When you say pve, you mean raids. Because all the elitism from fractals and dungeons has pretty much gone there instead. And to be honest, most things are extremely limited in what they can do in raids (unless you’re anet’s favourite child – the elementalist).
On the subject of trait balance however, Axe Mastery should switch places with Great Fortitude (which will then receive a massive buff).
The real question is, does shroud #5 hit foes that are already in stealth (and thus reveals them)?
Epidemic is bad. Conditions are bad. Death to cancer condi meta.
The reason they add bleed can be because now if you have bleed on yourself the dagger skill 2 heal for more. If you play a power/tank/heal/vampiric build your condition damage will be so low that you don’t even notice it, while your heal will increase by a lot (expecially with some healing power).
That can be a change made focusing to the next Elite Specializzation…
At the moment, that’s only a trick to obtain more heal from Life Siphon and nothing more. (+20% damage to bleeding foeas and +20% heal if you’re afflicted by bleed). And increase your heal by 20% using a bleed that will inflict you only 440 damage in 10 seconds is a really good excange.
Seems like they just added an extra step for no reason other than theme. Why not just make life siphon heal and damage more if the foe has bleeding?
I would get it if they made dagger into a condi melee weapon, but as it stands it makes no sense.
One small change: Take blood bond instead of Quickening Thirst. Since you will be doing bleeding from Deathly Chill, it will proc blood bond on cd for a slight increase in damage for your group.
edit: also from what I’ve tested and seen, camping Greatsword is always better dps, though my tests have been on full zerker, so I don’t know if it would make a difference.
…. BUT how could they tell me its “flavour” WHEN THEY GOT RID OF THE SLICE SOUND ??
Its absolutely disgusting what they’ve done. Part of the reason I loved this skill so much was because of the animation and sound effects. Well… rip necro dagger mainhand. Few loved you and its very likely even fewer love you now.
In short, if you have the spare laurels and badges, its worth getting the +5 stat/ +1% damage against guards or -1% damage from guards.
A full set of ascended with fully attuned/infused pieces can grant +90 to your chosen stat(s) and +18%/-18% damage against/from guards, lords and suchlike. It’s almost like running without utility food.
I think its because, of all the different profession mechanics, thieves have the most annoying set (apart from perhaps mesmer). Stealth, massive amounts of evades and the ability to easily flee if the fight isn’t going their way.
Personally though, I don’t mind thieves. I’ve killed more thieves than any other profession and been killed by more thieves than any other profession.
I’ve found D/WH to be more useful in terms of damage and sustain. Axe still doesn’t deals enough damage and you’re better off taking out targets than constantly regenerating lifeforce, as you won’t need it much in Open World PVE.
If you’re however interested in Fractals, your first and foremost challenge will be convincing the random that a Reaper is worth it on their party once you start playing T4 and superior…
I’ll be honest to you, I love reaper, but there’s no current way to dish out lots of damage on Power; specially against bosses. Your main damage dealing source comes from Execute spamming once the target is below 50% HP, and Dragonhunters and Daredevils with minimum expertize will outdamage you.
I know you don’t care about the Meta, but you’ll have to face it first and understand you won’t be dealing the damage other classes do no matter what you build on yourself, thus just enjoy whatever you wanna do. Reaper is an amazing class for Open World content, areguably the most survivable and less dependant on events.
Do you pug t4s much? Almost all the elitism has gone. I run power necro (gs, a/f -spite blood reaper) and have never had anyone comment on my ability or damage. As for 100 mote, I’m fine with doing the damage check on #2 boss.
At least T1 is finally balanced.
I much prefer the current system, mainly because they got rid of the stupid money cost and supply cost for upgrading. Nothing, I REPEAT NOTHING, was as bad as personally upgrading a single objective using your well earned gold (if you were a pure wvw player, gold was hard to come by) only for the objective to be attacked by a larger group. Then when you call for allies to respond, no one bothers to help, and it flips making you wonder why the hell you spent all that time in the first place.
And then there was the time when you tried to upgrade a keep only to have a “friendly” zerg run by and steal all the supply.
