offhand warhorn with spectral walk grant you permanent swiftness.
The signet grant you passive speed.
There’s a trait that grant 25% speed while using a dagger.
Reaper Shroud 5 is a leap with medium range.
There’s no other ways to have mobility.
(only the wurm if you have to reach a platform up or down to your position, and only if you can cast it there. And not always work.
The worm can also be used for normal mobility (no elevation) though it doesnt give you much range due the casttime. Just cast it a max distance while wlaking and you will get some extra meters.
With that said i am still for a casttime redcution on fleshworm.
I wonder if it has something to do with Lazarus. The mursaat were active there because of the door of komalie. So maybe he will be there to further whatever plans he has. And now he also has absorbed a big chunk of magic that was containt in one of the bloodstone parts, which is a artifact that was created keep magic safe of the elder dragons. Maybe now the dragons can sense that big chunk of magic again due the bloodstone part gone and primodus is after it hence why he “follows” Lazarus to the ring of fire.
How is that theory?
If Primordus was just after Bloodstone, he’d go to Bloodstone Cave which he literally passes by.
Can he though? From what i understood about the bloodstone, is that the seers created it to contain the uncorrupted magic. I am not sure about this but couldnt they made the bloodstone to protect said magic from the elder dragons. So wouldnt it reasonable to assume that the magic inside the bloodstone parts is hidden or unaccessable for the dragons? After all the elder dragons a magic hungry creatures i dont see why they wouldnt go after the bloodstones if they can.
But now with what happend in LS3 episode 1 a big chunk of the magic of the bloodstone part from bloodstone fen is with Lazarus, which could mean that said protection doesnt apply anymore (the bloodstone part kinda exploded after all, which i would say is different from what the gods did when the split the bloodstone) and the dragons can go after it now.
Well it is only a theory but i dont think it makes much sense for primodus to go to the ring of fire islands now unless he is somehow lured to it. And that where Lazarus and the magic of the bloodfen bloodstone comes in. After all he has some relation to the ring of fire islands due the fact that there was the door of komalie and a mursaat base.
(edited by Muchacho.2390)
I think primordus is going to the ring of fire island because of lazarus. If i recall the blood stone was created to keep the magic containt in it safe from the dragons. But Lazarus has taken a big chunk of said magic of one of the bloodstone parts. Maybe now the dragons can sense the magic again and primodus is after it hence follows lazarus to the fire islands, which was in the past a mussaat outpost (aka the reason why Lazarus wants to go there).
Heck maybe it is even a trap by Lazarus for the elder dragons and since they are magic hungry and primodus falls for it.
But apparently, for some obscure reason, they’re sending Primordus there. From where he woke. Despite the fact lore states he’s been moving around for 200 years (and is why we see destroyers from Brisban to Maelstrom), and despite the fact that making Primordus surface destroys any reason to go into the Depths of Tyria and explore the ancient lost cities of the asura and other unknown races – and removes, without removing Primordus, all reason for the asura, skritt, and dredge to not return home. And removes all reason to see the fate of the stone dwarves first hand.
I wonder if it has something to do with Lazarus. The mursaat were active there because of the door of komalie. So maybe he will be there to further whatever plans he has. And now he also has absorbed a big chunk of magic that was containt in one of the bloodstone parts, which is a artifact that was created keep magic safe of the elder dragons. Maybe now the dragons can sense that big chunk of magic again due the bloodstone part gone and primodus is after it hence why he “follows” Lazarus to the ring of fire.
How is that theory?
Look to the Revenant and the Mallyx Legend and you can clearly see that every good advices we gave to ANet to make a better necromancer was used to make the Revenant and his condi legend.
Always start with a fixed amount of energy that increase/reduce when go out of a combat, use condi to empower his damage, have a dedicated boon to be immune to conditions, a “shroud” (elite) that increase his statistics when used, mobility skills (also spammable), Blast Finishers (also a firefield and a triple blast shill in the same main hand weapon), a Good condi weapon (we have the scepter, that out of 4 sec torment don’t grant us any good condi damage, also corrupting the enemy boons, while they spam torment and burn), a condition offhand weapon (we have the dagger offhand that is the worst offhand weapon of the game, good only to send back 3 conditions, if you hit -why is slow and really easy to see and avoid-).
