there’s actually more and more necros in soloq
Really? I see mostly the same ones so often I keep track of builds and names :/ on topic that’s not necro specific you probably had a mental dilemma “Which necro should we target first?”.
yea, Qing right now, almost 2 necro every single Q, and just had a 5 necro Q, 3 on one team 2 on other..
Today is Necro win daily…
Pro troll? There’s a minor amount of counterplay to passive and/or instant conditransfer, and you complain about it?
“Passive” transfer requires you hit with a skill and crit, so no, Blind does nothing there.
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.
Literally the only thing that got randomized was boon/condition conversion priorities. Any other priorities dealing with boons and conditions are still present.
2 MM’s just throw an Engi at them for the AoE Moa that destroys their whole build.
It does turn hilarious when the Necro dodges the thrown Elixer X and is now a Moa Master. The minions retain their actives when Moa’d, so the Golem can still Charge and the bone minions can still explode.
Lich is probably the most counterplayable elite in the game. Moa, CC, refelcts, blinds, blocks, hell, even just strafing all work to negate it. The only thing that doesn’t is trying to circle around behind it.
Power is better for burst damage. The only classes that can pressure hard with condis are necro, mesmer, sometimes ranger. Also, condition builds are typically less mobile and more easily kitable. They are strong in pvp since alot of the fight is competing for the points.
Necro really can’t pressure with condis unless facing a condi build anymore. Their application is just way too slow.
Signet of Vampirism, both Lesser and normal, is scaling improperly with Healing Power since the 7/28 patch. Tooltip is correct, but actual effect is not.
I have 832 Healing Power and a tooltip that shows the active portion stacks healing for 670. After calculating out the WvW bonus healing (6% at the time of test), I only get healed for 490 per stack in PvE.
Given the base healing per stack being 470, this is showing an actual scaling of 2.4% with Healing Power, a tenth of what it is supposed to be (24%).
Yeah I didn’t really feel the difference either so I’m guessing it wasn’t that much more, but I read that it became crap.
What happened is that they over-“fixed” it. The tooltips are still the same, but now it’s healing significantly less than it should.
For example, my tooltip shows that the siphon portion heals for 670. It actually heals me for 490 (not including WvW healing boost).
It has a base of 470/stack with what should be a 24% scaling with Healing Power. I have 832 healing power. Which means that now it’s scaling at 2.4% healing power instead.
Yeah,my tooltip says 340 but heals for 364.
Did you account for WvW healing bonus? I did with my figures.
No I didn’t actually. Then it is correct after all
You also have no Healing Power, so you wouldn’t notice the screwup. The scaling per-stack with Healing Power should be 24%. it is currently 2.4%, or 1/10th of what it should be.
Yeah I didn’t really feel the difference either so I’m guessing it wasn’t that much more, but I read that it became crap.
What happened is that they over-“fixed” it. The tooltips are still the same, but now it’s healing significantly less than it should.
For example, my tooltip shows that the siphon portion heals for 670. It actually heals me for 490 (not including WvW healing boost).
It has a base of 470/stack with what should be a 24% scaling with Healing Power. I have 832 healing power. Which means that now it’s scaling at 2.4% healing power instead.
Yeah,my tooltip says 340 but heals for 364.
Did you account for WvW healing bonus? I did with my figures.
(edited by Drarnor Kunoram.5180)
4. Reaper GS chill access depends on a 4 second chain attack all hitting, but the attacks are slow and well telegraphed.
Its not 4s. Its 2.8~3s actually. Its faster than guard hammer but around the speed of warrior hammer. In all its auto attack chain is 1/4s~1/2s slower than other GS chains.
Each strike of its chain is 1/4 to 1/2 second longer than other GS auto chains.
Yeah I didn’t really feel the difference either so I’m guessing it wasn’t that much more, but I read that it became crap.
What happened is that they over-“fixed” it. The tooltips are still the same, but now it’s healing significantly less than it should.
