oh common, just give me clear asnwer guys~ i just need more winrate so i need to run current’s most op class
We have: it’s D/D Celementalist. By far the strongest build in the game.
Cele Signet Necro is basically the one build that has a good shot at beating it, but that build has a host of weaknesses that other professions exploit.
3. Shiro energy costs seem a bit high, especially on the gap closer. The healing skill also really needs to lose its ICD.
Shiro’s gap closer is almost absurdly cheap. after a fresh swap you can probably pull it off three times back to back. 20 is barely more than some of the weapon skills.
Sorry, got the energy costs mixed up for gap closer and evade. The evade could probably use a cost of 30 instead of 35.
The build I have been using is Sword/Axe||Hammer with Shiro and Ventari. It actually feels like a really fun build with lots of management and potential.
However, there were a few things I noticed:
1. Ventari stance is reeeeally awkward to first enter. The tablet should just be automatically summoned at your location when you enter the stance for a few reasons. One, it would simply feel smoother. It’s awkward to swap legends, use a skill, and then use whatever skill I actually wanted. Two, Ventari is the only legend with a time and energy tax to actually use. This is really rather dumb. Three, the tablet summons at your location anyway.
Actually, I’d like to see the whole “summon tablet” thing go away entirely. Don’t make the elite destroy the tablet (it’s not strong enough for the tax anyway). If you leave the leash range of the tablet, have it snap back to your position like minions or pets do.
2. Hammer 3 can actually be used as a dodge if timed well. It does actually move you. I can see better Revenants spotting an allied water field and using Hammer 3 to get a chunk of healing from 1200 range away and possibly avoiding something at the same time. Keep it!
3. Shiro energy costs seem a bit high, especially on the evade. The healing skill also really needs to lose its ICD.
4. Sword 2 is pathetic. About the only use I found for it was interrupting teragriff charges.
(edited by Drarnor Kunoram.5180)
I’d rather see the tablet be automatically summoned at your position when you enter Ventari stance. For a defensive/support legend, it seems really odd to be the one legend with a time/energy tax to even use.
death’s charge is fine as is.. people just need to get used to it.. i can imagine people would complain more if they tried to use it as an escape only to have your character go flying towards your target instead.. which is what savage leap does.
So deselect your target if you’re going to run? This is how every other leap in the game works if you’re using it to escape.
I’d be much happier if I could hit a target with it that wasn’t exactly 600 units away.
Unholy Sanctuary’s auto-shroud proc is a 30 second cooldown. There is no way to increase or decrease this.
Works perfectly for me. Are you certain you have Blighter’s Boon on and not, say, Reaper’s Onslaught?
5 conditions transferred if you hit 5 foes. Each one gets one condition.
It’s really a bad Plague Signet.
Traits are now a real sticking point on Reaper. There is really only once choice at each tier, regardless of build.
- Adept Tier:
1. Augury of Death, which is bad because shouts are underwhelming as a whole. Could probably do with giving shouts some extra effect.
2. Chilling Nova is a bad, situational Sigil of Ice. Half again the cooldown, but also requires the target to already be chilled.
3. Reaper’s Pursuit is awesome. No changes needed.
- Master Tier is closest to being good, but still only has one choice.
1. Soul Eater is terrible. Gravedigger is too slow for such a minute cooldown reduction, and the siphoning also doesn’t help this be good due to the slow attack speed.
2. Chilling Victory would be good if Reaper actually could get decent chill uptime. While this is currently a bad choice, the trait itself is fine. The environment it is in is awful for supporting it.
3. Decimate Defenses is good, especially since Reaper does stack Vulnerability really well.
- Grandmaster tier is most unforgivable for how bad it is.
1. Blighter’s Boon is fantastic. I don’t want to see this change at all.
2. Deathly Chill is laughable. A Grandmaster trait to get less than a single stack of burning on a condition that condition builds don’t have good access to? The damage here needs to skyrocket to be even considered as a choice.
3. Unstoppable Onslaught doesn’t even work! The trait doesn’t actually do anything right now, making this an awful choice. In addition, the on-kill reset being on a really short cooldown skill doesn’t help matters. Perhaps this should instead reset all Reaper’s Shroud skill cooldowns on a kill.
My thoughts on Reaper:
- For being masters of Chill, we sure suck at applying and maintaining it. Chill uptime needs to be buffed on Reaper skills/traits if the spec is going to manage anything on that front.
