I can assure you that if you’re fighting any Druid worth your time in an open-field setting, they will run you in actual circles until you die. I don’t need you to tell me the matchup because I probably know it better than most individuals here. The immobilize isn’t the end-all in the matchup if the Druid understands proper posturing and reset mechanics. Axe gets out-traded and out-ranged pretty handily by Staff and Longbow, your heal is on a longer cooldown than theirs, and they have more ways to open gaps than you have to close them.
First of all: I don’t fight Bunker-Druids in open field. That’s really not worth mentioning because these are game mechanical basics. If we have to clearify this before we start build discussions, then we are not at the same skill level.
If he is bunker his damage is so low, that I have plenty of time to reposition to a non open field environment.
If he is glassy, I kill him in less than 10 seconds (maybe 15, if he runs stone signet) even in open field and even if he is using stealth combo when in melee for repositioning. Shroud swap aoe power proc burst doesn’t need a target and wrecks him anyway. And did I mention that Axe2 channels through stealth?
Your outrange argument is also strange. Did you notice that focus5 chills on a 1200 range? -66% speed – pretty helpful to close the range gap to 900. You also ignore that I have a 5/7 second CD 600 range leap and that swiftness is corrupted to cripple (-50% movement speed). What do you think why I said “focus” and “corrupt boon” are key parts of a counter build? Might be because of the 1200 range and the debuff/slowdown capabilities…
Btw.: Yes, a druid can always run away from me. That’s another thing not worth mentioning as every class can do that. On necro you have to learn how to deal with kiting attempts. Either slow your enemy or if it does not work (bunker druids, thieves, longbow DHs…), go to a place where he can’t port to or hit you with ranged attacks. Basics…
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There is a reason why “Blighter’s Boon” and “Deathly Chill” can’t be traited at the same time!
Just think about it!
Yeah, let them broken trailblazer reapers heal through shroud for 1k HP per second – even outhealing adrenal health zerkers. Sounds like a great idea! NOT!
(To the sPvP folks: Even in that game mode it would be broken for several reasons like attacking range, cc capability, aoe damage… but still useless when being focused by the whole enemy team.)
Heal through shoud in general is a (badly working) crutch for necros mobility issues. Even Blighter’s Boon on a power build is super situational. How many shroud autos do you land on a thief or mesmer?
The “mess up everything” potencial for shroud heal is high and the geneal benefit for the class is low. Some mobility options (hello flesh wurm instacast!) would help us much more.
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The only way you’re going to be able to give it to a Druid as a Reaper is if…
A) You’re Condi
Power Reaper vs. Longbow Druid:
-Marauder Gear
-Axe / Focus (20 second cd, 1200 range boon strip + chill)
-Corrupt Boon (15 second cd, 1200 range corrupt)
-Plague Signet (1200 range immob transfer)
-Speed of Shadows (7 second shroud cd -> more access to shroud2 gap closer and projectile block)
- Locust Signet is not mandatory but helpful (in combination with Speed of Shadows permanent +25% running speed)
Timing: If Plague Signet is on cd, wait for shroud entering until immob inc and destroy the roots with the auto attack (2 or 3 hits). Then Death’s Charge!
EZ Mode!
You die if he immobs you when:
-signet is on cd
-shroud is on cd
-consume conditions is on cd
-you are on axe (can’t destroy the roots) and weapon swap is on cd
Avoid that!
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Unlike other classes with cooldowns, If a warriors shield comes off cooldown using it does not impact the ability to use other upcoming skills coming off cooldown.If a thief uses 5 or 6 ini for a skill just as the ini become available, all of his other weapon skills outside the AA are that much farther away.
Unfortunately it is the strongest AA in the game. Even if you remove all the damage from shadowshot, D/P is still strong.
As such BY DESIGN the thief is a hit and run class, dashing in for bursts and retreating to recover INI. It works the same in WvW as it does PvP.
Thief has no counters as thief is unkillable due to ridiculous mobility. That’s not design, that’s kitten.
I main thief and necro (both full marauder in WvW). If I want to roam around for 5 hours without dying once while still being able to kill 80% of the opponents I meet, I run thief. If I want to practice my skills (which means being punished for mistakes) I run power reaper.
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Counterplay to wells is easy. A smart player will eat one tick if he decides to dodge or two ticks if he decides to just walk out of it.
