Chill has always been stackable in duration. They just nerfed the max to 5 instead of some unknown number (probably 9, like boons).
But yeah, Chilling Darkness? Never going to be taken now. It was only good with the pulsing blinds, and now we only get to apply it to one target, once.
So, Curses now has only one Adept tier trait.
It was sometimes useful with Plague and made Well of Darkness half-good!
Also, we have more pulsing blind coming in with Nightall.
The reaper shroud trades its teleport & instant cast fear for a bad leap skill and a stability skill with a cast time and aftercast. The reapers are really going to miss necromancer Death shroud chill on #2, intant cast on #3 and immobilize on #5.
I wouldn’t call it a “bad leap skill”. It’s 600 units every 7 seconds, or 85.7 units/second.
Compare to the following:
Rush (Warrior GS5): 54.54 u/s (1200 range, 2 second cast, 20 second cooldown)
Whirlwind Attack (Warrior GS3): 40.9 u/s
Swoop (Ranger GS3): 80 u/s
Leap of Faith: (Guardian GS3): 38.7 u/s
Hornet’s Sting/Monarch’s Leap (Ranger S2): 108.1 u/s (ignoring aftercast and turn time).
Savage Leap: (Warrior S2): 68.6 u/s
Ride the Lightning (Elementalist AD4): 30 u/s
Heartseeker: 120 u/s (effective cooldown).
Rocket Boots: 43.4 u/sTwo leap skills in the entire game beat out Death’s Charge for overall mobility. Death’s Charge may not be as good for disengage as some other skills, but it actually makes us more mobile than most builds. 600 distance is all you need to get out of AoE’s, and the short cooldown actually lets us run down all but the fastest builds in the game over long distances if we’re careful with our life force.
Also, the Stability is instant-cast in Reaper’s Shroud. Only the Fear has a cast time.
Well isn’t that a bit short sighted seeing that you need life force to keep it up that uptime and considering it is gated by ds cooldown? Isn’t once every 11 seconds more realistic as you don’t want to enter a fight without life force? Also the explosion will keep you more likely in combat.
Hardly short-sighted, as most of the time you want that mobility, you are in combat anyway. Even out of combat, you can use Speed of Shadows with this trait to traverse quickly with a minimum of life force lost. If you’re running that distance, chances are you’re passing ambients, which die without putting you in combat and refill your life force.
In realistic scenarios, sure, you won’t cover quite that distance. The potential is very much there, however, and there is still a comfortable margin above most movement skills in the game.
http://wiki.guildwars2.com/wiki/Amplified_Wrath
Or this could get buffed at the same time Burning gets nerfed, leaving burn Guardian untouched while reducing the truly problematic sources.
Where did this come from? O.o
On the pvp and necro forums you’ll always see necros complaining they’re underpowered.
https://forum-en.gw2archive.eu/forum/professions/necromancer/MM-is-broken-why-do-I-hear-about-it-in-PVP/
https://forum-en.gw2archive.eu/forum/professions/necromancer/Conditionmancer-still-sucksThankfully it’s only the first 2 links this time. It appears that after the patch some necros are enjoying the specialization change, before this the entire page was basically toxic posts about how bad necros were.
To be fair, a lot of the complaints still stand, even with the specialization changes. This includes no way to deal with focus-fire and long cast times coupled with a lack of ways to prevent interruption, both issues that have been present in the game sine launch. Throw in actual conflict between mechanics (Death Shroud still handicaps two traits and renders a third totally useless), and you can see where Necros are coming from.
Thankfully, the Blood Magic rework has helped a lot with the sustain issues the class has had. Still not perfect, but vastly improved from where it was.
Specifically for Flesh Golem, it’s disabled underwater because ANet wasn’t able to create a swim animation they liked before launch and put it on the back burner. Then they just never seem to have gotten back to it.
Terror should be baseline for Fear. BAM!
What ya’ll think about my master plan?!