- Greatsword is terrible. It feels clunky and like it used to be good. On to specifics:
1. Auto attack needs its Chill application buffed, as well as probably a shorter cast cycle time. The chill applying strike is literally the most telegraphed auto in the entire game by a wide margin, and also gives plenty of time for someone to just avoid being hit. If this happens, you don’t have Chill to work with Even if you do land it, the Chill uptime from continuous auto-attacking is laughable before even considering enemy cleanses.
2. Gravedigger really needs to return to a 100% reset on striking a foe below 50%. That 1 second period between is clunky as hell, and because the weapon is so slow, you can’t actually do anything with that time frame. The skill also needs to deal significantly more damage if it retains its cast time. Even 50% more seems fair for its telegraph.
3. Soul Spiral needs a shorter cast time and higher LF generation (whether through shorter cooldown or more/hit, doesn’t matter). As the primary LF generator of the weapon, it needs to be generating far more to help the Reaper sustain against the multiple foes Greatsword is intended to fight. Also, at least on Charr, the animation is clunky. It goes “Summon giant drill, then think about where you want to put it for a moment, decide that first location wasn’t the best spot, then thrust forward.” Just reducing the cast time to 3/4 seconds would make it feel a lot less awkward, but the generation capability needs to go up.
4. Nightfall is good as-is. No changes necessary.
5. Grasping Darkness needs help. On the rare occasions it actually functions as a pull, it’s okay, but the poison makes no sense. Better for it to be a long , single stack of poison, since condition damage and Greatsword don’t mix anyway. This is also a really clunky skill to use due to cast time, then projectile travel time, then pull. Given the short range, you really won’t be stopping anyone from escaping with this.
- Reaper’s Shroud is excellent. Only things that need changes are Death’s Charge actually stopping at your selected target and Executioner’s Scythe hitting your selected target instead of whatever is in a location in front of you. Also, just have the tooltip actually show Soul Spiral’s actual 2 second cast instead of hiding it in “duration”. You can’t cast it while stunned, casting anything else interrupts it, and you can have it interrupted. It is not an instant-cast skill!
- Shouts are all over the place.
1. “Your Soul is Mine!” needs to heal for more. A lot more.
2. “You are All Weaklings!” is pretty universal. It’s pretty good in all sorts of situations, and being a short cooldown stunbreak, it’s rather good.
3. “Suffer!” is bad. It really needs to just do something different to ever hope to compete with Plague Signet. Plague Signet always removes 5 conditions from you without caring if it’s one or 5 foes and is a stunbreak. A bit of chill and negligable damage will not save the shout.
4. "Nothing Can Save You! " looks good on paper. I haven’t taken Reaper out of PvE yet, though, and this shout is useless there (no blocks or boons). Thus, I can’t really comment on this.
5. “Arise!” sucks. It’s useless for literally everyone: Jagged Horrors are lousy with multiple foes and a 40 second cooldown to summon just one is laughably awful. Even Minion masters don’t want to run this shout. Scrap it entirely and replace with something else. My suggestion is “No escape!” knocks foes down and gives the Reaper super speed (2 seconds +1 second per foe struck). Takes inspiration from the fact that the horror movie monster catches someone because they tripped.
6. “Chilled to the Bone!” works as a general-purpose elite, but it needs a shorter cooldown and cast time.
(edited by Drarnor Kunoram.5180)
also hearing there is not enough time for base Necro atm, when Engies got a complete kittening overhaul is just kittening insulting!
If getting changes means getting an Engineer-class overhaul, I’m fine with Necros never getting touched again.
Thank you for the update, Robert. Seeing that devs still reed the necromancer forum feedback is really reassuring. I am certainly looking forward to the projectile-blocking Death’s Charge.
Just remember that that feature won’t be on the build we’re playing this weekend. Don’t be surprised if you get Point-Blank-Shotted out of Death’s Charge.
@Drarnor Kunoram: Good lord, I said R-E-P-L-Y-I-N-G.
- Gaile: Hi Gee, there is this long a*s thread about how axe s*cks. Players are getting annoyed. Do you know something that I can use for a reply?
- Gee: Yeah, I’ve read that thread. Tell them I’m keeping notes of their feedback and I plan to work on axe and scepter after the elite specializations are done.
- Gaile: Hi Necroforum, Gee is busy right now so he can’t reply directly. He is reading your feedback and keeping notes of ideas to improve axe and scepter after the elite spec are done.
