Numbers are not final. Reaper has been through a round of tweaks where Berserker has not. It’s entirely possible (perhaps likely) that Berserker will get toned down somewhat after the BWE.
Makes a lot of sense there since the entire thing is themed around endurance use.
I don’t mind the name, but thematically it doesn’t really seem to be carried throughout the entire spec all that well. For instance, the word “Hunter” is mentioned multiple times, but there’s nothing in the traits that has a strong connection to dragons of any sort or really to fighting champions/bosses). And while I realize there was substantial complaining before the spec was fully revealed, I think it might have been curtailed by the reveal had the theme been more evident (in name and function).
I think it would be pretty cool if each elite spec had a quest line to complete (not personally story, but a specific quest pertaining to the origins of the specialization) but haven’t seen any indication there will be.
Yeah, a flip over skill could accomplish the same thing.
Picked up and am working my way through GW1 and all the expansions so I can learn about the legends we are getting first hand.
Being jealous of the new Flameseeker Prophecies DK just finished making. Grats, man!
It’s just because of the anniversary sale. It will settle back down. The system is self-correcting.
Quite interesting, I can see how it works but doesn’t mean that at some point you are in staff with no condition moves to use? Or do you use dhuumfire?
To be honest, I don’t tend to weapon switch as often as one ideally would, so yes, that would be the case, but a more skilled player might drop the corruptions, weapon swap, then swap back when everything was coming off cooldown. I actually run staff and scepter/dagger but stay on staff most of the time (again, my play style isn’t optimal, but the basic idea is sound, I think).
I don’t currently use dhuumfire, but I plan to when Reaper comes out for exactly this reason. I tried it during the BWE and it was great fun.
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@Rebornbyfire yeah, I deliberately put trap in quotes since I wasn’t sure what having it be considered an actual trap would mean. But regardless, allowing it to be setup prior to use might help assuage the “make traps ground targetable” camp (which I am not opposed to but don’t think will happen…can you imagine the uproar (with good reason) from Rangers?), remove some of the issues the skill currently suffers from (in my mind, the immobilize would start as soon as the trap triggered), and fit the theme that was being discussed really well. Doesn’t matter to me if they call it a trap or not.
Why on earth would you want to remove the torment off Blood is Power? That’s a nice chunk of transferable damage you would be losing.
Strange considering the base negative effect is trippled in duration.
And dropping the cooldown reduction to only 20%… why make the trait weaker?
I really disliked the bonus 13%. It meant that your own transfers could not keep up, which was clearly a part in design of the corruptions. Traited plague signet can’t keep up with traited blood is power or corrosive poison cloud and you need to take dagger offhand and trait it to see even an advantage to 13% bonus of epidemic. It felt a bit to restrictive .
Also up to 30% global condition duration (that means other skills as well) and 20% cooldown reduction on corruption skills is not weaker then 33% cooldown reduction and an extra negative conditon.
re: BiP, fair enough, I missed that you had increased the effect. Though, I find it a bit puzzling that you think not increasing the duration of non-damaging conditions might be OP but removing the extra self-conditions (while buffing the ones applied to targets) aren’t (though I get you are trying to balance that with the corruption stacks, the decreased conditions on self just makes them easier to transfer)
WRT the cooldown duration, ok but you are losing an extra 13% cool down reduction on Epidemic (no big deal) and Consume Conditions (a very big deal, IMO)
I really disliked the bonus 13%. It meant that your own transfers could not keep up, which was clearly a part in design of the corruptions.
Staff 4 has a 20 second cooldown (and dagger is less than that as you already noted), which is exactly the same as Corrosive Poison Cloud, Blood is Power, and Comsume Conditions with a 33% reduction, which is how I came up with this build idea in the first place. It has a great rhythm to it. The cooldown of Epidemic is immaterial as long as it is ready when the others are.
Frankly I’m confused. If you weren’t using offhand dagger or staff with a corruption setup, what were you using? Regardless, there are two perfectly good options to transfer conditions.
My guess is this will be purchasable from the laurel vendor.
I don’t know how often Spidy updates, but I’d swear I see coins above 15 silver a couple of days ago. Could have just been a blip I suppose.
I flushed the toilet 22 times last night and only got clovers twice.
@Misguided the idea of making lb5 into a deployable trap or maybe a remote activation trap sounds really nice and it will fit very well with the dragonhunter theme
Thanks, I’m just piggybacking off of what Lemondish said. I could see setting a trap, hitting an enemy with a cripple and a taunt from range, then dropping back, firing LB 5 on the trap location to immobilize it on top of the trap.
A number of people have said that the DH spec seems disorganized or counter to what a guardian is supposed to be, but that description Lemondish gave above leads to all sorts of neat ideas.