You can still help upgrading objectives by yak running and defending camps (since an objective cannot upgrade without a flow of yaks).
It’s 100% a short bow.
I’m not saying your wrong, but in the leak I didn’t see it specify. Where did it say?
The picture of the rev in the training wheel shows a pretty small bow. I really hope it is longbow instead however, since the skins are so much nicer than shortbow.
Guild wars necromancer 2 minions are not very appealing as to looks
Fixed it for you. Gw1 minions were awesome. The horde of bone minions and the Flesh Golem were so much better back them.
So because of the animation, this skill now applies self bleeding. To keep in line with this them, Guardian torch #4 (Zealot’s Flame) will now inflict 2 stacks of self burning for 3s.
ele already fixed
Still miles ahead.
A bleed on AA making MH dagger a true hybrid makes sense. Sceptre-dagger / dagger-dagger would work nicely if someone had not forgotten to add a bleed to AA.
Still, requiring a condition transfer on a power weapon…
Its annoying as I actually still used dagger as a secondary weapon in wvw for zerging. Now I just feel dirty using my favourite skill (dark pact) and inflicting myself with bleeding.
4 points people have made about Plaguelands:
1: Its a great way to keep people off cap points in pvp.
2: Finally a condi elite for pve that isn’t a gimmick.
3: It needs ground target or to follow you about.
4: I miss the oh kitten button, aka plague.
So MH dagger was a power weapon and OH dagger was a condi utility.
Now, I am confused. Is MH dagger now a power-condi hybrid and why the self-bleed without another transfer skill?
I am not sure I see a connection between an expac weapon and MH dagger. Anything is possible but this change takes melee power away from Necromancers without an elite trait line. Is axe supposed to be the core power weapon? Is the intent to force dd-staff? Traiting Curses for MH dagger does not sound too appealing.
It’s like they were going to make dagger mainhand our condi melee weapon but forgot to add bleeding to auto attack.
….annnnnnnnnnd condi Ele absolutely destroys us. RIP hopes and dreams.
FGS in Pve: Using it purely for #5 is a dps increase on certain rotations. For the new condi build, it also uses #2.
Frost bow is also used almost purely for #4 (as it use to be).
Can we still use it underwater?
Yup, still usable underwater.
No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI… No AI…… Pl0x?…
But then how will I kill things with no skill?
IMHO, this was a huge nerf. When you had Chilling Darkness and Deathly Chill traited, all you had to do was spam 2 in Plague and you would get a 1s Blind, 2s Chill, and 5s Bleed that would pulse/stack every second AND you would get 20s of stability on top of it so you could move completely through a zerg and nail almost everyone.
Chilling Darkness has a 3s icd.
new epidemic can also be body-blocked, rip.
And evaded/invuln’d.
yes but that’s more on the pvp side
More like WvW, which is where it gets used most and has caused the most controversy.
Don’t you think that the real question is more :
Why does anet link WvW with PvE instead of linking it with sPvP?
WvW is mainly free PvP why the hell is it associated to PvE? Balance should be PvE on one side and PvP/WvW on the other side and don’t tell me that they ca’t do it, they already do it for ranger’s pets.
Honnestly, a little bit of logic would have already fixed this issue a long time ago.
Honestly it deserves its own balance catagory, given how different pvp and wvw are. But given how unlikely that is, pvp and wvw balance together would be better than pve and wvw.
new epidemic can also be body-blocked, rip.
And evaded/invuln’d.
Good news! Plague is not a transform, anymore!
Pardon me while I continue looking for good news.
Just needs ground target, or to move around with us like a mobile field, to make it perfect!
the Radius on this skill is WAY WAY WAY WAY too low for it to be a melee cast skill. It should either be ground targeted or has a much larger radius.
Aye I definitely agree with adding Ground target, at 900 range like wells or cpc.
At this point, Epidemic should be removed from the game. If you can’t fix it, throw it away.
Just been fixed.
lol, mesm can stack 10 confu and torment every 5 sec, dmg you with 3k per sec and more.
