They should have made these 7 seconds baseline for DS and RS to compensate the 4% degeneration.
Besides that: now I find myself shroudflashing every 10 seconds (swiftness) while running around just hoping that no teef jumpes at me right after a flash.
And did I mention that this puts me into combat more or less often because Spiteful Spirit proc hits something?
It’s just stupid and clunky as kitten!
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I’d say, because of people like me.
If there was no weekly cap I’d struggle to do anything but WvW even when I’m not in the mood for WvW “just cuz Shinies!”, “gotta get most possible tickets!!”, and that is not healthy gaming. Now I hit the cap and don’t feel “obligated” to do more WvW that week and can focus on other things in the game that I enjoy more at that time. Sure, it can be WvW, but that’s not always what I feel like doing, all the time. I really hope the cap goes back in, if it’s increased though that is perfectly fine, but there has to be a cap.
Wait a minute! A cap is a good idea because otherwise you could not stop playing? Seriously?
Well I like the new Spiteful Spirit. It doubles the chance to corrupt might to weakness.
After Speed of Shadows and Vital Persistence nerf (two traits I used in EVERY build for 5 years now!) I take every oppportunity for sustain I can get.
It is like it is. We have to deal with the crap the patch served to us.
Thanks ANet! Now even a Scourge can corrupt the swiftness and kite a Reaper to death.
Great change. Scourge has at least one class it can counter! I’m so ready for XPac!
@ OP: Did you read the patchnotes?
They mentioned that they weren’t happy with the collision of signet and Spiteful Spirit Grandmaster both targeting boon corruption. That’s why they buffed Spiteful Spirit to 2 corrupts and reworked the signet Grandmaster to some other functionality.
This is reasonable and one of the (very few!) better changes of the patch.
I have read all the recent speculations about scourge as a condi based elite and reaper becoming power based… and I was pretty kittened to say the least, because I love power gear, I hate the reapers mobility issues and I was looking forward to a more mobile elite.
But then I took my time to read the scourge skill and trait descriptions:
https://wiki.guildwars2.com/wiki/Scourge
So why is everyone thinking scourge is all about condi?
It’s not!
Torch has a good amount of power damage. 4 has even a nice hybrid power/fire burst and 5 has a 2s second knockdown to setup a full dagger auto rotation – fixing one of the biggest dagger issues being too vulnerable while auto attacking. Dagger/Torch will be a good weapon combo.
Every punishment skill deals a good amount of direct damage. In contrast the condi damage is highly dependant on stripping a boon.
The Scourge traits offer options for sustain, condi and power damage. This seems to follow the same logic like the reaper traitline.
Shade skills deal direct and condi damage.
I don’t love the class anymore. It’s way too forgiving. The very few matchups you can’t win within 3 to 30 seconds you just disengage to move along.
Everytime I log into wvw on my teef I am bored after 30 minutes.
This issue is bound to daredevil spec and its ridiculous amounts of evades/dodges and soft cc cleansing. I hope the rifle spec will bring the class back to a level where skill does matter.
(Core thief is underpowered like most other core professions and not worth playing.)
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I’m of the opinion that Parasitic Contagion should just be reworked into something different entirely. I understand that having it work with Death Shroud can be pretty crazy if you couple it with unholy sanctuary and Blighter’s Boon, however the fact that it just refuses to work when you’re using Death Shroud is terrible from a design point of view.
Conditions do damage over time. If the trait would work in shroud you could go full trailblazer apply condis, go to shroud and run in circles to heal up again (think about the tons of soft CC a condi reaper can inflict!). I hope everyone can imagine how stupid this would be.
A redesign that works like Blighter’s Boon would look like:
-heal for 50hp for every condition you apply in shroud -> e.g. RS4 =12 poison = heal 600hp
If it should work outside of shroud the heal per condition should be much lower – like maybe 20hp per applied condition.
I would also like to see Blighter’s Boon work outside of shroud but lower the base healing to 100hp.
Why doesn’t Parasitic Contagion work in Deathshroud?
If it did it would easily outperform Blighter’s Boon which should not happen at all because a Condi Necro usually has more armor than a Power Necro due to the fact that he does not need 3 stats for damage.
The fact that you have to choose between Deathly Chill and Blighter’s Boon is based on the same logic.
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Current WvW state:
Marauder DH is broken because of huge discrepancy between block uptime and damage.
Marauder Warrior is broken because of huge discrepancy between damage negation and damage.
D/D Condi Thief is broken because of huge discrepancy between evade uptime and damage.