You want Warriors to be even scarier condi burst? Longbow + Fear Me means you’re dead before you can do anything about it, and the Warrior still has a weapon set, 2 utilities, heal, and elite to choose whatever he likes. Just with those two, he would have enough to condi spike you down harder than Necros were ever able to.
All that is being suggested is that Stability and Fear interact the same way Defiance and Fear do. You can Fear a champion and the condition itself does nothing. It’s still on the boss, but it does not affect his actions at all. However, by being present, it does allow Necromancers to apply Terror damage as well as any build on any class that cares about unique conditions on a target to benefit. For example, even though Fear is having no effect on that boss, and Engineer with Modified Ammunition is still getting a damage boost.
The reaper shroud trades its teleport & instant cast fear for a bad leap skill and a stability skill with a cast time and aftercast. The reapers are really going to miss necromancer Death shroud chill on #2, intant cast on #3 and immobilize on #5.
I wouldn’t call it a “bad leap skill”. It’s 600 units every 7 seconds, or 85.7 units/second.
Compare to the following:
Rush (Warrior GS5): 54.54 u/s (1200 range, 2 second cast, 20 second cooldown)
Whirlwind Attack (Warrior GS3): 40.9 u/s
Swoop (Ranger GS3): 80 u/s
Leap of Faith: (Guardian GS3): 38.7 u/s
Hornet’s Sting/Monarch’s Leap (Ranger S2): 108.1 u/s (ignoring aftercast and turn time).
Savage Leap: (Warrior S2): 68.6 u/s
Ride the Lightning (Elementalist AD4): 30 u/s
Heartseeker: 120 u/s (effective cooldown).
Rocket Boots: 43.4 u/s
Two leap skills in the entire game beat out Death’s Charge for overall mobility. Death’s Charge may not be as good for disengage as some other skills, but it actually makes us more mobile than most builds. 600 distance is all you need to get out of AoE’s, and the short cooldown actually lets us run down all but the fastest builds in the game over long distances if we’re careful with our life force.
Also, the Stability is instant-cast in Reaper’s Shroud. Only the Fear has a cast time.
In the video yeah its being cast as fast as possible. It’s aftercast is huge because of the second spin before you land. I’m sure they designed the skill to have two hits instead of the one it has now because 1) second spin , 2) in the initial video you can hear and see it strikes twice.
By the time we see it again I almost expect it to either hit twice or have a different animation.
I don’t think it is, since there is a notable period between any animation at all as well as the skillbar icon not flashing for some time in between.
https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/76562/Terror_vs_Stability.jpg
Been a topic for a while.
Dark Path, being unblockable, can’t be Reflected either.
1200 range spammable chill? Wouldn’t be great for base condi Necro, but it would still be quite good.
The amount of torment, confusion, bleed and poison mesmers, necros and engis can put out in a very small time frame is just as broken as burning.
Nah lockdown/shatter mesmer is better,necro doesn’t stack it transfers,corrupts and weakens necro is the slowest condition stacking class, engi has always been like that necro keeps them in check. Other than burning other conditions are weak necro being the only with (wet)burning that doesn’t use it.
First the threshold for efficient condition damage needs to be increased. Some damage needs to go away from burn to other conditions while not forgetting ele,guard and somewhat war deserves good to great burning.
I can burst 16 bleeds 5 stacks poison + weakness on my necro. I can maintain 8-10 stacks auto attacking. It’s not just transfer.
And the damage output for that is actually lower than pre-patch, due to bleeds and poison being nerfed in damage (bleeds are weaker below 2055 condition damage than they were pre-patch).
Nobody feared a Necro’s slow to stack bleeds and poison before if they were any good. They really shouldn’t be now either.
Mulitple Elite Specializations per Profession
in Guild Wars 2: Heart of Thorns
Posted by: Drarnor Kunoram.5180
2. There will be more elite specializations added sometime after HoT (whether that is with live updates or future expansions hasn’t been decided).