All utility wells need a 30 second cooldown. The healing well needs a 20 second cooldown.
Corrosive poison cloud (the skill is technically a well) is btw. one of the worst skills to pick when running a power build (as the self weakening kills you and transfer skills are too unreliable) and overpowered when running a condi build (30 second cooldown for an 8 second denial area, projectile block and condi builds don’t care about weakness in terms of damage (just for endurance regen)).
2 stacks would probably be about right instead of 3.
Seems like the way to go for the WvW split. Right in the middle of 1 bleed (8s) in PvP and 3 bleeds (5s) in PvE. 2 bleeds (6.5s) would look all right in WvW.
Every single WvW Reaper runs +100% bleeding duration.
Doesn’t matter if trailblazer, viper or a mix of both… it’s +100% duration.
So we are comparing
3 bleeds @ 10 seconds in WvW <> 1 bleed @ 8 seconds (carrion) or 1 bleed @ 11 seconds (wanderer) in sPvP
2 bleeds @ 13 seconds is still too strong. You are dead if you can’t cleanse the bleeds a full bunker condi reaper can apply and cover with 5 trash conditions within 2 seconds – and I am not talking about shroud 5+4 combo! This has to be fixed.
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GS is great after all its buffs. Superior to Dagger/Warhorn in every single way.
The slow auto attack is irrelevant. On Dagger you also don’t auto attack because you are much to vulnerable doing so.
You auto attack on Axe (range) in shroud (shielded by Life Force) or sometimes on Staff (range).
Skill 2, 3, 4, 5 on GS are absolutely amazing and have great utility.
GS5 > stow weapon > GS2 combo is probably not intended by ANet but works great.
Even on condi builds GS is strong. Ever fought a good GS/Staff/full signet condi Reaper in WvW? The damage and cc is over the top.
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Toughness is fine. 33% damage reduction is more valuable than 75% increase in base health.
Why? Because this thing called healing exists. The less damage you take, the less healing you need to stay alive. With vitality however you are still taking the full value of incoming damage which means you have to receiving healing on a 1:1 ratio to incoming damage, which is impossible because damage in this game way out scales healing.
Vitality is only really good against spikes, it’s terrible in any form of protracted fight.
One of the very few competent postings in this thread. Thanks!
I have one addition:
In real gameplay scenarios there is a sweetspot when toughness becomes more valuable than vitality. This is somewhere around 17 to 20k HP. The reason are the average healing capabilities of all classes. If you have 30k HP it is almost imposible for any class to heal this up again during a fight to make use of vitality as a sustain stat.
Vitality is also good against condition damage, while Toughness does nothing. I think Vitality is okay, I think Toughness and Healing Power are both generally underpowered.
If you buff healing power (not just tweak some skills) then vitality and toughness become stronger. This will mess up everything.
Signet of Undeath:
It’s useless, but improving LF generation is tricky and can easily result in overpowered bunker builds. I would change the cooldown to 90s and the rez cast time to 2s. Being able to rez slightly faster than the enemy can stomp (3 seconds) would make this skill somewhat valuable.
Well of Darkness:
This was already a joke compared to unbuffed Nightfall. It’s even worse now. It needs a 30s cooldown and should apply “Blind” and “Slow” to get its own definition (we don’t need a second Nightfall).
Spectral Grasp:
Too unreliable. Since all changes we’ve seen in the past were cooldown reductions, here is my suggestion for ANet: I could think about picking it on a 15 (!) second cooldown. Then it’s spammable and I would not care about the unreliablility.
Summon Flesh Wurm:
Too gimmicky, too situational, usually not worth the utility slot… a 0,75s cooldown would fix it. Instant cast might be OP.
You shouldn’t be cleansing condis as soon as you get them. Wait until they are threatening your health.
Well since an epidemic bomb kills you in 2 seconds you can clear immediately – or at least try to and fail.
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Whatever build you’re running, no matter how good you are, there’s a counter build to it.
Yep, literally! I guess there is one or maybe even two counter builds to trailblazer. Do you think that’s an adequate amount?
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If you running no or almost no condi clears, and you fight a condi class, you will most likely die.
You completely lost me here… ever heard of reapplication within 2 seconds?
Conditions are dished out like power based attacks these days. After you cleared the first one or two applications and run out of cleanses you are getting outsustained as you fight an opponent with bunker stats (dire / trailblazer) who deals damage that ignores your armor.