- Necroforum: Hurrah!
———————-- Gaile: Hi Gee, there is huge QQ about Chilling Darkness nerf. They are seriously questioning the reasons behind it.
- Gee: Thanks Gaile, I missed that thread. Here’s why we changed it…
- Gaile: Hi Necroforum, bla, bla, bla, bla.
- Necroforum: Bla, bla, bla, bla.
By now you should’ve got the picture and understand that I never proposed anything of what you thought. I don’t understand were you got the picture of CMs as a wall between devs and players, when their job is to make that communication easier, since devs are often too busy to reply .
I stated the reason why: information gets lost in both directions due to the sheer volume Galie and Rubi are dealing with. I don’t expect dev responses often, but when we do get them, they’re as accurate as can be. I’m sure you’ve played “Telephone” before.
I rerolled guard just lvl 7 but necro I’m not going to play any more tried PVP kitten so much easier and 1v1 win ratio is much higher and is much funnier to play than that cursed necro I wish I could get back my time spent on Necro
Additionally I will leave this here this is 45 min on lfg tool with necro GJ arena you made a clkittened by every one including those who play necro
You do realize that multiple groups there include Necromancers, right? Maybe it’s the fact you were asking for level 40 instead of being a Necro? Random Agony seems like an instability folks would rather avoid or get better rewards for (level 50).
Moreover they have community managers to do this job. Devs don’t have to be the ones replying every time since you have paid professionals to do it.
To be fair, I don’t think I would really want Galie or Rubi posting here about the direction of the Necromancer. They’re great folks, but it’s not really something I feel is their place to be discussing. They have a ton of information to collect, distill, and distribute and invariably, they miss some good details and ideas. This is not only from player→dev, but also the other way around.
So, from an exceedingly rare (though hopefully increasing frequency) dev post in the Necromancer forums, we got:
My work over the last few weeks hasn’t been for Necromancer or Mesmer and is actually been for the Warrior elite specialization (which I probably can’t say anything else about). I’m also fixing bugs on live for ALL professions this week and next which has kept me pretty busy.
I trimmed out parts above and below this section, but I’ll let you guys dicuss this tidbit to your heart’s content.
pull on gs + gravedigger is also a setup
Maybe u could count how many times the skill fails in jebros hands
idk but it looks as trash as our sidesteppable focus
if they dodge it then it’s already a good thing for you, even if they dodge the pull it means they can’t dodge gravedigger if they dodge a 2nd time. and as i have said many times, it’s still in beta so i’m sure anet will try to improve on clunky skills, they did so with revenant too they said.
If they dodge the pull, they don’t need to dodge Gravedigger. They’re out of range!
not necessarily, you could also use gravedigger for the pull, it’s a cc after all so you can setup gravedigger you know.
And dodge rolling moves them a distance. So yes, if they dodged the pull, they don’t need to dodge Gravedigger because they’re out of range.
I was going to be the forum specialist before the profession specialists were scrapped, but this is a very welcome post.
Thank you, Robert. In particular, thank you for also explaining the reason for being comparatively silent. Didn’t know you were also doing the Warrior elite spec, but you do sound quite busy. I know we Necros can be a salty bunch, but we really do appreciate the work you do.
I was actually compiling a short document of seemingly unanimously agreed upon issues with the Necromancer, in the form of specific skills and traits with a short explanation on why each of these were considered “bad.” Any chance I could send it to you?
pull on gs + gravedigger is also a setup
Maybe u could count how many times the skill fails in jebros hands
idk but it looks as trash as our sidesteppable focus
if they dodge it then it’s already a good thing for you, even if they dodge the pull it means they can’t dodge gravedigger if they dodge a 2nd time. and as i have said many times, it’s still in beta so i’m sure anet will try to improve on clunky skills, they did so with revenant too they said.
If they dodge the pull, they don’t need to dodge Gravedigger. They’re out of range!
Because when a target is below 50% health, Gravedigger has no cooldown. And it is still lower DPS than dagger auto.
Dagger auto chain takes almost 2 seconds (including the after delay to start another attack) of your DPS time. In this time, you can do a base amount of almost 940.
Gravedigger takes almost the same amount of time and deals 1,520 (Probably more like 1,200ish base) and has no CD hitting targets lower than 50% HP and hits 1 more target than dagger does.
