Range of the shout. Ranger shouts can remove conditions from allies a third of the way across a PvP map because they’re so long.
We’re unsure if that’s a bug or not, since on your debuff bar, you get “Reaper’s Frost” instead of “stunned.” It seems like it is actually an unbreakable effect like Ice Bow 5.
Which, given the cooldown of the elite, is quite fitting. Executioner’s Scythe is better to question.
Daredevil with staff is a tough fight 1v1, I found 1v1 on my build tougher then when me and my buddy on rev did 2v3or4. I found reaper excellent in the chaos of a larger fight.
That was my favorite part of hits BWE. We got to go into team fights. And we got to thrive there. So much AoE all the time means that we can further the chaos, throw off skill rotations and ruin an enemy team’s day
That’s something I loved as well, finally feeling like I belonged in a teamfight instead of skirting the edges. I got a lot of use of the shouts and am actually quite pleased with how they work out. Still a couple minor things that need some attention, but Reapers in a teamfight actually feel strong.
I think the real issue is LF/might generation while in reaper form.
While in Reaper’s Shroud, life force gain is only from Chilling Force and the auto chain. Unless you have another ally helping to keep foes chilled, this doesn’t really add up to a ton from the Reaper.
Blighter’s Boon doesn’t give any life force while in Shroud.
Reaper is so overpowered, especially condition reaper. It needs a hard nerf… my pu mesmer had a hard time vs a reaper necro running a condi build and fire spam in shroud. With duelist traits, a mesmer should effectively duel and defeat ANY class or player 1 on 1 with ease. Please fix reaper before launch because its not even close to fair now. It is borderline like stealth trapper condi thieves which kill you without ever being seen accept you can see them and they simply have 2 hp bars and burst you down with extreme damage
Condi mesmers are exactly what every Reaper dreams of dueling. Reapers are designed to thrive in target-rich environments and a duel against a Mesmer means they almost always have four targets to scale from. On top of that, condition builds have always fared poorly against Necros due to supplying the Necro with ammo. Reaper does nothing to change how strong Necros are against condition builds of all stripes.
The minions do need a health boost, but the shouts all work in all areas of the game. There are some annoying things, like Suffer not transferring Blind and instead missing because of it, and one probable bug with Chilled to the Bone where the stun can’t be broken. Then there’s Suffer transferring Taunt and weird interactions with other CC’s that we’re sure are bugs.
But as far as the shouts actually doing what they say they do? All work perfectly.
D/D Ele OP, Mesmer kind of OP. A single Thief still mandatory on competitive teams. The rest of the classes kind of blend together in terms of balance. Also, burning stacks in intensity and is particularly strong.
Except Ranger.
Poor Ranger.
Did it not occour to you that Reaper is primarily direct damage-based? Having a ton of condi clears doesn’t help as much to prevent their damage.
I’ve played against Reaper’s with other classes and different builds but it just seems that I can’t find a way to go about any of their burst reaper skills completely draining my health on not just one, but several characters with my different builds. Thats all.
I’ve got one move that’s garunteed to work against all Reaper builds: stay further than 600 range away. Reaper’s got nothing he can do then.
Did it not occour to you that Reaper is primarily direct damage-based? Having a ton of condi clears doesn’t help as much to prevent their damage.
I don’t find myself autoing much with it in PvP, but you land a lot more than you would expect. I manage to land most of my Gravediggers, surprisingly, though I expect that to change as people get experience. That will mean people get hit by my other skills more often, though, as they save the dodge for Gravedigger.
Oh good lord, kiting mobs behind your minions you don’t play organized PvE at all.
Minions run straight at mobs. You walk behind mobs. You are now immune to cleave that would go to minions.
Champion etin uses smash: all your minions dead, you still take damage.
So, there is the occasional situation where it isn’t good to use. The presence of a small number of such situations means the entire skill is totally niche and overall worthless?
Still, that smash that wiped your minions and hit you still only did half damage to you, so the skill had some use.
All I have been saying is that the skill is not niche and can be used effectively in a large number of areas. For most of Fractals even, it’s fine, even untraited.
The best skill ever? No, but it’s useful.
(edited by Drarnor Kunoram.5180)
Oh good lord, kiting mobs behind your minions you don’t play organized PvE at all.
Minions run straight at mobs. You walk behind mobs. You are now immune to cleave that would go to minions.
It’s not like this is rocket science. Only place it doesn’t work is the buttons on dredge fractal.
