It’s true that you see a lot of bunkers lately. But I wouldn’t worry just yet. Most druids are playing Cleric, but I think that fashion won’t last because it doesn’t work that well. You see less thieves and warriors, because their specialization is not as OP, resulting in less damage. And let’s be honest, Reaper’s survivability will probably be nerfed a bit before the release. We’ll see.
Admittedly, I’d be surprised if Reaper was the center of the nerfs. I can see their sustain coming down, but at least I get to see damage numbers when fighting other reapers.
I cannot imagine how a reaper could beat 4 reasonably decent players.
I’d say I’m a fairly experienced player (we’re all new to the elites, of course) and I cannot stand up to focus fire, even on a tanky build. I get 2-4 players targeting me, and I start to go down.
I’ll admit, I’ve pulled off a couple 1v2’s with my soldier and valk builds, but those were vs players who COULD have escaped, but seemed content letting me grind their health bars down. Usually it’s vs warriors, thieves, eles, rangers…classes that can very easily escape a bad fight.
That being said, 1v1 against chronomancers that aren’t purely support, I have a difficult time. Their CC is pretty beast.
It’s hard to go into specifics, and I really don’t want to point the OP finger around at many particular classes, but some of the elite specs seem to be going an enormous amount of time in combat without receiving any damage whatsoever.
If I had to name a particular offender, I’d say the chronomancer is relatively untouchable and scrappers seem to have a regeneration rate that’s very, very hard to outdo with any comparable damage, but this could be a great series of many effects I haven’t properly researched.
All I’m noticing is that, in general, some fights are lasting so long they’re starting to really become dull. A conversation sparked up in map chat in my last Legacy of the Foefire match where both teams were in agreement that the amount of pure tank on both sides was absurd. Just huge spans of time where players are immune to damage really slows PvP down, and not in a good way.
Any more specific thoughts on this? I’ve seen some mention of the tankiness being a bit excessive.
Also let’s keep it chill. Nobody’s tryin’ to nerf nobody atm. Just a constructive dialogue.
Srsly. Chill.
So burning ticked 42 times? You let burning tick 42 times… I once got back stabbed for 9k unavoidable damage… How is that not worse?
Honestly guys, I think even if they nerf burning it won’t be by much and it might just be in how often it’s applied by some skills.
Burn guards stack a bunch of burning and then block. That’s like… It. I also see people make the argument that what if you had two burn guards on you… Well i don’t think that’d be much different than having two thieves or Mesmers on you, honestly. Or kitten two interrupting kitten-hole warriors spamming hammer skills lol.
^
Player who utilizes fotm burning.
No, but seriously…120k damage in 42 hits? Holy hell. Nerfplz.
Player kills are worth +5points to the team score. This is consistent whether they’re on or off point. There is an exception with Temple of the Silent Storm, obtaining the ferocity buff enables player kills to get extra +3 or +6 (total to 8 or 11).
I can see why you’re confused because of the +10 and +5 appearing. You’re seeing 15 points because player kills also grant you +10 personal score.
I am not talking about the team score. That is +5 standard.
However, when you kill a player you get the following to your personal score:
Player Kill +5
and one of these three:
Objective Assaulter: +10
Objective Defender: +10
Skirmisher: +10
However, if that player dies on a neutral point, you will only get the Player Kill +5 to your personal score. I assure you this is true, look at your scoreboard (press B ) during a match. This is 100% how it works and it makes no sense.
I know this is a small detail, but I just don’t get it…
Why is killing a player in the middle of nowhere worth 15 points, but killing one on a hotly contested objective worth 5?
Seriously, this cannot possibly be a super difficult fix. All enemy player kills oughta be 15 points EXCEPT skirmisher. Right
?
Am I crazy?
1v1 is all fine and lovely.
But when necros get focus fired, they’re a giant marshmallow to be squished. And most of the important fights are team-based.
Blocks, invulns, sustained evasion skills, and stealth all shutdown focus fire like that. Necros have…let’s see…ah, yes, none of those. They have the super effective “stand there and take it” approach.