They used all our suggestions to make that class, leaving us with only a better version of the Shroud, but with melee range, that force us to go in short range against enemies that don’t even fear us why they can kill us way better then we can kill them, and a pure direct damage weapon on a condi/hybrid specializzation. Not a single core problem of our class was fixed. We only obtained a viable version of what we had before.Anyway also with the staff and hitting multiple foes you need a lot to reach enough LF to enter in Shroud and be shure to even complete the Rs5+Rs4 combo, and in some battles you’ll not even able to do that with 50%of your LF.
Also Moa killing minions is a Huge nerf compared to other classes skills like engineer Turrets or Gyros (I don’t know about guardian spirit weapons, but they’re uselss anyway).
Are you serious here? Have you ever played condi rev? Do you think condi rev is superior to condi reaper?
1) condi reaper applys more condi than rev
2) condi reaper has a lot of corruption (you can corrupt malyx resistance)
3) condi reaper can more easily applys condi (spamming distance skills, large areas, large aoe, where rev have just small aoes)
If a reaper loose against a condi rev especily the condi minion master build, just delete.You complain about reaper offhand but the rev axe is not so powerfull as condi.
The malyx elite? You describe it like the biggest skill but who use it in pvp?
Dont forget that when you switch to malyx you have to choose, is resistance, 2 boon strip or one dark zone, but you CANT spam all the things in a raw like you seem describe it.
A reaper dont have this choice.
True a condi reaper beats a condi rev but but as a necro i would gladly take the rev axe offhand skills for the necro offhand dagger skills. Though i also think that condi revs probably would prefer the necro offhand dagger skills, since it is kinda good against revs weakness aka conditions.
So you want more conditional skills also something like https://wiki.guildwars2.com/wiki/Fire_Grab?
(edited by Muchacho.2390)
I was just coming here to post the same issue. I have Shiro and Malyx but my skills are blank, including my heals.
You have to reequip them underwater. Also have mallyx and shiro equipped underwater and then equip the skills from the skill tab (like the other professions).
Also it is kinda stupid that the starting legend doesnt work underwater, which means you dont have a healing skill for the low level underwater areas until you unlock new legends. Stupid decisionslike those makes me wonder if Anet thinks things though properly. Though i think Jalis is a good starting legend since it is easy to use.
Question why was the pve down policy removed in the first place? Just curious.
Popping back up in the middle of an aoe with a third of your health and no buffs (and potentially still having condi’s on you from downstate) and immediately going back into downstate happens too many times and is too random as it is. I’m okay with it happening a lot, I’m not okay with it being random/unintentional.
Especially since downed players don’t trigger traps, a valid strategy is to drop a bunch of traps on a downed guy then let him rez himself (5-15 seconds depending on class, if nobody’kittenting him), he’ll pop back up with almost no health and get eaten by the traps which will trigger before he has control of his character again and has no chance to block/dodge and go back into downstate. A player in downstate for extended periods of time (up to 45 seconds from one set of traps this way) is way worse than a dead player that will rez in 15 seconds.
Wait doesnt the pve downed penality only effect down state health? So what you are saying dosent make sense.
No. After a person is rezzed, they come back with a lower health-cap for a while. Be extension, this means their remaining health percentage is also lower, so the lingering condi’s and mid-cast cleave can easily wipe them out.
Honestly you really confused me so i checked it in game but the down penality only effects downed state health. I always got the same intial health after a rally but the downed health did go ftom 75% to 50% to 25% and 0%. Like the tooltips states.
“For each point, your initial health bar is reduced by 25%.”
Initial health bar = health after rally.But that is not how it worked when i tested it in pve. I guess you have taken that quote from the wiki but i think it means the inital down state healthbar. Well if you dont believe me go into pve and test in on mobs.
I have. That is why I think it effects after-rally health too. Did your health not rally to 25% on your 3rd down?
No my health stayed always the same after ralling. It was a downscaled area i had roughly 8000 health and always rallied at around 2k independent of the downed penalty. Only the downed state health was less each time. Also no penality 75% health, the silver one 50% the gold one 25% and the red one instant death. And that exactly how it supposed to work.
Infact you always really with 25% health see https://wiki.guildwars2.com/wiki/Rally
You get a spirit shard for each tome if your character is already level 80, read the description.
Great…
I have over 1,600 spirit shards…
More stuff i don’t need.