Dire Reaper is broken because of huge discrepancy between susatain and burst capability (a condi bunker that can burst like a full zerker (and spread that kitten to 5 other targets)).
Bunker Druid is broken because of huge discrepancy between mobility and damage (the pet is the problem).
Condi Mesmer (even full viper – I play one from time to time) is broken because of huge discrepancy between mobility, ridiculously low cooldowns (alacrity uptime) and design (dishes out conditions that punish movement and skill activation). Condi Rev shows how balancing should work as he overloads you with torment but is full melee and so can be fought (almost) standing still.
Most of these issues are fixed in sPvP (thief endurance gain nerfed hard, Deadly Chill works different, no tanky amulets, no Durability Rune, no burst sigils…).
Condis are not the problem. Condis are just a part of the bigger problem of PvE balancing in WvW.
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You’re going to struggle immensely against condi reapers as you’ll lack the cleanses, be taking huge damage hits from their larger health pools and armor rating on top of mass-weakness applications, all while your own conditions will be transferred and used against you. It’s hard, but winnable.
Try this against a Condi Reaper (just condi-overload and outdamage him but make sure you start the fight with a full shroud):
http://gw2skills.net/editor/?vRAQNBHhF4kjGozGw2GgeTsgLYRbt81HA6qFAOAxXxuYYE-T1BFQBlY/B9p+jCV+dRlgA4JAIgTBg60HAA-w
Works great for me.
Second utility slot: Spectral Walk – Well of Power – Rise! … everything is viable.
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@Kr
I wouldn’t say that GS has higher survivability than dagger as it’s very subjective to the activity you are doing. For instance there are some things you can solo with a dagger that you wouldn’t be able to with a GS.
If it’s to kite Axe > Dagger
If it’s for close combat GS > Dagger
This!
The only scenario where Dagger is superior to GS is a melee fight against a thief (which is in general a bad idea as a Reaper).
The only reason I listet Axe/Focus+Dagger/Warhorn as a viable weaponset is because of the great utility of Warhorn and Focus and because you can trait Speed of Shadows (no Staff trait needed) and stuff for a shroud focused build, but not because Dagger would be somewhat good in melee. When you run the dagger setup, you prefer to autoattack in shroud.
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I jus’t can’t find a good power weapon for pve and wvw (for PvP i don’t even bother any more, condi all the way). Any idea what it would be the highest single target power weapon?
PvE:
GS has the highest dps (Gravediger makes the difference, Dagger and GS auto attacks are equal). Cleave and survivability is also alot better on GS. As secondary weapon take Staff for ranged cleave or Axe for ranged dps.
WvW:
Axe/Focus+Dagger/Warhorn or Axe/Warhorn+GS are both viable options.
In a Spite/Soulreaping/Reaper build (good all-round build but weak against warriors, condi reapers and can’t kill bunkers) I run the Dagger setup.
In a Spite/Curses/Reaper build (weak against thieves, but counters boon bunkers, revenants, warriors and condi reapers) I run the GS setup to compensate the low sustain with Nightfall.
ive been tickering with the reaper power and condi builds and have noticed ive been having trouble with a few classes… as in tons of trouble. your trpical lb staff druid kicks my ass because of the stealth and ancient seed. daredevils whether they play power or any variation of the condi builds. then theres condi chronos.
Daredevils (no matter what build they run) are your hardcounter. Sure, you can kill the bad ones, but the good ones will always destroy you. Daredevil and Reaper are my main classes for sPvP and roaming (3000 hours on each class). I know the mechanics and I can tell you when you lose against a Reaper on Daredevil it’s a 100% L2P issue.
Bunker Druids are unkillable for everyone and a super frustrating matchup for a Reaper because you can’t even run away. Don’t mind to fight them on Reaper as your mobility is limited. If you still want to try it and you want to maximize your chances (from 0:100 to 20:80) run a power Axe+Focus setup for ranged pressure, at least 2 stunbreaks (against Ancient Seeds) and Speed of Shadows for fast shroud 2 gap closer access.
Condi Cronos are absolutely doable on Power Reaper. I have a 90:10 win ratio running my standard roaming build:
http://gw2skills.net/editor/?vRAQRBHbhG2JHNQnNY5NgtNA9mYBXwgGABgWAVXoN8sividxwIA-T1BFQBKU5nAOJA6T9HA8EAUn+hSs/wFVCGAAB4mtZb2mBn38m38m38czbezbezbWKgqUaB-w
It’s important to locate and target the “real” mesmer very quick inside the illusion spam and pressue him with Axe and Focus.