Please stop hating on necros for doing the only thing they can. S’how the class works. Giant HP sponge. And it’s semi-effective at best.
pftt 800k… low
pfffft 900k. Low. ;P
Iunno about in PvE…
But from a PvPer: Get outta here.
The enemy team wasn’t a premade. Sort of hilarious that everyone assumes that. No, this was just pub vs pub.
The entire point of this post is that out of a group of 5 random players they ALL were running burn builds because they’re so strong atm.
I am really, really concerned for the future of this game’s community with this kind of reading comprehension…
That being said, with SO many players running burn builds now, not surprised a lot of people would come out loudly and angrily insisting burning be kept as it is. The most powerful, popular source of damage. :P
Well that’s kinda the fault of each person in your team that didn’t carry cleansing. All my characters have cleanses.
Out of the 5 burners you went against, only 2 (the eles) could deliver physical damage. The other 3, once their condi bursts are on CD, are pretty much sitting ducks. Your team wasn’t helpless, you guys actually had the upper hand.
One last thing, Trap rangers are not a threat at all. Burns from traps are a ripoff for them. They don’t multi-stack, they pulse. Once you’ve set the trap, just back out of it and you wont get 6 stacks of burning like you would from ring of fire.
The fact that you’re telling me (quite incorrectly) that my team had the “upper hand” without knowing our composition, builds, etc…basically proves you have an agenda here, and that’s taking priority over the truth for you.
I like it. Was hoping to see GS1 and 2 get a little more PvP viability, but at least we’re only getting buffs and they didn’t buy into the few players insisting Reaper is OP.
Especially like the shout changes. Those skills are definitely worth the slots, IMO, and I’m considering running two shouts in SPvP, now.
This is actually pretty well said. I agree with the OP.
-a mediocre player who gets burned a lot.
Sorry you ran into a kitteny, ragey player.
But, in general, I don’t see rangers getting an unusual amount of hate. Most of it is centered on eles these days.
Probably because (as you mentioned in your post) every time someone voices concern about an OP spec (as you, myself, and many others have recently done with burning on these forums), about a thousand fotm players come out of the woodworks, angrily insulting people who are pointing out their chosen spec is imbalanced.
Arena net will have to finalize their own, internal testing to confirm burning is OP because people with selfish interests make anything the community puts forward doubtful.
In about a month or two, when burning is toned down, you can happily post quotes to forum pages like this and laugh at everyone who tried so hard to insist their precious burning was balanced, I guess.
Until then, smear yourself in jelly and stop, drop, and roll! STOP, DROP, AND ROLL!
The enemy team wasn’t a premade. Sort of hilarious that everyone assumes that. No, this was just pub vs pub.
The entire point of this post is that out of a group of 5 random players they ALL were running burn builds because they’re so strong atm.
I am really, really concerned for the future of this game’s community with this kind of reading comprehension…
That being said, with SO many players running burn builds now, not surprised a lot of people would come out loudly and angrily insisting burning be kept as it is. The most powerful, popular source of damage. :P
(edited by Jackalrat.5493)
I’ve resisted jumping too readily on this bandwagon so far, but I just finished a match where every player on the enemy team was running a spec centered around burning.
Two elementalists, a guardian, a trap ranger, and a flamethrower engi. All could stack lots of burning quite fast. All different classes, pushing to stack the same condition.
Some of my death recaps were 75-90k burning damage. Cuh-razy. I’m afraid I can’t believe this is balanced when it’s taken off as something so popular. There’s no real argument left to be had, burning is a bit too strong.
I run condi removal. I don’t pass repeatedly through Ring of Fire.
Burning is still usually about 50-70% of the damage I take on a death recap. Maybe that doesn’t mean it’s overpowered, but as a relatively experienced player, it is the single greatest source of damage I receive every match.
About half the time I die, burning is my number one source of damage taken…usually in the 20-40k range, though I’ve seen it over 50k before.
