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.
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4 stat amulets I’d like to see:
1050 power
1050 vitality
560 condition damage
560 healing power
OP on Elementalist, Warrior and Druid.
1050 power
1050 concentration
560 precision
560 vitality
OP on Warrior and might be OP on Elementalist and Dragonhunter.
1050 condition damage
1050 vitality
560 power
560 precision
OP on Warrior and could be OP on other classes like Druid.
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- Spectral Armor -> Shroud Combo when he jumps at you to tank the damage
- Warhorn4, NCSY!, Well of Corruption to deal with the blocks
- Line of sight is key
You won’t kill a skilled Longbow DH in open field – neither on condi nor on power reaper.
Possible reasons:
NPCs: Breakbar
Players: Resistance boon (conditions are inffective)
I see, though wouldn’t it make more sense to utilize a different weapon in the other set though? So you get the Swap effect, but that’s it isn’kitten You wouldn’t be able to use any skills. scratches head
If every other weapon than scepter is a dps decrease.
The tablet should work like a scrapper gyro when the revenant moves (including the visible range circle for allies) but lose its effects like the projectile absorb when moving.
Additionally it should keep its actual manual positioning mechanic when the revenant is standing still.
Long story short, I’m cool with everything aside from the cast time change for Spear of Justice.
I think it’s a bull?sh?it excuse to change it, when they fail to consider that some classes have a getaway free card and run away from fights/engagements.
No, f?uck that. I had this skill to outplay people that are just like “Lol, can’t beat this guy, time to run away!”.
And I want either your block uptime or alternatively all my attacks should be unblockable.
Thanks for your understanding.
The more PvP you do, the more PvE you need. Awesome game.
For sPvP you don’t need any ascended gear.
It should not be possible at all to get it in that game mode.
Ascended gear should only be accessible in PvE and WvW.
Life Siphon at 1200 or even 900 range would be a better version of Axe2 – slightly overpowered and you get problems with weapon identities.
Better buff Dagger Autos to Thief levels (Auto2 dmg. increase + reduced Auto3 aftercast).
Necro would still do less damage than a Thief as the class lacks multiplier traits, so dont worry about being kicked out of raids dear Thief players ;-).
The funny thing is that outside said surge and block staff sux and it wasnt properly reworked/buffed (looking at you skill 2 and healing orbs..), i dont mind sotm nerf but there also should be buffs not more nerfs to block.
The funny thing about sword – its the only weapon in game that has skills which split up damage to targets rather than deal it equally to everyone like.. all skills ingame. Imagine any aoe/cleave skill doing only 33% damage to your target cause theres 2 clones/2minions or pet+player near your target.
This is ridiculous already right? Its get even more ridiculous when you account in autoattack which scale up with enemies around increasing it dps unlike sword 2 n 3 which are dps loss at this point due to their split damage. So in the end you have a weapon that goes against it desing and it doesnt know what it want to do. With auto you want to stack as many targets as possible but with skill 2 and 3 you want only 1 target in radius. Where is the synergy? Its a kittening mess that to this day wasnt addressed. Id say all swords nerfs need to be reverted, PS being bring back to it utility status and sword 3 reworked so it actually work like channeled single target ability.
Also you know whats funny? While everyone complains about PS damage and what not, there are other similiar skills which does as much if not more damage and providing more utility yet they are completely reliable and they doesnt split damage nor cost any energy to cast, like this
https://wiki.guildwars2.com/wiki/Electro-whirlPlease tell me where is the balance in this game? Revenant is a profession that should be removed from the game, rebuild from 0 and come back later without weapon swap like he was supposed to be originally. Right now hes a buggy and clunky (due to fail energy system) mess. He doesnt even work without Herald cus everything was designed around elite spec from the start.. like wtf? One has to imagine how kitten OP next elite spec has to be to make up for the flaws in core rev.
Impressive wall of salty text… just wow!
Rev has bugs, Rev has bad design … nothing new here.
BUT: PowerShiro was viable in season 2 – even slightly overpowered (I mained it this time). That’s all I wanted to point out.