Removing all autoprocs would be a good start to force more active play.
If then a class becomes unviable (like warrior as he loses double Endure Pain) lowering some cooldowns to compensate should be the next step.
I think failed Backstab should go on 5-second-CD
and failed Backstab should waste 6 InitiativesBUT IN RETURN
Backstab damage should be increase by 100%
Backstab from behind should have 50% chance to instantly down an opponentThief/Rogue/Assassin class should take MORE RISK for MORE REWARD
go stealth
Basilisk Venom
position behind target
do unblockable/stunning Heartseeker + Steal + Backstab combo from 1200 range
instakill every non full bunker build on a 19K HP marauder teef with tons of escape capability. (17K HP in sPvP, but since there are no bunker builds in that game mode, it’s a 100% kill, so nobody cares…)
Sounds perfectly balanced!
Epidemic in both videos (the black splash animation).
Epi target in video 1 was the (green) guard in front of you and in video 2 the golem standing left to you (in video 2 it’s hard to see because of the high contrast and your chat window).
I’ve always been a fan of S/P.
Unfortunately you have a serious problem when running into a D/P thief. And most thieves run D/P.
Dash (anti root), Bandit’s Defense (anti PW) and stealth on demand of course negate the whole S/P mechanic.
It’s a bad decision to start a match knowing the opponents +1 class hardcounters you even 1v1.
Damage is easy to avoid (gs is slow, wells are telegraphed)
No sustain (no soul reaping)
This results in: very easy to counter
There are two viable ways to play power reaper in ranked. First one is the power boonstrip meta build. The second one is trooper rune / full shouts. Both builds run spite, soul reaping, reaper. Primary weapon set should be axe/X and either staff or gs for utility.
Increased damage per condition on your target.
1% per condition
Put this into “Rending Shroud” and rename the trait. Then this trait would be a good alternative to the other spite master traits.
There are 14 conditions in the game so a 14% damage increase would be the maximum. 10% is realistic in a group scenario and 3 to 5% solo.
Then Power Reaper should end up with ~32k dps in PvE without becoming broken in PvP as there I would still prefer Chill of Death as better burst/debuff alternative for single targets.
For group support:
You and your allies (up to 5) deal increased damage per condition on your target.
1% per condition
as a grandmaster trait!
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As I know, the only thing that make a player unable to contest is Stealth.
Invulnerabilities prevent capture-point contribution.
https://wiki.guildwars2.com/wiki/Renewed_Focus
https://wiki.guildwars2.com/wiki/Elixir_S
https://wiki.guildwars2.com/wiki/Self-Regulating_Defenses
https://wiki.guildwars2.com/wiki/Obsidian_Flesh
https://wiki.guildwars2.com/wiki/Mist_Form
https://wiki.guildwars2.com/wiki/Vapor_Form
https://wiki.guildwars2.com/wiki/Distortion
…just to name the most commonly used.
Not a waste but balanced.
Deathly Chill in its current state (3 bleeds for 5 to 10 seconds) should also have an ICD of at least 2 seconds.
The dailies are fun… the rest… not so much.
PvE balancing applying to WvW is currently the biggest issue from a roamers perspective.
My power warrior has 3.2k base armor along with about 26k health. This is more then any thief in DIRE would have yet a well played power thief can kill him because that thief can generate damage enough to do so.
On the same skill level that 16k hp, 2,1K armor marauder thief should not be able to kill you. All you ned to do is playing aggressive to easily outdamage him in melee so he has to disengage while you also regen to full hp again. Stallmatchup at best.
“Conditions can be cleansed”: no viable argument as reapers cover their stacks and mesmers/thieves/guards just reapply the condis much more frequently as most classes can clear.
And even if a class can handle the pressue, trailblazer/dire is still the king of sustain fighting an opponent who dropped most of his utility for condi cleanse.
Condi chrono can still take all that cool port, stealth, boonsteal utility. Condi thief can still shadowstep, SB5, refill endurance, stealth.
At the end of the day the worst thing that can happen to you when you run trailblazer/dire is a stalled match vs. one of the very rare builds that can handle the condi pressure. And then you have the utility advantage to disengage or reset the fight at will. You counter every build that is built for sustain against power or sustain against a mix of power and condi.