Additionally, standing in a cluster of guardians popping their blocks while burning everything around them is a tad disheartening.
I can attest that it is MUCH easier to do well with my default necro in SPvP than it is with the reaper. Reaper is very easy to focus, lacks range, and lacks escapes.
If you nerf their survivability, they will become absolutely worthless.
Try using your evasion skills, blocks, invulns, and free mobility skills. All of you (except Necros) have access to these things in spades. If you use them well, you will beat most reapers. If you fail to use them, it should be expected the reaper would win as he has no access to any of those abilities (aside from default dodge).
You will find that almost ANY decent PvPer agrees that Reapers are maybe fun but “not competitively viable.” They only work well against players who are seriously under performing.
Sorry, that’s not the class. It’s you.
But maybe if you cry hard enough they’ll nerf it anyways.
I agree that Reapers are way to high in dps right now. The answer is constantly, “Well just stay away from them”. The problem is in conquest game mode you can’t just stay back. GS3 > GS 2 combo can wipe most people’s health bars, especially when you add in a shout that can give you 14-22 stacks of might. Oh and you can make it unblockable. And did I mention that RS 4 can put 11 stacks of poison on someone, all while having an extremely high damage coefficient? Plus the heartseeker skill just tops it off. Ultimately I can’t see how reaper can be allowed into the game as strong as it is right now, unless other professions get some serious buffs. This to me seems like the start of power creep…
If you’re getting hit by gravedigger consistently as that skill currently is, then I’m sorry but this is an issue of player skill and not whether or not the class is OP.
Edit: I see he’s already had this pointed out several times…oh well!
This is just not true, if you’re referring to SPvP.
I’d say Reaper’s Shroud is relatively balanced while the Greatsword still needs a lot of love to be effective in PvP, bringing the specialization to subpar overall at best.
When the BWE ended, while I was sad to go back to my power necro, I couldn’t help but enjoy how very much easier it was to do well with in PvP than the reaper. Much, much easier. Mostly because the greatsword is a very underwhelming weapon but also because necros who cannot leave melee range or really escape are VERY easy to focus.
So, to hijack this thread with some kittening about Necro shortcomings… (That’s what we do, get used to it).
Seeing this amount of damage on a ranged skill with a 3/4s cast time has left me pretty butt – hurt. The one thing about Gravedigger (Reaper GS #2) being impossible to land and having minimal range was that once in a blue moon you’d see a 12-15k gravedigger. (Obviously I’m only talking about PvP here.)
Revs are just crappin’ out 20k ranged attacks? Meanwhile I’m flailing around a 600lbs foam noodle at the speed of smell for half that damage?
Someone’s gotta get nerfed, or ah gotta get buffed. This butt – hurt is unacceptable!
Power Necro!
loljk we suck.
A lot of people are mentioning drawbacks to specific immunities and kind of missing the big picture.
Basically, if your class has access to a large number of these, you have a tremendous advantage in a teamfight over classes that don’t.
And honestly, I’ll say necros are kind of the worst off in this department. Even a tanky necro with two healthbars will drop much faster under focus than guardians, engis, warriors, etc who are actually built for damage.
Immunities (invuln, block, sustained evade, etc) don’t require you to commit to them with stats, but will give you comparable survivability to classes/builds that have to earn it through stats and dodges alone. So if I want to start to approach even a DPS guardian’s resistance to focus, I have to give up a lot of damage. They do not.
Additionally, I think the moment burning gets toned down (inevitable) guardians specifically may become less of an issue, but these skills will become even stronger as the meta becomes more inclusive of the direct damage these skills counter.
(edited by Jackalrat.5493)
If by damage you mean damage taken, then I can totally agree. The damage numbers dealt are fine as they are.
They just often don’t matter because landing attacks with the Greatsword is still very hard in PvP. If they want to keep the swings slow and powerful, the range needs to come up a bit.
And they might as well just make the 5 skill a cone GTAOE already. That would work so much better.
That being said, I wouldn’t hate seeing protection thrown onto skill 4 because, yes, you die very quickly when trying to use the greatsword.