Pretty funny bug. I imagine it will be corrected shortly.
@Lemondish
Really interesting take on what the DH is or should be. Reading your description, I couldn’t help but think that a taunt on Longbow as a soft control would be really cool.
What would you guys think about turning LB 5 into a deployable “trap” based on this idea, meaning something you could cast pre-emptively as part of an ambush?
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@Rym what if epidemic increased duration of conditions on the target before copying them?
Personaly I would first make the self applied affects affected by condition duration.
Master of corruption
Cooldown reduction to 20%, no extra self applied conditions. Now grants a stack of corruption for a minute. Stack of corruption increase condition duration with 10% and can stack up to 3 times.This makes the necromancer a much dangerous conditon applier but it also increases the self harm of your own corruption which you need to use to fuel your stacks.
Damaging self-applied affects already are increased by duration, while non-damaging ones are not. It is perfect the way it is, IMO. Increasing the duration of non-damaging effects was terrible when it worked that way, because the cripple from CPC screws up the transfer of the self-bleed from Blood is Power. You cast the cloud, then blood is power, then transfer weakness, bleed, and torment because the cripple has already worn off.
Why on earth would you want to remove the torment off Blood is Power? That’s a nice chunk of transferable damage you would be losing. And dropping the cooldown reduction to only 20%… why make the trait weaker?
Also possible, though Plague would need a pretty heavy self-cost to do that, as upkeep skills really want to have fairly low CDs after dropping it off (no more than say 20s) but Plague can’t be allowed to be kept up too often.
I’d like to see Corruptions moved away from Condi-only utilities. We have very, very few utility skills that are specific in either direction (most are very general, without a specific towards condi or power), I’d like to see that mirrored with corruptions, though some things like CPC/CB would naturally be stronger on condi due to the damage scaling.
Re: epidemic, yeah I see what you mean, though when I am in WvW I tend to run in zergs, where I’m not relying on conditions I have applied myself.
A high upkeep on a skill like plague could work well with some of the ideas being thrown around, especially if that cost made you more powerful (and maybe it could be tied to building might instead of condition damage, to get away from being solely Condi)
If the party benefits were strong enough, I could see all of this working. Bleed yourself to give yourself might and the rest of your party quickness/fury/etc, then switch into shroud form and go to town when health gets low…
I just mentioned this in another thread, but what if each corruption had an upkeep cost in health, and this was paired with a trait that increased condition damage (or might if you want to get away from being strictly Condi) in direct proportion to the health loss from the upkeep? In other words, the more effects you have active and the quicker you bleed yourself dry, the stronger the conditions you apply are?
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Bhawb, getting more group utility out of it would certainly be cool (especially the additional utility on CPC). Honestly, I love Consume Conditions, Epidemic, Blood is Power, and Corrosive Poison Cloud as they are. I didn’t play GW1, unfortunately.
Currently, Blood is Power is a pretty big damage source for me. What you describe sounds like a rather different skill (not that having aoe quickness wouldn’t be great)
I don’t find epidemic hard to use…were you referring to limited usage against a single target? I actually still use it at times against a solo target just to get a bigger heal.
I like the idea of CPC as an upkeep skill. Perhaps Plague could be as well (while removing the transform as you suggest)? Maybe there could be a corruption trait that gives condition damage based on health sacrificed?
This almost reminds me of the Glint Revenant spec with the upkeep skills, but using health instead of energy)
I’d be pretty satisfied with corruptions keeping their current functionality if, say, they made the self-applied condis not scale with your condi duration and damage.
I don’t understand why you would want to not increase the duration of damaging conditions (self-applied non-damaging conditions aren’t affected by condition duration). This is limiting damage potential from transferring that condition, unless you meant for the other part of what you described to offset that. Even so, by not increasing the initial duration, you are losing a greater percentage of the duration before you can transfer the condition, especially if knocked back, etc.
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I think I’ve been through all the reasons why some of the Dragonhunter traits are bad. If they haven’t seen that feedback then sure, I’ll be happy to go through it again;
- Only traps causing Bleed doesn’t give the Dhunter much synergy with other parts of the Guardian’s kit. We need other ways to cause bleed because the Guardian is pretty bad at condi layers atm.
- The last Trait overhaul consolidated a lot of traits but the Dragonhunter feels like it was created before the overhaul with several traits feeling like they could easily have been merged. Traits like all the traits that effect virtues, Dulled Senses and Heavy Light.
- Our minors don’t synergize with each other AT ALL. Defender’s Dogma and Pure of Sight? No synergy there. Pure of Sight should be merged with Hunter’s Determination and something else should take it’s place in the minor GM slot.