I think we should be able to get exp on mastery, not a whole lvl, but maybe a set value or something like 5%-10% of a mastery lvl…
But wouldnt that defeat the point of masteries? They are supposed to be the pve progression instead of better gear. So i dont think spvp (or WvW) should improve masteries.
The Tome of Knowledge is an item that allows you to gain levels in PVE but is most commonly acquired in PVP. Is it that far of a stretch to continue that logic from levels to masteries?
Well the levels are also for WvW, while masteries are pve only?
Well i never understood why it wasnt an instant cast (the offensive effect isnt really much stronger then you are all weaklings, which is instant) but i believe the offical reason was simply they didnt want all the utility shouts to be instant or something along those lines… Though maybe they just wanted to make it so that you cannot use it mid cast of a gravedigger… lol
Not sure about a duration increase though. The warriors unblockable signet has a 6 sec duration with the same cd, also 25 sec, but our shout can get up to 9 sec (4+1 per enemy hit).
(edited by Muchacho.2390)
Question why was the pve down policy removed in the first place? Just curious.
Popping back up in the middle of an aoe with a third of your health and no buffs (and potentially still having condi’s on you from downstate) and immediately going back into downstate happens too many times and is too random as it is. I’m okay with it happening a lot, I’m not okay with it being random/unintentional.
Especially since downed players don’t trigger traps, a valid strategy is to drop a bunch of traps on a downed guy then let him rez himself (5-15 seconds depending on class, if nobody’kittenting him), he’ll pop back up with almost no health and get eaten by the traps which will trigger before he has control of his character again and has no chance to block/dodge and go back into downstate. A player in downstate for extended periods of time (up to 45 seconds from one set of traps this way) is way worse than a dead player that will rez in 15 seconds.
Wait doesnt the pve downed penality only effect down state health? So what you are saying dosent make sense.
No. After a person is rezzed, they come back with a lower health-cap for a while. Be extension, this means their remaining health percentage is also lower, so the lingering condi’s and mid-cast cleave can easily wipe them out.
Honestly you really confused me so i checked it in game but the down penality only effects downed state health. I always got the same intial health after a rally but the downed health did go ftom 75% to 50% to 25% and 0%. Like the tooltips states.
“For each point, your initial health bar is reduced by 25%.”
Initial health bar = health after rally.
But that is not how it worked when i tested it in pve. I guess you have taken that quote from the wiki but i think it means the inital down state healthbar. Well if you dont believe me go into pve and test in on mobs.
You get a spirit shard for each tome if your character is already level 80, read the description.
Great…
I have over 1,600 spirit shards…
More stuff i don’t need.
I think we should be able to get exp on mastery, not a whole lvl, but maybe a set value or something like 5%-10% of a mastery lvl…
But wouldnt that defeat the point of masteries? They are supposed to be the pve progression instead of better gear. So i dont think spvp (or WvW) should improve masteries.
Question why was the pve down policy removed in the first place? Just curious.
Popping back up in the middle of an aoe with a third of your health and no buffs (and potentially still having condi’s on you from downstate) and immediately going back into downstate happens too many times and is too random as it is. I’m okay with it happening a lot, I’m not okay with it being random/unintentional.
Especially since downed players don’t trigger traps, a valid strategy is to drop a bunch of traps on a downed guy then let him rez himself (5-15 seconds depending on class, if nobody’kittenting him), he’ll pop back up with almost no health and get eaten by the traps which will trigger before he has control of his character again and has no chance to block/dodge and go back into downstate. A player in downstate for extended periods of time (up to 45 seconds from one set of traps this way) is way worse than a dead player that will rez in 15 seconds.
Wait doesnt the pve downed penality only effect down state health? So what you are saying dosent make sense.
No. After a person is rezzed, they come back with a lower health-cap for a while. Be extension, this means their remaining health percentage is also lower, so the lingering condi’s and mid-cast cleave can easily wipe them out.
Honestly you really confused me so i checked it in game but the down penality only effects downed state health. I always got the same intial health after a rally but the downed health did go ftom 75% to 50% to 25% and 0%. Like the tooltips states.
Question why was the pve down policy removed in the first place? Just curious.
Popping back up in the middle of an aoe with a third of your health and no buffs (and potentially still having condi’s on you from downstate) and immediately going back into downstate happens too many times and is too random as it is. I’m okay with it happening a lot, I’m not okay with it being random/unintentional.