After the last three years, I’m cautious about this one.
GW2 is full of things that were going to be a new direction for the game, a new foundation on which to build, just the beginning of more to come, only to be abandoned later for a new new direction for the game.
ANet has repeatedly stated that Elite Specializations will be their method of expanding professions from here on out. We even know a bit of their thought process behind the next Guardian elite after Dragonhunter (they’ve been musing about bringing Tomes back in an elite spec).
People need to learn how to read the death report. 24 burning hits doesn’t mean it’s 24s. One hit is added per application. If the burning duration has fraction, an extra hit is added at either the start or at the end. That whole 24 ticks takes less than 5s.
Actually, it does mean the Burning ticked for 24 seconds. Otherwise, you are seiously claiming that a single stack of Burning ticking once dealt 2119.8 damage. That would require a condition damage stat of over 12k.
Deathly Chill is best substituted for Blighter’s Boon. You don’t have the condition damage to really make it worthwhile while Blighter’s Boon is going to be feeding you obscene amounts of life force/health in a zerg.
Reaper’s Onslaught is also better than Deathly Chill in this case, since in a zerg fight, you can likely be getting a number of rapid kills, letting you dash about the battlefield with Death’s Charge often.
death spiral will be the only skill that will benefit significantly from lifesteal the rest of skills on GS are just too slow compared to daggerAA.
Nightfall will as well.
It’s a very good idea. I just have to question what it does for the third hit in RS auto, which already hits 5 targets.
Given your condition damage is low, I would think Path of Corruption is a better choice than Terror.
Precisely because they want you to complete the Living Story achievements for the Sinister trinkets. At least one ring and amulet (both defensive infusions) are available in the Silverwastes for 10 gold+ 1k bandit crests at base.
After you get the others from LS2 achievements, they unlock at laurel merchants, IIRC.
I’m okay with CC being strong but strunbreakers should be more balanced across classes, and quite some utilities should be additional stunbreakers for everyone to open up more build options.
For example, Basilisk Venom is an über stun on 40 seconds cooldown. Most stunbreakers have way longer cooldown than that – elementalists’ for example. On the other hand, Mesmers are able to slot 3 ~30 seconds stunbreakers and be viable (blink, mirror images, decoy). Engineers for example are also really lacking when it comes to stunbreakers, they usually only have the elixir on a 60 seconds cooldown or elixir gun toolbelt on a ~40 second cooldown.
Don’t many engies currently run Slick Shoes?
Only about 2k/second average. Not awful.
Minion hits do not proc sigils or consumables. As for multiple sigils proccing together, yes, that can happen. Their cooldowns are independent, unless it’s two of the same sigil.
Pretty sure the cooldown reduction is per-target hit with Grave Digger.
Consider, for a moment, that a Necro with Soul Eater and Vampiric Presence using Soul Spiral (GS3) will siphon ~800 health. Per target.
Yeah. Not good enough compared to Chilling Force, but it’s hardly insignificant.
Weakening Shroud if you expect any cleansing (which is everything but PvE). High Weakness uptime is really good.
Of course it isn’t a condition necro. It’s a signet dagger/wh necro.
It’s not the matter of ‘focusing’ anyone, but one of the effectiveness of the profession in 1v1s, which currently is too high at least against my build, although I’ve seen other players complain about it as well.
I know it may, and probably is, a matter of relative weakness of ranger and the build I’m running, but the important thing is: if I can 100-0 a necro so that he’s left with 1hp and 30% life force, and then he gets all the nice things like might and vuln stacking from inside plague form including lucky SoV and Plague Signet procs so that I either have to disengage or die, I know that’s something wrong.
If I can land a full combo on a necro and avoid most if not all of his important skills / damage, then stalling at 15% hp with plague form and/or DS should not be as effective (and as successful) as it currently is.
