I think scourge really rewards positioning. I like it. The life force problem is a big one at the start of the match, but once it fills up you can get a lot of mileage out of it. I was running carrion.
What I don’t like is that visually theres no differentiation between enemy shades and your shades, and there’s very weak visuals when F5 happens and the elite happens. Very confusing visually
I haven’t had an issue keeping my shades distinct from enemy shades, but allies? Good luck telling which Scourge placed their shade there!
FYI Dessicate ONLY GIVES 10% LIFE FORCE NO MATTER HOW MANY TARGETS YOU HIT
Condition Scourge is the epitome of squishy. Does decent damage, though nothing astounding, but my god does it melt to a stiff breeze.
Power Scourge with some investment in Healing Power actually seems halfway decent. With Mender’s amulet, you can actually get usable-size barriers. and, with just a bit of Stability from allies, actually does pretty well.
The punishments are all on the weak side. Sand Flare needs its actual Healing boosted. Trail of Anguish is probably fine in effect, but has a cooldown of about 5 seconds too long. Sand Swell needs the cast time reduced, probably to 1/4 second. Dessicate needs a larger radius and/or a shorter cooldown. Serpent Siphon needs buffs on bascially everything but the barrier scaling to be even worth considering taking. It’s just too awkward to use. Ghastly Breach really needs to follow the Necro or be ground targeted.
(edited by Drarnor Kunoram.5180)
Transfusion does not pulse from Shades.
Note: F-skills appear to function as Utility skills, so Power coefficients are more difficult to calculate. Tooltips don’t change when swapping from Scepter/Torch to Staff.
Sand Cascade: .76 Healing Power
Desert Shroud: .625 Healing Power
Sand Flare: Barrier: 1.5 Healing Power Healing: 1.1 Healing Power
Serpent Siphon: 1.24 Healing Power
Sand Swell: .75 Healing Power
Desert Empowerment: .91 Healing Power
Harrowing Wave (Torch 4): .77 Power
Oppressive Collapse (Torch 5): 1.16
PVP looked garbage to me.
The biggest problem is lifeforce.
I always encouraged a normaliazation of extreme min/max LF scenarios , like always 50% OOC. Not counting the losing LF on respawn bugs and it being such a snowball system.Im am legit worried they tried to scam us:
- they used a power weapon on condi build to allow the unrealistic low CD spam
- the power weapon of dagger is trash, since HOTcreep you can barely land a single hit – OUR ENTIRE LIFEFORCE DEPENDS ON SHOUT HEAL, GREATSWORD COMBO AND TRAIT PROCS
- THEY USED LIFEFORCE FROM DYING GOLEMS, AGAIN UNICORN FANTASY
Dessicate is a cool 10% per enemy hit. 300 radius isn’t too bad.
I wouldn’t be too sure on that. It could very easily be 10% period.
The stream did nothing to show for sure.
Given what we’ve seen from today’s stream, Scourge barriers need MASSIVE buffs if they are going to survive at all in PvP.
To be fair he did not have much healingpower at all. From the bleeding ticks he had around 1300ish condition damage. That means he had a Condition damage main stat amulet, and there currently is no such amulet in pvp that also provides healing power at all. But yeah, i agree, the rate the barrier seems to decay is rather harsh.
The only decent size barrier was on F5. The others we saw were all under 2k.
Even without healing power, that is insultingly low to replace Shroud with.
Even the tankiest Necro builds have difficulties in 2v1’s against decent opponents. The class just doesn’t have the defense to make a decent bunker because its only defensive mechanism is more health, which is only half effectiveness against two opponents as one.
Given what we’ve seen from today’s stream, Scourge barriers need MASSIVE buffs if they are going to survive at all in PvP.
Given Reaper is the best thing to ever happen to Necro in PvE, I’m not sold on Gee focusing purely on PvP.
Question to you guys:Is condi gonna be king stat? or vitality now?
If scourge uses vitality for shield then we will be forced to have vitality for shield right?
I’m not sure what part vitality plays for barrier/shield but the current formula is (0.75 * Healing Power) + Base Barrier Value from Skill according to wiki. So it seems heal power would be a better investment.
Each source of barrier has its own healing power scaling.