Especially since downed players don’t trigger traps, a valid strategy is to drop a bunch of traps on a downed guy then let him rez himself (5-15 seconds depending on class, if nobody’kittenting him), he’ll pop back up with almost no health and get eaten by the traps which will trigger before he has control of his character again and has no chance to block/dodge and go back into downstate. A player in downstate for extended periods of time (up to 45 seconds from one set of traps this way) is way worse than a dead player that will rez in 15 seconds.
Wait doesnt the pve downed penality only effect down state health? So what you are saying dosent make sense.
Question why was the pve down policy removed in the first place? Just curious.
Sorry to break your hopes and dreams but i doubt this will ever happen. We have this topic since release and never anything happend… Though maybe you are lucky and after many years they will come to understand that necro has some stupid design decisions (like lifesteal from bloodmagic not working in shroud for many years and thus making the whole line lackluster (this was luckily fixed with the trait revamp, just to clearify)).
Way to go with necroing old topics.^^
To 4: Necros have really good regen application in some builds but sadly, regen like all healing becomes useless while in shroud. I think it would be a good start to allow regen to work while in shroud. And then maybe if this in not enough allow healing in general while in shroud (e.g. the bloodmagic grandmaster trait transfusion). But this should be done gradually since i am not sure how strong or weak it would be. But start with the regen boon and the other healing later.
Also recently I’ve been using spots in teamfights where enemies can’t easily get to you (or can’t even port to you) in some cases (revs, thieves, guardians). Almost every mid point (and many side points) have those spots and I rarely see anyone (especially Necros) use them.
Yeah everyone that watched spvp kiting videos (or is an old mesmer/necro player) should know them, but the thing is those you can only really abuse with ranged weapons. And that makes me kinda sad since reapers are supposed to be in the middle of the fight.
There is a bug with the cooldown reduction of this trait. It doesnt work when a skill gets interrupted (e.g. siphon life channel goes to 12 sec cd instead of 8 sec cd) even if you are above the health threshold (also when the cd reduction should work).
This is doesnt happen with more normal cooldown reduction traits like unholy favor (the axe one) and ghostly claws (the channeled skills are a good way to see that since normal skills go on the 4 sec interrupt cooldown). Hence why i think it is a bug.
My guess on how the trait works that it only checks the threshold requirments and applies the cooldown reduction when the cast is successful. However it should also check when the cast is interrupted.
I’d be happy if this just cast on an enemy instead of being ground targeted.
I agree, this change would turn a mediocre skill into a good one.
Why would it though? It effects would be the same it would only be easier to use for people that cannot aim aoe targeted spells.
It’s quite interesting that everyone want to have a function GS in spvp and yet warrior don’t have a staff, focus , shortbow and the list goes on and on. How many necros irl uses GS?? Would Dracula chose a GS over his crow or whatever skill he is wont to? Uhm..
Well since in irl necros dont exist (atleast to my knowledge) i would say all of them.^^
Also daggers which would fit the theme you are after are also dont see much use in spvp. Though i would say they are the best power option necros have currently (well main hand dagger is, offhand dagger is sadly more a condition weapon).
Also, the GS already have a “defensive” skill, also a “good” one: Blind. With GS4 you make a Blind AoE skill that blind 3 or 4 times. That’s good, but more or less no one use it why that’s the only good skill on that bad sPvP weapon, making it useless. It’s good and funny to use in PvE, but in sPvP it’s really Bad. And a class like a warrior will laugh on our Blind and kill us anyway with tons of Resistance.
I wouldnt call nightfall good as a defensive skill (it is a good skill overall though because it does more then just blind). As defensive skill it isnt really reliable. Avoiding the aoe is not hard. And if you avoid the aoe there is no defense. Not to mention the other way to deal with blind (resistance, condi removel etc.). Things like blocks, evades, invulerabilites and even stealth are more reliable as defensive optiones then condtions like blind and weakness are.
How about this idea. That reaper greatsword is currently a bad weapon is something, i think, we all can agree on. But since Anet wants GS to be a slow weapon, why not give it a defensive buff in form of evades or blocks on some of the skills?