As someone mentioned before: On Reaper it’s always a good idea to play aggressive to compensate your low mobility and gain control over the fight. The moment your opponent has enough time to kite you, you lose.
Sidenote: When you create a build, maximize your boon corrupt capabilities! This is a key feature of your class mechanic. You won’t simply outdamage most classes – especially not in WvW.
I still vote for a Flesh Worm cast time reduction to 0,5 seconds.
- solve necros mobility issue (escape one focus every 32 seconds seems fair)
- give him more utility (on demand non clunky blast finisher)
Leave Spectral Armor alone!
Btw.: In one of the news about the leaked elite specs I read that the next EXP shroud might get some port functionality that works close to Spectral Walk. I hope this is true.
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they can change the functionality just for pve though and leave pvp version as it is, although i do believe necro in pvp should get this version as well since the class has no mobility, no blocks, no evades, no invulns.
No they can’t as they already stated that balance splitting between game modes will not change skill funktionality but only modifiers, stacks, ranges and cooldowns.
There is a reason for that policy: Mechanics should feel the same over all three game modes. And that’s a wise decision!
Spectral Armor is fine as it is.
its a free target.
And to adress that issue you want to mess up one of the very few really good necro utility skills?
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@everyone
listen to sindrener. he’s operating at a higher skill level than anyone else in this thread. he has more experience and a deeper understanding than anyone else here, myself included.
Thanks for the laugh!
I know who he is. I watched pretty much every GW2 pvp tournament and hours of streams.
The funny thing is I saw him win 1v1s on teef against competent players on every other class in the game while he is constantly stating thief is underpowered. It’s ridiculous. Over the time you get the impression his general opinion is that when he has to actually work for a kill this must mean the class he plays is underpowered. Must be some kind of narcissism.
The ability of a teef to 100% control the fight has the potencial to defeat everything (on a high skill ceiling!). It’s just about tweaking a few things in your build depending on your encounter.
If you can’t control the fight because your class mechanic won’t let you against a certain opponent, you lose. It’s that simple.
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This is not a good enough reason for change. There are multiple other professions that can choose their engagements/disengage on the same level that a Thief can. In terms of disengage, Thief isn’t even the best at that, Mesmer is.
What? Even Dragonhunter leaps can compete with Mesmer mobility.
1. Walk the opposite direction to make the disengaged thief spend resources to catch up.
Did you know that my standard DA/Tr/DD marauder (19K HP) teef deals 2K shortbow autos while I catch up using SB5 and evade/cripple using SB3 if my opponent decides to turn around again?
I’ve destroyed trailblazer/dire reapers only with shortbow autos and a few dodges.
2. You are also out of combat the moment the Thief is, probably earlier due to almost every other profession having more on-demand condi cleanse.
This is no lnger the case as ANet buffed agility signet to cleanse 3 damaging condis (after I cleansed the soft cc condis with a simple dodge) – IF I could not evadespam the condi application before. Condis are no threat at all for a teef these days.
I repeat: I’ve destroyed trailblazer/dire reapers only with shortbow autos and a few dodges.
a reset (Which means you won, by the way.)
What reward did you get after a teef reset to name it a “win”? This is no win. A reset is a part of the fight as the teef can re-engage you at any time.
If you feel like a winner after I disengaged and re-engaged 30 seconds later to gank, kill and loot you… well … that’s your personal definition.
I’m not sure if that’s how the skill works, but a 5 second 33% damage reduction, while you already have a 33% damage reduction from Protection, is actually fairly appealing if it keeps you from going down under pressure. If it’s the difference between you dying and you not dying, it’s a good investment.
There are scenarios where the Spectral Armor and Rise! combo is strong.
The question is: Is Rise! worth its 60 second cooldown? I would say no. Spectral Walk in its current state would also be a great skill on a 30 second cooldown and boost a necromancers mobility (=survivability) a lot when used by a smart player. On a 50 second CD its mostly not worth a utility slot. Such long cooldowns should have a strong impact which neither SW nor Rise! (untraited!) have at the moment.
As far as I know the following borderland veterans count:
>> ice wurm between Bay and Quarry on Alpine BL
>> harpy NE for water camp on Alpine BL
>> warg west of SC on Alpine BL
>> sand wurm NE of Maclain’s camp on Desert BL
>> warg west of SC on Desert BL
>> harpy on plateau west of Air Keep on Desert BLThere are veteran spiders (e.g. between Skritt camp and NC on Alpine or in the valley SE of Bauer’s camp on Desert) that do not count as they have no DE attached to it)
This is even mentioned in the daily description:
“Daily WvW Veteran Creature Slayer — Defeat the veteran warg, the harpy veteran, or the veteran wurm on a Borderlands map.”