Fair enough. Have you any knowledge on what vitality does for it?
Yes. There is a cap on how much barrier you can have at once equal to half your max health. So, increase your max health, and you can receive more barrier.
Not so important for the Scourge, though, since with no Vitality investment, you will have a cap of over 9k.
Question to you guys:Is condi gonna be king stat? or vitality now?
If scourge uses vitality for shield then we will be forced to have vitality for shield right?
I’m not sure what part vitality plays for barrier/shield but the current formula is (0.75 * Healing Power) + Base Barrier Value from Skill according to wiki. So it seems heal power would be a better investment.
Each source of barrier has its own healing power scaling.
Don’t Renegade and Scourge have the same developer?
While I agree barrier scaling should be higher, I see that more of a need to raise the base value to a point where it will actually absorb an attack fully.
Healing power should be enhancing the amount, not necessary for doing anything at all.
(edited by Drarnor Kunoram.5180)
To everyone who says “healing power isn’t worth building on Necro,” what amount does it have to reach for you to say it’s valuable? Necros already have some of the highest scaling in the game.
How about a mastery to automatically give you the coin value of green sigils and runes when you would obtain them from salvaging? I’d prefer that to this disaster of an ID system.
No, that won’t work. There are some green sigils and runes that I sell on the TP. And I sell almost all rare sigils and runes.
But, it’s a good idea, as long as I’m not forced to use it once I attain the mastery.
Much easier to implement the suggestion made years ago: allow a list of items which this player considers “junk”.
There are green runes/sigils that aren’t at vendor value on the TP?
It wouldn’t apply to Rare or higher quality gear, of course. Just, instead of getting the green sigil/rune, you get the coin value.
Maybe simply adding +1 agony infusions to be bought with Relics might be a possibility? I know those can be turned around and sold on the trading post, but at least it’s thematically fitting.
Do we know if there will be yellow and orange unidentified gear?
Unless the Devs change things, there will not. Unidentified Gear, as of the demo, only came in one rarity. However, what you could get from identifying it ranged up to Exotic quality.
How about a mastery to automatically give you the coin value of green sigils and runes when you would obtain them from salvaging? I’d prefer that to this disaster of an ID system.
Target. At 2 Might per condition, that can easily stack 16 Might.
I don’t understand the if the target remains in the area clause. Is there a load up time for the skill?
It has a short delay before the knockdown happens. I don’t know how long the delay is, since I haven’t played with it.
Target. At 2 Might per condition, that can easily stack 16 Might.
Ammo on Spectral Grasp definitely would have been great.
Two things:
1. Sand Savant dumps the ammo mechanic for a proper cool down, so Vital Persistence may work.We have never seen the trait being used so we don’t know this. I’m going to assume it still has charges but you can only have one shade up but still 3 charges. Again it’s weird that the base version wouldn’t work with a trait but a trained version would.
Why would it have charges when you can only have one up anyway? Especially when the cool down is so short compared to duration? Plus, I think in WP’s video where we first saw it, greater shade had a proper cool down.
It could potentially be a bug that VP isn’t reducing the charge count. Anyone know if the traits for axe or physicals on Warriors affect the charges of those ammo skills? I haven’t tested.
We also don’t know how the Greater Sand Shade interacts (or doesn’t) with Vital Persistence.
[&BpKvAAA=].Base shade doesnt seem to be affected by VP so doubt it will be. Unless its a change they made for the release build.
Using Dagger 3 into F2 provides you with 11.5 seconds of Vigor (assuming you have the Shade up).
Probably wont need to cast a shade to do this since the effects happen around you as well. Think mesmer shatters.; everything happens around you and the shade. Though bear in mind F2 is a conversion not a removal, meaning it is completely random as to what gets converted. Any more than 2 conditions and there is no guarantee you will hit what you need.
Two things:
1. Sand Savant dumps the ammo mechanic for a proper cool down, so Vital Persistence may work.
2. Having shades up increases your boon duration. Without a shade, it’s only 10 seconds of vigor.
@Sarrs: If you are contesting the point, dagger-warhorn outstrips staff life force by a ton and actually puts out damage. Wail of Doom is better CC than Reaper’s Mark even with traiting, having longer duration and a shorter cool down, plus being unaffected by Resistance and conditions cleanse. Sand Savant is also necessary for higher barrier uptime and covering the entire point. You don’t carry all that much boon removal in this build, so Feed from Corruption is probably not that great.