I’m almost positive gravedigger will have better power scaling.
Just to be clear, according to the other thread where they said they had the coefficients, Gravedigger has a 2.0 coefficient.
The dagger chain is a total of 3.0 coefficient over the whole chain and supposedly it takes only 2.1 seconds to do the whole chain.
Something to keep in mind is the cast times in game are always wrong and the wiki is often wrong. I’ve tested weapons before and they didn’t match the wiki’s numbers. I will test all these things myself during the BWE.
Dagger has 2.8 coefficients per chain over 2.1 seconds. Gravedigger is 2.0 coefficients/chain over ~1.8 seconds. Greatsword does 10% more damage on average than dagger, so we’ll factor that as a 2.2 coefficient to keep the comparison on actual damage output accurate.
2.8/2.1=1.333 coefficients/second. 2.2/1.8=1.222 coefficients/second.
Against one or two targets, you’re better off dagger autoing than gravedigger spam. You just do more damage.
The coeff is actually 1.9 for grave digger and you can’t just say GS goes 10% more damage. Because the number was reverse engineered the coeffs we have already factor in gs’s higher weapon damage anyways.
The only time that works is when you are using them to preform the same skill I.e. using shroud skills. Shroud skills used with a GS will do more damage than shroud skills used with a dagger+offhand.
No, the tooltip value is (Power* Coefficient * average weapon damage)/2600. To do a proper comparison, you cancel out the division and the Power, leaving you with coefficient* average weapon damage. Average damage for an Ascended Dagger is 1000. Average damage for an Ascended Greatsword is 1100. So, 10% more.
Because this gets multiplied in, the same coefficient means different amounts of damage on each weapon. In order to adjust for that difference for a proper comparison, you need to account for relative weapon damage, since the same coefficient goes further on Greatsword than Dagger.
Just remember: for all this talk of a “fast -paced active combat system”, Necros are slow (especially on cast times) and have only two dodges (the same base two everyone has) for active defense. Hardly fitting the theme, there.
To be clear, the skills and traits I think need improvements are the ones that don’t see use. Skills like Spinal Shivers (the cast time is too long, reducing this won’t affect the Chill of Death trait at all), Well of Darkness (waaaayyy too long of a cooldown for its effect), Signet of Undeath, Corrosive Poison Cloud, and Shadow Fiend could all use improvements while traits like Soul Comprehension and (now) Chilling Darkness really need buffs due to being useless. These won’t change the current builds that are used, but every skill and trait I listed doesn’t get used (except Soul Comprehension due to it being a minor) in any game mode.
(edited by Drarnor Kunoram.5180)
Because when a target is below 50% health, Gravedigger has no cooldown. And it is still lower DPS than dagger auto.
Dagger auto chain takes almost 2 seconds (including the after delay to start another attack) of your DPS time. In this time, you can do a base amount of almost 940.
Gravedigger takes almost the same amount of time and deals 1,520 (Probably more like 1,200ish base) and has no CD hitting targets lower than 50% HP and hits 1 more target than dagger does.
I’m almost positive gravedigger will have better power scaling.
Just to be clear, according to the other thread where they said they had the coefficients, Gravedigger has a 2.0 coefficient.
The dagger chain is a total of 3.0 coefficient over the whole chain and supposedly it takes only 2.1 seconds to do the whole chain.
Something to keep in mind is the cast times in game are always wrong and the wiki is often wrong. I’ve tested weapons before and they didn’t match the wiki’s numbers. I will test all these things myself during the BWE.
Dagger has 2.8 coefficients per chain over 2.1 seconds. Gravedigger is 2.0 coefficients/chain over ~1.8 seconds. Greatsword does 10% more damage on average than dagger, so we’ll factor that as a 2.2 coefficient to keep the comparison on actual damage output accurate.
2.8/2.1=1.333 coefficients/second. 2.2/1.8=1.222 coefficients/second.
Against one or two targets, you’re better off dagger autoing than gravedigger spam. You just do more damage.
@Khristophoros
Well you have to at least admit there is a reason for the fact that necro is the lowest DPS of the game: bad weapon damage + few damage multipliers. As I said earlier, the AA of dagger is one of the highest but we don’t have any additional burst skill. This means we have one of the most boring damage rotation of all (57811111111111111) and a low total DPS.