But both Spectral Armor and Rise give the same damage reduction.
No! They have a different mechanic.
Rise!: 5 seconds on cast + additional 5 seconds everytime one of your minions hit sth. until they die through damage or after 25 seconds.
Spectral Armor: 6 seconds of protection + the additional LF gain which makes the skill strong when used in shroud. The protection stacks with the effect.
Example: If you have 20K Shroud then Spectral Armor nullifies 5K direct damage every second for 6 seconds.
(5000 × 0,5 × 0,67 = 1675 damage received + 8% (1600) LF gain = 75 damage received)
As someone already mentioned: Rise! is overnerfed. 60 seconds is way too long for the skills base effect.
But: The problem is that the skill can be buffed significantly through Death Magic traits to an universal damage reducing (base effect + Flesh of the Master), damage mitigating (more targets), condition removing (Necromantic Corruption) and debuffing (Death Nova) skill. Additionally Augury of Death lowered its cooldown up to ~25 seconds pre nerf. That was strong – a bit too strong.
TL;DR: After the nerf Spectral Armor is the better alternative in every non Death Magic build.
If you already have perma-protection from your support, Spectral Armor doesn’t do much to reduce damage, now does it?
In such scenario you are regularly in a fight with multiple enemies and AOE damage which means your minions die in 2 seconds giving you a 5 second 33% dmg. reduction on a (now) 60 second cooldown. Pretty unterwhelming. Even with almost perma protection I would prefer the Spectral Armor / Shroud combo and not to forget the general Life Force generation effect.
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Is it totally worth picking for some classes like necromancers? Totally!
Thanks. I am telling this to people for months now. On necro demolisher is superior to marauder when fighting power builds.
20K HP + 25% dmg. reduction is easier to heal up (=better sustain) than
25K HP + 0% dmg. reduction.
Of course there has to be a significant health pool first (which thieves, eles and guards don’t have) to not get one shot. You can’t heal up if you die in one hit – obviously.
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There’s also Power builds like that one, or similar:
http://gw2skills.net/editor/?vRAQNBHhF6kZToaTsbTwcTgeTscMYR9stVAgaJ8EiVx3wf4QE-TpBHQBA4IAQwHAADPBAi7QA0j9H0WZAA
Blighter’s Boon is close to useless in that build as you don’t have Spite might generation or any boon granting skill (e.g. YAAW!).
The boon generation from your sigils (2s/18s cd) and Chilling Victory (2s cd) is negligible.
All in all the survivability is low. Curses on power reaper is subpar as Spite would significantly increase your damage and survivability and Spiteful Spirit and Chill of Death would still offer decent boon corruption/removal.
Btw.: Where is your stunbreak? AND: Soul Marks in a non staff build?
Condition grant you more team support corrupting boons, Power grant you more survavibility and burst (with the GS2)
I highly doubt that a condi build grants more (or let’s say “better”) boon corruption.
Power reaper has tons of aoe corrupts (Axe3, Spiteful Spirit, GS4, NCSY!) plus one very strong single target removal (Chill of Death) making the corruptions much more valuable in a team fight.
In one easy and unblockable (!) combo (NCSY! > Axe3 > SS) you can remove/corrupt 5 boons on every enemy team member in 600 range. Path of Corruption is nice but also pretty unreliable (triggers at the end of the animation) and situational (only in shroud).
Additionally you waste your only disengage skill when using RS2 offensively. Typical power reaper gameplay for Solo Q: wait the first few seconds, rush in, dump your aoes, rush out (to avoid focus)… becomes impossible.
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But the best part to me is Unholy Sanctuary. A lot of the HoT bosses have some kind of ability that will kill you instantly. Because of Unholy Sanctuary you will survive those attacks!
I never had that problem. Necro is by far the most forgiving class for solo play in PvE content – even in full glass gear.
Anyway, play what you feel comfortable with!
Why Death Magic?
Either Soul Reaping or Bood Magic would create much better synergies in terms of damage and sustain with the rest of your build.
P/D condi (trailblazer/viper) is pretty strong. Had the opportunity to fight two of these thieves who roamed on piken square the last few nights.
Got destroyed on my power reaper (trailblazer + mobility = just stupid), but destroyed them on my staff+SB thief (SB3 kiting works pretty well against them).
