will go Death for Death Nova.
Now, future raid content may change this drastically. If, for example, you are required to split the party, Spite becomes much more valuable, as with that line, you can solo-stack 25 Might and Vuln.
A note:
If teams are entirely consisted of a single class at a rate considered ‘frequent’, its probably unbalanced.
I dont know necros though. so Im not going to step further than that.
Got to remember that everyone is in unranked right now and profession dailies are a thing. My guess is that you are a lot more likely to see a 5 man team of any class on the day that’s their daily and highly unlikely to find it any other time.
Another possibility is that 5 Necro players decided to team up and have fun. All Necro runs of anything are a fun challenge, since there is so much the class can’t do. Plus, all MM teams are hilarious.
BUT…if you’re telling me that it takes any kind of skill to press one button every 5-6s and apply 5-6 condi on a target…I don’t know what to say, I must be having a nightmare
There are exactly 2 necro abilities capable of putting 5-6 condis on a target.
Signet of Spite and Plague Signet. Sig of Spite has a 48 second cooldown with traits, and Plague Signet has a 24 second cd and only works if you’re dumb enough to condibomb a Psig necro.You should try to be more truthful when posting..I know it’s hard to admit how broken condi mechanic is because you rely on it to accomplish anything at all in PvP but….there must be a limit to the lies
Instant activation…from 1200 range and ofc…you have to be dumb to be hit by this as you can dodge 100 times during a fight and the 2m CD on the skill surely helps a lot
-_-Just signet of spite and Plague signet to apply 5-6 condis in an instant? Are you bloody kidding me?
Chill does too much freaking dmg and the upkeep is stupidly high , saying otherwise is delusional
Running Spite and Curses plus Sigil of Torment, having already popped Blood is Power with, my guess, Aristocracy runes (that Might lasted a while) in a Viper amulet.
It was also a single hit that procced every single on-crit effect that could be mustered into the build, since it got Barbed Precision, Weakening Shroud, and the Sigil of Torment. Combined with my assumption on Vipers amulet, that is a 4.95% chance of happening. If it was a Wanderer’s amulet, it’s an 8.91% chance of happening. And this is only if every ICD lined up just right.
TLDR: Such a hit doesn’t happen enough to worry about in PvP as a balancing factor.
EDIT: Something just isn’t lining up. There was also a Sigil of ice proc in there (making that particular hit only a 2.673% chance of happening on Wanderer’s Amulet), but there is 3 Vulnerability that I can’t place. It was too high health for Death’s Embrace (plus only 1 hit). Only thing I can think of is Chilling Nova proccing, but the target wasn’t chilled before he got hit, which is a requirement for that trait to work.
(edited by Drarnor Kunoram.5180)
Nosoc also couldn’t break it against eles at his skill level, but whether or not the arguably best Necro in the game can beat it or not is irrelevant to the fact it was horridly designed and needed to change anyway.
I don’t feel the change that was made was a great change, but it is a much healthier mechanic now. Note “healthy” and " good/weak" have nothing to do with each other.
Only thing staff needs is a better display of which mark is which and it would be easier. The weapon has been the same for years now but this one thing has been a bother.
Agreed. The cast animations are too similar for all of them except Reaper’s Mark. That one is sufficiently different.
Remember that time people knw how to clear condi’s
Conditions were also not spamable like now, and every class didn’t have a lot of CC like now, and torment, and slow didn’t exist. They also didn’t stack like now too lol.
We also didn’t have runes and sigils that made condition durations 100%.
Except for Slow and intensity stacking poison/burning, false on all counts. With exception of Scrapper, none of the builds are boasting any more CC now than before even the Specializations patch.
and conditions get cleansed, it’s like turnabout is fair play ya know?
Condi cleanse isn’t a good enough counter there are only a few other counters.
Resistance only increases your damage…For power there is thoughness, protection , many damage reduction traits and weakness.
Power also does not produce as many status effects like weakness and poison.
Also the defenses against power scale really well with healing while conditions kill healing…Power damage also requires 3 stats to be effective (scaling it over 300% of the base damage). Condi can be done with one status to get almost all of it and 2 to optimize most builds…
As a counterpoint, there is one multiplier for Condition damage, and that is Vulnerability (Bursting sigil and I believe berserker runes multiply the stat, not the ticks). I can name three traits that decrease condition damage directly and many more options to decrease its total impact beyond that. The fact there is less to reduce condition damage ticks is balanced out by the fact there is less to increase them as well.