Dh and warris can cast easil 8+ stacks of burning ticking with 4k+.
thiefs can perma dodge, while stacking 30+ stacks of bleedig to you while not attackableand you are crying about a class nearly without stability, without blocks, invuls, invis, mobiliy, dodge skills because of finally making less condi dmg than every other class? hmm…
Necros have always been seen as free kills in wvw. Suddenly a necro bites back and these people cry for nerfs.
Deathly chill in spvp is fine and that show its suppose to be. Having 50 stacks of bleeding on single target when it comes to wvw is just way too much
Also yes power necro does need a buff and especially necro wells.
If you stand in the necros ice field (1.25s cast time) and let him Soul Spiral (2.75s cast time) on you for the entire duration, you deserve to die.
Plaguelands seems half-cooked. It has no combo field, it doesn’t feel good played with CPC as Plaguelands is PBAOE rather than targeted AOE. I’m sure the damage is great on paper but actually trying to keep anyone in the target area is going to be hell.
Those axe changes are beefy.
Dagger changes, not a clue what’s going on there.
Now if only it was a ground targeted skill or, even better, a mobile field (like Flames of War).
Quiet you. It’s the closest thing to an elite well I have.
I was able to cast 21 minions in total hot release…. good days
Were you on beta when “Rise” summoned Jagged horrors instead and they only degened instead of having a time limit? Fun times.
PLAGUE IS DEAD, LONG LIVE PLAGUELANDS!
In a sense yes, but their reasoning is flawed since Stealth Attacks do have a cost and they have Conditions to be met to even have max effectiveness unlike the majority of every other attack.
Oh ya, I’m not disputing whether it was justified or not.
People who leave generate no monies for the game.
You might consider this when labelling the design “flawed”. More people will leave because they have (or perceive to have) nothing more to do in the game than will leave because they were invested enough to start a legendary but found few hours of WvW to be the dealbreaker.
You could say the same for WvWers who have to map complete for legendary weapons.
I hate the idea of pandering to the entitled, but if Anet’s hand was forced the best way to sort it would be to make it so you can purchase a Gift of Battle with a Gift of Exploration and vice versa.
But again this could hurt gw2. Given we don’t know how many pve only players have gotten into WvW because they had to get their gift of battle.
That only works in 1v1. It does not work in pvp for example as target might gain random block from the guardian for example the very same moment you hit backstab.
Wasn’t that one of the reasons they introduced it? To prevent mindless spam through 1 hit defences like aegis or blind.
By that logic they should have removed passives and instant aoe then. Not to mention: if you ask someone how do you deal with aegis and blinds, every single person will tell you to attack. I would agree that CD may have make sense if stealth attacks had no ini costs and didn’t require being behind the target (in case of bs, sword etc.), in melee and stealth but as it is right now, those spells already have quite a list of requirements bound to rather long CDs and/or hefty amount resources (that hardly any other spell has) that extra CD on top of it with side effect of locking thief from the AA is just absurd and just plain class discrimination as no other class has been punished as hard in design.
Look at all thief builds, what is the most prominent thing about them (beside condi d/d) ? Main damage comes from AA. Maybe some IP here and there but it is mainly AA and there is good reason for it – it is not worth using anything else since everything has been getting nerfed over and over and over again to the point where AA is only choice. If you diminish the class to running away from enemies and using AA 90% of the time, sry, but you did rather poor job as designer.
So why did they introduce it? Also no need to get shirty. I was asking a legit question.
It won’t let me quote directly due to the thread being locked, but here you go:
Robert Gee:
“Unlike other thief weapons skills, stealth attacks do not have an initiative cost. Previously they did not have a cooldown as well. Guild Wars 2 frequently uses recharge as a cost to casting a skill as a result, these skills were essentially “free”. With the previous version of stealth attacks, you could spam your stealth attack until it hit at essentially no cost while your opponent had to use resources like aegis, blind or evasion to avoid it.
tldr; We added the recharge to stealth attacks to insure that there would be appropriate cost to failing to hit with a stealth attack. We’re pretty happy with this change and aren’t planning to revert it.”Which I find funny that he says Stealth Attacks don’t have a cost, when either 6-9 initiative has to be expended or a long CD has to be expended for the Thief to even gain access to Stealth Attacks, would would mean they do have an indirect cost, in a surprisingly short window aka 3 secs. Since we all know Thieves don’t gain Stealth for free.