In PvE you won’t use them. I don’t know if you’ve ever done a fractal 50 or are at that reward level but each mob there cleaves for 6k+ damage. Bosses cleave for as hard as 10k+
They’ll be dead in less than a few seconds.
In which case they still saved you a heal skill’s worth of damage. Also the possibility that they distracted the mob from hitting you or your teammates at all.
No, they didn’t. You don’t seem to understand how cleaves work in PvE. They don’t have a target limit, they hit everybody in range.
They distracted no mobs, the cleaves hit your party since you are all in melee range, and all the mob autoattacks are cleaves. Much like how mesmer clones don’t save you damage in PvE.
By now it’s clear to me you haven’t done fractal 50.
You’re right, I haven’t. And if I did, I wouldn’t be standing in the same spot as my minions.
Cleave works the same in PvE as it does in PvP and WvW: you don’t get cleaved when behind your target. Minions rush the target and you kite around.
Walah, minions get cleaved and you took nothing. If any of them landed a hit (one probably did), then the next hit deals half damage to you, which is a heal skill’s worth of damage it saved you from on that effect alone.
Even if you’re stupid and did get cleaved with your minions, you still saved yourself an easy 5k damage due to blood bond.
In PvE you won’t use them. I don’t know if you’ve ever done a fractal 50 or are at that reward level but each mob there cleaves for 6k+ damage. Bosses cleave for as hard as 10k+
They’ll be dead in less than a few seconds.
In which case they still saved you a heal skill’s worth of damage. Also the possibility that they distracted the mob from hitting you or your teammates at all.
The problem isn’t the concept, the problem is there is nothing that slows down their defense spike from Blighters Boon and there is no way to counter it as their defense spike is because of their allies, not them.
You could kill their allies…
Yeah, I know, it’s sooooo hard to change strategy from “focus the Necro first every time” to “Leave the Necro until last so he’s not getting supercharged by allies.” Try doing it and the results may surprise you.
I would have to disagree, Lily. It’s pretty good on a MM build. You just have to recognize that they are disposable. Last night I was deleting my target in teamfights because they would all nova on the same person. Mesmers were a riot to fight and regular MM’s stood no chance.
So it’s a useful skill on a single format, on a specific build tailored around them.
Did the necromancer really need more niche skills?
Come on, the whole problem with the class is it needs more universally applicable skills and pets/minions in this game should have AoE avoidance or at the very least melee cleave swings from bosses and their AoE shouldn’t affect them.
PvE and PvP are hardly “niche scenarios.” In both, the skill is useful. PvE, you get more DPS (5 of them will actually hit decently hard) or more defense for a shorter period. In PvP, you get more defense primarily, but that comes in a few ways.
In 1v1’s, you usually only get one horror, but taking half damage in a duel is huge. In teamfights, the shamblers eat up the AoE cap entirely (consider that non-piercing projectiles and PBAoE’s from your target essentially have no effect on teammates then) and you still get the half damage effect for at least a few seconds.
And this is untraited. MM builds get quite a lot more mileage out of them through sheer quantity.
I would have to disagree, Lily. It’s pretty good on a MM build. You just have to recognize that they are disposable. Last night I was deleting my target in teamfights because they would all nova on the same person. Mesmers were a riot to fight and regular MM’s stood no chance.
http://gw2skills.net/editor/?vRAQJARWnc0AN3g92Ae2A0biljBLeH+DHiULhngoe22KAA-TphBABVcBAA4BAoxhAYjjAAg7PQWZAA
I used this last night for a match and did all right with it. Highlight of the match was surviving three bursts from a Mesmer without leaving combat, even though the Mesmer kept backing off.
Necros would be able to make good use of it as well. The issue Necros have is that you can’t get good healing and make use of the crit chance traits (Death Perception necessitates being in Shroud, so no real scaling with healing power) so Crusader’s amulet doesn’t work for them. Reapers might potentially have a build to work with it, though.
So, a bit that’s more directed at the OP:
You have already stated that you were on a Condition Mesmer build when you were having these issues. I can say right now that you weren’t going to win that unless the Reaper was horrible, because Condition Mesmer is the ideal spec for a Reaper to fight against. Literally nothing is more attractive to them.
First, you were a condition build going against a Necromancer. Since launch this has been asking for a rough time. You were already at a major disadvantage here.
Second, Reaper was intended to thrive in target-rich environments. Mesmers are a target-rich environment. Even better, they are target-rich while only really having the DPS of one player. Condition mesmers being more reliant on clones over phantasms feel this even worse than other specs.