For example, my tooltip shows that the siphon portion heals for 670. It actually heals me for 490 (not including WvW healing boost).
It has a base of 470/stack with what should be a 24% scaling with Healing Power. I have 832 healing power. Which means that now it’s scaling at 2.4% healing power instead.
(edited by Drarnor Kunoram.5180)
To a point, it shows contribution to the match. If you see someone on your team with a personal score of 0, I think I know why you lost.
But because of the various things it gets awarded for, not a good indicator of how much they actually contributed. Trading the same point repeatedly ramps up personal score quickly, but it doesn’t help your team as much as if you just held it.
If nothing else, the T6 mats are a great use of laurels.
Engineer had their 100% condition immunity nerfed for a reason. Elementalists should not be able to directly counter condition builds. This omits the skill factor from gameplay. This fix also would not affect the meta fire/water/arc cele ele. It would simply prevent Immortal earth/water/arc specs. Again, counter building prevents skillful gameplay.
What’s interesting is that the Engineer condition immunity was better designed in the first place for a few reasons.
1. You likely had conditions already on you when it triggered which would still run as normal. This could potentially have been enough to kill you without cleansing. Diamond Skin, this isn’t the case, since you start immune.
2. The Engineer couldn’t simply out-heal incoming direct damage and maintain their immunity. The Engineer had a balancing act to do, healing back enough that the direct damage they took wouldn’t kill them, but not so much as to lose their immunity. Diamond Skin, again, doesn’t have this balancing act.
3. If the Engineer was enjoying condition immunity, then got +1’d, they were in a really dangerous position, since they were low on health and could easily be killed. Again, not an issue for Diamond Skin because to maintain that immunity, you are already in the ideal situation (high on health) if you get +1’d.
And yet, despite this, it was the Engineer immunity that got nerfed when that was really the more interesting, weaker, and better designed of the two.
And next will be Corrupt Boon that gets blocked by anything short of Aegis. It seems that Anet has introduced two different checks for blocks. I’m noticing that traited marks will not remove the Aegis boon now. Will confirm this with further testing tomorrow.
…why are you saying this?
Spinal Shivers was never unblockable It got an incorrect skill fact added. It is only unblockable by the Aegis boon; anything else will still block.
Corrupt Boon is truly unblockable.
Unblockable marks don’t remove Aegis because they don’t get blocked. Aegis doesn’t get removed by attacks unless it actually blocks one.
You know what a signet necro can do? Send it right back with some more!
Hence why Necro vs Necro often ends up being transfer wars, regardless of respective builds. This has been the case since launch.
Good Power Necros will either suck up the weakness and let it work (they will out-sustain condi Necros anyway), or pass it off onto some other poor sod/eat it.
Flesh Golem is a great target to transfer the Weakness to, since it can’t get rid of the Weakness and it’s a common elite.
So a power necro fighting any signet necro should just suck it up and eat dirt because “necro makes the gods play at his level.” Got it, seems legit. Power necro god tier confirmed.
Power Necros are sending the Weakness back. They really aren’t dealing with it themselves.
I would remove the stun on Focus 2. Having a 1 second AoE stun every 4 seconds (traited, 5 if not) from a single skill is a bit OP. It’s already fairly good for generating Jaggies at a rapid rate.
So, because the Necro makes the gods play at his level, the Necro should be nerfed. Got it.
Weakness is a survival mechanic for Necros. We get it in good access because we don’t have active defenses. Since we have to eat everything, we need reductions to stay alive.
Likewise, the endurance regeneration hit helps even the playing field between perma-vigor (basically everyone that’s not Necros) and no Vigor (Necros only).
(edited by Drarnor Kunoram.5180)
There is also a set priority for transfers.
Blind > Weakness, poison, torment, burn, confusion, chill, cripple, vuln > bleed.
