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New trait system problem

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Path of Corruption is what made Terrormancers viable for a while in the PvP meta. It’s a very good trait and, for any build, a good choice.

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Ele rune reaper?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Wait what rune has a chill and condi duration?

NM I got it now. The new trait.

Ain’t it funny how these things change how you look at runes and sigils? Sigil of Mischief looks like a decent choice for Condi Reapers, for example.

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Ele rune reaper?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Is it really worth having 20% increase and the stats ele runes give over a rune that increases total condi by 15%?

Probably not, especially when said runes have a 3 second Chill attached to them when you’re struck. And a free interrupt.

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Minion Master trait is gone ?!

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Nope. The Minion Master trait is getting made baseline, so there’s no need to have it be selectable.

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Necro bad design - the weapons.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

The sad thing is that Scepter makes a better Power weapon than Axe does. Improved range and comparable direct damage, but also the bonus of condition damage and poison utility.

In a condition damage build, of course, axe is completely worthless and Scepter is the best we have.

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Delete this post - tired of bias

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Been running a few weird builds lately, and I seem to have settled on: 6/0/5/0/3. Reaper’s Protection, Last Gasp are the reason for 5 and 3, as well as the minor for converting defense into Power. The build is very tanky, and allows me to go toe to toe with Warriors and Guardians. I can remove them from points, and hold points myself. The crit is somewhat low at 35%, but brings 176% Ferocity, 2k Power and 28k HP.

It’s interesting to see how people respond to it, especially after they’ve exhausted their usual rotation for dealing with Necros. By the time they realize their damage didn’t do a whole lot, they realize my damage isn’t something to shrug at either. It works out pretty well for winning games in Conquest.

That’s my experience for running a Zerker amulet Unholy Sanctuary/Spectral build. When a number of classes go through their “kill Necro” rotation and I’m still standing with plenty of health, they don’t know what to do.

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[Follow Up] Forum Specialist Feedback

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

In Stronghold, you can also take advantage of ground targetted wells being default now or run Scepter/Staff as your other weapon set (forget axe unless it gets a huge buff). Just because Reaper’s Shroud lacks range doesn’t mean you can’t get it from other places.

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Should Chill and Cripple affect teleports?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Atoms, not apples. Nowhere near the ability to teleport an object visible to the naked eye yet.

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Reaper Hype: People Blinded By Aesthetics?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

If I’m not mistaken, that post from John Peters that people are digging up was back in the firsst year of the game’s lifespan. Tough to tell, since the year isn’t listed on the timestamp, but I distinctly remember that post being made very early on.

Like, back when the “Hundred Blades is OP!” craze was everywhere in PvP early.

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Why is no one asking this?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

soo…anyone done some underwater pvp lately?

A bit in WvW. No other option to.

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Why is no one asking this?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Ele might be able to out-do Necro underwater, but a lot of that damage is from stationary effects that take time to work and are easily avoidable underwater. Necros are the PvP gods underwater and do quite well in PvE as well.

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Random Procs- Spinal shivers + air+ fire

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

While I can agree with the point that Sigils of Fire and Air are kinda silly, Chill of Death really isn’t. It’s highly predictable and, while somewhat unavoidable (you could, you know, heal and prevent it from ever proccing), you can also counterplay by doing the following:

1. put Weakness on the Necro.
2. Limit your boon application as you approach 50%. After Spinal Shivers procs, you can go hog-wild again.
3. Strip the Necro’s Might (not the most common option, admittedly).

By the way, applying Protection doesn’t help, because that is one of the top three boons in Spinal Shivers removal priorities. The more you know…

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Death's charge + Path of corruption

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

They did confirm it would apply to all targets struck in the reveal stream.

Also, even traited, it’s a 5.1 second cooldown.

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Do minions scale?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

So, going for condition damage, boon, or condition duration, they will hit harder? Or their actives will?

Kind of. Those three stats still work the same way you would expect, there is no vitality scaling through condition damage for example, but minions can directly and indirectly (through combo finishers) apply boons and conditions to themselves, allies, and enemies, and those boons and conditions use the Necromancer’s stats. But their power, precision, ferocity, vitality, and toughness are all set values that do not scale with any of the Necromancer’s stats, though they can be increased through buffs.