Reapers are not too tanky, your build just naturally will have an incredibly difficult time against one.
As to the guy mentioning Valk Thief and Ranger builds, really, I can’t say I’m surprised you lost against anyone let alone a Reaper.
The reaper is proving too tanky in match after match. In this regard there’s another thread that suggests why. Unrelenting Assault is my current rug burn.
The biggest issue is there is no internal cooldown on any of those traits.
Get a cele ele or bunker guardian with a reaper and you pretty much have an invincible necromancer.
- Cold Shoulder: Chill lasts longer, and chilled foes deal less damage to you.
With a Tempest providing protection and frost aura, you got yourself a 53% damage reduction.
Yeah… A bit extreme damage reduction and chill duration don’t you think? In my opinion it should be:
Cold Shoulder: When you enter Reapers Shroud gain a Frost Aura for 1 second plus an additional second for each condition on you (max 5 seconds).
- Blighter’s Boon: Gain life force when you gain a boon. If you are in reaper’s shroud, gain health instead.
Once again, give it a kitten internal cooldown! 1 second should be PLENTY for this trait.Or, you could perhaps try to separate the Reaper and his teammate. Reapers are still quite susceptible to CC, so launches, pulls, Fears, Taunts, etc. will be effective.
Plus, Chilling Victory has a 1 second ICD per target. That’s plenty.
Separate the Reaper? Super easy! Except when you are slowed to a crawl.
Seriously though, I watched a Reaper lose all it’s shroud, get buffed and gained all its shroud back as soon as Reaper Shroud recharged 3 times.
So, what you’re saying is that a Reaper with a teammate dedicated to supporting it is much harder to kill than one without.
Duh? Who is this not true for?
(edited by Drarnor Kunoram.5180)
The reaper is proving too tanky in match after match. In this regard there’s another thread that suggests why. Unrelenting Assault is my current rug burn.
The biggest issue is there is no internal cooldown on any of those traits.
Get a cele ele or bunker guardian with a reaper and you pretty much have an invincible necromancer.
- Cold Shoulder: Chill lasts longer, and chilled foes deal less damage to you.
With a Tempest providing protection and frost aura, you got yourself a 53% damage reduction.
Yeah… A bit extreme damage reduction and chill duration don’t you think? In my opinion it should be:
Cold Shoulder: When you enter Reapers Shroud gain a Frost Aura for 1 second plus an additional second for each condition on you (max 5 seconds).
- Blighter’s Boon: Gain life force when you gain a boon. If you are in reaper’s shroud, gain health instead.
Once again, give it a kitten internal cooldown! 1 second should be PLENTY for this trait.
Or, you could perhaps try to separate the Reaper and his teammate. Reapers are still quite susceptible to CC, so launches, pulls, Fears, Taunts, etc. will be effective.
Plus, Chilling Victory has a 1 second ICD per target. That’s plenty.
(edited by Drarnor Kunoram.5180)
Yeah, since the cast time reductions on Suffer, Rise, and CttB, shouts are actually pretty good. Full shout builds require YaaW, since it’s the only stunbreak, but Suffer can apparently deal with some non-condition hard CC’s as well (like Taunt, I think I’ve broken stun before).
Terror has the same issue. Also, neither one is amplified by Vulnerability.
Bug I’ve discovered: Suffer will miss due to Blind, unlike all other transfers.
The healing from Blighter’s Boon isn’t really a problem. It’s the life force generation that’s a bit too strong. Might need to test it for bugs, though.
I recall in the previous BWE, as a guardian at the start of a PvP match, I would buff my Reaper friend with Empower (12 boons) and two symbols (5 boons each) but he would have ~50% life force. He should have had ~25% based on the tooltips. Even with Gluttony, it shouldn’t be over 30%.
Are you sure you were the only source of boons?
To everyone else saying Reapers are too tanky: Perhaps, then, you might consider that the “focus the Necro first” strategy might need to be rethought when the Necro is a Reaper? It could do you wonders.
Blighter’s Boon will not provide much sustain if the Reaper is alone.
I’m not having any issues in PvE or PvP. If it fails to hit, it’s always because they dodged, blocked, or blinded.
Pulling the full length is another story, but it’s pretty clear to me why it doesn’t pull the full distance when it fails.
CttB which is meant to immediately and heavily swing a fight in your favor by stunning enemies for a long duration and then keeping them weak for quite a while after.
I’m not feeling it. In any large fight you will end up getting hit with CCs or Blinds before you can get it off.