I haven’t worked out the other conditions yet but bleed is definately the bottom of the list. If you have more than 3 conditions on you then your self bleeds will stay. If someone else knows the priority on the other conditions feel free to say so.
So I’m not alone here. They said random on the big June patch but it always takes blind and always leaves bleed, like they didn’t actually get around to implementing it.
Because people took “random selection on boon/condition conversions” to mean “any boon or condition removal/transfer is now random.”
Transfers, cleanses, and removals have not changed at all since before the 6/23 patch other than to include Quickness, Resistance, and Slow.
If you made liberal use of Signet of the Locust and Life Siphon before, yes. Zealot’s gear is viable, and actually rather good if you want sustain over burst.
Turns out, they overshot the “fix.” Now the actual heal amount matches the healing pre-specializations patch before Bloodthirst was made baseline.
we know that spinal shivers was never unblockable. the tooltip was changed in the specialization update to say that it was blockable. a bug report was filed noting that it was not actually unblockable. arenanet’s decision, rather than to fix the reported bug that prevented spinal shivers from being unblockable was to decide retroactively that the tooltip and patch note was incorrect, not the functionality
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-June-23-2015/first#post5217689
There was never a patch note saying Spinal Shivers was made unblockable. The tooltip changed without any note made of it. Today’s patch only fixed that tooltip. Note that they did say it would still strip Aegis before determining if it was blocked.
Or you could add a trait that slows dashes when chilled. And it would be only for necro
For instance, since chill right now has a max 15 seconds duration,
Not true at all. 5 stacks of Chill, regardless of their duration, will all add up. Spinal Shivers with 100% Chill duration proccing Chill of Death (roll with it) is 20 seconds of Chill right there, and we still have space for 3 more stacks.
Doesn’t need a cooldown reduction or damage increase. It just needs a shorter cast time.
It can’t be simply gain 10% LF on respawn what if you already have some? A boost only at the beginning of the match would help but it’s just a band-aid the issue is necro being weak with 0 LF.
It could, however, be:
If Life Force <20% = Yes
Then Set Life Force = 20%
So when you spawn (or respawn,) you have at least 20% life force. If you had more than that upon your last death, you don’t gain any bonus.
An 83% increase to the per-tick Healing Power scaling to make up for the nerf it suffered when they dropped its duration to 5 seconds.
nope there would be like if warriors started with no adrenaline…
oh wait…wars actually start with no adrenaline
ds is like war adrenaline or mesmer clones
if you are out of combat you should lose it
/thread
didnt know warriors have half of their defense tied to their adrenaline bar.
if it regenerates/degenerates to 20-30%, that would be fair i think
Half? Pretty sure Necro defense is like 80% tied to life force.
Be snarky all you want, they do listen (never said it was perfect) and all you need is one functional eye and at least a somewhat functional brain to see it. Foot in the Grave being a stunbreak is an easy example.
Ok so your point then is that they fix everything that no one really cares about?
They fixed Blood Magic being worthless and signets being terrible. I’d say that’s pretty good stuff that people care about.
This problem happens because Anet doesn’t have the code for AoE proc. So it’s either everything procs or one thing procs at a time. It’s like a major oversight.
It’s a coding limitation (which I think can be fixed if they really try). You would think that they would have learned from Perplex rune. but no….
Easy solution (conceptually) would be to make every trigger that happens at the same time procs the effect all together at that particular point of time before going on ICD. For example, the 5 blinds inflicted by well of darkness should all proc chill because they trigger the effect at the same point in time. Then going on ICD and so on.
But of course it doesn’t matter because power reaper will replace power chill necro anyway (pretty that’s what they think).
You mean like how Blinding Ashes does?
Just a quick note here, but adding that 5 second ICD on Chilling Darkness was effectively a 96% efficacy nerf. I am pretty sure no trait, skill, or piece of gear in the game has ever been nerfed that hard.