If I am outplaying a necro mechanically so hard that all that is left for him is to get into plague form, then he should not be able to recover or turn it around just by going into plague form. This is what I’m talking about.
Team fights is another story (also very strong).
Stalling with Plague doesn’t let you recover, so I’m not sure what your problem is there. You really should know this. You can also just stay at 300 range from the Necro and not give two craps about Plague. This is easy to do as a Ranger, so you really have no excuse.
Stalling with Death Shroud? That is literally the main point of the mechanic!
Taken care of in the last patch. You can take any Ascended armor set you want and change it to Zealot’s stats with a total of 30 ectos, 120 Spirit Shards, and 6 Exotic Zealot’s insignias (covering all 6 pieces).
It’s what I did.
Huh, I’ve seen pure tank necros. They just survive and res people. Power necros are strong, yea, but a lot of their damage is telegraphed. Thieves and mesmers would just blow them up from stealth. As a guardian, I know for a fact that power necro, while a force to be reckoned with, is no big deal if we focus on timing our defenses vs FIREALLTHEDPS. I can imagine power warriors and rangers having a bit of a hard time, but it can’t honestly be this spec that’s causing all of this salt.
It really is, though. Actual condition Necros are pretty lousy right now. Rather, the pressure is all coming from transfers, which don’t use the Necro’s stats at all.
A 1200 range leap is all you need to escape focus fire most of the time. Could you still be in range after that? Yes, but chances are, there is a better target still in range.
If the Necro is kiting you successfully, that is hardly “passive play.” Especially since their cripples and chills do nothing to your gapclosers anymore. They have to use their dodges well since they have nothing else to avoid lockdown with and can’t open a gap again once it’s been closed.
If a Necro is kiting you, it’s because you are running with no mobility skills (unlikely, especially on meditation guardian), or he is seriously outplaying you..
But it’s supposed to give you healing power based on your hp threshold which it isn’t doing…only working on allies to stop them from bleeding out
It’s been working perfectly. My healing power has been getting boosted as I lost health just fine. I’ve been checking my tooltips at various health levels and it works perfectly.
Translation: you made crucial mistakes that you can even identify that cost you the fight. Yet you claim that the necro is mechanically OP when you already know exactly what you could have done differently without changing your build to win.
Guardians: Shelter and Renewed Focus make focusing them pointless for a period of time.
Rangers: Sword and Greatsword both have fantastic disengage potential, Longbow has stealth to drop focus and reposition, and a Wolf (standard PvP pet) can peel everyone off you for a couple seconds.
Warriors: Stances. What does focusing them do?
Necros have no ability to disengage or negate focus.
All in the title.
With the way condi’s are right now, plus the sheer tankyness they have always had, they have ruined PvP for me.
really? power necro exists which is quite squishy, its only the bunker necros holding sooo much survivability.
Also with Mesmers and Engineers sitting how they are u think NECROS ruined pvp? oh please, I’ll take someone who has 0 presence and lives forever over the Shatter condis Disrupting everything u do and finishing u in 2 seconds flat, or a Engi abusing the bugs which cause them to hit u for 15k dmg with Gernades.
I think its Stupid to QQ on Necros, they’re about the only class with 0 OP Mechanics and Resembling balance lol.
And yet..here I am…loading as much condi clear as I can..to avoid being 100 to 0 by somebody sitting at 900-1200 range , doing nothing but press buttons as they come off CD, then run in circle while pressing 1 on scepter…and yet…necro is considered UP…kk
So poor necros lose when a team focus them…hhmm that’s goes for every freaking class in the game??
What about necros sitting in the backline pressing scepter 1, all passive condi crit/transfer..is that hard too? What about triple signet necro, is that UP too? Newly support necro?
..all UP isn’kitten
And apparently making no effort to close said 1200-900 range gap, since Necros don’t have gap openers. This is about as L2P as you can get.