Rev
fixing
buffs
Every patch we need nerf to nerfnant and only bug fixes that works in favor of rev. No exceptions. Its gw tradition.
The funny thing about Rev is, that all the class needed after season 2 was the Sword2 und Staff5 nerf it got after season 4. If ANet would not have touched Shiro skills (energy costs, cooldowns and endurance gain), Power/Shiro would be in a very good spot. But now it is overnerfed.
Revenant is a good example for a clueless nerfing strategy. And unfortunately ANet usually does not revert nerfs but tries to fix the situation by buffing other things – what results in a complete mess.
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The last buff we get was the scepter AA buff.
Did you miss the power buffs?
GS aftercast
GS skill 3 60% dmg increase
Axe 3 corrupts 2 boons
Axe 1 dmg increase
Axe 2 increased dmg., lowered casting time
Dagger 3 corrupts 2 boons
Dagger 2 lowered casting time
Focus 4 lowered cooldown
Focus 5 lowered cooldown, increased dmg.
Condi Reaper suvivablity in sPvP is low due to existing amulets. Trailblazer and Dire Reapers in WvW are broken/OP. Power Reaper is fine in PvP/WvW (Marauder, Demolisher, Paladin – all viable). In PvE its damage is too low.
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that weird food that gives 40% ENDURANCE REFILL…
https://wiki.guildwars2.com/wiki/Bowl_of_Orrian_Truffle_and_Meat_Stew
He didn’t even use it. The build is so broken, that he just did not need it for permanent evading.
He used
https://wiki.guildwars2.com/wiki/Roasted_Parsnip
to make sure that
https://wiki.guildwars2.com/wiki/Instant_Reflexes
covers a whole 3 second stun.
All in all: Just stupid.
Sustain on power build (spite/bloodmagic/Reaper) is a lot better, thats why most necros in solo-queue play power build.
Spite, Blood, Reaper is crap.
Every power build not using Soul Reaping is crap.
4% Shroud Degen AND 10 second shroud cooldown is just too much.
Necro sucks vs. power (burst/dodge) builds : Revenant, Thief, Warrior, thats all.
Power Reaper sucks vs. Warriors like a lot of other builds do, as warrior is broken in terms of 1v1 (in teamfights it’s not!).
It does not suck vs. Thieves or Revs.
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Then a capable commander comes online, we destroy them, then they send a group twice larger than before. Rinse and repeat.
Kodash player here!
We must live in a different universe.
I am a roamer. I lost not one single 1v1 last week against any aurora player. When roaming with 5 or 6 friends we wrecked you multiple times while being outnumbered by your server. Kodash is outnumbered every single night!
There is a huge lack of skill in your population.
Btw.: Thanks for the frequent salty world war 2 insults! (not to you, but your server!)
PvE lacks the mechanics to justify anything else except full glass. PvE is so easy that every damage can be avoided. Worst case is losing DPS through frequent damage avoidance.
E.g. thieves swapping to shortbow, because they fear the one-shot of an open world boss. I notice them every day.
-A bad thief would stay full zerk and swap to shortbow.
-A mediocre thief would run sth. like soldiers (Power Vitality Toughness), stay in melee and survive 1 or 2 hits (= time to heal or reposition) and deal higher DPS than these shortbow zerkers.
-A good thief would stay on zerk gear, learn the boss mechanics, go melee and lose just a minor amount of DPS when dodging.
WvW and PvP are a totally different story. Your counters increase drastically when you run zerk gear as it becomes very easy to outplay you.
For clarification: Durability Runes or ultility skills that reduce direct damage (Rise!, Endure Pain etc.) are NOT my definition of “full zerk” as they trade damage for survivability.
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if you reliably hit bads with that skill, good for you. even if you do get the full channel off, grats, you get 12% lf on a 8sec cd. that’s not going to save you from much of anything.
decimate defenses would be fine without vuln on axe lol.