Show me the math on this
He probably only used well of darkness for it. Well of darkness can give, with 5 opponents, 25 blinds. With the old chilling darkness that would be 25 chills with the new one only 1. If you scale chills of the old trait to 100 you would get for the chills of the new one 4. Also 100-4=96…
Atleast i think so he gets the number 96% but feel free to correct me if am wrong.
That is correct. Plague also works out this way (up to 100 blinds, thus 100 procs pre-nerf). Now? A max of 4.
The thing is? Chilling Darkness was never used if neither of those were equipped, so those two skills are the only ones to really consider on the nerf. Necros just don’t have the blinds to make it worth the trait slot.
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WoD needs a massive cooldown reduction. It is currently the worst skill in the game without a doubt. The only thing I can think of that comes even close to being as bad as WoD is Warrior offhand axe skill #5.
Warrior Axe 5 is a crazy good adrenaline generator and whirl finisher. Single target damage is low, but it’s very much worth using in 5 target situations.
So no, I wouldn’t compare Well of Darkness to Whirlwind Axe.
Even Haunt is AoE blind.
Just a quick note here, but adding that 5 second ICD on Chilling Darkness was effectively a 96% efficacy nerf. I am pretty sure no trait, skill, or piece of gear in the game has ever been nerfed that hard.
You do still have the ability to cleanse Fear, Chill, Cripple, and Immobilize in Shiro, so you’re really just stuck with Weakness and damaging condis (Slow isn’t very common).
Its a team game folks, team game.
Unless you’re entire team is running full conditions builds. In which case you are really, really doing it wrong.
And yet, no other matchup is a guaranteed win, regardless of skill. Rabid Condi Necro could actually beat Hambow and Showbow warriors, both builds that were considered “hard counters” to a condi Necro. It was extremely difficult, but it could be done without entirely scrapping the build. This is mathematically impossible with Diamond Skin eles.
Just one thing, Provost : Conditions are not meta in GW2. They were popular after the Specializations patch for about a week and a half, then largely disappeared from play.
In fact, GW2 has never actually had a “condition meta.”
Your the one who is illiterate. There is nothing a lot of builds in this game can do to function effectively against a diamond skin ele. That is not true for any other build in this game. Other builds might provide an advantage, but this is completely different. By equipping this trait you have already won against many builds. Also, if condition builds where so faceroll than they would be in tournaments, since they aren’t they must be bad. The fact that you think conditions are OP means you are bad at this game because every class and all the good teamcomps counter full condition builds. Changing this trait to grant 3 second of resistance on entering earth would be a win for literally everyone involved, and your to blinded by bias and hate to see otherwise. Enjoy being petty and angry.
Okay, firstly, I refuse to be called illiterate by somebody who doesn’t even know the difference between “your” and “you’re”.
Secondly, I refuse to be lectured about playstyle and strategy by someone who is so evidently unskilled that they are making an unnecessary fuss over the very small threshold of hp (almost always under 2,000 hp) that needs to dealt as damage in order to make it so conditions can be applied.
Diamond Skin is designed to allow an elementalist to get their initial combo off before they are immobilized, chilled, blinded, bleeding, confused, and feared into a corner. Because that’s what happens now with the ubiquity of necromancers and mesmers in sPvP.
You are the one being petty and angry that you can’t run blithely into the fray and scatter every single opponent with one click.
Because 2k damage is not what needs to be dealt. 2k damage at once would work, but with an ele’s sustain, the actual amount tends to be several times that to break Diamond Skin. And Poison can’t help.
On average, it would take a Carrion Necro ~ 10 seconds to break through the Diamond Skin of an auto attacking (and nothing else) Ele. During that time, the Necro does waaaay more than 2k damage. Easily 4k, if not 6k. Against an ele that’s actually playing? You’re easily breaking 12-15k damage that the Necro needs to deal before poison can even help to curb the sustain.
This isn’t the ele being better at the game than the Necro. This is the Ele literally winning because they picked something in their build.