You can certainly do a variant with staff and more punishments, but you lose out on necessary stunbreaks and kill pressure. Also, the melee range of punishments really doesn’t synergize with staff well.
I can see potential. Not sure on the choice of Unholy Martyr, though.
I would think that when it decays, it’s by percentage, since all barriers seem to vanish in the same timeframe anyway. However, applying a new barrier should reset the decay timer.
In preperation for the preview weekend for elite specs, I’ve brewed up a possible Scourge build for PvP. In fairness, I have no beliefs it will do fantastically at anything but lower ranks.
The build is intended to contest points until a +1 is available. It should be able to survive any but the most heavy CC builds that wish to fight on point for quite some time.
http://gw2skills.net/editor/?vRAQRBIhdGtJNiQtNYnNwYZooBxRsqzPIAKBA-TJxHQBhY/BAcSAkXZgA+EAAA
Missing pieces are obviously Scourge traitline, but also Sand Swell and Ghastly Breach.
Scourge traits chosen will be Abrasive Gift, Desert Empowerment, and Sand Savant.
So, what does this provide?
This should actually provide decent sustain in a build. Barriers are available frequently, letting the normally lackluster Signet of Vampirism passive actually heal you up in combat. Once you get the +1, the active can help you spike down your chosen target. Lacking Consume Conditions is not a problem due to low-cooldown cleanses (talking 4 and 8 seconds here, plus possibly another three when you manifest sand shade on its 10 (8?) second cooldown). Plague Signet is there for a low-cooldown stunbreak and method of dealing with condition bursts.
As for the Barrier strengths, this build should be doing the following (assuming chat code values are correct):
Note: Values are given in a range to account for Last Rites healing power increase as you get low on health.
Sand Cascade: 3156-3384. 8 second cooldown
Desert Shroud: 5882-6071. 16 second cooldown
Sand Swell: 2649-2874. 35 second cooldown, but probably multiple times per cast.
Manifest Sand Shade is one I’m less certain on, as we don’t yet know if the Greater Shade applies the normal strength Barrier from Desert Empowerment, a triple strength Barrier, or three normal strength barriers. There is an important distinction between the final two in how they interact with Abrasive Gift. We also don’t know how the Greater Sand Shade interacts (or doesn’t) with Vital Persistence. At minimum, you should be looking at about a 2k Barrier every 10 seconds and, if the best interactions are there, a 6k barrier every 8 seconds.
In addition, Desert Shroud with Transfusion should heal you for 4935-5561.
Another odd thing about this build is that it actually has on-demand Vigor! Using Dagger 3 into F2 provides you with 11.5 seconds of Vigor (assuming you have the Shade up). If your opponent inflicts a few bleeds of their own, you’re actually looking at perma-Vigor on a Necro. Fancy that!
Ghastly Breach is present to primarily act as a defensive skill, as the pulsing Slow ought to drastically cut incoming damage. It can also be used to go for the kill, should the opportunity present itself.
Dagger, of course, was chosen for its rapid life force gain. This is vital due to your reliance on the Shade skills for survivability. It also comes with another healing skill of its own on a short cooldown, letting you keep Signet of Vampirism on passive mode for longer.
Finally, one should not count out the fact that a Greater Sand Shade will entirely cover a point. Drop it on the center and every time you use any of your F skills (and you will be using them a lot,) that’s a damage strike, Cripple, and Torment. Also, it means you have an AoE Fear covering the entire point on a 12 second cooldown. Warhorn gives you an extra daze, but Garish Pillar is probably going to be your prime interrupt.
Runes and sigils are honestly a personal choice (though I like the extra defense Grove runes provide), and if desired, Quickening Thirst can be swapped for Ritual of Life if you want to take on a more supporting role. Offhand dagger can also be swapped for Focus for more single-target boon rip and more life force at a cost of blind and weakness (plus condition clearing).