Really? I’ve been getting it off pretty reliably in PvP tonight. I never pop it at the start of a 1v1, though.
you get it per boon applied. if you get 3 might instantly it will only count as 1 boon afaik. at least that’s how it was when i tested it last beta.
You tested badly, then. I was getting 20% from using YaaW consistently in PvE during the first beta.
But what if I have Terror specced and really need to inflict a full minute of fear on Teq?
Would count as Teq’s Fear, not yours. Terror wouldn’t work.
Plus, Plague Signet breaks stun before transferring, so Fear couldn’t be thrown around anyway.
Hopefully, raids will not have skippable content favoring leaps, steps, and stealth.
The whole Aetherblades LW events were so much more friendly to Necromancer. Aetherblades had boons to corrupt and the twisted watchwork lane defense rewarded fear and AoE pretty well.
I remember dropping a fully traited Spectral Wall right in front of the spawn point for the watchwork mobs. 9 seconds of nothing getting past wasn’t often useful due to AoE DPS on the spawn point, but when it was, it was a gamechanger.
This was a response from Robert Gee to the mesmer forum on why mesmers don’t have a bunch of blast finishers (sound familiar?).
From a design perspective, Mesmers are more about providing fields and less about activating them. It’s not just blast finishers, Mesmers lack reliable sources of many other finishers too. Necromancers fill a similar role. By contrast you might notice that Warriors have lots of finishers but not many fields.
We don’t always get this balance right (and I think there is a different discussion to be had about when we don’t) but I hope that clarifies what we were going for in the case of Mesmers.
His response makes it sound like profession (and encounter) design was supposed to allow for other professions to fill in the weaknesses that are inherent in other professions. And clearly, he knows there are some issues with this. Much like for mesmers, rangers, etc., getting this balance right for necros is a work in progress. They have a target they are shooting for and it’s either avoiding giving all professions what the current meta calls for, testing the waters for future content to see if that is what is needed or whatever design balance concept #3 is. This isn’t quite new info in terms of what they’ve said before about balance and design, but also remember that with the Blood Magic redesign, making blood is power a group buff, and giving Reaper Shroud 2 a projectile block, they are open to new ideas in terms of profession design/theme.
lol @ “warriors have a lot of finishers but not a lot of fields”
you know except permanent moving fire fields…. plus 2 other fire fields… but otherwise no fields, no fields at all…
I’d love to have no finishers like warriors have no fields!
Also lol at necros having a similar role as compared to mesmers… I’d love to know how to access necros quickness, alacrity, slow, and reflects.
Currently, Warriors have one field on the entire profession, and that’s the longbow burst skill.
Berserkers will get two more, one on Torch and one on Greatsword.
Yeah except those burns use their condi damage instead of yours.
Pretty sure that’s not right? Whenever we multiply or send conditions to someone it uses our condi stat, that’s why epidemic is actually useful.
You’re confusing two things here: transfers and copying.
Transfers (Plague Signet, Putrid Mark, etc.) simply move the condition, and as such use the original applicator’s stats.
Epidemic, however, is currently the sole instance of copying in the game. What the system does is check what conditions are on the target and saves their stack quantities, plus stack durations. The Necromancer then applies an equal number of conditions of the same type, stack quantity, and durations to those affected by Epidemic.
Zealot’s gear is actually pretty strong in builds that use blood magic. Not for the siphon traits, but for Transfusion, Life From Death, and Blood Bond (though that requires them fixing its incorrect scaling) and even Quickening Thirst to an extent. Running dagger mainhand and Signet of the Locust, we effectively run around with three healing skills. Consider this:
Life Siphon: scales at approximately 10% healing power per tick. Total of 90% scaling on a 12 second cooldown (9 with Quickening Thirst above 75%).
Signet of the Locust: 60% healing power per target, max of 300% at 5 targets.
Life From Death: 150% healing power scaling whenever you leave death shroud.
Consume Conditions: 100% healing power scaling, 10% per condition.
Transfusion: 20% per pulse, total of 180% scaling on base Necro and 240% on Reaper.
Hero point cost on Elite Specs too high
in Guild Wars 2: Heart of Thorns
Posted by: Drarnor Kunoram.5180
…have we even heard what the cost will specifically be?
Hence no direct access. That is a very rare situation that we’ll even get a single stack of confusion on anything, since it requires us to either get lucky with minion AAs or lucky with staff AA.
I wouldn’t say “lucky” on minions, since those are 100% finishers, but I digress.
Please explain how NECRO is part of the problem?