Nevertheless people around me died like flies to their condi pressure. So I think P/D counters a lot of builds in WvW.
Why not just nerf these op builds? It’s not hard to figure out what makes some build op. My trailblazer reapper can’t do kitten if i can’t land reapper shroud 5 and 4 skills. It’s like only way to make some dmg.
A 2, 3, 4, 5 Staff Mark spam alone stacks 11 bleeds
Reaper Rune + Suffer! = 6 Bleeds (9 Bleeds if Chilling Nova triggers)
CTTB! = 3 Bleeds
Geomancy + Hydromancy Proc = 6 Bleeds
Grasping Darkness = 3 Bleeds
Nightfall + Trait = 3 to 6 Bleeds
[…]
The combo is important in sPvP. In WvW it’s not.It’s very easy to bait cleanses with the skills mentioned above as they have enough pressure to kill most classes and then set up the 5+4 combo to wreck face.
He did say about the DS reducing damage
Thanks, I read someting like “only from spectal skills in shroud”. My bad!
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The outnumbered tickrate should be the normal one (and outnumbered bonus should be decreased from 5 to 1 or 2 pips). Then it takes around 10 hours to complete the chests for a gold ranked player.
20 hours (5 pips per tick) is absurd and feels not fun but exausting (to me at least). It is a huge timesink. Server population is already dopping massively because people realized it takes ages just to unlock some stuff. Not worth it.
The 175 cap is enough to keep players busy for months or even years.
If it is exhausting, then the cap is not a goal meant for you. Do you think it should be easier to be legend rank in PvP? WvW is not a “take a day and grind this reward out” like it is in PvE. Diamond chest is not a goal meant for casual play, please get that through your head.
You should get through your head that your opinion is an opinion and not a fact even if you try to make it look like one.
If you want to tell people how things are “meant to be”, program your own videogame!
Besides that I wrote the exact opposite of what you now try to ascribe to me. I said the 175 cap is enough to keep people busy for a VERY long time – even if they reach it every week – for what 10 hours/week would still be a noticeable amount of time! That’s 16 weeks just for the backpack tickets, not to mention the armor or the weapon skins!
Please take your time to read and understand postings before you enter rage mode!
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The outnumbered tickrate should be the normal one (and outnumbered bonus should be decreased from 5 to 1 or 2 pips). Then it takes around 10 hours to complete the chests for a gold ranked player.
20 hours (5 pips per tick) is absurd and feels not fun but exausting (to me at least). It is a huge timesink. Server population is already dopping massively because people realized it takes ages just to unlock some stuff. Not worth it.
The 175 cap is enough to keep players busy for months or even years.
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So last night I hit another warrior (full beserker stat like me) for 10k evis (core warrior with might stacks)
I then hit a dire/tb reaper for 5k evis. No weakness on me as bersker stance was up and the 5k was a crit, infact I hot him twice and both were 5k. Now the only dmg reduction they get is while be in shroud or from spectral skills if I remember correctly.
So yeah ofc dire/tb are not an issue.
You remember not correctly. The direct damage reduction is a base mechanic. As a power reaper you desperately need this mechanic.
But a 3k armor + rise! + protection dire/tb reaper in shroud laughs about every direct damage you throw at him. And we don’t even speak about his constant weakness application. Most of these reapers I run into don’t even mind to dodge hardhitters like gravedigger as they cost them 10 to 20% hp – laughable. They are doing better in just continuing stacking tons of bleeds, poison and cover conditions. Lowest skillfloor possible and the skillcap is almost immortality in smallscale.
https://wiki.guildwars2.com/wiki/Death_Shroud
“While in Death Shroud, direct damage is halved, except when the hit depletes all of the life force. This damage reduction isn’t shown in the combat log.”
But to be fair in WvW I have also met a few direct damage warriors with similar tankiness. My full marauder gravedigger deals 4k damage on them, their evis deals 10k on me. We have a similar healhpool. Couldn’t ever beat one of these even with perfectly timed F1 dodges to prevent their absurd regeneration. The game mode is so full of cheese, it’s ridiculous…
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I play max mobility power reaper builds.
Soul Reaping traits are mandatory for 7 second shroud CD, 5 second Death’s Charge CD and 25% movement speed in shroud. (I guess everybody already knows the cancel Death’s Charge cast at 90% trick for smoother movement.)
YSIM! and Blighters Boon -> YAAW! out of combat LF generation helps to secure that you are always able to enter shroud for mobility.