And no, not every class does lose when focused by the enemy team. Everyone but Necro has some ability to escape that focus or make it pointless for some time.
Let’s stop hiding behind words and let’s prove the facts..NOW! I have my friends online, prove the community how you 1vs4 condi people on a cele diamond ele, 100g if you win
Because showing the math isn’t “facts.”
Diamond Skin really needs another rework to be a lot less binary. Right now, if you are a condition build, you auto-lose to Diamond Skin. Do not pass go, do not collect $200. You just lose.
If you are a Power build, however, it might as well not exist. It’s a completely worthless Grandmaster, then.
It needs a rework to be less binary.
(edited by Drarnor Kunoram.5180)
Spiteful Talisman’s damage boost does apply regardless of weapon or skill choice, yes.
WvW reset night. The health bonus reset to 0%. You were getting ~8% bonus, which is pretty normal at the end of the match.
I’ve been finding that signetmancer works better as a Power build than condition. The transfers don’t use your stats anyway, and most boons you corrupt don’t become damaging conditions anyway. As such, you can have fantastic condition pressure and consistent Power DPS in the same build.
The tankieness of necros is pretty ridiculous. Had 3 chasing a necro tank around a point for a good minute. The damage is low, but survivability is just silly good.
So, what you’re saying is, you ran into a bunker build that took some time to kill?
This is a problem…why?
Nice build, have a question though:
If Plague Sending requires you to crit a target to trigger, and CC’s (with the sole exception of taunt) prevent you from attacking, how are use suppose to use it to stunbreak out of CC’s?
Pre-set pulsing effects like Locust Swarm or wells.
Basically only siphons that are unique to Necromancers, through skills and traits, work through DS, and SoV is bugged right now.
In what way are they bugged?
Blood Bond, specifically. For some reason, that one isn’t healing through death shroud.
As for OP, burning itself is OP right now. It is double the strength of bleeding, yet there are professions that stack as much burning as others can stack bleeds.
Burning has Always been the most damaging condition in the game. Guardians don’t have access to ANY other conditions apart from runes and sigils. Darn straight we do a lot of burn damage
Would you be opposed to Burning getting nerfed baseline, then having Amplified Wrath improved to compensate? It would hit Guardians that don’t take Amplified Wrath, but if you were serious about using a condi build, you would have that trait anyway. In the meantime, it would have the desired effect of reducing the sheer power of burn stacking on top of a variety of conditions.
(edited by Drarnor Kunoram.5180)
Better than that, each stack of a condition counts. Mark of Blood will give you 2 stacks/target.
On the upside, my build is happy due to being Zealot’s gear anyway. Maximum effectiveness now for this trait.
You are correct, what they did was move it from adept to GM, and added in the old withering precision on top, and removed the ICD.
And buffed old Withering Precision by halving that cooldown.
You would need to get hit by all 3 Grenade to get that number and those hits need to crit and proc at a chance of 15%. The possibility of this amazing number can happen is nowhere near realistic.
For Grasping Dead, when traited you have a base Bleeding of 14sec + 20%(trait) + 20%(Sigil) + 45% (Rune) = 24.9sec
I knew there was a big mistake here.
Base bleeding is 7sec. Leading to 14sec with trait/sigil and runes.
Lingering Curse doubles the base duration.
I think what might be happening is that they did some code juggling and now the Fear is applying before the Stability gets stripped. Thus, negating the Fear. All the conditions would be applied before the boon gets removed, but this is the only case where one is negated.
I could be wrong, but that seems logical (and since it’s code, you have to use logic).
Believe it was less than 1 second a while back. I thought the change happened this patch because i remember seeing something in one of the old proposed balance changes. Maybe im just losing my mind though.
Since it was released, it was 1.25 seconds.
I’m pretty sure the way it’s worded is that it casts “Enfeeble” and not “Enfeebling blood” which is the same skill, but a different cooldown.
Correct.
Also, self-range instead of 900.