Axe 2 is a skill that is great for baiting/provoking dodges at an 8 second cooldown…
…and you are talking about “get the full channel of”. No one cares about fully channeling.
Do you think an 8 second cooldown single target Unrelenting Assault at 900 range would be a bad skill?
Axe 2 is just awesome to control the fight. Either provoke dodges to secure the following burst or to maintain pressure right after the opponent has dodged.
Axe/X and Shroud are strong enough to be the main source of damage. The second weapon slot is either for Staff or GS. Both have good utility.
In the current balancing state I would never go back to D/Wh on Power Reaper. You’re too vulnerable in melee on that weaponset.
The 8 second blind field on GS lasts almost as long as the cooldown for a weapon swap is. This is significant and boosts your survivability.
Dear ANet: I know you like doing it the easy way. ;-)
So please add some endgame mechanics requiring massive boon corruptions. Group support added. Problem solved. No further balancing needed. Thanks!
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Thieves can effectively reset every 50 seconds (Shadowstep). I think that’s okay since most of your skills should be off cooldown if he engages again.
If he swaps to SB: Great – no damage for 10 seconds. Just move in the opposite direction making him waste initiative to catch up again. DON’T chase him. It’s pointless.
Most people try to chase thieves dashing > shadowshotting > dashing > shadowshotting … Your’re doing it wrong! Make him chase you instead and keep cool! Thief is probably the most predictable class in the game.
In the past I’ve read suggestions to lower the cooldown of Shadowstep to 20 or 30 seconds. THAT would be broken.
edit: And get some toughness! Everyday I see these full zerk whiners in WvW who were instakilled by some random thief. Thief is meant to counter full zerk builds!
I’ve 2500 sPvP games on thief. I know the mechanics. But even I get wrecked by semi competent thieves when I run a full zerk build.
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No case for a damage buff can be made just because a class is the lowest DPS of them all … someone is always the lowest.
Does anyone have any quantitative data of relative DPS values between classes anymore or are we in speculation mode now?
The lowest should be the ones that provide the most party support. As stated many times, Necros have very low party support. And yes we have benchmark dps. Necro power isn’t even listed as it is that bad.
(All Buffs) Power Reaper has 26k DPS. Shown by Brazil on Youtube. It’s on par if not slightly higher than Warrior in your list.
And yes I can imagine ANet does not rise Reaper damage because the class has huge sustain in PvE. Might be a stupid situation for some people who would prefer to be more squishy and deal more damage… but that’s the way it is.
The 26k DPS Power Reaper runs Valkyrie Gear giving it 30k HP + Shroud. You should never die running that build.
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Class counters don’t exist. (with Revenant being the only exception)
Build counters do exist.
I can’t think of any necro build that isn’t hard countered by a longbow ranger/druid if it can’t LoS.
So why don’t you LoS then?
Besides that: Axe/Focus, a well timed Plague Signet for the Immob. transfer and Speed of Shadows for the 7 second cooldown Shroud2 projectile destroying gap closer can do the job. I wrecked tons of PewPew Druids in WvW with this setup. In PvP it’s even easier as the druid loses a lot of his damage while I still maintain my chills and corrupts.
For an unexperienced reaper player it might be a bit hard to find the adequate mix of dmg./armor for a specific duel as you have to tank damage by design on necro/reaper.
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Noob here looking understand class matchups so I can make better rotations.
what is each class good against? bad against?
Class counters don’t exist. (with Revenant being the only exception)
Build counters do exist.
Having the PvP version of the skills would assume we actually have the PvP version of armor stats in WvW as well or balance would go completely out the door.
No!
Power based damage is calculated from
power
coefficient
armor
Stats affect only power and armor.
A coefficient change affects the balancing regardless which stats you have.
For condition damage the math is a bit different. Replace:
power > condi damage
coefficient > number of condi stacks
armor > vitality
so the conclusion is (almost) the same.
ANet typically balances skills by lowering coefficients and stacks in PvP which means the PvE/WvW versions of the skills are stronger.
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Unfortunately the test-golem does not fight back.