My review will be much shorter this time!
Obviously, the reaper was hugely improved. I found it to be tremendously fun, but the popular opinion that it is not totally viable in competitive play remains true. I understand this may just be how things stay, as not every specialization has a place in remotely competitive PvP.
However, I would still like to see some minor quality of life changes to help the GREATSWORD specifically (not reaper shroud, not traits, and not shouts – they all seem fine) because it is still very hard to use in PvP. Probably the most substantial change I would suggest is upping the range on GS #1 and #2 just a bit more.
Currently, ever landing a gravedigger in PvP is so rare (unless your opponent is totally clueless, and the BWE did bring quite a few of those players out) that this weapon can’t even come close to comparing to the dagger. In truth, even if its range jumped to about 300, the dagger would still be a superior weapon, but I would be satisfied. The simple fact is this skill is stopped by block, blind, and interrupts so frequently and easily that I think I could do without it being thwarted by a casual stroll away from the necro.
TLDR:
Increase GS1 and GS2 range a bit and this spec still won’t be especially competitive due to its slowness and obvious telegraphs, but it will be sufficiently awesome and fun to play.
Thanks for reading! And thanks for making this spec better.
So when you’re stuck in a giant clustered mess on a control point where everyone is taking lots of AoE damage, classes who can just become effectively immune to all damage for an extended period of time have a huge advantage.
General survivability (protection, toughness, armor, weakness, etc) scales in effectiveness with the quantity of damage you’re taking. Total immunity to all damage is equally powerful whether 10 guys are attacking you or just one. It’s absurdly strong in teamfights.
I’ve noticed that, almost invariably, teams running the most guardians (probably the greatest offenders of this) always tend to control the most heavily contested centers of the map and usually win as a result. It’s completely because while AoE is chewing down all the thieves, necros, rangers, and eles…some classes just take no damage for 10-15 seconds. If your class doesn’t have access to 10+ seconds of immunity/block and you’re melee, you’re going to have a bad time if you try to fight on point.
In general, these extended periods of immunity are also incredibly unsatisfying. To go that long in a fight and literally be unable to land a single attack is really starting to seem like a bit much. I’m not saying it’s overpowered in a 1v1 or 2v2 scenario, but overall I think the meta would benefit from seeing this toned back.
My advice is to limit these “no damage taken” stances and replace them with things like extended protection and more self-healing so their 1v1 effectiveness isn’t compromised but they aren’t auto-win in teamfights. Matches are won or lost by team focus, and I’m tired of having some classes be essentially immune to focus.
Maybe this won’t seem as bad once burning is brought down a bit, but as it stands teamfights are very predictable and seem to always follow this trend.
I’m consistently not even denting reaper. That’s stupid. This whole idea needs a huge rework/nerf. I spent most of the last match trying to hurt a reaper and never managed to visibly reduce his health pool. ( and got top player for condition damage dealt )
Sorry that’s just gamebreaking strong.
I don’t buy this. My reaper melts to condition damage pretty fast. Especially burning.
Even when I run soldier, condi builds definitely hurt me.
The simple fact is if you take away Reaper’s tankiness, it will become completely worthless (as opposed to just kinda bad, which it currently is).
I will admit that when I die, 9/10 times Burning is my highest source of damage, usually sitting in the 25-50k range.
But then again I play a slow necro, so I guess everyone just sees me and thinks, “KILL IT WITH FIRE!”
Grasping Darkness at a GTAoE would be awesome and quite fun to use.
Reapers need every bit of tankiness they can get. The simple fact is that they are very slow, easy to kite, and have no way of shielding themselves from damage. They can only sit there and eat it, really.
If you nerf their survivability, they will go from mediocre to garbage.
I am guessing the OP tried to 1v1 a reaper while basically just standing in one spot and seeing who outdamages who.
IMO dagger AA needs to remain a high damage (aka a “DPS” weapon) because it’s a purely melee range attack on a light armor class.