Exceptions for scaling being Retaliation and Regeneration. Those benefit from the Necromancer’s Boon Duration stat, but scale off of the minion’s Power or Healing Power respectively.

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[Spectral Walk] Exploit or no?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Wasn’t this addressed at some point, like back when they nerfed DS so it couldn’t save you from a fall?

Yeah, and the devs said then that it was fine.

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Fear duration, what am I doing wrong?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Remember, conditions tick every 1 s, based on the games clock, not on when you apply the conditions. If you apply a 1.5s fear then you will always get 1 tick, but depending on when you apply it in relation to the game clock you may get a second tick of damage as well. The only way to guarantee a second tick is to get it OVER 2s in duration.

Not sure how it is with Terror but that shouldn’t be the case with other conditions anymore. Unless the condition gets removed there should no longer be any damage loss due to fractional seconds in the duration.

With Terror, it’s the trait dealing the damage, not the condition. As such, it got overlooked when the change occurred.

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[Spectral Walk] Exploit or no?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Pretty sure it’s ANet sanctioned, actually.

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[Follow Up] Forum Specialist Feedback

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I’d like to agree with this and add another suggestion…As of now, it seems that reaper seems to benefit much more from Dhuumfire, Unyielding Blast, and Reaper’s Might due to the low cast time of the Auto Attack in Reaper’s Shroud.

The tooltip of Life Reap (the 3 hit in the aa chain) say it’s the only one that works with Life Blast traits. So Reaper would actually be a little slower but maybe gets more effective with the 5 target aoe?

Look again. All three hits in the chain say they inherit traits that affect Life Blast.

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Axe skill 1

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I’m just annoyed because I made Frostfang. I avoided AAing as much as possible, but when weapon swap and death shroud are on cooldown and it’s not a good time for off-hand dagger skills? Not much choice.

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A question to Devs about the Reaper

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

If you want to use Reaper’s Shroud, you do not have to use a Greatsword or any shouts. You can always pick core Necro weapons and utilities.

If you want to use a Greatsword or any shouts, you do have to use Reaper’s Shroud.

Why you would want to continue using an axe (a Necro’s weakest weapon) after the nerf it got yesterday and the upcoming nerf to axe training is beyond me, though.

It’s not a nerf, it’s a bug.

New animation plus different hit timing plus longer cast time plus updated tooltip? I highly, highly doubt it’s a bug.

I went back and checked a comment and it is indeed intended by Arenanet. The post is in the necro forums. Personally, the animation looks better for my charr. I don’t have a problem with it personally.

I main a charr necro too and, while I like the animation, the 26% slower attack speed on what was already quite possibly the weakest auto in the game is rather terrible.

Yes, it is that large of a loss. Old cycle time was .95 seconds, new is 1.2.

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Axe skill 1

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

There was no reason to slow the cast time for the axe when it was already weak to begin with. 0.2secs is a big deal in situations like WvW and overall will slow the necro play style slightly. If you were worried about people skill cancelling why not just lower the cast time from 1s to .8, therefore making the 2nd hit at the true end of the animation. If you don’t want to revert back then at least give the axe auto a damage buff or something to compensate. Also, the animations are slow and clunky.

I am also hearing the true cast time is 1.2s and not 1s like intended.

True cast time before was 3/4 seconds. True cast time now is 1 second.

Both before and now, the aftercast delay (the period before you can start casting any other skill) is .2 seconds. Total cycle time went from .95 seconds to 1.2 seconds.

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A question to Devs about the Reaper

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

If you want to use Reaper’s Shroud, you do not have to use a Greatsword or any shouts. You can always pick core Necro weapons and utilities.

If you want to use a Greatsword or any shouts, you do have to use Reaper’s Shroud.

Why you would want to continue using an axe (a Necro’s weakest weapon) after the nerf it got yesterday and the upcoming nerf to axe training is beyond me, though.

It’s not a nerf, it’s a bug.

New animation plus different hit timing plus longer cast time plus updated tooltip? I highly, highly doubt it’s a bug.

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A question to Devs about the Reaper

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

If you want to use Reaper’s Shroud, you do not have to use a Greatsword or any shouts. You can always pick core Necro weapons and utilities.

If you want to use a Greatsword or any shouts, you do have to use Reaper’s Shroud.