While the dps-thief gets two-shotted by many HOT trashmobs, the dps-reaper can solo most HOT champs. It’s all about preferences.
I’d like to see the thiefs dps in a real fighting scenario. It should drop significantly. Ele at least has ranged attacks.
What an ignorant comment.
Maybe your bad thief gets 2 shot because he can’t use the 6+ dodges available to the class, not including the built in evade frames on staff attacks.
What an ignorant comment.
Meet me in PvP and I show you how I perform on thief.
You don’t get the point as the guy in the video didn’t when he talked about teef sustain. Just do DS events and go in the middle of the action with your vault teef and with a power reaper. Try to avoid the damage of 10+ mobs attacking randomly while keeping up a perfect dps rotation! LMAO dude! You can’t do that. A reaper can.
It’s the same scenario like trying to fight on node with teef in conquest. You die to random 10+k AOE damage.
What now? Are you going to tell me PvP players are bad on thief or their builds suck and they should run the PvE dps build?
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Unfortunately the test-golem does not fight back.
While the dps-thief gets two-shotted by many HOT trashmobs, the dps-reaper can solo most HOT champs. It’s all about preferences.
I’d like to see the thiefs dps in a real fighting scenario. It should drop significantly. Ele at least has ranged attacks.
You aren’t “forced” to put down an AOE just to fight, you can hit a thief in stealth with any skill if you aim it right, even ranged AA chains. Also, the thief cannot fight you back lest he’s risking being revealed and bursted down, so you can just cleave them and whiltle them down just as you would any other “bunker”, since most build surely can out-DPS SR’s healing. Or, you can force them off the point or out of stealth with controll skills .
Your argumentaton sounds like you play this game since one week.
There is no counterplay to stealthcapping. Teef has the highest mobility in the game. If he gets revealed he shadowsteps away. Put two thieves in one team. The first one baits reveals and AOEs and then disengages. Now the second one takes his place on node while the first one recovers. If the enemy team lands a lucky hit and pressures him he disengages and the first thief returns to the node.
This is a mechanic we should think about? Dumping AOEs and reveals on node hoping to land a lucky punch? Are you serious?
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Condi cleanse overkill but bad sustain against power based damage. I face death magic builds very often. They usually melt pretty fast. The whole traitline is just bad for PvP.
A slightly modified power boonstrip meta like in the following link is far superior to your build:
http://gw2skills.net/editor/?vRAQNBhOD7kjGoaTszGw2GgeTsgLYxXxuYYE6qFAOAUdh2wzC-TJBFQBA4JAUi9HYwFBIglBAA
More sustain, more damage, more boonstrip, more utility, more support.
Or Anet could just fix everyone’s skills like they did facets.
No!
Being able to just hold down button 2 on keyboard to spam gravedigger below 50% is a huge quality of life thing. I don’t want to mash buttons in bossfights!
I mentioned it before in another thread: Pls ANet don’t change mechanics because of some peoples L2P issues. I never had the OPs problems.
The imbalance is a result of the ability to burst with condition damage. This needs to be looked at. A build that can burst while only needing one stat to do so tends to be overpowered.
I’m still waiting to see these “condi bursts” that everyone talks about… zzzzzz…
Just fight a good (!) burn guard/DH who knows how to manage his ressources. You can take a whole utility bar of cleanses with you. He doesn’t care unless your cleanses have a 10 second cooldown.
Dire condi thief is another example. Way too much sustain for the frequent condi application and damage over time. Even if you land hardhitters between evade frames. He doesn’t care (3K armor, 20k HP – almost perma evasion – try to kill that build!).
Condi engi bursting out of stealth – also pretty nasty – but well, I run reaper and plague signet, so I don’t care, but other classes do.
Mace condi berserker. Cooldown on Skull Grinder (to be honest on burst skills in general) should be at least 10 seconds and not 5/4!
I repeat myself: It’s not the way condition damage works! The problem is that condi builds are by design more tanky than power builds so they HAVE to deal less dps! But at the moment SOME condi builds don’t.