Eh, I guess we’ll just have to agree to disagree there, then. I find it quite good on condition builds, but then again, I run YSiM, so I’m nowhere near as starved for life force as most are, and the extra condition transfer helps make up for the cleanse on Consume Conditions. I like the extra Weakness and out-of-combat Life Force gain more than the daze.
Well the out of combat Lifeforce doesnt come from offhand dagger though. You can run warhorn and still take the shout heal.
Honestly given how Anet has balanced over the years i dont even think my suggestion is something they would ever seriously consider (as if they would give necros a block…). But atleast the lack of lf generation on offhand dagger is something they need to fix. Heck it is the only necro weapon that doesnt generate any LF.
Enfeebling Blood is still quite good in PvP. Good duration AoE weakness plus boon corrupt is nothing to sneeze at. Damage might be around Scepter Auto (given you really don’t use Lingering Curse in PvP), but it’s still respectable.
I dont know about that. Yeah in the past maybe but now i dont think it is really that impactful anymore. We have now better alternatives for aoe weakness and boon corrupt.
Well maybe it is decent in condition builds but warhorn is more useful, so you cannot take it there (since you also take staff). For power builds honestly i dont think it is worth casting. The bleeds dont do much in power builds and since power builds arent that condition heavy it is really easy just to cleanse the weakness.
Because of that i think it needs more to make offhand dagger more desireable (deathly swarm is already a good skill). Honestly i just liked the block idea (it actually wasnt mine).
stop the spvp of being a guardian wars 2!
All I see are druids, guards and revs. Occasionally warrior, thief and engi. Rarely mesmer. Nearly never ele.
And necros never? Since you dont mention them at all and so…
from a pvp perspective I would say the skill would be more acceptable the cooldown was 30 seconds. For pve I would say hell no.
Well the cooldown is just a number, which can changed easily though i think my numbers would be fine for pvp.
Yeah for pve it is a dps nerf (for the viper horror meta build) but i think enfeebling blood is one of the skills that matter the least in that build. I am not big of a raider but i dont think it would be hard to activate the sequence in a raid enviroment so it would essentially only be the longer cooldown thats changes.
I think it is currently a bad skill and if it got a buff or a rework maybe offhand dagger wouldnt feel terrible compared to warhorn.
Since i think offhand dagger should be more of a defensive weapon i would suggest something like this:
New skill:
hardened blood (Channeled 2 1/4 seconds ,Cooldown 35 or 40 seconds): Block attacks for 2 seconds. Upon a successful block gain 10% lf and enfeebling blood can be used.
enfeebling blood would be the same skill but only around you (like weakening shroud).
Druid Op? No. Easiest class to focus fire down.
Nope necro is the easiest profession to focus fire down. No stealth, blocks, invulerabilies or extra dodges, they only have alot of health but thats easy do dps though.
@frostdraco
“There is no stun break in curses or death magic, the two trait lines I advised against. Are you even reading my words?”
does plague signet trait not count?
Indeed it does.
I don’t think he’s able to talk about more than one trait line at a time though. It’s his traits or you obviously know nothing, talking about the synergy of two trait line’s traits ( for example: Shrouded Removal, Speed of shadow and Foot in the Grave) seems to just go over his head.
I was talking about curses specifically. That seems to go over YOUR head.
if you were talking about curses than you were wrong. There is a stunbreak in curses.
While plague sending theoretically is indeed a stunbreak, i dont think it is really useful as a stunbreak. Cmon a stunbreak that requires you to crit something, when you have 3 more more conditions on you is a near impossible task while cced (i say near impossible since it is possible to active it with locust swarm etc.).
The change to spectral grasp actually isnt bad and the change to spectral wall is essentially only a bigger wall (it already generates 4% LF but the tooltip doesnt state it).
The spectral walk change is never going to happen unless Anet changes it stance on the whole necros are immobile thing, not to mention that we already have a teleport utility skill in from of fleshworm, for which i rather see a casttime reduction then a new teleport utility skill (your suggestion). That said spectral walk is currently not good but as buffs i would rather see a cd reduction and it should remove cripple, chill and immob on activation.
For spectral armor i dont know, if we get a block i would rather see it on a weapon. Maybe put it on dagger offhand 5. Make it a 2 second block and if you block a hit the skill changes to an enfeebling blood around you (similar to https://wiki.guildwars2.com/wiki/Duelist's_Preparation). The reason why i would rather see it on an offhand is i always felt we need a defensive offhand and dagger offhand works well for that role (and it would make d/d viable).