I think this build should be able to handle most 1v1’s and potentially even stall a 2v1 that’s light on hard CC. It can also make a decent showing in teamfights if need be, since it does have some supportive ability.
(edited by Drarnor Kunoram.5180)
It appears to replace any gear drop from that mob. Doesn’t matter if it’s white or exotic.
At least he spelled most of the words correctly…
Positives
- Raptors were absolutely fantastic. A couple of glitches with them, but nothing major.
- Map is gorgeous. The night sky also simply cannot be praised enough.
- Fun variety in Mastery Points and bounties. I love that not all mastery points are just channels, adventures, or achievements. Having a simple activity that carries a possibility of failure is a nice change.
Negatives
- Unidentified gear tops the list. Having to pay such a high cost in terms of time and coin just to get the loot that you would normally get elsewhere more than overrides any benefit from the system. Getting rid of the ID cost and allowing identification from more than just heart vendors would make it good.
- The one adventure that was in the demo looks like it will need its thresholds for Silver and Gold raised. While I know it’s expected for you to be swapping mounts to get the best time, I can’t see how that will actually make this adventure possible to accomplish in the given time, especially for Gold. I did complete it once on Bronze, but it took so much time that I can’t see how Silver or Gold are possible.
Necro might have significant raid team value if the expansion features boon-heavy opponents, as expected? It’d be like in WvW. That’s my hope anyway, but it kind of assumes that PS Spellbreaker boonstrip won’t be enough.
And Mesmers.
Honestly, between the current meta for Chronomancers and the possibility of Phalanx Strength Spellbreakers, I don’t see Necros ever getting a slot for their boon rip ability. Not without major overhauls to the support ability or damage output.
At which range can Spellbreaker and Chronomancer reliably strip or corrupt boons? 600, 900 or even 1200?
And when does said range even matter? There is no raid encounter that you can’t have people in melee range.
Chronomancer can do it at long range anyway, if absolutely necessary.
Well of Power could honestly be fantastic just with a cooldown reduction and no other changes. It’s all right as-is.
Spectral Wall is best when you’re a melee build and just kite through it while you’re fighting. Very niche use, though, and could use some tweaks. Again, reducing the cooldown would do wonders for the skill.
I wonder if it’s time for another cake?
Necro might have significant raid team value if the expansion features boon-heavy opponents, as expected? It’d be like in WvW. That’s my hope anyway, but it kind of assumes that PS Spellbreaker boonstrip won’t be enough.
And Mesmers.
Honestly, between the current meta for Chronomancers and the possibility of Phalanx Strength Spellbreakers, I don’t see Necros ever getting a slot for their boon rip ability. Not without major overhauls to the support ability or damage output.
I will say that the skill is very easy to land with action cam.
You don’t have to be in motion to use it, but if you’re not, then it is used at your location.
I’m wondering if we’re really losing anything. If unidentified gear stacks, then how can the game identify which one is an exotic and which isn’t? Is there a secret, unseen list that keeps track of the identity of the items that have yet to be claimed?
From the sound of things, unidentified gear is just another die roll that drops on top of the kinds of drops you would normally get. Is there any proof that we’re missing out on rare and exotic drops that we otherwise would’ve gotten?
There is no list, it’s more RNG. The phrase “missing out on rares/exotics” is to indicate that if we salvage unids, those might have ID’d into rares or exotic.
In that case, I do not see the problem. If something we previously earned is being taken away due to unids, then there would be a problem. But if it is an additional system added on to loot that people are complaining about gambling on, then that is strictly an opt-in system. I’m going to salvage all my unids and never look back.
I’ve yet to see a definitive statement from anyone which suggests that we will still get the normal chance at rares and exotics as we get elsewhere. All I got was blue and green normal drops, but that might be due to a relatively small sample size.
It’s the other way around. You’ll have to prove that we’re losing out on drops elsewhere with the unids. It is a bit defeatists to assume a new system is inherently ripping you off via hidden changes to loot ratios mentioned nowhere.
Given you never get Un-ID’d gear and regular gear together, it’s safe to say Un-ID’d replaces your normal loot.
So every time you get one, you did not get regular loot.
There are several people on this thread that claim otherwise.