This needs to be fixed and it can be done simply by adjusting some skills.
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The turning point for me was at around 800 rating, after i reached it my win ratio massively increased for some reason. I also didnt play thief/rev anymore and switched to warrior (has much more carry potential especially in lower ranks).
Could have told you that a month ago. Teef carry potencial is super bad. As a solo q player it was one of the many reasons I dropped the class 2 years ago.
Decapping when the rest of your team fails at everything else and dies 24/7? … waste of time!
You need the capability of outsustaining 1v2 on point (!) and the aoe damage to pressure/kill people 1v2. Then you can start to carry games.
Revenant is even worse than teef when played solo without condi cleanse support.
Look at how Helseth carried his games. He constantly created 1v2 or even 1v3 situations to make it as easy as possible for his team. Of course warrior is a good decision to achieve that.
One stat for condition damage is fine. The whole theory behind how condition damage should work is fine.
In theory:
condi damage is an over time effect that can be dodged, blocked and cleansed
power damage is instant and can only be dodged and blocked
The imbalance is a result of the ability to burst with condition damage. This needs to be looked at. A build that can burst while only needing one stat to do so tends to be overpowered.
Changing game mechanics like the functionality of toughness and stuff is not the adequate solution but only adds even more complexity and imbalance.
Btw: Vote for applying sPvP skill balancing also to WvW!
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Lets be honest here…..how would the 2nd place server get punished under this system and how would the loser server get rewarded?
Being not punished for 3rd place is a reward. The 2-1-1 system rewards nightcapping. There is a certain spanish server that takes the first place between 11pm and 7am every night while showing absolutely no presence the rest of the day.
This results in:
Server 1: 16 hours 1st, 8 hours 3rd: finishes 1st
Server 2: 24 hours 2nd: finishes 3rd
Server 3: 8 hours 1st, 16 hours 3rd: finishes 2nd
Not fair by definition!
the winner and the 2nd place shouldn’t be ganging the third place server anymore lol (u need to learn!)"
You can’t gank the leading server if there is a 90/5/5 (%) domination during night-time.
Sorry to go off topic, but how does entering shroud deal 10k damage? I looked up the build, and see Spiteful Shroud is used, but I don’t see how that can get up to 10k even with every possible damage modifier. Is this one of those weird instances where the tooltip is completely wrong?
1) you run the meta power build in WvW full zerk gear + 10%dmg. food + sharpening stone
2) keep in mind that you deal more damage the longer the fight lasts as you build up 25 might stacks and inflict a lot of vulnerability over time
3) you run hyromancy and air on you current weaponset
4) your burst brings the target to less than 50% health (time it accordingly!)
5) you have traited Death Perception (100% crit chance in Shroud)
Entering shroud (counting as a weapon swap and will proc sigills) enables the following things:
Spiteful Spirit: 2,5 -3,5K (one boon corrupt)
Hydromancy Sigill: 2,5 – 3,5K
Air Sigill: 1 – 1,5K
Chilling Nova: 2,5 – 4K
Chill of Death: 2 (no boon) – 5K (3 boons)
Numbers are for full zerk opponents of course and decrease with opponents toughness gear. Staff zerg eles and zerk thieves can be oneshotted if they ’ve 3 boons due to their low health pool.
It’s pretty funny. I run this setup in our 3 to 5 man roaming group and stay behind at the first few seconds of the fight. Then I run right into and press F1 -> Shroud4 – this ends in a massacre!
For solo roaming I would at least run 2,5K armor to feel more comfortable. This decreases your damage by about 25%.
I don’t think it’s too off topic since the OP is running necro too and seems not to have any clue how deadly the class can be. In WvW I ’ve met hundreds of scrappers running towards me and going for “dwarf mode” (25% health) in less than 2 seconds.
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Since OP plays necro, here’s a < 2s 20k burst from my reaper as well. This isn’t even anything substantial, but just a vanilla GS 4 -> 1 -> 2 combo, which mind you, could have easily proc’ed CoD for another 5k instantaneously.
