Just make it work like now, but benefit from the trait. With the trait it can inflict bleed on self or whatever.
2. make the Terrormancer viable again.
-Curses: just move “Terror” or “Path of Corruption” back to GM and move “Weakening Shroud” to Master instead
-Soul Reaping: switch places of “Vital Persistence” and “Soulmarks”
Yeah, just kitten on powermancers instead so terrormancer can be viable. How about no.
I can agree with pretty much all of this except this one suggestion I strongly disagree with:
Soul Reaping line:
-Swap the places of Soul Marks and Vital Persistence
Having to choose between Vital Persistence and Unyielding Blast is a big nerf to a lot of power builds.
Let’s hope Anet does some last minute changes and un-nerfs this. It absolutely does not need a nerf.
For the most part I think you did fine with the necro traits. The changes I am unhappy about are in the changes to necro skills or in some cases lack thereof.
Things that necro needed that was not addressed:
- We are starved of combo finishers.
- Axe is really weak, the auto attack in particular.
- Dark Path needs a rework to be able to act as a reliable gap closer. Even more important now with the new movement changes.
- We are the only class with no way to defend ourself from incoming projectiles.
- We are the least mobile class, but still have no stability or other way to protect from CC.
Nerfs that just seemed really unwarranted:
- Consume Conditions inflicts vuln and has longer cooldown.
- Lich only lasts for a lousy 15 seconds.
- Plague now inflicts conditions on ourself.
- Spectral Walk is not fun anymore.
There’s also a couple of grandmaster traits that just struck me as quite underwhelming:
- Dhuumfire only puts on 1 stack of burning for 3 seconds which is just really weak when you look at how slow the cast on Life Blast is. You can only maintain 2 burns by camping Life Blast. In a condi build you’re better off using other skills to stack lots of other conditions, and in a power build you’re better off just going for the 50% crit chance instead.
- Foot in the Grave grants 1 stack of stability for 3 seconds. This is not even enough to secure a stomp. Compare this to the Juggernaught trait for Engineer and it just pales in comparison. Also worth mentioning that this would not be as big of a deal if you could flash DS mid-stomp to get the stability, sadly going in or out of DS cancels anything you’re doing.
(edited by OlliX.1705)
The changes will put us in a better place overall I think, but it was not nearly as overwhelmingly positive as what I saw on other classes in the stream.
Some things I feel should have been addressed, but weren’t:
- We are still starved of combo finishers.
- Axe is still horrible.
- Dark Path remains slow and unreliable for closing gaps.
- Still got no way to block projectiles.
- We are going to get knocked around like a ping pong ball just like before because of no stability or other ways to deal with CC.
Some changes we got just seemed completely unwarranted:
- Straight up nerf to Consume Conditions. This already had a really long cast time and was easy to interrupt. Why they decided to increase the cooldown and make it apply vuln is beyond me.
- Our two most viable elite skills got nerfed. Lich Form only lasts for a measly 15 seconds, and Plague form inflicts conditions on us.
- And the by far most gutting change for me: You can’t Spectral Walk in mid-air. Way to ruin the most fun necro skill.
Just some good things to highlight as well, not to only focus on the bad:
- Siphoning through shroud. Great change that we’ve been wanting for a long time.
- Blood is Power shares might with allies.
- Staff got buffed.
- Our signets had their cooldowns reduced.
- Longer range on focus.
- Wells ground target by default.
I would also like to comment on some traits. I think the traits in general were pretty good. Still some underwhelming ones, but a lot of good things to choose from. Not going to comment on all of them, but just some traits that stood out to me:
- I like all the minor traits in Spite, they seem really impactful.
- Axe still sucks, but it looks like the 10% damage modifier on Axe Training (Spite Master) is only dependant on vuln, but not dependant on having an axe equipped.
- Signets of Suffering (Spite GM) looks really interesting now with the added boon-hate, and synergises well with some other traits that activate signets.
- Weakening Shroud (Curses GM) looks pretty decent. The Enfeeble it casts is identical to the dagger skill, but does not seem to be connected to the dagger trait, and no ICD is mentioned. If this is the case, and it’s connected to shroud cooldown it’s actually quite powerful.
- Corrupter’s Fervor (Death Magic GM) looks good. Nice way to add some tankiness to condi builds, and it even protects against conditions as well as direct damage.