No, they claim they got regular drops still, not simultaneously. There’s an important distinction.
Let’s say you kill 50 mobs in the regular game and get 25 pieces of gear. In PoF demo, you would kill 50 mobs, get 20 pieces of Unidentified gear, and 5 pieces of gear. You’re getting the same number of drops, but now most of it is Unidentified.
Nah, WvW you probably want Feed from Corruption.
No. We need dagger as-is for any non-Reaper power builds.
I’m wondering if we’re really losing anything. If unidentified gear stacks, then how can the game identify which one is an exotic and which isn’t? Is there a secret, unseen list that keeps track of the identity of the items that have yet to be claimed?
From the sound of things, unidentified gear is just another die roll that drops on top of the kinds of drops you would normally get. Is there any proof that we’re missing out on rare and exotic drops that we otherwise would’ve gotten?
There is no list, it’s more RNG. The phrase “missing out on rares/exotics” is to indicate that if we salvage unids, those might have ID’d into rares or exotic.
In that case, I do not see the problem. If something we previously earned is being taken away due to unids, then there would be a problem. But if it is an additional system added on to loot that people are complaining about gambling on, then that is strictly an opt-in system. I’m going to salvage all my unids and never look back.
I’ve yet to see a definitive statement from anyone which suggests that we will still get the normal chance at rares and exotics as we get elsewhere. All I got was blue and green normal drops, but that might be due to a relatively small sample size.
It’s the other way around. You’ll have to prove that we’re losing out on drops elsewhere with the unids. It is a bit defeatists to assume a new system is inherently ripping you off via hidden changes to loot ratios mentioned nowhere.
Given you never get Un-ID’d gear and regular gear together, it’s safe to say Un-ID’d replaces your normal loot.
So every time you get one, you did not get regular loot.
Unless Serpent Siphon gets a massive buff, you do not want to be using it for damage. 1 stack of Poison for 2 seconds is never worth a skill slot.
I’m assuming you’re talking for raids, in which case, I would say your trait selection is correct, but I think weapons will be Scepter-Torch/Scepter-Warhorn. You absolutely 100% need the life force generation, but Dagger mainhand hurts your DPS too much in a condition build. Warhorn provides decent generation and also good breakbar damage. For utilities, the only one I see maybe making it in is Dessicate because it provides life force.
For Condi Scourge, LIFE FORCE IS DAMAGE. If you can spam F2-F5 on cooldown, you have good damage. If you can’t, I don’t see it being anything spectacular.
Also, it appears Dhuumfire will proc on the attack from sand shades (and yourself) whenever you use a Shade skill. 2 Torment and 1 Burning any time you use an instant-cast ability.
dagger is speculative on my part. It isn’t a garentee. If Dhuumfire functions to make your auto work, it could be quite good. 4 strikes in about a second… 4 burn stacks in a second without quickness…. I think its worth trying. If it doesn’t work like that, I’d agree with you. Dagger wont be good.
Although I agree with you on the life force generation.. we do need that.
PS: I’d like to know where you’re getting this information because I’ve been looking for something and can’t find anything about how Dhuumfire functions with it.
Decided to make a new post for this since Im half way through.
Chat links are on the wiki pages. Should be ok now.
Some interesting things.Manifest Sand Shade works with all shroud 1 traits for when it does its strikes like we thought ( dhuumfire, reapers might, unyielding blast ) It doesn’t seem to be affected by VP for its count recharge though.
Nefarious Favour appear to work with path of corruption according to the tool-tip when traited. This one works with VP to have a 4s cooldown. Interesting thins is no-matter what my vitality the LF costs seems to be a fixed 1382.
Sand Cascade has a base of 2111 and a scaling of approx 0.76with a cost of 2478. Same as above I cant get the costs to change. VP works though.
Garish Pillar just works with VP. Fixed cost again of 4606. Nothing too special. Doesnt seemt o work with transfuse.
Desert Shroud works with on entering shroud traits as we thought. The chat link for this one for me with 0 HP has a base of 5016 and a scaling of ~0.63. Again Fixed costs of 3685. VP also works here.
Sand Flare has a base of 4208 and a scaling of ~1.51 for the barrier.