(edited by Muchacho.2390)
It make death magic more useful because we can now create minions without having to take minion utilities. Minion traits might be taken by non- minion mancer builds. Minion mancer would even have more options to pick from.
this is how death magic is improved.Reaper has like up to five jagged horrors and they don’t take them and reaper death, magic and blood magic seems like the recipe of low damage and low life force.
Taking reaper, deathmagic and bloodmagic is fine. A minionmancer actually doesnt need soul reaping (or spite) to work.
That said i dont want more traits that generate minions especially outside of deathmagic.
What? Executioner scythe was always single targeted. Only the ice field it left was aoe and it still is. Also i dont recall any power coefficents nerfs.
I agree that power reaper is in a terrible spot though.
Also move unholy sanctuary to blood magic remove unholy martyr (which is objectively a worse version of vital persistance).
While i would like to see this it is unlikely to ever happen since the devs said that they wanted the grandmaster traits in bm to have atleast some support functionality (wells give aoe protection, ally condi removel, healing, rezz etc.).
In theory yes (see gw1, there we could chose a secondary profession). In praxis however it is really rare, since apperently learning a profession takes alot of practise, time, talent etc. Hence it is normally better to try to focus on one thing.
I say no to minions on wells or focus.
The main problem with vampiric rituals is simply that half of our wells are not good (bloodwell, Well of Darkness) or dont really fit in any decent build (well of power). Though a little imporvement to the trait wouldnt be bad but NO minions. By the way the trait is actually taken by backline necros in wvw, so i would say it sees more uses then some other traits of ours.
For focus the problem is a little different.
Reapers touch at point blank range is actually decent and the mechanical problems dadnir spoke of only happens when there is some distance between the targets (which is obviously not ok but you can work around it). If there is something i would change about this skill (apart from its strange behavior sometimes) is change the regeneration to ether protection or fury. Regeneration on necros is sadly a good amount of time useless namely the time in shroud.
For the other skill on focus spinal shivers. The recent casttime reduction helped it a lot though i am still not sure if it is enough for this skill.
Just how long have you guys been necros…
Spectral armor (and walk) is not intended to be removed by shroud since the that patch (https://wiki.guildwars2.com/wiki/Game_updates/2013-06-25). The tooltip just was never changed properly…
Also who changed the wiki page of spectral armor? It used to have a link to said patch…
Edit: Sorry just saw ingame that they fixed the tooltip. It is now correct. The wiki is currently wrong.
(edited by Muchacho.2390)
@frostdraco
“There is no stun break in curses or death magic, the two trait lines I advised against. Are you even reading my words?”
does plague signet trait not count?
But, but, in order for the traited plague signet to proc you have to deliver a critical strike… I guess conceivably this could happen if you got stunned while a scepter bolt was in the air already, but that’s not exactly a reliable stun break.
Well a proc from locust swarm is more likely then a scepter bolt. Last time i checked scepter skills dont have travel time…
Ok the auto and gravedigger gets essentially speed up but why take the chill from grasping darkness, i think that was fine.
The biggest change is death spiral. You take its lf generation and vuln application and give it a aoe pull with a debuff that prevents stability. Do i understand this correctly?
I dont really like it. Even if you give grasping darkness more lf reg i dont think it would be enough for gs and removing the vuln makes it lose its synergy with decimate defenses.
Honestly death spiral should ether just get a leap/teleport or if this is to much mobility for Anet maybe something that prevents mobility ether with a debuffs that disebles movement abilites (teleports, leaps etc.) or make it so that the attack chains the targest to the necromancer and when the chain breaks (maybe at 450 range) the targets get stunned or pulled back.
I took Chill Away from Grasping Darkness and gave it much more Life Force generation
Yes the change to Death Spiral is now its a pull and drill that removes stability and prevents them from getting stability again. I originally had Vuln application on the skill but was unsure about it.
Trying to work within the Theme Anet set for Reaper is pretty difficult. A relatively slow, lumbering figure that chills, cripples and pulls targets back to them instead of charging forward at them so no leaps or teleports… I didnt really think of a chain skill because that kind of enters the realm of what the Dragon Hunter has.