(edited by Jackalrat.5493)
Holy hell, Robert, we wanted buffs and you just dropped a nuke in our laps.
No, but seriously, you basically addressed every issue. I am really excited to see how this plays out. Thanks for your response, since so many of us were stressing.
First of all, not sure why you would have any interest in dueling in a dungeon, or in WvW — I see that as pointless. Here’s how I’d implement it into the game.
Dueling in PvE:
– available in all maps besides major cities
– not available during personal story/living story missions
– not available in dungeons/fractalsDueling in WvW:
– not availableDueling in PvP:
– Available anywhere outside of the main hub
– Revamp HotM so there is a separation between open space and the test golems/AI professions — unavailable in this location (in order to have duelests out of the way and not interrupting players training)
– players would love to see a new HotM, players often love change and progression
– available while waiting in queue for an sPvP match
– there is still the incentive to have dueling servers because it may get tedious to keep challenging people who don’t want to fight, dueling servers will bring many people who want duels together and who aren’t waiting for sPvP matchesDueling Conditions
– A duel may be requested by right clicking the requested player’s avatar and selecting the Duel option, or through the chat commands /duel player name, or /duel @ while the requested player is selected
– A player participating in a duel may not be challenged to a duel
- A player participating in a duel may not challenge a player to a duel
– All dueling players must be at least Level 31 to participate in a duel (does not apply to PvP)
– Duels do not reward the player with XP or in-game items
– Players may forfeit a duel by typing /forfeit in the chat-box while participating in a duel
– All Duels have a countdown timer of 5 seconds before the duel begins
– A flag is placed in the ground around dueling players to inform other players that a duel is taking place
– All Duels end when either player has been defeated through the downed state
– Once a duel is finished, both players will be revived and restored to 33% HP. If the player has not been defeated by death, their current state will not be affected
– Monsters are not restricted from attacking dueling players in PvE
– Duels are automatically cancelled when either player is attacked by a monster in PvE
– Duels are automatically cancelled when either player has received a message to accept an sPvP match (this will remove the likelihood of players declining matches to finish their duels)
– If a duel is cancelled, both players will remain in their current stateMitigation Options:
Options :
General Options >
Dueling
– Auto Decline all Duels BOX
– Auto Decline all Duels in PvE BOX
– Auto Decline all Duels in PvP BOX
Duel Notification Options
– Pop-up in Centre BOX
– Pop-up Under Party BOX
– Custom Pop-up (drag and drop/resize) BOXI wrote this on mobile, not sure how the layout will turn out, forgive me if its atrocious. Remember feature packs? I believe something like this should be a part of those. If you disagree, that’s fine — I was never very smart anyway. Made this nonsense up just now. If I forgot something, reply!! If you like this, do whatever you do to make ANet see it!!
I’m quoting this entire, huge post…every word. I agree with it that much.
Spot on. Duels working this way would not interfere with people who are somehow offended by their existence, and I can’t imagine that every corner of this mostly empty game world would suddenly flood with raging duelist trolls. Some people seem to believe the inclusion of duels would suddenly quadruple the population, and they would all just be dueling anywhere they tried to go…
Implement dueling thoughtfully and it would work out just fine…Y’know, like dueling has in literally every other major MMO. They all have it. WoW, AoC, Tera, Rift, Ragnarok, Wildstar, Aion, Champions Online, Neverwinter, DC Universe, Dungeons and Dragons Online, Star Wars The Old Republic…Deep breath, passes out, blue in face
Point is…it’s a staple of the industry, now. Not really a good reason to exclude it.
(edited by Jackalrat.5493)
I agree, in general, that the axe could use some improvements and something to make it unique. Boon stripping could be one way to do this, but on every 3rd auto would definitely be too strong.
Perhaps rolled into #2 or #3 with a damage increase and/or cripple to the AA.
I’ve been whining about the state of the necro GS so much on the forums that I haven’t touched the actual game. Not so much blue in the face as I am…red and blistered in the fingertips.