Cele signet necro mostly. It can might stack almost as well ad d/d ele. Combine that with decent defenses from high life force generation, good direct damage, and lots of conditions from abilities and boon convert and you have the same problems as the old cele rifle engi and current cele d/d ele.
Cut down on some might stacking or boon convert and it’s much less of an issue. All that can be done with a single trait tweak. This necro build is just overshadowed by other problems right now.
Okay, I’ll bite here.
Celestial Necro barely causes any condition damage. It’s condition damage output is 3 stacks of bleeds on Dark path, 2 stacks on Mark of Blood, 2 stacks on Weakening Shroud, up to 3 stacks of Torment on Tainted Shackles and 3 stacks of poison on Chillblains. Bleed damage is pretty weak, especially if you aren’t a dedicated condi build. ~7 stacks of bleeding is bordering negligable damage and that’s pretty much all a Celestial Signet necro can hope to generate as their “burst.”
Everything else is dependent on their opponents. Zerker thieves don’t really see anything else at all, due to being low-boons (so nothing from corruption) and not doing condition damage (so transfers don’t hurt either). Burn Guardians, on the other hand, practically explode due to having tons of boons to corrupt and giving the Necro serious firepower.
If a Celestial Signet Necro bursts you hard with condition damage, it’s your own condition damage, not his.
Necro damage scaling is weaker than Ele, so the Might stacking (which, by the way, is not as high as ele usually gets) gives them less damage anyhow.
(edited by Drarnor Kunoram.5180)
Slow makes sense, it and confusion are the only things we don’t have direct access to, along with Torment which we have only one source of. And honestly they all make sense on Necromancer, though I don’t think we should have a ton of sources of slow/confusion one or two direct sources could fit thematically and gameplay wise in the idea of punishing certain things.
Confusion we do still have the ability to generate via Spectral Wall and finishers, though. We don’t need outside input there.
F2P will only be good for PvP if elite specializations and Revenant are F2P in at least PvP or else you have a pay wall to be competitive.
Not necessarily. Right now, I wouldn’t say any of the elite specs are more competitive than what we have now outside of Chronomancer. Berserker is also a possibility, tough to say there.
Revenant sure isn’t more competitive than existing professions.
What PvE reaper is going to spec into Signets of Suffering over Close to Death? You are giving up 20% extra damage below 50% health for some crappy boon rip on signets, which are also some of your worst and most selfish PvE utilities. That’s a metric ton of damage potential to give up just for boon rip.
Similarly, axe is a terrible weapon, what necro is gonna run it in PvE if they haven’t now? You might as well use focus #5 over it with dagger.
Dark Path is not available to Reaper, no boon removal there.
I don’t see how you people say mesmer has no boon rip. iDisenchanter removes 2 per hit, null field does removes 2 per pulse, your autoattack removes 1 (as do your sword clones), and greatsword #3 removes one as well. No trait investments involved or crappy utility choices for PvE.
If the need for boon-ripping is strong enough, I will gladly take Signets of Suffering over Close to Death. If boon-ripping enemies are a thing, the extra Might can be quite handy. Damage boosts are nice, yes, but not at the cost of not being able to take down the target at all.
Think of it this way: is Close to Death worthwhile if the boss is applying Protection below 50% health? You would get more damage out of Signets of Suffering, then. Besides, harder content will mean healing is more valuable (Locust), and I would imagine stunbreaks and condition removal as well (Plague Signet, which also helps relieve condi pressure on allies).
Path of Corruption also applies to Death’s Charge. Reaper actually gets it much more often rather than not at all.
Mesmers do have good sustained boon ripping for low counts of boons. But it is very possible we will need spike boon ripping, which Necro does much better than Mesmer. Plus, you say “no crappy utility choice for PvE” on Mesmers and then list Illusionary Disenchanter, which right now is pathetic for PvE (raids may change that, though). The meta utility choice for Necros involves Well of Corruption anyway.
Condis and boons will most likely be a thing for once in HoT so necro’s ability to convert those both should be found useful. They also have a sick ability to move downed players to less hazardous areas so that might see some play.
Necros are no more desired when dredge are around and dredge both use plenty of conditions and boons.
Why don’t people understand how little impact boon/condi conversion has compared to the damage loss the necro brings compared to an ele/engineer?
If it’s critical you just bring a mesmer with null field and iDisenchanter and he can cleanse boons/condis just fine.