Warhorn (swiftness) is part of every build I use. Alternatively utilities like Locust Signet or Spectral Walk could be used but blocking a utility slot for one of these underwhelming skills hurts – I try to avoid that.
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Speed of Shadows! and leave shroud right after your opponent starts kiting. Make sure to have skills like Nightfall (blind), Staff Marks (denial area), Posion Cloud (projectile block), wells (damage ticks) … ready to drop at your feet to secure your position when leaving shroud and waiting for that 7 second cooldown.
And in general use shroud before your HP drop and not after. If you leave shroud on 10% health it’s pretty much GG when you fight an at least semi competent opponent.
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so if a soldier geared character fought against a dire geared character, who would win?
The game mechanic is a bit more complex…
Actually the best power based counter stat to dire/tb is marauder plus condi cleanses. And here we can see that condi reaper and condi mesmer are broken as:
condi reaper negates power damage in various ways like 50% power damage reduction in shroud combined with lots of life force combined with perma weakness combined with might corruption.
condi mesmer spams absurd amounts of confusion and torment while being ultra mobile punishing you for moving and using skills to catch up. Super frustrating to fight against – even more than fighting a PI teef on a GS reaper.
The removal of dire/tb would solve these classes imbalance as it would be much easier to burst them. Fixing skills and traits should also get the job done, but then more squishy condi stat combinations would become unviable.
Btw.: Soldiers is not meant to counter condi. It’s a brute force stat combination to live as long as possible in a zerg fight where 20 players focus on one target – otherwise you can’t kill anything with this gear (I have a full soldiers set on my reaper and it’s pathetic).
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Marauder is trash on necro. I wish people would stop recommending this crap.
You lose power AND ferocity for precision, the only stat a single necro build doesn’t need. When you could take zerk/valk peices instead and have more power/fero/hp with less precision.
Marauder is suboptimal on necro. End of story.
Hell even WoodenPotatoes frost gun build was suboptimal because it was using rampager.
In PvE it’s trash (if “trash” means ~12% less damage than zerk).
In WvW roaming it’s the best power based stat we have.
In sPvP it’s still great even though demolisher and paladin might be better options in certain scenarios.
Viper Necro viable for WvW?
From my experience: No, it’s not.
You can kill stuff but the typical roaming builds you will face hardcounter you. Which means you will have a hard time.
Teef (power based D/P or staff):
- kills you in less than 10 seconds. You are so squishy that he doesn’t even need to disengage for a few seconds when you enter shroud.
Mesmer:
-Condi Trailblazer:
— ignores your direct damage through high tougness
— outsustains your condi pressure through higher health pool and higher condi cleanse (on shatter)
— has superior mobility (you won’t land one single shroud5+4 combo)
-Power Shatter:
— two-shots you
Dragonhunter (power based):
- jumps at you and kills you in 5 seconds if you play aggressive, then cleanses the few condis you could apply before
- still outsustains you in 10 seconds if you try to survive
Warrior (power based):
- just wrecks you with a few hits
Druid:
- kites you to death while you try to hit him with your poor staff damage
Elementalist:
- the result highly depends on the ele build
Revenant:
- a good one will two-shot you as staff5, sword2 and damage sigils were not nerfed in wvw
- a bad one dies to your condi pressure
another Reaper:
- trailblazer: totally wrecks you due to superior healthpool and armor
- marauder: a good one can burst you, a bad one will lose against you
Scrapper:
- GZ, this is a class you hardcounter and should have an easy time against
5 ranks per hour? 25,000 points an hour? That’s a rank every 12 minutes. Can we all move to your server and you can tell us how you did it, and will continue to do it for the next 2000 ranks.
Most people are lucky to rank up once an hour, or even less on quieter servers before today.
I’m on about 2300 ranks after 5 years of playing- but then I didn’t spend all my time spamming 1 at the front of the choo choo train and scouted, flipped camps and generally play in quieter times.
Even in peak times 2 to 3 ranks an hour is extremely rare.
Realistically 2000 ranks will take most people at least 1000 hours, and probably double that.
Celebration/Birthday Boosters… 100% WvW EXP Bonus
My personal record for one day (weekend – 8 hours of playtime) using boosters is 50 ranks.
I am rank 2300 now. 90% solo roaming, 9% duo roaming, 1% zerg fights. The key is to kill every veteran you pass (keeps, towers, Stone Mist – sentry and camp flipping works solo of course) and let the zerg flip the objective later to get the reward.