Why you would want to continue using an axe (a Necro’s weakest weapon) after the nerf it got yesterday and the upcoming nerf to axe training is beyond me, though.

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[Follow Up] Forum Specialist Feedback

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

On the topic of siphons, adding an ICD is a terrible idea. There is this concept called “return on investment” that people advocating an ICD like to ignore.

Using faster-hitting skills and weapons to proc siphoning traits more often is an investment in doing so. If you’re dedicating your build to do something, you had better be able to do it much, much better than someone who just happens to pick up a certain ability.

As such, those procs should be balanced closer to the low end or, at highest, the average hits/second. Higher investment in both build choices made and rotations used to maximize procs should be rewarded with being better than average.

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"Subject to balance changes."

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Whi if you use dagger+warhorn adn 2 wells you’re able to deal 9 attacks in 2 seconds, that mean 9% Life Force and 9 stack of might every 2 seconds.
In 6 seconds you can stay with 25 might forever, until the enemy have chill, recharging your DS a incredibly high speed (more than 20% of DS in 2 seconds with the current well of corruption that recharge DS -I think it’s to be added on the description or fixed-)

There are these things called cooldowns that those skills have.

You have burst potential, but sustained is only okay.

About the traits Chilling Force and Blighter’s Boom they haven’t put a cooldown on it (not yet), then you can do what I’ve wrote.

Then, the sustain of the necro can be ok with a combination like that, but also that can make the necro able to enter DS continuosly, making it OP.

The balance about Necromancer is hard because of that broken machanic.
They can change Chilling Force to make it activable only 5 times every 5 seconds, something like Chilling Nova. That will make it good but not OP.

They need to see how we will use that traits and all that combinations in HoT and compare it to all the other specializzation and combinations to see how to fix that.

The skills have cooldowns. And lengthy ones at that. Which means that you will have burst recovery moments, then it will drop off until the cooldowns come up again and you can repeat. That time in between, though, is a good-sized window.

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Calling All Minion Masters

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

It still feels very weak. Maybe it can blind more than just one target then. Maybe an aoe blind when it teleports?

Interestingly, we already have that. The problem is that the radius is small. As in, launch untraited marks-size small. The chance of it actually blinding more than one foe is tiny.

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Chill DMG scales with....?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Or, you know, Fearing, since there’s a minor trait that applies Chill on Fear.

Or Blinding, since Chilling Darkness exists.

Or using the ice field on RS5 and the combo finishers on RS2 and RS4 to Chill.

Or Sigil of Ice, Sigil of Hydromancy, Chillblains, or extensions from Chilling Nova.

Even Condi Necros have plenty of ways to apply Chill.

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[Discussion] Chillling Force

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Drarnor Kunoram.5180

In PvE chilling force will be used solo or in pug groups where you lack group might. In organised groups you will use decimate defences.

And in PvE you will never take augury because you will rarely take any shouts. :P

I think in PvE, you will take Soul Eater in organised groups. Just a bit more damage on Greatsword is better than additional crit chance that you’re capping at anyway or might stacking that you are also capping out on.

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"Subject to balance changes."

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Whi if you use dagger+warhorn adn 2 wells you’re able to deal 9 attacks in 2 seconds, that mean 9% Life Force and 9 stack of might every 2 seconds.
In 6 seconds you can stay with 25 might forever, until the enemy have chill, recharging your DS a incredibly high speed (more than 20% of DS in 2 seconds with the current well of corruption that recharge DS -I think it’s to be added on the description or fixed-)

There are these things called cooldowns that those skills have.

You have burst potential, but sustained is only okay.

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Will chill damage stack?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

The amount of slowing caused by chill does not seem to have changed but the preview did not show what happens when one chill overlaps with another.

As a guess, i would say two chills add duration but burning will stack in intensity so the same is still possible for chill. PvE will have the same problem with lost condition damage with chill as it does with burning.

Except that, like Fear, only Necros can cause damage with Chill. Fear stacks duration, as does Chill. Burning and Poison are being changed to stack intensity instead of duration.

Chill will not stack in damage. To think otherwise literally goes against every precendent we have.

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Axe skill 1

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

You guys use axe?

I made Frostfang. Thankfully, the new charr animation does look good. Doesn’t match the effects, but it looks good.