A viper / carrion reaper, mes, thief is killable. These builds are strong but there is a healthy pool of counterbuilds. Trailblazer and dire are a different story. We all know that. ANet knows that. These stats are not in sPvP for a reason.
But they can’t deleate them from PvE/WvW as this would be a huge intrusion in existing content and money spent by players.
Btw.: The power based version of trailblazer would be power, toughness, precision, vitality – a much weaker stat combo. The power based version of dire is soldiers – I guess everybody knows what’s stronger. The “condis can be cleansed” mechanic can’t compensate this mismatch.
Reapers dont throw out 25 stacks of bleed out of “nowhere” RS5-RS4 combo isn’t out of no where. Stay out of their ice field and stop trying to faceroll a reaper in shroud if you can’t handle it.
blind > 3 bleed stacks
fear > 3 bleed stacks
chill > 3 bleed stacks
corrupt fury > 3 bleed stacks
corrupt stability > 3 bleed stacks
corrupt resistance > 3 bleed stacks
…and additionally of course the bleed spam from scepter.
“Stay out of their ice field” … LMAO! That hint was useful pre-buff to counter condi reaper. Meanwhile condi reapers just don’t need to care about that combo. If it lands, they have a ridiculous burst – if not, they still have incredible sutained damage and cc.
It’s a broken noskill trait.
9 unavoidable bleeds for 10 seconds on weapon swap. 20 other bleeds in 2 seconds, covered by at least 5 cover conditions without the need of any skill. Just mash buttons.
I main necro and I have zero respect for anyone who plays this. Just go to your condi mes and condi thief friends who also suck at the game and need some crutch.
Spamwich is back.
https://www.youtube.com/watch?v=z0JWZ8t08TY
Viper condi reaper is totally unviable in wvw.
I have no idea what opponents you fought but they must be terrible. These thieves in your video… Thieves have to destroy you. No excuse! Every thief that gets killed by a GS viper reaper is a noob.
And you did not even run soul reaping. You die the moment a decent player is looking at you.
The only thing I have huge trouble fighting as a power reaper is everything that wears trailblazer and dire gear – does not matter if it is another reaper, a mesmer a thief or something else.
I have absolutely no problems with everything else. Of course I have to change my build for different matchups. There is no build than can handle everything.
But even when I take every possible condi cleanse there is no way to outsustain trailblazer/dire. Way too much sustain and condi pressure.
I hear that wearing trailblazer / dire gear is pretty good for sustain against that sort of thing. Have you tried it?
I have and came to the conclusion it’s broken.
I don’t run broken stuff.
The only thing I have huge trouble fighting as a power reaper is everything that wears trailblazer and dire gear – does not matter if it is another reaper, a mesmer a thief or something else.
I have absolutely no problems with everything else. Of course I have to change my build for different matchups. There is no build than can handle everything.
But even when I take every possible condi cleanse there is no way to outsustain trailblazer/dire. Way too much sustain and condi pressure.
Nothing has been proven in other threads as to whether it PI to powerful. People have just expressed opinions on their matter which is different than proof. Spamming a headshot does lss overall damage then spamming an unload or spamming a shadowshot or spamming ones AA especaiily if one factors in the fact that not all those headshots will interrupt in order to get that interrupt applied one has to get past an extra boon called stability which something lie Shadwoshot, Unload or an AA attack does not have to concern itself with this.
The damage is fine. The skill is fine. By design the thief was made so that they can use the same skill several times in a row. That is what makes them dangerous and that also has downsides that can be seen as a weakness.
Weird arguments…
Shadowshot brings you in melee range of your target. Unload is a telegraphed, channeled skill.
The traited Headshot is not fine, not for 4 initiative.
It interrupts, deals 5k damage (Sigill of Draining), heals for 1k (Sigill of Draining) and can be spammed.
The interrupt alone is fine for 4 initiative. All that other stuff the traited skill does is worth at least 6 initiative or a 5 second internal cooldown.
People defending Pulmonary Impact in its current state never speak about the fact that interrupting a key skill like a heal may destroy your opponent.
And on top of that you now want 3 stacks of 5k damage just because your target autoattacked or tried to heal.
He fighting 1 vs 1. Of course he win every time. Good thief would fight 5-10 vs 1 without fleeing whole time.
Thing is that good players don’t play thief because it’s too op. So best thief in planet is probably just average player.
Wow, your second comment is even more stupid/ignorant than the first one. I would not have thought this is possible.