Not a matter of skill, just “I picked this, so I win.”
Diamond Skin is designed to let an Ele do things before being shut down buy conditions? Fine. There are better ways to implement this that don’t hand the ele a win on a silver platter with a naked slave girl against condition builds while abandoning them to a mafia shakedown when a Power build shows up. Like reworking the trait to include Resistance somehow.
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Chilling darkness did need a nerf but what they did is…wow, so much facepalm. limit chill to 5 stacks then give the trait 5sec icd with a 2 sec duration when all our aoe blinds last 5 or 6 seconds? The logic really hurts my soul.
Would have been better to remove the trait entirely if that was the best way to balance they could come up with and put in something else that actually competes with plague sending, like maybe a good source of confusion or torment?
Did it need a nerf? It was only used at all if you had one of two specific skills equipped, both of which have massive cooldowns. It was hardly a game-changer, and most of the time wasn’t picked because it was too situational. Now it’s never picked because it just sucks.
Shroud 4 needs to pulse. Otherwise, Transfusion won’t really work with it.
Our shouts scale with targets. Thats new tech afaik. Pretty boring new tech if you ask me but it is still new tech.
Unholy Feast would like a word with you.
Nerfing Lich and Rampage will yield an even wider class imbalance gap. Neither of these classes I main but for the sake of diversity, they’re fine the way it is. Lich should at least get a shorter CD. I may be wrong but I remember Lich’s duration lasting far longer than it does now
Lich Form’s duration has been nerfed by half since launch. It used to be 30 seconds, now it’s 15.
We don’t know if it will apply to the ele itself, although I’m pretty sure it won’t. I feel like the trait needs to lower warhorn cooldowns in some way too.
Your weapon cooldown traits are for entire attunements, not weapons.
I’m also noticing that the other classes are getting access to the new tech they’re developing while Necro didn’t get anything like that.
I think Nightfall might, but it’s tough to say.
I actually find the Tempest warhorn skills to be really great, but the shouts to be kind of lacking. The traits are in between.
I love how they decided to give a buffed version of Signet of Inspiration to Ele, of all classes.
Well ele’s got another blind field on a wepon skill that blows ours out of the water, so much for our last bit of “utility”
Not to mention pulsing boon strip on fire warhorn 5. That’s also on a more desirable field type.
If you recall when break bars were revealed, they did mention that break bars can do something other than prevent CC. What if, instead, Necros (or Reapers) got a break bar that filled when CC’d, and when it peaked, it would break stun and unleash some devestating attack? Now opponents have to worry about CCing the Necro too much and setting it off on a rampage instead.
That’s a neat idea. Quickness + Stability when they fill the bar, maybe?
I was thinking more like a Chilled to the Bone, actually.
So, total thoughts:
1. Break bar for Reaper would instead fill when CC’d, in order to punish spamming disables on the Reaper.
2. When filled, the Reaper would break stun and cure Blindness (so, negating whatever effect tripped the bar)
3. Reaper then either unleashes a powerful attack or gets a very hefty buff. For example, they could get 10 stacks of a buff that increases all stats by 100 per stack, but lose 1 stack/second. Alternatively, they could set off a skill like Chilled to the Bone. Either a massive attack or a major buff, though. Not both.
Pvp: It’s slower than guardian hammer which is not viable because it is too slow. It doesn’t CC like guardian hammer does either.
You get a pull on greatsword (good), but you are giving up access to better utility by taking it.
Your life force generation on reaper looks terrible in Pvp. You only get life force on the long cool down #5. You have two life force generating traits, but if you need to take these just to get decent life force, then the new class offers you nothing in terms of traits.
And look at those two traits. You get life force when you hit a chilled target (how is the target getting chilled?) or you get life force when you spam boons on yourself (where are the boons coming from?).
The damage numbers on the greatsword better be out of this world good.
You do realize meta Medi-guard uses Hammer, right?