- Vampiric Presence (Blood Magic Master) finally gives us a way to share our siphons with other players. Hopefully it’s strong enough to make a noticable difference to a party’s damage and sustain.
- Last Rites (Blood Magic Minor GM) can be really impactful, especially combined with Transfusion (Blood Magic GM) that now teleports and heals downed allies close to you. Could become a big thing in WvW and PvP.
- Foot in the Grave (Soul Reaping GM) still seems a bit weak. Considering the engineer Juggernaught trait I don’t think pulsing stability would be too much to ask. We could at the very least get a long enough duration on it to reliably safestomp without needing extra boon duration.
- Dhuumfire (Soul Reaping GM) just looks downright weak with only 1 stack of burning for 3 seconds. That’s 2 stacks of maintained burning while doing nothing else than camping Life Blast.
I think we will be stronger overall, but I really hope we can get some of the things I pointed out in the start addressed.
OlliX.1705:Shadowstep needs to be fixed like you described, but also needs to be nerfed so you can’t port up ledges with it.
In that case any teleport would have to be nerfed this way.
Absolutely. Any skills that behaves similar should of course have the same treatment. Ele lightning flash, mesmer blink and what have you.
Not only that, but also things like Phase retreat, Infiltrator’s Strike, Steal, Judge’s Intervention…You cannot allow one teleport to port on ledges, while you prevent the others from doing so. Would I enjoy this nerf? No.
When I said shadowstep the first time I was actually speaking of the mechanic, and this meant to include the skills you mentioned.
The only teleports I was intending to be exempt from this was ports that teleport you back to a spot where you previously pre-casted. This means skills like mesmer portal, necro spectral walk, thief shadow return and similar skills.
However, I think it’s worth mentioning that the skills you specifically mentioned are different than the ones I mentioned since they don’t involve ground target but rely on having enemies targeted. Since these skills as a result fuction as gap closers instead of a way to escape I don’t think it’s entirely unfair to give them more leaway.
How does Phase retreat/IS relies on having a target?
How does infliltrator’s strike not rely on having a target.
I was with you until the instant cast corrupt boon.
OlliX.1705:Shadowstep needs to be fixed like you described, but also needs to be nerfed so you can’t port up ledges with it.
In that case any teleport would have to be nerfed this way.
Absolutely. Any skills that behaves similar should of course have the same treatment. Ele lightning flash, mesmer blink and what have you.
Not only that, but also things like Phase retreat, Infiltrator’s Strike, Steal, Judge’s Intervention…You cannot allow one teleport to port on ledges, while you prevent the others from doing so. Would I enjoy this nerf? No.
When I said shadowstep the first time I was actually speaking of the mechanic, and this meant to include the skills you mentioned.
The only teleports I was intending to be exempt from this was ports that teleport you back to a spot where you previously pre-casted. This means skills like mesmer portal, necro spectral walk, thief shadow return and similar skills.
However, I think it’s worth mentioning that the skills you specifically mentioned are different than the ones I mentioned since they don’t involve ground target but rely on having enemies targeted. Since these skills as a result fuction as gap closers instead of a way to escape I don’t think it’s entirely unfair to give them more leaway.
OlliX.1705:Shadowstep needs to be fixed like you described, but also needs to be nerfed so you can’t port up ledges with it.
In that case any teleport would have to be nerfed this way.
Absolutely. Any skills that behaves similar should of course have the same treatment. Ele lightning flash, mesmer blink and what have you.
Shadowstep needs to be fixed like you described, but also needs to be nerfed so you can’t port up ledges with it.
Scorpion wire needs to be more reliable, but so does any other pull skill on any other class.
Most of your other ideas were just ridiculous.
Right… I have some other great suggestions. While we’re at it let’s make incendiary powder baseline on engi, persisting flames baseline on ele and terror baseline on necro.
Looks horrible, and is not even working properly. Surely the off-hand is not meant to disappear.
This has not happened to me, but a friend of mine had it happen to her a few times, some times lasting for several minutes. Could not believe it at first, but then I saw her pop from one side of LA to the other in seconds.
Dagger is fine as it is.
Axe needs a buff to damage, and maybe a small cleave or range increase. The new axe trait needs to be reverted back to the old one. Axe could also use a whirl finisher on skill 2 and blast on skill 3.