For pve viper gear is hybrid. Now with 3 bleeds on chill and blind (traited: blind -> chill -> bleed) it performs very well with greatsword + X.
But needless to say it is not viable in wvw/pvp.
I guess “power, precision, toughness, condition damage” would work in pvp but is probably overpowered.
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People are overreacting.
Reveal for 0,25 seconds in a 240 radius is lousy. Try ingame what 240 means!
If it was 360 to 480 radius and 4 seconds of reveal I could understand the complaints.
My proc-reaper with air (removed) and hydromancy (no more damage) sigills will suffer much more from ANets suggestions than any ghost thief – and I am not crying!
Seriously!
It can be a latency issue. And when this is the case his team also can’t revive him. I’ve seen that dozens of times in PvP and WvW – including some ragekids complaining “why no rez me? noob!”.
E.g. yesterday in WvW: Met a druid – downed him – could not stomp him. Pet ressed him. Killed him again. This time I could stomp him.
I have a question:
Everyone says: “Pick a target with resistance as it ususally does not cleanse its conditions”.
Metabattle says: “Epidemic will fizzle when cast on a target with resistance.”
What is true now?
They stealth nerfed epi with the gemstore update. It fizzles if you cast upon a target with resistance or upon siege.
Thanks!
I also found the other discussion thread a few seconds ago. It was changed with the patch today. They seem to be pretty quick on metabattle.
I have a question:
Everyone says: “Pick a target with resistance as it ususally does not cleanse its conditions”.
Metabattle says: “Epidemic will fizzle when cast on a target with resistance.”
What is true now?
If you want to play backline, then yes: vanilla power necro is (besides broken epidemic builds) your best choice.
Spite – Blood – Soul Reaping – Wellomancer has great synergies and is still strong if you don’t get focused.
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That’s bad. Really bad. Oddly, the top tier in NA only has 33059 total kills, and 3556 in the DBL – 10.7%. So few kills also doesn’t bode well…not for tier 1.
No zerg fights, just karma train. xD
The mist stuff that stealths is also gone. It’s been done in the very same release. The mist in itself is still here, but it doesn’t stealth anymore. Yet, it prevents “you” (i.e. if you don’t own the keep and ruins) from using stealth.
You gain stability and protection now instead of stealth.
I have never seen 65% of wvw players in desert BL it is more like 5% guys.
I don’t know how accurate wvwintel is. But if it’s accurate you a pretty wrong.
Kills are much lower than on alpine borderlands, but far away form 5%. It’s more like 50%.
Personally I like the desert borderlands.
(Screen shows the current matchup between Kodash, Baruch Bay and Augury Rock)
Assumption #1: Kills roughly equals “activity”.
Assumption #2: The numbers are decently accurate (though snapshot halfway through a matchup) and my kindergarten level math isnt quite as off as usual.
Reality (some rounding done, DBL kills out of all 3 border kills):
EU T1 – 4492 out of 33042 kills, or 14%
EU T2 – 8175 out of 40608 kills, or 20%
EU T3 – 7464 out of 37342 kills, or 20%
EU T4 – 5614 out of 23768 kills, or 23%
EU T5 – 7662 out of 31889 kills, or 24%= An average 80% of the borderland WvW activity is going on the two ABLs.
So you’re right, not 5%.
So this means
40% kills on blue borderlands
40% kills on green borderlands
20% kills on red borderlands
which results in 50% less kills on red borderlands.
Right?
but ask yourself…what profession is worse to stack on a team?
Teef
What skill rating is good enough for you? It’s extremely unlikely to end up in Legendary, so is Platinum the “I made it” league? How do you feel about Gold?
I reached Platinum in past seasons with little effort, stopped there and went to WvW.
Will be doing the same next season – like every season.
Conditions are broken. The removal of every amulet that combined condition damage with toughness and vitality proved this.
Why don’t we see trailblazer and dire in sPvP and why was mercenary removed?
This is ANets way to fix broken stuff – unfortunately in just one game mode.
You don’t even run Quickening Thirst and Speed of Shadows. I guess this would be EZ-Mode, right?
I feel bad now as I run Reaper AND Well of Power. xD
roamers will ALWAYS try to get easy kills. they cant do anything else. your best bet is to try to avoid them. 95% of people in wvw run team-based builds, and roamers run 1v1 builds. you will die. avoid them.