And something that people don’t seem to understand when they’re complaining about conditions: cleanses are not your primary defense! They are your secondary at best. Your primary defense is attack negation via evade, block, blind, or invulnerability.
Are there plans to make boon removal a more relevant part of the PvE game? Removing one boon every ~20 seconds in Spirit Vale is really not requiring anything, but the pulsing 3 second boons every 3 seconds completely negate the point of removing them as well.
In other words, will we see long duration, long cooldown, strong/plentiful boons on enemies?
So what you’re saying is…nerf Necro because anything that survives your burst will kill you in return? Welcome to glass cannon ele.
It isn’t a visible stacking buff on your bar or anything like that. Most likely because it is debuff based. As far as I know the trait is pretty straightforward. For every stack of vuln the enemy has. You have 2% extra crit chance up to a maximum of 50% extra crit chance.
So the only real counter you have is the number of vuln stacks. If you see he has 13 vuln. You know you have an extra 26% chance to crit. It won’t show in your stats because likely because its a more….external?…mechanic. Im not sure if thats the right way to phrase it but its how I mentally picture it functioning. Obviously im no programmer.
This is correct. It can’t show up in your hero panel because it is dependent entirely on what you are hitting.
how about blood ritual?
in gw1 it healed you and require a sacrifice cost
Tried Svanir runes? Those in addition to Geomancers Freedom ought to solve Chill problems and they give you an aura proc as well.
Not certain how well it works, but -83% Chill duration should help your issue.
Either one is a nice Reaper buff. Can you say even more Vuln alongside equal (or better) uptime?
Soooo….yeah. I’m betting you were trying to make a comment on Reaper chill power, but this suggestion is actually a decent buff to them.
I’ve said it before and I’ll say it again: Geratsword is actually really good in teamfights. There is enough going on that you will land a Gravedigger on someone, usually. Contrary to popular belief, there isn’t so much CC flying around as to prevent that, especially if you pop Nightfall.
But you will definatly never kill a reaper who has there spectral armor traited. Because yes, spectral armor has higher regen then a bunker staff user damage.
Only if you attack into it. If you don’t, he not only gains no life force, but loses it due to natural shroud decay.
Yeah but lets be honest here, if you dont attack something how on earth are you supposed to kill it? Sure trying to kite and run away while hes in shroud ‘should’ be the solution, but with the effective gapclosers and chill in shroud theres not much running away as an ele as i tried to explain.
In this case, it’s easier to kill the Reaper by not attacking while Spectral Armor is up. He is naturally losing “health” anyway using the Armor+Shroud tactic. If you have to hit him, make it with an immobilize or hard CC. Other than that, refrain from doing so.
But you will definatly never kill a reaper who has there spectral armor traited. Because yes, spectral armor has higher regen then a bunker staff user damage.
Only if you attack into it. If you don’t, he not only gains no life force, but loses it due to natural shroud decay.
I watched this like a week ago. What took you so long posting it here? :p
Fun montage regardless.
The Reaper build I play takes maybe one or two seconds to ramp up, then pound out a healthy hard to cleanse (near impossible) 8-10k condition damage per second. My condi engi can’t match that in its dream.
Can you show me a build and the (2 second) skill rotation of that build? Statements like these are very enlightening.
Indeed. Especially since 10k DPS damage in PvE requires serious ramp up time and investment. In full Ascended Vipers gear, I think I’ve maxed at around 7k DPS (total, not just condition). Granted, I wasn’t in a raid setting with the support that usually brings, and I’m only counting per-target, but that should be significantly higher than what can be accomplished in PvP, especially against opponents that actually try to defend themselves..
Correct me if I’m wrong but doesn’t PvE necro don’t use reaper? My guildmate can hit 27k bleeds, not including poison or torment. One raid we had 2 condi necros, together they achieved the ! amount of bleeding.
Puts that 1,500 cap to shame when 1 necro can go over 100 stacks of bleeding in PvE.
Dat power creep.How?
Epidemic bouncing (Epidemic boss, then Epidemic the mob) and mass Jagged Horrors being kept alive via healers.