Well it’s obvious that some people want their zerker characters to be meta and no one else. Those days are over, they aren’t coming back so I won’t even respond to those people.
I think the biggest problem isn’t with the overall damage numbers but for individual skills.
Lets take a sword warrior for example. They aren’t the most extreme example but they make a simple point.
They apply bleed primarily with sword. Their sword auto attack applies an 8 second bleed in an AOE, with a direct damage modifier of 0.6. This means a full sinister warrior is doing 140 damage with a bleed and an additional ~800 direct damage or 2000 damage with a crit. Why is the direct damage component so high? This is a condition weapon.
Look at necro, their primary bleed attack is scepter auto, which does a bleed to a single target (not AOE) with a base duration of 5s (as opposed to
on a slower auto attack with a direct component of 0.3. This means they are hitting for ~300-400 damage with crits of 900-1000. Less than half that of warrior, and with a weaker bleed.
Now take that and multiply it by 10x for classes like ele, engineer and guardian right now, who can stack up 10 stacks of Burning in addition to large hitting direct attacks.
Condition weapons need to have their direct damage DRASTICALLY reduced. A condition user should do damage through conditions, and a power user should do damage through direct attacks.
We are OP because right now you can do 100% power, 100% condition or 90% power PLUS 90% condition.
+1
I completely agree. Nerf certain skills, not conditions as a whole.
Currently Bleed is even underpowered, it got nerfed unless you have more than 2051 condition damage. It’s not Bleeds fault that you die so fast, it’s the fault of the direct damage component of certain skills that should be removed or at the very least scaled down.This i cannot agree with. You’re saying that some weapons must now be played in a mandatory way – conditions. I don’t think they will agree with this.
I think the primary way to fix this is to address the conditions themselves. Otherwise you’ll make weapons unusable unless condi or power.But that’s how weapons have always worked. You just never noticed until now because conditions sucked before.
No condition user in the game is using greatsword on warrior to play conditions. It is a POWER weapon. Similarly no power user should be using a sword, since it is a CONDITION weapon. It has always worked like this, the problem is that conditions aren’t worthless now, so no one noticed until now that some condition weapons do too much direct damage.
I mean if you want to argue that weapons shouldn’t be pigeonholed into power/conditions then please show me a viable power build on necro that uses scepter? or maybe a viable condition build on guardian that uses hammer? Every weapon has a role already, some of them just need to be balanced now.
If you just nerf conditions then you have solved nothing. You still have conditions weapons that do great direct damage and condition damage, and some condition weapons that do the same condition damage but no direct damage.
Weapons can still cater to both condition and power builds but individual skills shouldn’t. There is nothing wrong with having both condition and power skills on a weapon, but each skill should either be condition or power based, not both. Cos if you have both then … well we are currently experiencing the result.
Well, I actually think it’s probably fine for them to have both, they just need to balanced more carefully.
“Balancing more carefully” is pretty hard to do when the damage formulas you are forced to used are universal and don’t differ on a skill to skill basis.
Having power and condition damage work the same way for every skill may have sounded like a good idea back when they designed GW2, but it nonetheless was a mistake. Now they cannot simply change how effective power and condition damage is based on what skills they are currently looking at. They can’t make the bleed from a necros scepter do more damage cos the direct damage portion of the attack is so low. All they can do is to change how much base direct damage a skill does and how many stacks of a specific condition it applies. And this is, given that using a skill still needs to be fun and rewarding, is quite limiting.
Power is very easy to do per-skill adjustments with, since no skill has “base damage” for physical damage. Each skill has its own coefficient which determines how much damage it does based on your investment in Power.
Praise the lord, they did actually FIX not NERF it.
Necromancer
Signets of Suffering: This trait will now only grant might when a signet is successfully cast.
I read that and was most pleased. Does it technically make us weaker? Yes, but it does so in a very healthy way. I’m very glad for that.