Defender’s Dogma in particular seems out of place.
How about bleed chance on crit for the adept minor and replace the master with “when you apply bleed to your opponent, also apply vulnerability” or something of that nature? That way, it is useful with whatever weapon you like and gives a benefit to power builds. Or maybe the bleed on crit for master and put the other on a major trait.
Edit: said major where I meant master
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why not simply limit the number of stacks to 5 by any one player (instead of a global limit) and call it a day?
Fix the corruption skills first, then deal with MoC
Curious what you suggest doing with them, Bhawb, as a resident expert.
You said PvE…did you mean PvP (you mentioned kiting). If PvE, what content? You can get plenty of sustain from Parasitic Contagion, regardless of weapon.
Personally, I wouldn’t use a corruption build for PvP, but it’s fun in PvE and WvW.
Interesting idea, but you have to factor in the ability to then transfer and spread the condition as well. Let’s say you get a condition from using a skill. Don’t worry about what condition or the number of stacks for the moment. You transfer that condition to an enemy then use epidemic. Now all nearby enemies have that condition. Simple enough.
Now suppose your idea were implemented. Now you and surrounding enemies have the condition. You transfer the condition to one of them, then use epidemic. Now your target has 2x that condition and other nearby enemies have 3x that condition. So you are multiplying the effectiveness of spreading conditions and they would have to be rebalanced.
While it is my personal opinion that encounter design that encourages/rewards (by virtue of better ratio of reward/time spent) skipping is a problem that should be addresses, the real solution here, as already mentioned, is to find like-minded people to play with.
I don’t give a care what the current meta is, with respect to what classes one should use or how they should be played. I play to have fun (though will readily admit a certain amount of effectiveness plays into that). I have found an amazing home with others who want to clear content and achieve great things together but don’t mind if it takes a little longer and encourage/teach people when they make a mistake.
And if following the meta, cranking out every last point of dps, and speed runs are your thing, that’s fine by me, and there are plenty of folks out there that want to do the same. The issues come when players of one type try to force their line of thinking on someone else, or when people join PuGs and expect everyone to be exactly like them. So if players can’t be flexible, then go find people who play the same way.
I spent some time running full corruption in PvE and had a terrible time generating LF with scepter/dagger.
Off-hand dagger is essential for corruption despite the transfer and removal traits available but the scepter / dagger combination was bad for LF and the conditions stacked on me too quickly.
So use staff instead. Great for LF generation if you have soul marks. I do keep scepter/dagger as my second weapon set for faster movement and in case I need dagger 4 in an emergency, but it usually isn’t necessary.
CPC → BiP → Staff 4 → (Epidemic → Consume Conditions)
Just had an idea I wanted to throw out, though it may be too strong for a minor trait.
Any chance Radiant Revival could apply to both the Revenant and the person they are reviving? Heck if they did that and increased the duration it would be GM worthy, IMO.
In the process of trying to organize things, you’ve removed arguably the best trait DH had, 10% bonus damage beyond 600 range on the minor GM.
10% bonus damage is the very worst Minor trait we can have.
The trait is bad by design, because it is Minor.(Snip)
Which is why this is bad design.
Except the trait in question applies to damage dealt to enemies beyond 600 and isn’t bow-specific. Scepter says hi. And I don’t believe they removed 10% from base to put it there. It is intended (in my opinion) to reward skillful play by keeping targets at a distance.
Edit: At any rate the point is moot, since it has been added back in. Edit again: (except it hasn’t, since it has been placed on a GM major, forcing a choice between that and big game Hunter, making this effectively a nerf).
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I think upkeep is a good idea for corruption skills in general, but I don’t think it works well for the ones we currently have.
I think if they were going to do something like that, the way to do it would be to pulse the effect every second, building up on both the target and the Necromancer. Then you would have a real risk/reward scenario.
In the process of trying to organize things, you’ve removed arguably the best trait DH had, 10% bonus damage beyond 600 range on the minor GM. Reducing the range on spear of justice below LB range makes no sense. Your new minor master trait is great, though.
The minor trap trait being on activation instead of on hit is notably worse for the one place it was potentially useful (Procession of Blades; edit and Light’s Judgement). I like Ragnar’s suggestion to have trap and bow hits apply bleed. Traps that deliver a single large blow should be adjusted to deliver more, smaller hits, to take advantage of this trait.
If longbow hits do not get bleeding, longbow 4&5 should both be adjusted to have an additional hit (same total damage). Longbow 5 cd should apply immobilize at the start and cd should be cut in half.
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Can’t wait to see this in action (eventually). Cool suggestion, Kai.