Nothing you will realistically see outside of a raid.
The Reaper build I play takes maybe one or two seconds to ramp up, then pound out a healthy hard to cleanse (near impossible) 8-10k condition damage per second. My condi engi can’t match that in its dream.
Can you show me a build and the (2 second) skill rotation of that build? Statements like these are very enlightening.
Indeed. Especially since 10k DPS damage in PvE requires serious ramp up time and investment. In full Ascended Vipers gear, I think I’ve maxed at around 7k DPS (total, not just condition). Granted, I wasn’t in a raid setting with the support that usually brings, and I’m only counting per-target, but that should be significantly higher than what can be accomplished in PvP, especially against opponents that actually try to defend themselves..
Correct me if I’m wrong but doesn’t PvE necro don’t use reaper? My guildmate can hit 27k bleeds, not including poison or torment. One raid we had 2 condi necros, together they achieved the ! amount of bleeding.
Puts that 1,500 cap to shame when 1 necro can go over 100 stacks of bleeding in PvE.
Dat power creep.
PvE Necro uses Reaper. The main thing in Raid situations is that you have someone healing the Jagged Horrors from Lich Form and Death Nova, letting you stack up obscene amounts of bleeds. The reason for Reaper is the better Shroud (whirl finisher is very nice in fire fields) and Decimate Defenses.
Raids are very much out of the ordinary, though. You will never get anywhere close in regular play. Plus, Epidemic bouncing is extremely powerful, but again, just a Raid thing.
The Reaper build I play takes maybe one or two seconds to ramp up, then pound out a healthy hard to cleanse (near impossible) 8-10k condition damage per second. My condi engi can’t match that in its dream.
Can you show me a build and the (2 second) skill rotation of that build? Statements like these are very enlightening.
Indeed. Especially since 10k DPS damage in PvE requires serious ramp up time and investment. In full Ascended Vipers gear, I think I’ve maxed at around 7k DPS (total, not just condition). Granted, I wasn’t in a raid setting with the support that usually brings, and I’m only counting per-target, but that should be significantly higher than what can be accomplished in PvP, especially against opponents that actually try to defend themselves..
Tried one for a few matches- I hate calling this, but Reaper is nasty. I press my Staff 3 skill and they get 5 conditions. 5. Logic?
With a wanderers amulet and Grenth runes (or maybe thorn runes, can’t remember) staff 3 could do 7k damage if not cleansed. Pretty high, but there are power bursts that are more deadly than that.
You’re missing why this is wrong. These are conditions. Cripple slows your movement, slow reduces your ability speeds, chill kills ability recharge and slows movement, poison reduces healing, immobilize disables movement, fear is control, bleed and burn are just damage, confusion discourage ability use, torment discourages movement, weakness reduces damage by 50% and endurance regeneration by 50%, taunt is another control (not available to necro, thank god), blind disables your next attack, and vulnerability increases all incoming damage. This is why its wrong. You should not be able to do this to someone and out damage a power spec. I can’t do this to you with power. I can’t terrify your skill usage or discourage you from moving, I can’t reduce your damage, I can’t goof your recharge times or ability queues. I can’t do anything like this without control abilities and my own conditions. I can do all these effects to someone permanently, still put out good overlapping damage from power and condi, and remain alive and tanky.
But I know people are going to argue. I’m fine with Necro/Reaper being strong I just wish people would stop trying to defend condition damage being this potent. If you step back for a second, you realize how utterly out of hand it is.
No, instead, power will just hit you for harder and do it instantly, instead of giving you 8 seconds to react to it after being hit.
Yes, Power lacks some of the extra effects (even then, not totally true as many direct damage skills also provide one or more of the debuffs or boon-based mirrors). But once you’ve been hit, you can’t react to direct damage.
I’ll just leave this here, yes it’s against noobs, yes it doesn’t reflect high level game play, yes it’s embarasment for the game developers.
We get it, you’re in love with a video of a guy pwning lousy players. Lousy players don’t know how to defend, so I don’t know why you think this is an actual point.
So you deny burn is a thing, and that all conditions apply supplementary crippling effects that reduce effectiveness? You deny that conditions are the more dangerous version of play? And you seem to deny that burning provides more damage than any power based attack could dream of. Interesting.