For Cripple and Chill people have condition removal and for all your pulls they kinda get stopped short by the amount of access most classes have to Stability so I thought what would happen if you deprived classes of Stability. Once you caught someone it would be MUCH harder for them to get away from you since they are free to CCs but classes with heavy mobility wouldnt just get insta gibbed
Well i dont think the chain is a dragonhunter only thing we also have something similar in form of tainted shackles. Also i am pretty sure the guardian/dragonhunter chains dont have an effect when you break the chain by running out of range. The idea is that it forces them to stay close or the get punished which is different spear of justice and co. In my idea you cannot manually actived the effect (other then running away of course).
(edited by Muchacho.2390)
I hate pve i love pvp. I hate pvp i love pve.
in Guild Wars 2: Heart of Thorns
Posted by: Muchacho.2390
The problem is A net operates on the view that PVP is the center of the game. Everything is balanced for PVP and so pve and wvw have to deal with those results.
This is ether not true or Anets balance team is incompetent. The balance for PVP is certainly not the best.
Well reaper shroud did this from the beginning (i think it uses an exotic hammer as weapon dmg). Only death shroud used your equiped weapon but if it was changed for death shroud i would call it good. Our shroud should not depend on the weapontype we have equipped for damage.
However it maybe should depend on the rarity of the weapon to ensure compareble damage.
Ok the auto and gravedigger gets essentially speed up but why take the chill from grasping darkness, i think that was fine.
The biggest change is death spiral. You take its lf generation and vuln application and give it a aoe pull with a debuff that prevents stability. Do i understand this correctly?
I dont really like it. Even if you give grasping darkness more lf reg i dont think it would be enough for gs and removing the vuln makes it lose its synergy with decimate defenses.
Honestly death spiral should ether just get a leap/teleport or if this is to much mobility for Anet maybe something that prevents mobility ether with a debuffs that disebles movement abilites (teleports, leaps etc.) or make it so that the attack chains the targest to the necromancer and when the chain breaks (maybe at 450 range) the targets get stunned or pulled back.
do youguys think blighters boon is worth taking if you don’t have spite?
I have started using runes of the centaur along relentless pursuit you don’t get crippled.
chill is mostly applied by necromancers and elementalist and just watch out for immobilize
then pick up warhorn or spectral walk and you should be good
Yes but i think you then also have to use chilling victory and sigil of strength and you dont run a condition build (then you would run deathly chill).
Honestly i find reapers onslaught not that good for any pvp. The attack speed increase is only 15% and you cannot really make use of the cd reduction part due the fact that player dont die that much. I think it is more of an open world pve trait.
What about healing in shroud? Dont you guys think atleast the regeneration boon should still be effective in shroud?
We wont getting skeletons for lore reasons. Necromancer minions are specially made to not resemble the playable races. People dont like seeing their ancestors as walking corpses. Well if think some of the races would be fine with it (e.g. sylvari) but humans certainly are not hence why only some evil necromancer use more humanlike undeads.
And for ghosts well we have a shodow fiend but generally ghosts and spirits were more a ritualist thing then a necromancer thing in gw1. So if we get more of them maybe in a ritualist elite spec?
Does it kill minions if a necro gets it?
Yes it does. Moa is basically a sure way to kill a necro.
Running travelers runes is fine but you also can just use warhorn and activate locust swarm when you enter shroud then you dont need the 25% movement speed buff.
But i wouldnt run speed of shadows since the unblockable, lf generating marks are simply to important to not take.
The chill damage nerf essentially killed viability: one stack of bleed with long duration is a joke in a meta where everyone runs tons of condi removal and you can be bursted down in seconds. If they for instance halfed the duration but made it two stacks, it would already make a huge difference. Another option would be if they reworked corruption tables so that boons get corrupted into more damaging conditions/higher stacks. Right now I can’t see necro working well other than in +1 situations.
Well if we needed the chill damage to be viable, we were already in a bad spot. As someone who would like to play power for a change, i would be more happy if possible buffs werent aimed at our condition builds.
The reason why necros have this “much” boon corrupt hasnt anything to do with warriors. It comes from the time when boon stacking was out of control (and maybe still is?).
For the question wehter necros have to much boon corrupt or not… i am not sure but i am certain that currently warriors should win against necros in 1v1s assuming same skill level and a fair fight. Though this changes in 2v2s when the necro gets some proper teammate that can peel and support him.