First attempt at a shout frontliner WvW Zerg Reaper
Traits:
http://dulfy.net/gw2traits#build=AgQFaAHoBnQ~Runes/Sigils:
Grenth/Chilling + Ice (or Frailty?)Utilities:
Heal Shout/Condition removal (unsure), “You are all Weaklings”, “Nothing Can Save You”, Well of Power (for allied vanguard frontliners, e.g warriors/guardians), Chill Elite ShoutWeapon/Armour:
Greatsword/Dagger + Focus – Full Zerker (or perhaps something with more hp/toughness?)Idea:
LOTS of vulnerability on nearby enemies and struck enemies on top of chill benefits. Weakness application from shout as well as consistent shout renewal in a zerg. Vulnerability increases crit, and practically 100% crit in RS for BIG hits.
Consider Valkyrie instead of Zerk. It gives you more vitality, which also scales up your life force pool. You don’t need a lot of base crit chance since you already run Decimate Defenses and Death Perception.
Cast times are okay, but anything more than 1 second is too much.
It never occured to me before, but is Spectral Walk the reason there’s the giant Wurms at the bottom of Skyhammer? Can we use it to survive that fall?
Yes, but you won’t survive the wurms.
Necromancer is pretty sub-par for dungeons since we don’t bring any good utility or party buffs. This is a reason for a lot of the necro discrimination.
If you use minions in dungeons chances are your minions will mess up positioning of mobs, use the damaging wells instead to prevent this. Generally just follow what Darwec said.
Dagger and fullzerk, and try to get to your full dps potential through traits.
You will be better off getting ascended gear for another profession, not gonna lie. I made full ascended zerk gear for my necro, but that does not suddenly make me super useful in a party setting sadly. When the expansion comes this might change.
I don’t regret getting full ascended on my necro. It’s still my favourite class to play, and I very much consider it my main so it would be weird for me to not max my gear.
Please guys, just keep this on the low. Don’t want it to get nerfed. It’s my favourite skill in the whole game. :p
I’d like to agree with this and add another suggestion…As of now, it seems that reaper seems to benefit much more from Dhuumfire, Unyielding Blast, and Reaper’s Might due to the low cast time of the Auto Attack in Reaper’s Shroud.
The tooltip of Life Reap (the 3 hit in the aa chain) say it’s the only one that works with Life Blast traits. So Reaper would actually be a little slower but maybe gets more effective with the 5 target aoe?
The tooltips from the livestream disagree with you:
http://i.imgur.com/hoUDwYQ.jpg
PvE dps build. Provides 25 might on self, 25 vuln for the party and burns on auto attack.
http://dulfy.net/gw2traits#build=AgQBqAVsBrw~
Dagger/WH+GS and full Berserker gear with dps sigils and runes of Strength, Scholar or Flame Legion.
Consume Conditions, Well of Suffering, Well of Corruption, Well of Power, Lich or Flesh Golem.
If the party already provides 25 might, consider swapping Reaper’s Might for Spiteful Talisman or Bitter Chill instead.
Chill of Death is strong, but I don’t think it’s grandmaster strong.
Sometimes I wish there was a way to de-activate minions. There are times after fighting when I DON’T want them following me around and there isn’t deep water nearby.
Is there a way to de-activate them that I don’t know about?
If you change your utilities they disappear. Wish there was some easy way to just de-activate them though, like you said.
Main problems I see with minions are long cast/activation times and awful AI.
I just crafted Twilight a couple of minutes ago.
Other than that my necro’s probably gonna look the same. I’ll have to see what new armour get available in HoT.
I actually like the new animation. It’s a bit slow, but it suits the attack much better now with the horizontal swing.
Now, could we please have the auto attack hit 3 people in a small arc and have base dmg and attack speed increased by 25%? Thanks.
Edit: Animation looks pretty weird from the front now that I’ve looked at it more. It looks okay from behind though.
(edited by OlliX.1705)
I think you are talking about PvP and Rising Dusk is talking about PvE. It’s the only way I can see your claims about ele being lower dps and more tanky than necro being valid.
Dark Path as it is now is way too unreliable as a gap closer. The main problem is the slow projectile. It’s way too slow. They either need to increase the velocity of the projectile to make it very fast, or just scrap the projectile and make it a blink (like guardian sword 2). The only way to reliably hit someone with it in its current state is if you’re standing in melee range already.