Any rate, it’s no question that the dagger is a vastly superior weapon. I’d like to see the following changes, in brief (This will be a summary of the giant post I left the other day):
All greatsword skills gain range. At least their intended 170, if not something closer to 200-220ish.
- GS1 gain a bit of damage and Life Force gen. Perhaps some speed or a bit more chill uptime.
- GS2 gain damage or attack speed, whatever it needs to actually be good DPS. It should out damage dagger AA vs <50% HP targets, IMO. Perhaps a bit of LF gen when hitting foes below 50%, as this weapon’s current LF gen is laughable.
- GS3 Give this a dash mechanic, and distribute its life force generation over some other skills.
- GS4 Self buff the caster with protection, eliminate the aftercast root.
- GS5 More range/width + a better targeting function.
Mostly agree but no more LF generation. I think dagger should remain our LF generator for few targets and GS our LF generator for many targets (GS can generate more LF than dagger if you hit many enemies). But yes, the DPS of GS has to be strongly increased to be viable in any game mode.
GS outdoing dagger life force gen really isn’t reliably true unless you’re strictly referring to PvE. How many targets do you honestly expect to hit in PvP with GS #3 and #5? Unfortunately, the number is “1 at best.” – Often zero.
If you had practiced this class in SPvP, you would surely know spectral skills end up being the bulk of your LF gen, which just isn’t sufficient survivability for a cloth melee.
(edited by Jackalrat.5493)
The reason why GS has such bad LF gen is because of two traits:
Chilling force and Blighter’s boon.
Combine those with two shouts, Suffer and Weaklings, and you can easily gain your LF back before F1 comes off cooldown.With Vital Persistance and not using GS/shouts on single target it’s entirely possible to stay in shroud long enough for the shouts to come off CD.
This theory doesn’t work because you’re not forced to use GS with Reaper. If you use dagger wouldn’t you be overpowered then?
Each weapon should have sufficient life force generation depending on the way that spec is supposed to be played. if you’re a melee weapon on a melee spec using a melee shroud, life force should flow from every orifice.
This. Was actually looking to make the same comment, but it’s been said for me.
Weapon skills need to generate life force. This is a big part of why the axe is so mediocre. And sorry, but Blighter’s Boon is NOT sufficient LF generation in remotely high end SPvP where an entire team isn’t split up and all on completely different targets.
As a PvPer, Reaper actually made me appreciate my dagger a lot more. I feel stronger than ever after a weekend of trying to make that GS work in SPvP.
That being said, knowing that a more reliable reaper is on the way is definitely cheapening my necro a tad.
Say 2%/2%/4% normal,
4%/4/%/8% if target is chilled
These values seem relatively appropriate. Considering the slow, telegraphed attack speed of the greatsword, I still doubt this would come close to competing with dagger levels of life force gen in PvP.
Here is a compilation of the comparison between Reaper AA and other heavyweapons.
This is a great post, especially.
Not only is it the slowest of the three and the lowest damage of the three…but it’s also the only one coming out of a light armored class.
Honestly Id be ok with getting rid of the greatsword 4 skill and replacing it with a chill aura upkeep skill, drains a % of Life force every second but have it so we gain more life force if we hit a chilled target.
I like the idea of a chill aura, but I definitely want to caution against more life force consumption. This spec struggles to generate LF as it is.
Mmm, seeing all my woes voiced in TTH article. Yeeesss.
Greatsword buffs are surely just around the corner. Surely. Thanks for posting.
I have to say I am not personally a fan of this idea. One will just end up always being the preferred choice.
They need to be balanced separately. Reaper needs to stay melee-oriented to keep its theme intact. If you want a ranged necro, just don’t play the Reaper.
There is a solution to that. Instead to have both shrouds available at the same time, make them interchangeable out of combat, but not tide to the trait line. For this battle I want DS, for next I might want to use RS… Like every other utility skill with small arrow and you pick the one you want to use.
And this prevents people from just always using the superior shroud, how?
Sorry, I just don’t feel this is the right move. It takes away from Reaper’s uniqueness. I personally think it needs to be the melee necro and shouldn’t be able to swap into a ranged nuke stance.