Dredge hardly use conditions at all and spam boons on a 3 second cooldown. There is zero point to even attempt to strip them. Compare instead to Aetherblades, who do use boons and conditions, including often stacking to 25 Might. There, you practically need boon rips (and Necro boon ripping is great for it, since that Might is also accompanied with Stability).
Mesmer with null field and iDisenchanter+ sword autoattack will keep a group full of dredge boon-free all the way through their death.
And I don’t know what you mean by no conditions, grenadiers apply poison and the melee dredge swipe for poison.
You clear aetherblade by blowing them up with burst not cleansing their boons/conditions.
No dredge applies poison, not even bosses. If they use conditions at all, it’s bleeding and vulnerability. Molten Alliance dredge add burning to the list.
And no, even Mesmers can’t keep dredge boon-free. They might keep it down to one boon, but not totally cleared.
Aetherblades are difficult to burst down when some of them have invulnerability phases, others have static auras (better hope your burst is a single, non-channeled skill), and others still heal. Yes, Icebow 4 takes them out. It does that to literally everything in the game. Take that out of the equation and things look rather different.
Condis and boons will most likely be a thing for once in HoT so necro’s ability to convert those both should be found useful. They also have a sick ability to move downed players to less hazardous areas so that might see some play.
Necros are no more desired when dredge are around and dredge both use plenty of conditions and boons.
Why don’t people understand how little impact boon/condi conversion has compared to the damage loss the necro brings compared to an ele/engineer?
If it’s critical you just bring a mesmer with null field and iDisenchanter and he can cleanse boons/condis just fine.
Dredge hardly use conditions at all and spam boons on a 3 second cooldown. There is zero point to even attempt to strip them. Compare instead to Aetherblades, who do use boons and conditions, including often stacking to 25 Might. There, you practically need boon rips (and Necro boon ripping is great for it, since that Might is also accompanied with Stability).
(edited by Drarnor Kunoram.5180)
I can imagine a few ways that Necros become core to Raid runs.
1. Large numbers of boons burst out on the target. Mesmer boon removal is great for sustained removal of one or two boons constantly getting reapplied, but Necromancers do far better against large quantities that are more infrequent.
2. Seperation is key. We already know that raid groups will get split up, but if you have someone needing to go solo some objective, who better than a Necro? We are by far the most self-sufficient profession for buffs and can handle decent pressure from enemies. Necros alone can hit their max damage without going total glass cannon thanks to not really needing Precision.
3. Enemies rip boons. Necros and Thieves are the least reliant on boons.
4. People are expected to go down. Necros do make fantastic rez-bots and healers without interfering with combo fields attempting to provide a different benefit.
5. Mobs with high condition damage output. Sure, your team could remove the conditions, but a Necro can turn the enemies’ spike against them, drastically shortening the time you are fighting and the number of cleanses your team needs.
That wiki article is not up to date.
Weakening Shroud triggers a regular Enfeebling Blood, and in addition to that you get a single target weakness on crit with icd.Also, since the specialization system was implemented, qualifications like adept/master/grandmaster are completely meaningless because you always get the full line anyway.
The enfeeble that weakening shroud casts is tiny. It has thief pistol 5 size, while the Dagger 5 skill has a well sized AoE.
You probably wolnt hit anything most of the time in pvp/WvW with the traited enfeeble.
The Enfeeble from the trait is the same size as Enfeebling Blood on dagger 5. They literally work the same except Enfeeble is PBAoE instead of 900 range and doesn’t have a cooldown of its own.
Mesmer at least has finishers on five weapons: Leaps on Sword and Staff and Projectiles on Greatsword and Pistol, plus a blast on Torch. Focus and Staff also have combo fields.
Mesmers get to play a lot more with combos than Necros do.
- Nightfall + chilling dark – 2.4s on a 20s cooldown
Don’t forget Nightfall lasts 8 seconds, so it can trigger Chilling Darkness twice.
It’s fine. MM necro is utterly unviable still.
Not so sure about that, but I am of the opinion the traditional one people run using transfusion isn’t the way to go.
what does you meaning ??
Unholy Martyr condition juggling, probably. It lets you stay in Death Shroud for a deceptively long time.
The skill is bugged, not the tooltip. In a patch where they fixed it healing for too much, they also shifted the decimal point a place to the left in the code. We assume by accident, and this really should be an easy bug to fix.
Wonder if there will ever be a elite spec reveal where necros dont compare it to theirs and complain.
Herald fit that bill. Dragonhunter too, though it was revealed before Reaper.
The main issue from Necros is just how everyone seems to be getting more and more ways to counter or ignore Chill, which is a main focus of Reaper.