The way the GS is built, I’m fine with the AA being weaker than the dagger AA, but gravedigger should be stronger, while it appears it isn’t.I am not sure why people would be comparing a cooldown skill to an autoattack chain. Gravedigger is in addition to the AA chain. It doesn’t do all of your damage by itself.
I mean are you gonna compare hundred blades to an attack chain? It has a 4.21 coefficient which is good burst but on an 8s cooldown that’s pretty bad DPS. However, taking 3.5s out of your chain to drop that burst improves your overall DPS. The same concept will apply to gravedigger.
Because when a target is below 50% health, Gravedigger has no cooldown. And it is still lower DPS than dagger auto.
For some reason I thought the cooldown was just reduced by 50% lol.
According to the wiki, the dagger chain only takes 2.1s which means the coefficient is approximately 1.43 per second. To beat that gravedigger needs to have an attack rate of more than 0.714 attacks per second. Do we know the actual attack rate on gravedigger spam?
1.25 second cast time means that, without aftercast, you’re looking at .8 attacks per second. Even a mere 1/4 second aftercast drops it to .667 attacks/second
@Khristophoros
Well you have to at least admit there is a reason for the fact that necro is the lowest DPS of the game: bad weapon damage + few damage multipliers. As I said earlier, the AA of dagger is one of the highest but we don’t have any additional burst skill. This means we have one of the most boring damage rotation of all (57811111111111111) and a low total DPS.
The way the GS is built, I’m fine with the AA being weaker than the dagger AA, but gravedigger should be stronger, while it appears it isn’t.I am not sure why people would be comparing a cooldown skill to an autoattack chain. Gravedigger is in addition to the AA chain. It doesn’t do all of your damage by itself.
I mean are you gonna compare hundred blades to an attack chain? It has a 4.21 coefficient which is good burst but on an 8s cooldown that’s pretty bad DPS. However, taking 3.5s out of your chain to drop that burst improves your overall DPS. The same concept will apply to gravedigger.
Because when a target is below 50% health, Gravedigger has no cooldown. And it is still lower DPS than dagger auto.
I don’t see how Vampiric or Beyond the Veil giving minion benefits is in any way detracting from the traits. You’re not getting a lessened benefit from not running minions.
Especially Beyond the Veil. You run minions? You get Protection. You don’t run minions? You get the exact same amount of Protection.
Yes you are. If you run minions you get protection for you and your pets. That is a far stronger effect than if you don’t run minions when you just get protection for you. It would be fine if this was an adept or master I could choose not to take, but minors should perform similarly across all builds.
Same with vampiric, if you run minions you get way more siphoning effects than if you don’t. Problem is I don’t get a choice to not take that trait. If I want blood magic I have to get a trait that is inherently weaker because I am not running minions.
Beyond the Veil does perform similarly across all builds. If you aren’t running minions, they don’t need Protection! If you are, then hey, they get it too. But what it does is gives you (and minions are an extension of “you”) Protection.
Running Vampiric, sure, the total effect is weaker. Still works just fine regardless of your utility choices.
I don’t see how Vampiric or Beyond the Veil giving minion benefits is in any way detracting from the traits. You’re not getting a lessened benefit from not running minions.
Especially Beyond the Veil. You run minions? You get Protection. You don’t run minions? You get the exact same amount of Protection.
I really don’t follow that. It is no harder for them to avoid a mark at close range than long. Actually, easier, because they can see the animation better up close.
If you mean “place the Mark ahead of time and hope they run into it,” then yes, I can understand. But that won’t be happening in melee range anyway.
Dropping the mark right on them? Range is irrelevant. There’s no travel time, no arming time, just the cast time.
Marks are no more difficult to land at 1200 range than 0. There is no difference in arming time, and there is no travel time.
The difficulty is in landing it where the foe is going. At point blank range, throwing a mark on top of yourself is almost guaranteed to work, but at 1200 range, the enemy can move erratically and cause a mark to miss.
They can move erratically at point blank range and cause it to miss. If you find it harder to land them at long range, then that really is a L2P problem.
Marks are no more difficult to land at 1200 range than 0. There is no difference in arming time, and there is no travel time.
I’m pretty sure that it activates a stun break a few fractions of a second after you get stunned.
So the interrupt hits and you get stunned and then stun broke.
Nope. Just Fears people when you get stunned.
Necro shouldn’t even be in this conversation, Dirame.
The master of condi manipulation cannot be left out of a condi class list.