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GS#2 Gravedigger , is it worth spamming ?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

In love when you are cleaving a downed body it would be. Since the downed person recharges it same as a -50% does.

Interesting if thats true

That is what the tooltip explicitly stated…

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Will chill damage stack?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Assuming that “Deathly Chill” turns chill into a condition that deals damage per tick, what will happen if several Reapers running this trait apply chill to the same target?

Will it work like burning does currently when several players apply it to the same target, or will it work similarly to Poison after the changes, where the damage modifier stacks but not the condition’s “effect”? (Except possibly with each player only being able to apply one ‘stack’ of the damage effect.)

Just a little concerned about how this may work on certain boss fights with multiple reapers trying to use chill as a method of dealing damage… We end up right back at the current problem conditions are having, which is what I hoped they were trying to fix. :-/

Is poison going to stack damage? Can you please share any proof? I’ve been looking for that everywhere.

You could check any of the recent Ready Up’s or Points of Intrest. Every one of the last four has stated that Poison and Burning will stack intensity (Poison’s healing debuff does not stack) rather than duration.

As for the OP’s question: Chill stacks duration, not intensity. This is not changing, so Chill damage will not stack.

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[Discussion] Chillling Force

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

This is all assuming perfect hits and chill uptime and chill is the second most easy removable condition (the first one is fear).

Actually, #2 will be taunt, which I believe will have the same mechanics as fear (both a CC that you can stunbreak and a condition that you can cleanse)

Not sure what makes chill #3 though, unless your talking about the number of possible applications, in which case I think Weakness, Torment or Confusion (as long as Perplexity Runes are not involved) would be conditions that are harder to maintain good stacks/uptime on. Or is it the number of traits that reduce soft CC durations? In which case Immobilized it’s probably easier to remove; more professions have access to it than chilled, true, but outside of Entangle, almost noone has the ability to quickly reapply it after you break it.

I forgot about taunt, so I suppose is #3.

You did not forget Taunt. Taunt is not a condition. It is a control effect like stun or daze.

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Axe rending claws has been nerfed!

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Its been buffed. The delay is less than it was before. Axe is a terrible weapon anyway.

Actual time is slower for the same damage and vuln.

Before today, the period was .95 seconds/cycle. That includes cast time and aftercast delay. Now it’s 1.2 seconds/cycle for the same exact effect. And you can’t animation cancel to artificially increase attack speed.

Pure nerf.

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Axe skill 1

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Okay, now that I logged on post-patch, I see what you guys mean. Yeah, this is dumb.

Undocumented nerfs FTW!

The damage is exactly the same.

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Axe skill 1

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

You are making zero sense. Axe 1 hits once near the start, then once at the end of the 3/4 second cast. It is then followed by a .2 second delay.

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Axe skill 1

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

No, the animation change reduced the delay. Drastically increased the attack speed by seriously reducing the aftercast.

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Axe skill 1

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

About a year ago now, yes.

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Vamp rune update

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Hits Necros the hardest, since they could pop Death Shroud and actually use the invulnerability for more than just avoidance.

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every class anticipates reaper bags

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I can see a Spite/Blood/Reaper frontline build. YAAW and NCSY could both be nice on a frontline, but the real benefit is the combo potentials we suddenly now have.

Imagine just dropping a Well of Blood. Healing for allies, which you spin-to-win through for a massive 55 whirl finisher procs (each pulse appears to finish for each target it could hit, 11 pulses, so…) Basically, everyone around you is immune to conditions for 2 seconds. Oh, and you also gave 4 friends Protection.

Or dropping your Ice field on RS5. Ice Fields are really good to blast, as that AoE 10% damage reduction that stacks with everything is quite useful.

To more zerg-related roles, a Reaper can actually maintain some Vuln and Chill on members of the enemy zerg even through the mass cleanse. Not a huge amount, perhaps, but that is more than what eles, warriors, and guardians can manage. They also have a nice AoE pull on GS5.

RS4 would not only provide the Whirl finisher and strong damage, but also a base 3212 heal with 220% of your Healing Power to nearby allies. And don’t forget Transfusion is probably going to get buffed to help you bring up downed allies too.

I think Reaper will be able to do well in frontline WvW. If nothing else, NCSY will wreck those Guardians that rely on blocks to survive.