Wait wait…burn onChillblians? No wonder you’re screaming OP. You don’t even realize where things are coming from.
First off, Burning from a necro is hardly anything to be scared of. High stacks just don’t happen.
Conditions are no more or less dangerous than direct damage unless you don’t pay attention to where they come from. This is evidenced by the fact you constantly see people calling condition builds “passive,” but interestingly don’t say the same thing about Stuns or Dazes. The reason why is because so many players actually have no idea where the conditions are coming from. They don’t recognize that just because a skill doesn’t have a massive damage number immedietly pop up or disable all of their skills doesn’t mean it’s not dangerous.
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Posted by: Drarnor Kunoram.5180
Even if your buddies have the expansion but you don’t, any time they are in core Tyria (there’s lots of reason to do so), you can play alongside them like normal.
Tried one for a few matches- I hate calling this, but Reaper is nasty. I press my Staff 3 skill and they get 5 conditions. 5. Logic?
With a wanderers amulet and Grenth runes (or maybe thorn runes, can’t remember) staff 3 could do 7k damage if not cleansed. Pretty high, but there are power bursts that are more deadly than that.
You’re missing why this is wrong. These are conditions. Cripple slows your movement, slow reduces your ability speeds, chill kills ability recharge and slows movement, poison reduces healing, immobilize disables movement, fear is control, bleed and burn are just damage, confusion discourage ability use, torment discourages movement, weakness reduces damage by 50% and endurance regeneration by 50%, taunt is another control (not available to necro, thank god), blind disables your next attack, and vulnerability increases all incoming damage. This is why its wrong. You should not be able to do this to someone and out damage a power spec. I can’t do this to you with power. I can’t terrify your skill usage or discourage you from moving, I can’t reduce your damage, I can’t goof your recharge times or ability queues. I can’t do anything like this without control abilities and my own conditions. I can do all these effects to someone permanently, still put out good overlapping damage from power and condi, and remain alive and tanky.
But I know people are going to argue. I’m fine with Necro/Reaper being strong I just wish people would stop trying to defend condition damage being this potent. If you step back for a second, you realize how utterly out of hand it is.
No, instead, power will just hit you for harder and do it instantly, instead of giving you 8 seconds to react to it after being hit.
Yes, Power lacks some of the extra effects (even then, not totally true as many direct damage skills also provide one or more of the debuffs or boon-based mirrors). But once you’ve been hit, you can’t react to direct damage.
I’ll just leave this here, yes it’s against noobs, yes it doesn’t reflect high level game play, yes it’s embarasment for the game developers.
We get it, you’re in love with a video of a guy pwning lousy players. Lousy players don’t know how to defend, so I don’t know why you think this is an actual point.
(edited by Drarnor Kunoram.5180)
You know what changed? Amulets. People aren’t able to be as tanky anymore while Necros are inherantly tanky.
Loled so hard
yea, necro have so many tanky abilities for sustain, so many dodges and blocks
DD
In raw stats, Necros have always been super tanky. Amulets don’t change access to doges, blocks, etc., but they do affect “raw stats.”
But Asura is the master race, based on lore.
Based on lore, most asura blow themselves up.
Charr, no question. Nobody else wields the great sword one-handed for death spiral showing that brutal strength.
Don’t people still use the auto-Shivers trait in Spite?
But yeah, Necromancers are so dependent on Warhorn it’s silly.
Yes, because the effects of the skill are great. The cast time (which the trait doesn’t have) is horrendous and not reflective of the actual power of the skill.
Fair enough, Supreme. I rarely play ele, so my ability to theorycraft with them is a bit limited.
it could be made better simply by letting it cleanse a condition on the same strike that applies said condition.
it…does
at least in pve
harder to test in pvpbut yeah, the topic creator is obviously kidding
Really? I haven’t tested it myself, but when I asked, eles said that it wouldn’t cleanse anything until a second had passed.
Diamond Skin is now better designed than it was. This does not mean it’s good. It’s fairly weak, really, but it could be made better simply by letting it cleanse a condition on the same strike that applies said condition. No change to the tooltip, but it would be better.
That said, I think the way they chose to change the trait was one of their worst options.
Necro has never bin in a good position, tho they may gonna abit overboard on Corrupts Necro/Reaper deserve some time in Meta. And u can counter a Reaper.