Well, it kind of can, because its condi build’s effectiveness varies massively with who it’s facing. If not facing another condi build, it’s really quite weak. If it is facing a burn guardian? Well, may the six have mercy on their soul.
The problem with death magic is
(1) Soul Comprehension
(2) Bad major traitsFor major traits you are stuck with a minion trait, a very weak trait that stun breaks you once every 60 seconds, and a toughness to power trait that is gear specific (if you aren’t specifically wearing toughness armor/amulet, it’s weak).
I like unholy sanctuary and the new condition removal trait.
Reaper’s Protection doesn’t break your stun, just prevents followup.
And Shrouded Removal has been there. It’s just a ton better now :p
How good would be Plague form in the middle of the enemy zerg? I would assume blinds and weakness to be quite strong there, would that on its own be a justification for necro in the frontline (despite long CD)?
A couple Plagues in your zerg can easily be devesating. A little less so now that Chilling Darkness is worthless, but even without that triat, the blind spam is highly effective.
The strongest is probably Mesmer, followed by Engineer and Elementalist.
Necromancer, while one of the weakest condition builds, will basically hardcounter any condition build, though. Keep that in mind, and don’t be surprised if you find a Necro blowing your face apart with conditions. He just used yours.
I can see the celestial signet build having more survivability once it’s being attacked, although I think it also exposes itself to being attacked much more than the condition build since it requires melee range.
My worry is the damage. I think the celestial signet build’s damage is poor, while conditions can do a lot more, especially with Corrupt Boon. And I don’t feel like the condition build is so lacking in survivability (especially with 20-second-cooldown Consume Conditions) that it should really worry about giving up so much damage for some survivability.
Celestial Signet mightstacks well. Damage isn’t an issue.
AoE corruption from Signet of the Locust, plus a strong second heal, vastly improved life force generation, third heal skill on Dagger 2, and a useful spiking tool in Signet of Vampirism.
Drastically improved sustain and utility over a condi build. If the Celestial build is running Warhorn, the AoE daze is a more powerful control tool than a condi build can provide, and the Locust Swarm pulsing cripple easily eats up cleanse slots without care.
The weakness provided by off-hand dagger isn’t important due to Weakening Shroud and the extra transfer isn’t vital due to double Plague Signet.
Just add homing ,increase its velocity and pull fixes. The skill really doesn’t need anything else. Projectile finisher would be fun, but not necessary.
fixed it for you.
I really haven’t had much in the way of issues with the pull failing. If I tried to yank someone over a small boulder, sure, but otherwise, no.
Remember NPC’s can’t fall.
Plus, there’s the fact that a Cele signet Necro actually does something in teamfights while a condition Necro is pretty useless there due to single target nature and mass cleansing.
Agreed~ not weak, bad application. And getting surprisingly nerfed more and more for Necromancers/reapers which is strange.
Not strange at all.
Necro Chills + Mesmer Slows + Cripple effects.
You’ve essentially turned everyone into ice cubes. Literally, they’re blocks of ice and can’t move…I see much rage in the near future.
I would think two people focusing on debilitating an individual should be able to turn the focused person into a gibbering mess.
Just add homing and increase its velocity. The skill really doesn’t need anything else. Projectile finisher would be fun, but not necessary.
Personally, I’m thinking “Arise” should just be scrapped entirely and we get a different shout in its place.
I would mention that chat codes aren’t useful indicators, remember what happened when we put too much stock in chat codes with SoV?
In this case, though, the chat codes are refrencing skills/traits that we will be using very shortly. When the SoV debacle happened, the chat codes were discovered like 2 months ahead of when they would be used.
The torment and confusion is only the mesmer and revenant, the necro stay with their bleeding and poison. Torment and confusion are more specialized conditions for a profession as the Mesmer, and is more similar to Guild Wars 1 with respect to their role. So again, if you want to play inflict torment, play with mesmer or wait until you can play as revenant. The necro not need to torment, they should remove it and put in place the freeze, which is its specialized condition, the chill.
So Necro shouldn’t have access to the condition that was explicitly designed with them using it in mind? What?
I have a noob question: do nearby death regenerate life force even if you’re in DS?
What I am curious is how long will we manage to stay on DS. With the reaper shroud AA regenerating LF we probably will have more regen than in usual DS, but obviously we will take massive damage…
While you’re in Death Shroud, you do not gain life force from deaths. This really should be added in. If not baseline, then at least changing Soul Comprehension to allow it instead of being useless would work.