Except it’s more like: “tick is about to end. Quickly hop around to all the maps to see if any are outnumbered so you can get an extra +5”
and not at all like “fighting overwhelming numbers”
Yeah totally bouncing around maps when almost all servers are Perma queued currently especially during any meaningful time periods
This morning we had only a queue on EBG and people did the exact thing on the three borderlands maps that coro.3176 described.
Of course now in the evening (40+ queue on every map) this is not possible.
As of right now necros is not a class I can do that with. I usually find myself getting utterly spammed and stun locked by every other class, but never another necros.
Condi Reaper lockdown ist by far the worst in the game. You are chilled, crippled, blinded at the same time while bleeding, burning, poisioned to death.
In sPvP it’s just annoying. In WvW it’s broken.
Engis => stealth – moa – 14stack burning in a sec – Elixir S and see the fire chicken running show.
That is a breakfast for engis and I don’t think a punchbag need a breakfast.
You mean that 3 second moa? Just press button 5 and 2 of the moa skillbar and ad a dodge at the end if nessesary. GZ, you survived the whole form practically invulnerable.
I haven’t lost to to a single Engineer/Scrapper since HoT release. Reaper is the ultimate hardcounter to an Engineer/Scrapper.
There was a time when Necros were punching bags for rifle Engis due to lack of stability. These days are gone.
YA if there are another target. Condi necro is fine. If not, sorry.
I run trooper/soldier rune power shouts these days (since the power shroud proc boonstrip build was nerfed hard) and still have no issues with condi engis.
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I just listen the noise and I am downed.
So why don’t you just press the dodge button after you hear that noise? It’s not that hard. If you face a burst, when you are out of dodges you have problem – but this should never happen on teef.
No one focused you = bad opponents, which was also obvious as most of them were low ranks.
Not one single time a thief pressured you. He would two-shot you.
No one dodged your heavily telegraved GS skills.
The one time you were focused by 3 enemies your team babysitted you immediately but you still ended up in downstate.
I saw some solid gameplay, but also no competent opponents.
Some of us are mature and we want to pop in, goof off and enjoy the game… not get inundated with childish rage whispers from emotionally unstable teens and adults who need to feel some sort of superiority in a video game…
Superiority…. I tell you something about the “need to feel superior”:
I see no difference between
- the players exploiting the imbalance WvW offers to feel superior and
- the players telling them that they are skillless / ganking idiots to feel superior.
Seems fair to me.
ANet is the problem here – not some people who are frustrated by broken game mechanics.
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Again I was downed from one another player within a SECOND! while being a guardian myself. And again I couldn’t hit the enemy the slightest because it was immune to my attacks.
This happens way too often. This can’t be right. This MUST be a bug. And nobody can blame me because of any “bad” build. I don’t care about builds. It MUST not be possible, that I can be downed within a second from a series of unstoppable attacks while I can do NOTHING against it.
1) Power Shatter Mes wrecks newbies who don’t know its mechanic . That’s normal and intentional.
2) You could dodge/block/AOE the burst.
3) Power Shatter Mes is highly predictable and telegraphed. I love fighting them as you always have a chance to counterplay but are punished hard if you don’t take it. The matchup feels fair. A well timed dodge counts. That’s how PvP should work.
Fighting a Power Shatter is one of the rare occasions where you can truly see if your opponent has some skill or is just a cheese build noob like all these condi reapers, condi mesmers, bunker druids and so on.
I assume because players mainly still roll power builds so statistics don’t look so great for condi builds thus they get buffed and power nerfed with assumption that if condi builds are OP everyone will roll them
[…]
i personally probably would quit the game all together if only viable build for thief was condi
Same here. The day I am forced to run a condi reaper / thief (my two mains) I quit the game. The whole condi playstyle is just braindead, cheesy and boring – no matter if it is balanced or broken.
I really hope what you described (more power build users = condi must be subpar) is not ANets logic behind balancing decisions.
I love DBL.
It’s like an “Open PvE” Mode.
Alpine Borderlands is the worst (most boring) map in the whole game.
What do you think we do in WvW? (except for german servers)?
Exploiting the results of ANets ignorance?!
That’s what I see on most international servers.
tbh any fights where a GS reaper are involved are not as hard as condi or even axe (range dps). GD is really strong, thats no secret, but it’s too telegraphed and slow so its easily avoidable (the nerf to warriors headbutt got nothing on GD’s clunkiness). If Aney sped GD up a bit, then maybe GS can be viewed as a more serious DPS choice.
Staff+GS are the weapons to go against a thief. On reaper you want to avoid being jumped at over and over again and peeled to death.