Soul Spiral often hits between 15 and 20k on its own. The dodge button is pretty magical and shuts down most combo builds, particularly high-burst ones running core.
If you’re struggling, asking for help first is usually better than complaining and then deleting the many arguments posed by other people who disagree with you. Now you just look like a fool.
Cheers.
Just play the Power Boonstrip Conquest Build @ Full Zerk Gear in WvW. Enabling Reaper Shroud deals 10K damage, strips boons and can be easily combined with any other burst. E.g.:
Grasping Darkness (3K) -> enter Shroud (10K)
Gravedigger (10K) -> enter Shroud (10K) or
Chilled to the Bone (3K + stun) -> enter Shroud (10K) -> Soul Spiral (10K) or
Dagger 3 Immob -> Well of Suffering (10K) -> enter Shroud (10K)
If a part of the burst is dodged: weapon swap to Axe -> Ghastly claws (10K) right after the dodge.
Every class can burst when going full zerk – the Reaper’s burst is even unblockable (Nothing Can Save You!)
OP: You should not have any problem killing Power Shatter Mesmers when you’re running 2,7K armor. You can shroudtank at least 2 of their bursts until you get some trouble with your health. Clearly a l2p issue here.
Classes you fear on Necro are the ones that can deal damage while negating your damage (Dragonhunter Blocks, Endure Pain, Unrelenting Assault, D/D thieves, Bunker Druids letting their pet do the job) as they have an easy time to outsustain you (in that scenario Nightfall is a very underestimated skill to survive)… but not squishy burst builds like Power Shatters. And did you ever notice you can HEAR the setup of the mesmer burst?
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Shroud only halves DIRECT damage – it does NOT halve condition damage. In addition the damage is only halved when there is Life Force left after the damage taken. That means if the hit consumes all your Life Force (and kicks you out of shroud) the damage is not halved.
The answer if vitality or toughness is better is the same as for every other class. Toughness is better against power builds and vitality is better against condition builds. Simple as that.
The math “more vitality = more Life Force generation = more sustain” doesn’t make sense when fighting power builds as you also lose more Life Force when hit by an attack compared to having some toughness.
Demolisher Amulet gives you superior sustain against power based attacks.
Marauder Amulet gives you superior sustain against condition based attacks.
Just try it out.
I prefer Demolisher due to the necromancer’s high base lifepool and its ability to tank conditions in shroud. The class has also the tools to deal pretty well with condition bursts via Staff 4, Plague Signet or Consume Conditions while having poor defenses against power bursts.
Last but not least: A high health pool is harder to heal up again. Running toughness is an indirect buff to your healing capabilities.
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Berserker with durability runes OP
Adrenal Health 7.4k HP regen OP
That nailed it!
Warrior OPness refers mainly to WvW. But what’s not broken in some way in WvW? Teef 20K bursts out of nowhere or Dire D/D evade spam, Surge of the Mists instant-kills, Bunker Druids. The list is endless.
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1 on 1, we’re okay. if we play right we can beat just about anything thrown at us. when it gets into larger and larger fights our ability to stay alive diminishes rapidly.
It’s offtopic but okay…
If you go Demolisher, Knight or Paladin your sustain is pretty high. This does not affect your role as the boon corrupting class. If you still want to run Marauder you have options like Spectral Armor and Rise!. Spectral Armor during Shroud is functionally a 6 second block/invuln. – esp. when combined with toughness gear.
ANet gave necro options to invest in sustain gear and still maintain damage.
Examples:
- +50% crit chance in shroud
- increased crit chance on vulnerable foes
- 25 might (self stacked)
- functionally increased damage through boon corrupts (e.g. protection corruption)
I don’t get why people are ignoring this for years now.
It’s like when everyone was telling me Power Reaper is bad and I got carried by others to division 5+ for 4 seasons. Suddenly a variant of the build I run since HoT release is used by NOS and now everyone says it’s super strong. Just laughable.