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[Discussion] Chillling Force

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

While at first, I was sckeptical of the power of this trait, even synergizing with Blighter’s Boon, I don’t think either one needs a nerf. Chilling Force is conditional enough and the Might short enough that I can’t really see a situation when it would be OP. There are some impressive burst situations (like weapon swap to Hydromancy, then immedietly jump into RS and Spin2Win), but for actual sustain, it only works out to be a nice supplement.

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100% Chill uptime?

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

No sigils share cooldowns anymore, so no worries there.

On Reapers, you actually have combo potential or generating a lot of chill in RS. Executioner’s Scythe generates an ice field, which you can then whirl through in RS4, then Leap through for Frost Armor using Death’s Charge.

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Easiest way to poison (many) foes?

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Corrosive Poison Cloud + Putrid Defense is a pretty sizeable defense boost, really.

Take Curses for Chilling Darkness and hop into Plague, pulsing Poison, Blind, and Chill every second with occasional bleeds. Might want to take Parasitic Contagion as the GM.

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Suggestion: Signet of Vampirism

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

It scales at 7%/stack with power. No weapon coefficients or dividing by armor.

Meaning you should take your base per stack (136 is actual base) and 7% of your Power, then multiply by 25 for the actual value (3,400 +175% of your Power). Remember, though, that you do have a minimum of 916 Power at level 80, making this 200/stack when naked and traitless. Average all-exotics Zerker build? 304/stack for a total of 7600 damage before accounting for Might, consumables, sigils, or special buffs.

And that’s without Bloodthirst.

The active is fine as-is.

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(edited by Drarnor Kunoram.5180)

Post Necro- Elite Spec Speculation

in Guild Wars 2: Heart of Thorns

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Oddly, I see Mantras going to Thieves. Disciplinary meditations to prepare for that perfect shot…

Assuming they’re a “sniper” specialization.

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Anet please makethe elite shout a stab!

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Chilled to the Bone, Arise, and Your Soul is Mine all need some help. Your Soul is Mine would be fine just with a healing buff. Arise needs a cast time and recharge reduction majorly.

Chilled to the Bone I think is okay if they also added 10 seconds of Slow.

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Blighter's Boon

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

1. Might stacking, at least in short durations, is very, very easy for Reapers. Reaper’s Might stacks faster than with Death Shroud, but more importantly is Frozen Might, which, if left as-is, will give you Might stacks on every hit if you’re good with your chill application. Up to 55 procs on RS4.

2. RS3 gives 8 stacks of Stability overall, meaning 8 procs on an instant cast skill.

3. You Are All Weaklings can potentially proc this 20 times.

4. If you have allies, they will fart boons on you as well.

No, Blighter’s Boon is fantastic as it is. Chilling Might could probably stand to get nerfed a bit, though. 1 second per-foe ICD should be sufficient.

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Reapers Shroud & conditions

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

you forgot terrify will always chill due to master minor trait.

Even so that’s not much chill up time in shroud.

Even with that & the number 5 your looking at around 1/5-1/4 up time.

After looking at the evidence put forward by Xaylin, The only suggestion I make is changing deaths charge so that it applies 3 seconds of chill & poison in a small AOE when it ends.

That ought to be sufficient to help keep enemies in melee range.

You also forget that you can spin to win through the cold field for even more chill.

Ya but wouldn’t you rather have a short duration chill on demand with a short CD them something on a long CD that you have to combo through ?

Cant you take chilling dark then drop the well or nightfall to get your chills. They are both persistent skills so fire ad eneter RS to stack burns on auto attack.

Im talking about access to chill while in shroud. Those require you be out of it to use them.

Unless of course they gave access to utility skills while in shroud which would be frekin fantastic and also solve this issue.

As of right now for what I see the only skill within KS to apply chill is the #5 the only other way you’d apply chill in KS is with the trait Chilling Nova – Critical hits against chilled foes cause an explosion that chill nearby foes. Cannot happen more than 3 times within 10 seconds. That or the spin to win which would also proc Chilling Nova

RS2 is a leap finisher. We have an ice field on RS5. Frost armor is a thing that synergizes really well with Cold Shoulder.

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CttB vs Golem

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Golem if he’s working properly. Chilled to the Bone will be vastly better when facing more foes.

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