Put a staff mark (4 (damage) or 5 (fear)) at your feet and autoattack with staff (you won’t hit him due to the slow projectile, but he can’t shadowshot you without being punished hard and you outrange and outdamage his shortbow, so it is at least a stall situation). When he comes close to dodge through your mark shroudburst him. He will disengage and you put another mark at you feet. When you run out of marks, swap to GS and use nightfall.
In a marauder reaper vs. marauder thief matchup the necro staff auto deals 2 – 3k damage and staff4 about 4k. Staff 3 and 5 are nice CC. A chilling nova / chill of death / air sigil proc on a staff attack hurts a thief. With all these procs even a simple staff auto can cost him 1/3 of his HP.
GS + staff due to its lack of constant pressure is the worst weapon combo you can run on power reaper for any matchup except thief, since this class is ulta squishy and the need of denial areas to limit its mobility.
Side note: P/P thieves are a different story! Axe/focus and an aggressive playstyle is the way to go here.
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So, that 180 radius in the tooltip is an explosion centered on the foe that is below 25% health. It is not centered on you.
I know that and it does not change anything. It’s trash.
You have to cast a 1 second cast time skill at a 25% hp foe to make it "double"hit that foe which alone is bad and then also have to manage that other foes are standing around that foe in ultra low range to use the skills full potential. Most of the time this is impossible and the new mechanic of the skill a pure gimmick for lucky situations.
I like to have control over my actions.
The changes on infusing Terrors isn’t the best I hoped because reduce the incoming damage but… It feel like incomplete… It’s not a immunity, is only a little damage mitigation skill. In sPvP during a team fight that skill will help but will not change the fact that you will die fast and easy as always. Maybe you’ll last 2 seconds longer, but even lesser stability, making you easier to be corrupted and CCed down.
You can say that about the stability of everyone. A few minutes ago I managed to stun a Berserker after corrupting his stab. Haven’t done that in months because of the pulsing nonsense.
Corruptions are stronger than before now. Power Reaper in general feels stronger.
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- Infusing Terror (Reaper Shroud): This skill no longer pulses stability but instead grants 3 stacks for 6 seconds upon activating it. The active form of this skill now reduces incoming physical and condition damage by 20% for its duration.
The tooltip says 33% and I hope it is 33% as I guess the intention was to split the 40 second CD “Rise!” damage reduction to a 60 second “Rise!” and a 25 second Infusing Terror.
If this was intended, I like it (!) as I hated “Rise!” for its unreliability and I hate minions in general.
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- Plague (Elite): This skill has been reworked and has been renamed to Plaguelands.
- Plaguelands: This skill creates a 240-radius corrupted area at the necromancer’s initial location for 10 seconds. After 1 second, it pulses damage and conditions in that area for 9 seconds. Each pulse applies a new condition, and each pulse applies all conditions from every pulse before it. Conditions applied (in order) are: bleeding, poison, torment, vulnerability, cripple, weakness, blind, chill, and burning. Recharge is set to 120 seconds.
People are underestimating this skill in a capture point fight. It is strong – a very good elite for a condi reaper!
I guess most people don’t understand how this skill works. The last pulse applies 9 conditions at once. Ridiculous!
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- Unholy Feast: This skill no longer applies retaliation. It now invokes a secondary AoE strike against foes below 25% health.
25% health threshold is trash and useless. It should have been 50%. The 180 range is also pretty useless.
The skill rework itself is nice.
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- Spiteful Spirit: Updated this trait to clarify that it is no longer casting Unholy Feast.
Bugged!
Spiteful Spirit does not apply retaliation anymore like the tooltip says and it corrupts only one boon and not multiple boons as named in the tooltip.
This trait is a huge mess in its current state.
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- Life Siphon: Gains 20% increased healing if cast while you are bleeding. Deals 20% more damage to bleeding foes.
- Dark Pact: Increased damage by 20%. Now inflicts 2 stacks of bleeding on you for 10 seconds.
Wtf. ????
Thief does burst damage and mobility in exchange for low defense, that’s it, but people remember the glory moments more than the moments where the thief got one shot. And the person who comes to the forum because he got owned by a thief doesn’t know how often that thief gets owned by others.
I would not call it low defense. It depends on how you define defense. If disengage potencial couts as defense, then the thief has the highest defense in the game.
But it’s true. I fought a thief yesterday who heavily relied on Bandit’s Defense. He engaged every 12 seconds, blocked my shroud burst, dealt some damage, disengaged and repeated that procedure. It was super easy to peel me to death for him.
Then I swapped to NCSY! and one-shotted him.