Furthermore, this will hurt Reaper as a whole. It’s currently getting some great talents in the realm of survivability (or they will be great after tweaks) that would be too strong on a ranged class. If the Reaper could go into a ranged nuke stance at any time as powerful as DS, the traits meant to keep it functioning as a frontline brawler would become overpowered and need to be nerfed, thus making the Reaper weaker at the job it already struggles to fulfill.
It’s an interesting idea, and I wouldn’t discourage outside-of-the-box thinking like this, but it gets a thumbs down from me and I don’t think it will happen.
(edited by Jackalrat.5493)
Yeah. It’s Meta. I (and likely many others) predicted this about a week and a half ago (as well as the warrior losing its meta status). Can’t say I’m the least bit surprised.
As someone who exclusively runs powermancer and typically fairs quite well, I gave this build a go. You sacrifice only a small amount of damage for a damage soak that rivals guardians and meta eles. Moreover, it directly counters the d/d ele meta build. In fact, most of the meta builds won’t be able to 1v1 you and will have to retreat or get reinforcements.
I know it’s hard for necros to accept we finally have a meta build, but there it is.
This talent is working well. Glad some things on Reaper are!
I’ve been whining about the state of the necro GS so much on the forums that I haven’t touched the actual game. Not so much blue in the face as I am…red and blistered in the fingertips.
Any rate, it’s no question that the dagger is a vastly superior weapon. I’d like to see the following changes, in brief (This will be a summary of the giant post I left the other day):
All greatsword skills gain range. At least their intended 170, if not something closer to 200-220ish.
- GS1 gain a bit of damage and Life Force gen. Perhaps some speed or a bit more chill uptime.
- GS2 gain damage or attack speed, whatever it needs to actually be good DPS. It should out damage dagger AA vs <50% HP targets, IMO. Perhaps a bit of LF gen when hitting foes below 50%, as this weapon’s current LF gen is laughable.
- GS3 Give this a dash mechanic, and distribute its life force generation over some other skills.
- GS4 Self buff the caster with protection, eliminate the aftercast root.
- GS5 More range/width + a better targeting function.
If you go to any profession forum you will notice that about 50%-60% (in case of necro 80%-90%) of posts will say “we are broken, we keep loosing to [insert another class here] and we used to be better, because 2 patches ago we could one shot Tequatl, fix us Arena!”
Except here. I’ve created new engie, came here to get few tips and instead of typical QQ I’ve found actually quite a lot of positive information – “yes, engineer is not most powerful class but we are certainly good”.
How can you guys stay so positive? Is it something in the elixirs?
QQer from the Necro forum here…
I have to say that necros currently are in a great place, considering the last major patch buffed us all around. Most of the QQ over there, presently, is about The Reaper and its terrible greatsword skills.
Really…just…just terrible.
Okay, gearheads, as you were. Carry on.
I get this build is strong, and I’m glad to see Necros finally qualify for meta.
But that damage output just looks so boring to me, personally. Never been one for the bunkery builds, and this one rides that line a bit too hard for me. I’m just gonna stick with my marauder amulet and wells.
Good upload though. Let’s keep celebrating our newfound meta status, even if we’re not all running it.
- GS #3 cast reduced to 1/4 second, LF increased to 5% per hit, CD reduced to 9 seconds, and range increased to 400. A range increase will easily make the LF generation much better, and personally I disagree that the LF gen feels tacked on and having it like this makes it feel more unique from dagger. This skill is an easy setup to go on the offensive while having your defense up. There doesn’t need to be LF gen on the auto for it to be good, it just needs to be reliable.
I just simply cannot imagine GS #3 providing a sufficient amount of life force on its own to be competitively viable unless the amount generated is vastly increased, the cooldown on the skill comes further down, and the overall reliability of the skill grows to the point where the vulnerability stacking may become excessive.
I stand by just saying it would be simpler to roll the life force into skills 1 and 2. Either way, keep the feedback coming.