OP does not describe roamers but gank squads. I am not surprised this happened vs. one of the big international EU servers. It is pretty common there.
I am a roamer and I don’t run run trailblazer condi crap just because it’s fancy atm.
I have never seen 65% of wvw players in desert BL it is more like 5% guys.
I don’t know how accurate wvwintel is. But if it’s accurate you a pretty wrong.
Kills are much lower than on alpine borderlands, but far away form 5%. It’s more like 50%.
Personally I like the desert borderlands.
(Screen shows the current matchup between Kodash, Baruch Bay and Augury Rock)
As reaper, even if you run PVT gear, you can never stand up to the damage like a heavy armor class because cloth armor just doesnt have the armor base to support the class.
Negligible.
On soldier’s gear that’s 2927 armor for the necro and 3231 armor for a heavy armored class.
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Yes, as reaper you get a health boost but that means nothing if you dont have the armor and get crit every hit.
Demolisher or paladin would be the gear to go for a power reaper in wvw. Unfortunately these stats are only available in spvp. You can mix zerk/knights to come close to demolisher (in comparison you lack 10% crit. chance and 6% crit. damage).
I have a full marauder set for wvw roaming and to be honest: it’s crap! – better than going full zerk but way worse than zerk armor/weapons + knights trinkets for 2,6k armor. You notice that when you meet your first teef, pew pew ranger or warrior.
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First, if you go reaper line (its all based on power already) just make it so that your attacks, wells everything are power based… condi ticks, well activation etc.. are all converted to the power equivalent… maybe make it a stand alone trait in the reaper line that does slightly less than a full condi reaper.. but at least close so when we cant jump in in shroud we are at least doing some kind of noticeable damage.
Reaper has traits for power, condi and sustain. That is intended if you did not notice. As pvp/wvw power reaper you take the sustain traits and gain an insane LF generation when also running spite.
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Second you need to give reapers a kind of teleport (better than the crappy wyrm) or some kind of mobility on the battlefield.. Something that is close to blink, mist form or the ansecertrial grace of druid staff. If you are not going to every give necros a full 33% run buff… the least you could do is a 1200 movement skill that teleports you out of danger if you get caught because right now, necros are ALWAYS the first to go down because we have no stabo and no mobility on the battlefield and with no run buff, we are almost always the last in the battle and the first to go down.
Either give death’s carge 1200 range or make worm instant cast. Both have pros and cons. For death’s charge you rely on shroud. Worm uses a ultility slot.
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I say dont add stabo to reaper simply because the stabo we have now on shroud 3 sucks and with the nerfs to it (for all classes) it is completly useless. Stabo in its current form gets stripped so easily the only chance for a necro reaper to live would be an escape skill as mentioned above.
More stab on top of an escape skill would be broken.
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Reduce our health if we take reaper line maybe as a trade off.
No! Just no. You mess up the whole class.
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Most classes have multiple escapes.. Some (like thief) can never be pinned down and they at least get medium armor and invis)
Thief is a two-shot for every burst build (also for a proc power reaper). Zero fight presence. Just selfish ganking and escaping. I hate roaming with fellow thieves as I am often alone in the action and they sneak around the scenery while I try to survive.
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I understand that necros were once unkillable with shroud and the extra HP but that is far from the case these days. On my ranger i can literally burn down a reaper with one rapid fire and not even break a sweat.
Death’s charge blocks your rapid fire and if that reaper is smart he switched to shroud + stab right at the start so you won’t be able to immobilize him.
On zerk+knights mixed gear I have rarely problems dealing with power rangers – maybe I would have on a flat field, and when the fight would start at 1500 range. Needless to say I avoid such unfavorable situations.
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People complain about reaper because we are playing it the way you intended.. as a power frontline class now… yet i doubt that you intended nor envisioned that all the other classes would be doing anywhere near the damage output that they do now. An extra HP bar with less health than a glass mesmer is no match for the original design and really needs to be looked at again
Power reaper is more a rush in, burst, rush out class in zerk fights. Your 6 second cooldown on death’s charge helps you a lot to achieve that.
ANet did buff sustain in the past. But most people didn’t recognize this as it was indirect through damage increasing. It just brought the weapons in line so the effect is non existent in PvE, but significant in PvP/WvW.
If I today want do deal the same amount of damage in PvP/WvW like the time HoT was released a can put at least 300 of my stat points in toughness or vitality.