Alright then please tell me what currently counters a reaper? Diamond skin ele was about the only thing before that could 1v1 it, druid as well. However with the changes its an extremely hard 1v1 for druid and ele simply cant do it. In team fights it just corrupts the boons of everything around it and is tanky enough now to deal with the pressure.
Thief with ease, Hammer Scrapper and Warriors, and Shortbow Rangers. I am not kidding about the last one.
Also, Spinal Shivers+Chill of Death don’t corrupt boons, they just remove them. Never mind that Spinal Shivers never gets used in PvP. Or really anywhere.
All I want is for Chill not to affect Attunement swap cool down. Or conversely, for it to affect all mechanic cool downs.
It already does affect all profession mechanic cooldowns.
Using a different skill that they would usually Block? This requires counting dodges.
Alternatively, opening on a Guardian, since they have the passive Aegis. Lets you bypass that for your first couple of hits.
Excuse my sarcasm but they are definatly working on it;
Elementalist:
Ride the Lightning: This ability is no longer able to be used in midair.
Necromancer:
Wells: Fixed an issue that caused these abilities to go on full recharge when interrupted.
Big nerf to ele dagger mainhand, and a pretty big deal buff for necros!
It’s a pretty big deal, but basically meaningless for PvP. Very few people use wells due to how they can just be walked out of. Add in the 1/4 second cast time meaning that interrupting them in the first place it difficult, and net impact is really small.
I’m sure someone will find an Ele build that can survive Reapers, but I’m not sure if any will be found that can reliably beat them. Not until non-cantrip, non-shout skills get some attention.
To be fair on condi Necro, how many people do you see actually dodging your skills? I can confidently say that I rarely do.
It can hardly be said a build is OP when people aren’t even taking the most basic measures to attempt to counter it. In this case, dodge/blind/block. If they don’t try to avoid any of my hard-hitting skills, don’t you think they should lose?
I am talking about condi reaper ofcourse.
With Superior Sigil of Mischief and Chilling DarknessWe would have 4 targets chill application at 600 range every 9 seconds.
It’s better than the alternative of Superior Sigil of Hydromancy and Superior Sigil of IceDid you even read the wiki-post you linked? Because Snowball doesnt even inflict chill, only blind for 2 seconds.
The snowballs can critically hit and will only select enemies in a cone AoE in front of the player.The skill performed by the sigil is called Snowball and has the following facts:
Damage Damage: 37 (0.15)?
Next outgoing attack misses; stacks duration. Blind (2s): Next outgoing attack misses.
Range: 600
Did you even read the post? Directly after the Sigil, he linked Chilling Darkness.
… yeah, this is more or less useless to every Necro setup I ever ran …
… good job?
Unless you were running Staff/Greatsword/Axe+Focus/Warhorn only, this is a buff to your build.
don’t understand, what about the skill did they lie about? o.O
It was supposed to be remove 1 condi every 1s, not remove 1 condi when you get hit on a 1s internal cd. It could work, only if the meta wasn’t about constantly spamming condis on every attack. Seems like they’re favoring the “Kill before you get killed” again to raise ESL ratings.
Their exact wording was “removes a condition on a 1 second internal cooldown while you are above 75% health.”
They didn’t lie. They just failed to mention the vital “when struck” part. I thought it was fishy when they described it as an internal cooldown.
People have been saying that “condition meta” thing since late 2012. I guess if you survived that condition meta till now, you will be fine in the future.
And at most, there has been 1 condition build at a time used in said “condi meta.” Fact is, we have never actually seen a condition meta in PvP.
It would work great on a Blighter’s Boon build, but there is already a lot of boon spamming. Maybe a sigil with vigor on a 3s CD would be ok though, and a great pick for a necro.
Also, there is a sigil that grants quickness, but I don’t remember if it’s on crit or on damage dealt.
that’s on swap with a cool down of 9 seconds, and requires a weapon swap or shroud enter / exit i guess. i would appreciate something with a shorter cool down.
and yes i would want another sigil to go with blighters boon besides sigil of strength.
yes there are a lot of boon spamming, but not on necro / reaper though.
main boon spammers are tempest and elixir engineers.
He was talking Superior Sigil of Rage, which gives Quickness on-crit. Only reason it’s never used is because it’s a 30 second cooldown.