Sand Swell has a base of 1618 and a scaling of about 0.75
Serpent Siphon has been done in the op and it all checks out.
Basically, Reddit found chat codes for skills.
Unless Serpent Siphon gets a massive buff, you do not want to be using it for damage. 1 stack of Poison for 2 seconds is never worth a skill slot.
I’m assuming you’re talking for raids, in which case, I would say your trait selection is correct, but I think weapons will be Scepter-Torch/Scepter-Warhorn. You absolutely 100% need the life force generation, but Dagger mainhand hurts your DPS too much in a condition build. Warhorn provides decent generation and also good breakbar damage. For utilities, the only one I see maybe making it in is Dessicate because it provides life force.
For Condi Scourge, LIFE FORCE IS DAMAGE. If you can spam F2-F5 on cooldown, you have good damage. If you can’t, I don’t see it being anything spectacular.
Also, it appears Dhuumfire will proc on the attack from sand shades (and yourself) whenever you use a Shade skill. 2 Torment and 1 Burning any time you use an instant-cast ability.
(edited by Drarnor Kunoram.5180)
The main problem I have with this is people claim that you will missing out on the chance of getting rare/exotic gear? RIght? the chance of getting rare or exotic is the same as getting a pre in this game! Save 250 bags of anything and open them. Tell me how many rare/exotic you get out of them. I guess not many.
In my experience thus far, probably around 20. I’ve had about 7-10% of the unidentified gear give rare or exotics in the demo.
I didn’t know that there was a cap on barrier. Do you know what the cap is?
I believe the cap is half the total hp. Though I could be wrong.
You would be correct. Cap is 1/2 max health.
After further investigation in the Demo, not only is this terrible it’s a gold sink. You get gear worth less than the identification process. So unless they’re going to up vendor loot reward or reduce the cost of ID this system is really bad for players.
Unidentified item worth 1s 6c and identified for 1s 68c, you’re already cost wise in 2s 74c. Now to get a 68c item (which is what happened in demo) you lose 2s 6c.
They either need to make Identification a 3c option making it line up with scrapping, or these items need a quality marker. I would be OK with a white, blue, green, exotic, and ascended (if they’re possible through this loot) that stack up, it’s still max five slots for 250 items of each quality.
For me this currents system is going to greatly reduce daily income and scrapping.
This assumes that the value of salvaged goods stays where it is right now, whereas this system seems pretty likely to make those go up. This would be excellent for things like mithril or silk, which are near worthless and make up a significant part of lott salvage drops.
Why would those go up when you get them for salvaging unidentified gear? Supply isn’t going to see a meaningful change.
Yeah, actually, you do see people complain about staff damage. I’ve stopped using it entirely because it’s utility is too low to make up for the terrible damage and vice versa.
I thought Lief and Lana were married to each other? Could have sworn there was an interview with both of them.
Maybe I’m just imagining things.
Jermey Soul isn’t that good. But whoever did these soundtracks for PoF and HoT is seriously talented at ArenaNet and I am glad they aren’t using Jermey Souls anymore.
My favorite song is still Mordermoth final battle.
IIRC, Lief and Lana Chapelle are ANet’s head composers now.
On a side note: I am not so sure mounts will be so great. Yes, it was fun riding on a raptor. But there is only one WP in the map. Getting to anywhere outside the city means taking a ride on your mount. If mounts mean we will loose the convenience of WP’s I don’t think they are an improvement to the game
Only one waypoint in the demo, but the map has more. You can actually see another in the NE area outside of the demo zone.
Another thing. I normally give containers to my level 53 to open. This won’t be possible with the requirement of doing a heart first in a level 80 area. Even if I can get it to that area, doing the heart on a regular basis will give that char XP so that starts leveling again.
Can’t you just salvage them directly on the 53 char?
Idk. Will they be level 80 gear when salvaged directly or level 53ish? The gear from HoT containers originally was level 80 only. Lower level options was added later. And there’s the problem again of losing all rares and exotics.
Do these not drop as trophies in addition to other loot?
No, those only come from heart vendors and cost 1 silver, 68 copper plus one unidentified gear.
If you were asking about unidentified gear, they very much seem to replace normal loot, not in addition to it.