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we are on pvp forum , not wvw. In spvp how many condi builds are there ? For sure Chrono Mesmer and necro , for the others i think that power builds usually are more effective . So there is no problem with conditions in spvp . If you have problem with them you have a wrong build. And in any case builds are done to kill. Condi builds have to let you kill as power, otherwise, if you want a real balance, you have to cut all the damage … condition damage and direct damage also …..
PS .. i don’t play condi .
1. You should look for the definition of “side note” (WvW). Of course we are talking about PvP.
2. Conditions are broken atm. Their full potential is only held back due to amulet removals in the past and some silly resistance mechanics, which is lazy design.
3. Every class has a viable condition build when it comes to pure fighting capabilities. You just don’t see them in ESL because of tournament team comp. rules – no one cares about that on Solo Q.
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The argument of the OP is valid. Conditions rely on only one stat and were meant to kill slowly while giving the player two other stats (vita, toughness) to sustain.
Conditions were by design not meant to burst people down!
Today condition builds can burst like power builds. ANet “fixed” the sustain issue by removing tanky amulets form sPvP. The result is a complete mess in WvW.
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Currently sitting at the lowest. Keep SPVP dmg where it is, thats fine. I just want to not be told I cant play my necro because of poor balancing.
22k DPS seems to be what ANet has intended for a class that is unkillable in PvE.
On the other hand now where they started to separate PvE and sPvP balancing, there is no reason not to buff some DPS skills in PvE.
Increase the combined damage of GS/Dagger/Wells by 40% in PvE to land at a solid 30K DPS would be the easiest way.
i agree with this, power necro needs a huge buff especially when it lacks in every other area such as blocks/evades/invulns/buffs/utility
Power Reaper’s damage is not the problem in sPvP (and in PvE the class does not need blocks at all). The burst damage is insane already. The problem is other classes sustain through blocks/evades/invuln. with ultra short opportunities to land your own damage. In most cases when you lose a fight it is because you were outsustained and could not land your damage and not because your damage was too low.
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People often suggested making Death Shroud F1 und the shroud of the currently traited Elite Spec F2. To avoid a ridiculous skill spamfest cyling through the shroud, utility and weapon skills the 1-5 skills of two shrouds should share cooldowns.
Besides that: ANet already tries to give us customizable shrouds via traits:
Spite: Chill of Death and Spiteful Spirit (mainly) for damage (and some buff/debuff).
Curses: Path of Corruption and Weakening Shroud for boon corrupt.
Death Magic: Armored Shroud, Shrouded Removal, Unholy Sanctury for sustain.
Immob druids are annoying. Best way to deal with is a shout/trooper rune build to get rid of the frequent immobs. Traditional condition management of necros is struggling here by design – you are not doing anything wrong!
For a reaper the best way to deal with power based thieves are proc based power builds like this one:
http://metabattle.com/wiki/Build:Reaper_-_Power_Boonstrip
Why does it work so well?:
Drop a few marks at your feet (=area of denial), do some axe autos. Build up a few might stacks and get the teef slowly to about 60% health – just don’t scare him! :-)
Then enter shroud when he goes melee: Spiteful Spirit, Hydromancy, Air, Chill of Death, Chilling Nova will proc at once at a 100% crit. chance and instakill or make him run away with 5% health left.
(edited by KrHome.1920)
Power Reaper PvP builds are often shroud focused due to running the Soul Reaping traitline and having a lot of Life Force generation. The GS + Axe/X weaponset lets you trait Speed of Shadows.
When running such a build there is no need to camp on GS. Just ignore the auto attack and use it for it’s very good situational utility. Your damage comes from Axe, Reaper Shroud and massive shroud enter/leave procs (SS, Hydromancy, Leeching).
This is a very bursty and fast paced playstyle – completely different to a Condi Reaper build.
edit:
It’s official! Power Reaper new meta! xD
http://metabattle.com/wiki/Build:Reaper_-_Power_Boonstrip
(edited by KrHome.1920)
This is surely a viable build. But:
You have 4 condition transfers and clears on low cooldowns to mitigate condition damage. Direct damage bursts will be a bigger issue for your build. This is the reason why I would prefer Wanderer Amulet and Rune of the Undead.