And let it be noted it took months (July 2016 is the day it was added, 22 February 2017 was the given response to why) before we got this justification for the nerf, before it was just silence as per usual.
Ah. So my previous assumption about it being about aegis and blind, was true.
That only works in 1v1. It does not work in pvp for example as target might gain random block from the guardian for example the very same moment you hit backstab.
Wasn’t that one of the reasons they introduced it? To prevent mindless spam through 1 hit defences like aegis or blind.
By that logic they should have removed passives and instant aoe then. Not to mention: if you ask someone how do you deal with aegis and blinds, every single person will tell you to attack. I would agree that CD may have make sense if stealth attacks had no ini costs and didn’t require being behind the target (in case of bs, sword etc.), in melee and stealth but as it is right now, those spells already have quite a list of requirements bound to rather long CDs and/or hefty amount resources (that hardly any other spell has) that extra CD on top of it with side effect of locking thief from the AA is just absurd and just plain class discrimination as no other class has been punished as hard in design.
Look at all thief builds, what is the most prominent thing about them (beside condi d/d) ? Main damage comes from AA. Maybe some IP here and there but it is mainly AA and there is good reason for it – it is not worth using anything else since everything has been getting nerfed over and over and over again to the point where AA is only choice. If you diminish the class to running away from enemies and using AA 90% of the time, sry, but you did rather poor job as designer.
So why did they introduce it? Also no need to get shirty. I was asking a legit question.
BRING BACK GUARD STACKS!
It’s more or less a for fun build. You can’t do anything useful with it (except not die).
Reminds me of a certain ghost thief build.
Please Arenanet, consider putting the Gift of Battle elsewhere. [..] At this point I am no longer enjoying my time playing, specifically because WvW is not fun.
As an almost exclusive WvW player, I find it ironic and disgusting that PvE players want to avoid WvW. As if it wasn’t bad enough that WvW players have to do loads of PvE to get Legendary weapons, we also now have no access to the new Legendary Armour.
I’m disgusted that you want to shove our gamemode off the table entirely.
The solution to the problem you have is to make WvW fun, not to move the Gift of Battle elsewhere.
Indeed. The entitlement of some Pve players is abhorrent. 8 hours or less of wvw vs the amount of hours it takes to get 100% map completion. No contest.
Showing sportsmanship would be to not interrupt someone having a duel or to not throw siege or emote on a dead invaders corpse. Killing an enemy player will never be unsporting.
[quote=6586953;flow.6043:]
Rhys – Sea of Sorrows.
So today whilst running around in Eotm with the usual zerg of pugs, I came across a group of 5 enemy mesmers. Naturally we engaged them but found them impervious to our attacks because of Distortion. My guess was that they used the traits Blurred Inscriptions and Inspiring Distortion to keep up their defences permanently. Would this be considering an exploit? Or just bad balance?
Pretty much all melee weapons have 130 range, but they can actually hit at 170. So its very very unlikely that they’d make this change for thief Staff only.
Not only to that of course. Same could apply for Revenants Staff.
What makes staff so special that only it should get that treatment though?
Well a staff is a lot larger than a Dagger Blade for Reach… sword could also have an increased range as well because of the same reason
Everything is bigger than a dagger blade in terms of reach. Logically if they were to change it, they should either buff all other weapons to have longer range or nerf dagger to have less. But the whole idea is silly to begin with.
Pretty much all melee weapons have 130 range, but they can actually hit at 170. So its very very unlikely that they’d make this change for thief Staff only.
Not only to that of course. Same could apply for Revenants Staff.
What makes staff so special that only it should get that treatment though?
That only works in 1v1. It does not work in pvp for example as target might gain random block from the guardian for example the very same moment you hit backstab.
Wasn’t that one of the reasons they introduced it? To prevent mindless spam through 1 hit defences like aegis or blind.