Did this help? No! Esp. not in PvP where you are limited to amulets.
More LF generation won’t help.
-Shroud cooldown is 10/7 seconds. You die in these seconds.
-Less shroud cooldown would make the class in its current state OP in 1v1.
-If you increase shroud tankiness to outsustain teamfights, necros are unkillable 1v1.
-In current mechanics you have to get rid of the reaper first. Its CC is too dangerous.
Necro needs a small amout of mobility to avoid the initial midfight burst. That’s all.
Make Flesh Worm instant cast (double tab the skill -> port). Increase cooldown to 45 seconds. Necro will be fine.
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Like everyone’s said: Reaper’s Onslaught only effects Shroud’s attack speed and reduces your CDs by 5s per enemy kill. You also (now) gain 250 Ferocity while in Shroud which (I think) is something like 20%.
Not 250 but 225. That results in a 15% critical damage increase.
(15 Ferocity = 1% Critical Damage)
You will never catch a decent ghost thief. The examples given in this thread refer to the bad ones.
Besides that: Even if you reveal him, if he’s running trailblazer/dire, he is extremely tanky and has plenty of time to get away with shortbow. Only another thief could catch up, but guess what: The good ones don’t engage, when other thieves are around!
I won a 1v2 against two of them this week. But that just happened because they were the worst players in the game and did not even wear toughness and vitality gear.
FYI A visible ghost thief is in trouble because they have to burn there only 2 dodges to generate caltrops and they don’t have room on there utility bar for teleports (traps are in that place)
A ghost thief literally has to burn his steal, both dodge rolls, and all his utility to take a target down. If this damage is cleansed or stun break is used then the trapper looses the kill entirely and the target runs away.
So in short conclusion a trapper thief has to burn his entire repertoire of utlity and dodge rolls, and steal to take down 1 target, how is that OP?
3k armor
20k HP
Shortbow
They team up pretty often now. Either you die in 2 or 3 ticks or you cleanse the burst of the first one and the second one kills you.
(And please don’t tell me now that it’s okay to lose a 1v2. That’s not the point!)
So…let’s say you have necro…how are they supposed to reasonably stay alive when they can’t hard-cc to kill that time (due to pulsing stab), can’t soft-cc thanks to plenty of resistance (plus leaps and cleanses when necessary), can’t kite (again, all the leaps and control a warrior brings), can’t effectively mitigate the damage (b/c no invulns/blocks that stop 100% of damage, and AGAIN resistance = ignore weakness), and NOBODY can sustain a zerker warrior’s damage (you need lots of blocks/invulns + blinks to have a shot).
Thing is…there isn’t a clear strategy for dealing with a warrior when he goes into godmode.
Well of Corruption and GS4 (Nightfall after buff) on Reaper can produce nice fear chains (not to mention the blinds!) on warriors with pulsing stab.
These two skills last 5 + 8 seconds (40 + 25 sec. cooldown). Enough for some decent kiting when double Endure Pain / Berserk Mode kicks in.
But as the OP plays thief: I never had problems killing warrios on thief (except Macebow). Just blind>hit>run>blind>hit>run! Easy. He should not land one single burst skill.
You must have fought really bad warriors. Blinds don’t work on resistance and wars have a lot of it. By the time resistance wears off they just go endure pain so anything you throw at them is useless. Can’t interrupt due to high uptime on stab. Run you say? Yeah, sure, except in meanwhile he just heals back (assuming you actually managed to make a dent between all passives and absurd amount of defensives) and thief heals (and sustain for that matter) is a joke in comparison, not to mention ironically even damage on war is higher than on thief.
Maybe, just maybe, if you play extremely perfectly and war makes mistakes you may beat them but by that time they got the point and defended it for easy 5 min.
While you are obviously in rage/complain mode I deal with the situation and I am able to find adequate builds to duell warriors.
God, I don’t get this forum. Are you all running Metabattle builds and think you know your class? Learn to adapt! GW2 is rock-paper-scissors – deal with it!
“Warriors have resistance”…. no kitten sherlock?
Resistance is a boon, you know!
Spite trait
Curses trait
Dagger
Axe
GS
Scepter
Well of Corruption
NCSY! (strip)
…
you can corrupt boons almost every second.
Complaining about too many boons on target when playing necro is like complaining about not enough dodges when playing Daredevil.