@Drarnor Kunoram
Assuming you strike foes below 50%, your DPS is essentially gravedigger full-time which with current numbers seems more than dagger AA. On the other hand, if they really reduce it to 3 targets, gravedigger loses potency because 1) less targets 2) less chance to hit one below 50% to recharge it. The pulsing blind/cripple on GS is also a reason to take it on its own…For the well, I was tempted with the “utility” wells more than pure damage. Corruption, darkness or power can all be useful. I love corruption in particular for being what necro shine at and potentially deadly in a zerg. But shouts may indeed be best.
Dagger AA is 2.8 total coefficient/cycle at 2.1 seconds per cycle. This results in 1.333 coefficient/second.
Gravedigger is 2 total coefficient/cycle at ~1.8 seconds/cycle. This results in 1.111 coefficients/second. Now, once you factor in that a Greatsword’s weapon damage is, on average, 10% higher than a dagger’s, we get effectively 2.2 dagger coefficients/cycle. This results in…1.222 coefficients/second.
So no, Gravedigger spam is lower DPS than dagger auto unless you have that third target.
@Johannes
dagger is only 2 targets max + DPS is lower than GS.
DPS is higher than GS. In fact, the only way Greatsword can out-do Dagger DPS is specifically against 3 foes, at least one of which is under 50% HP so Gravedigger spam can happen.
Against 4 foes, you once again should be using Dagger, since it will take less time to kill all four. Gravedigger apparently got nerfed to only 3 targets.
Id be more concerned about them putting an ICD on chilling force than blighters boon.
Well technically it already has a 1 second per target ICD, according to the description of the trait on the wiki, but I feel like the traits effects are too weak for little chill most builds not using GS autos will be able to put out.
And so it begins….
Also on the wiki, Chilling Nova has a 15 second ICD.
Looking worse and worse…
EDIT: So, even more lousy news.
- Shivers of Dread: reduced to 2 seconds of Chill on Fear from 3.
- Cold Shoulder: reduced to 10% damage reduction from 15%. Also reduced to 10% Chill duration from 20%.
- Chilling Nova reduced to 2 seconds of Chill from 3. 180 radius.
- No stun break at all on shouts.
- Gravedigger reduced to 3 targets from 5.
- Nightfall does not Cripple, though it does blind and damage on each pulse. 300 radius, 4 seconds
- Executioner’s Scythe is 1.5 seconds of Chill. Not sure what it was before, but this is ridiculously short.
But hey! Chilling Force had its Might duration buffed from 4 seconds to 5!
I haven’t seen these before and I’m rather skeptical of Wiki’s due to the ease to edit them.
Are we sure this is accurate. o.o And if so wow? Really? Without even the Beta?
Actually, the only reason I suspect they’re legit is because we haven’t heard anything at all regarding these skills since the initial reveal.
Id be more concerned about them putting an ICD on chilling force than blighters boon.
Well technically it already has a 1 second per target ICD, according to the description of the trait on the wiki, but I feel like the traits effects are too weak for little chill most builds not using GS autos will be able to put out.
And so it begins….
Also on the wiki, Chilling Nova has a 15 second ICD.
Looking worse and worse…
EDIT: So, even more lousy news.
- Shivers of Dread: reduced to 2 seconds of Chill on Fear from 3.
- Cold Shoulder: reduced to 10% damage reduction from 15%. Also reduced to 10% Chill duration from 20%.
- Chilling Nova reduced to 2 seconds of Chill from 3. 180 radius.
- No stun break at all on shouts.
- Gravedigger reduced to 3 targets from 5.
- Nightfall does not Cripple, though it does blind and damage on each pulse. 300 radius, 4 seconds
- Executioner’s Scythe is 1.5 seconds of Chill. Not sure what it was before, but this is ridiculously short.
But hey! Chilling Force had its Might duration buffed from 4 seconds to 5!
(edited by Drarnor Kunoram.5180)
Haven’t noticed transfers failing due to blind, at least not with Putrid Mark or Plague Sending.
I haven’t noticed it with any of our Transfers. Partly because RNG was never added to transfers.
uhh plague signit
come on necros pray that you don’t pick up blind from ally after dumping condis harder you scrubs
Plague Signet is a different case, simply because of the reduction in active effect from total condition transfer to only 5. There had to be some priority put in place, then.