Way too complicated, especially with everything having different intervals. Mechanically, the way they work now is great.
Wondering if this is going to become a major issue if some of the items later in the anniversary sale will only be available for a day.
I think the option to switch between virtue packages is a great idea. If it were up to me to implement, though, I wouldn’t tie speed while equipping longbow (which would be lovely) to a stance.
True Shot: To make this ability more rewarding for stopping you in place, we’re looking at further increasing the damage.
What if instead of rooting you in place, it just deals bonus damage if you aren’t moving? That way the player can decide, “Do I want to keep moving and deal less damage, or am I in position I can stop and make a True Shot while standing still thus dealing bonus damage?”
Nice idea. I could see a trait adding even more damage when standing still.
It’s the first day of three weeks. Is it so hard to believe that there might be more exciting things ahead?
Please. Pretty please.
Im against this. If they made it a breakbar they would slap a huge ICD on it. And FitG is a very good trait as it is right now because it has no ICD. Especially in CC heavy encounters in PvE (not so common right now but HoT has plenty by the looks of it). And fractals has a few places where it is really useful already.
So I say no to making FitG become a breakbar because that would be a nerf. Im all for us getting a breakbar elsewhere though.
How about a breakbar on Plague? It could actually be used offensively in the sense that if the bar gets filled up, Plague ends prematurely, but explodes in a massive death ball thing, applying poison, weakness, and bleeding to a massive area.
I think this would be a better game if they would standardize the base length of might stacks across skills/effects and adjust all professions so they can put out no more than 5-10 stacks on a continual basis.
Master of Corruption (Trait in curses)*
While taking this skill, your healing skill consume conditions puts one of the most dangerous conditions that can possibly be applied to necromancer and that is blind! Please change this to something else.
Corrosive Poison Cloud (Corruption Utility Skill)
This skill puts AoE weakness and poison for 12 seconds which is strong but I would like to see the poison damage on this skill increased to match properties similar to a well, which requires players to actually leave the AoE to make condition necro a little more terrifying than what it currently is.
I don’t understand what you are getting at here. Maybe I am missing something. CPC (whose effects last 15 sec afaik because the last pulse is applied at the 12 second mark) already pulses every three seconds like a well and does as much or more damage than any well we have. What is it you want?
As for the blind on Consume Conditions, I just use an auto-attack after. Has never seemed like a big deal to me.
Normal Virtue traits vs Dragonhunter Virtues
in Guild Wars 2: Heart of Thorns
Posted by: Misguided.5139
They should work. Double check next beta and be aware I had problems with my traits reassigning themselves in the last BWE.
so chill now stacks to a maximum of 5 applications. This gonna be tracked for reaper? stacking duration and intensity simultaneously? ie 5 chills: 2,3,4,5,6 seconds means 20 seconds of chill but each stack runs out in the same manner as before, so once 2 seconds ends, its 4 stacks and it counts down on 3s chill. Sounds OP as is (considering chill is only a tidbit less than fear in dmg), but with balance, maybe?
As far as I know, it stacks in duration, not intensity. The duration can only be increased by 5 sources at any given time.
I did this solo not long after the story changes. I never played the previous version, but as I was going through it, I had the sense that it would have been a lot more exciting if you had to have 5 people working together. Running solo, it did feel kind of bizarre. I do think it is a good thing that the story can be completed without a group, but the pacing definitely has suffered for that compromise.
I typically gear my characters more towards the defensive side than most. Revenant will be the first time I plan to go mostly/full zerker gear, but their health is much better than guardian while still having access to some strong active defenses, so I hope it works for me.
One of my favorite things in Borderlands was when a bandit would catch on fire and scream “I smell delicious!” I don’t have a warrior yet, but I almost want to level one just so I can run around yelling that. I might be slightly disturbed.
A Heart of Thorns hype-ku:
Dhuumfire Reaper
Watch me soaring through the sky
Revenant will rock
Oh wow, when I saw this the other day it was all white, and I didn’t think it was very nice at all…but I’m a kitten and didn’t realize you could dye it.
So spend some gems to buy season 2. That what I did. And considering that the core game has been readily available for far less than the original price for some time now, it is still a bargain in the long run. You aren’t being punished for being new, you simply aren’t entitled to having years worth of stuff for free.
You know, the truth of the matter is that I want Shared Empowerment to be stronger because I don’t care for either of the other master traits. Maybe they could be improved. Like Infusing light on allies (not self, presumably) instead of protection for Bolstering Fortifications (a couple of seconds of protection doesn’t seem worth a trait to me. the duration could be shortened or radiant revival could be lengthened). Harmonize Continuity seems strong, but very situational.
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