Not to be rude but its not a particularly good build. The best builds are the condi builds with lots of auto procs and transfers. Necros are not good at melee. The attacks are too slow, you have poor defense, and little stability. Getting to legendary was meaningless take a tour of the mists you’ll see tons of “legends” in bronze and silver.
Power Shouts Reaper is countered by builds that can deal and avoid damage at the same time.
These are: Power-Revenants (evade and attack at once) and Warriors (Endure Pain and attack at once).
Thieves are somewhat of a softcounter in terms of mobility. But the Thief player has at least to be at the same skill level. Otherwise he dies to the Reapers AOE procs. I have killed Thieves just by pulling them with GS and entering shroud next to them xD.
Every other meta build is manageable. So there are only a few counters.
Minor tweaks to the build have huge impacts. Sometimes I run GS. Sometimes I switch to staff. Sometimes I replace NCSY! with Well of Corruption. Sometimes I even replace Spite with Curses (great vs boon reliant bunkers).
condi necro obliterated me
On GS go instant at melee and pressure him. If he enters shroud kite away with Death’s Charge to avoid his bleed/poison stacking. If he leaves shroud go full melee pressure again. A well placed Nightfall or stability corruption helps a lot.
Condi Reaper is favored in this duell but there is definitly room to outplay him.
Btw. if you just want to duell a Condi Reaper run a Procmancer Power Reaper and go all in right form the start. He melts like hot butter. (Needless to say Power Procmancer is garbage in every other scenario – so DON’T run it in ranked!)
(edited by KrHome.1920)
Can confirm that! Shout Power Reaper @ Spite/SR/Reaper and Trooper Rune is viable. I am running this too since HoT release.
The main reason for me to run this setup was to create a reliable condi cleanse and an alternative to the horrible Consume Conditions heal.
If Trooper Rune (= Soldier Rune in sPvP) ) wouldn’t exist, I wouldn’t play Reaper. It solves so many issues.
I changed Marauder to Demolisher which allowed me to change Rise! to NCSY!
Teamfight at mid: Nightfall >> NCSY! >> CTTB! >> Gravedigger >> Shroud (Hydromancy + Spiteful Spirit Proc) >> Soul Spiral = Profit
(edited by KrHome.1920)
If you are the only thief in the matchup and close and far are bunkerd you (as a thief) have a problem. Then you have a 4v4 at mid which you will lose as thief is underwhelming in team fights. In that scenario you have to rely on your teammate at close to join mid to create a 5v4 and win or to force the bunker on far to join mid too for a 5v5. Then you can decap far and return mid (if your team didn’t already lose the 4v5 you created).
This is too complex for non organized Solo Q match. It just doesn’t work most of the time.
If there is another thief in the opposing team, your role is to shut down the other thief. If he is a better player than you and kills you 24/7, nobody in your team can help you. Then you are a true liability to your team as this is your only role in the match. You can’t be helpful somewhere else.
tl;dr Thief sucks in Solo Q.
(edited by KrHome.1920)
This teef can do that every 50 seconds (Shadowstep cooldown) in a teamfight or else he is as good as dead after the attack.
A power shatter mes deals the same amount of damage every 8 (!) seconds (Mirror Blade cooldown) and has plenty of defense.
A power rev can do it (ONLY!) in 1200 range every 5 seconds.
The thing is: The mes and rev attacks are telegraphed – the teef attack is not. You are as good as dead in a 50 second interval without any chance of fighting back (Remember: Basilisk is unblockable now!).
If you can’t dodge one single telegraphed CoR @ 1200 range and then close the gap (even a reaper can do that) and kill a full glass hammer rev. you deserve to die.
The fight vs. a power shatter might be somewhat tricky as the burst intervall is really short and you eventually run out of defenses even if you avoid/dodge his first few attempts.
(edited by KrHome.1920)