Life Blast could use a shorter cast time, it is incredibly slow.
Other than that I’m quite satisfied with Death Shroud. The buff to Life Transfer would be nice, the Reaper does look like it has better life force sustain while shrouded so brining baseline necro in line with that is probably not a bad idea.
I think Tainted Shackles is okay as it is, I don’t think we need a taunt. If it was going to get buffed I’d rather suggest it applies a movement impeding condition to enemies that leave its range (slow, cripple, or chill). This makes it harder to escape. They can break of out the torment, but they will be crippled so you can close in on them again easier for the final blast.
Adding in some finishers would be nice. The current Death Shroud seems a bit barren in that regard. Leap on Dark Path and a blast finisher on the final blast of Tainted Shackles would fix that.
Life Blast is already a 20% projectile finisher as far as I’m aware, 100% would be nice but could potentially be a bit overpowering. Life Blast is already quite strong, and we’ve already suggested a faster cast time for that.I don’t know where people are getting this taunt from. I didn’t suggest that.
Also, Life blast isn’t a projectile finisher. Not currently not ever. It should be though. And I agree with 100% chance.
Oh, right. The 2nd poster was talking about a taunt so I kinda went off from that. I don’t really think it should be a pull either. Tainted Shackles should not be a hard cc, but it should be changed to punish people from leaving its range.
You’re right about Life Blast, it does not have a finisher on it. Thought I had seen that on the tool tip, oh well. Life Blast should at the very least have a 20% chance to combo as a projectile.
Gravedigger – 2.027
Mhh Robert said Gravedigger’s modifer would be high compared to any other skill but that doesnt seem that high to me when there are skills with a modifer of 2.8…
I wonder if it is because gravedigger doesnt have a cd when it hits enemies below 50%.
Well, the way I see it it basically becomes your auto attack when your foes are below the threshold. If you look at it that way I guess it really isn’t too shabby.
So just chill everyone,
:’D
Dark Path as it is now is way too unreliable as a gap closer. The main problem is the slow projectile. It’s way too slow. They either need to increase the velocity of the projectile to make it very fast, or just scrap the projectile and make it a blink (like guardian sword 2). The only way to reliably hit someone with it in its current state is if you’re standing in melee range already.
Life Blast could use a shorter cast time, it is incredibly slow.
Other than that I’m quite satisfied with Death Shroud. The buff to Life Transfer would be nice, the Reaper does look like it has better life force sustain while shrouded so brining baseline necro in line with that is probably not a bad idea.
I think Tainted Shackles is okay as it is, I don’t think we need a taunt. If it was going to get buffed I’d rather suggest it applies a movement impeding condition to enemies that leave its range (slow, cripple, or chill). This makes it harder to escape. They can break of out the torment, but they will be crippled so you can close in on them again easier for the final blast.
Adding in some finishers would be nice. The current Death Shroud seems a bit barren in that regard. Leap on Dark Path and a blast finisher on the final blast of Tainted Shackles would fix that.
Life Blast is already a 20% projectile finisher as far as I’m aware, 100% would be nice but could potentially be a bit overpowering. Life Blast is already quite strong, and we’ve already suggested a faster cast time for that.
Well, greatswords tend to have pretty weak auto attacks I guess, but you’d think the Reaper Shroud auto would at least be on par with Life Blast, especially since it’s melee.
I already posted this in the dungeon forums. But i thought it might be useful for it be here aswell.
I worked out the damage coefficients of the skills by using the tooltips shown on the stream. You could work out his power by adjusting your ingame power to match the BiP tooltip damage shown on stream. Estimate of power he had was 1950. It was heart of the mists so i assumed exotic greatsword which means a weapon power of 1000. Heres the coefficients i got.
Greatsword
Dusk Strike – 0.861
Fading Twilight – 0.861
Chilling Scythe – 1.013Gravedigger – 2.027
Death Spiral – 0.912
Nightfall – 0.731
Reaper’s Grasp – 1.013
Reaper’s Shroud
Life Rend – 0.608
Life Slash – 0.608
Life Reap – 1.216Death’s Charge – 1.013
Soul Spiral – 2.787
Executioner’s Scythe – 1.520, 2.027, 2.533
Other Stuff
Shouts – 0.345
Elite Shout – 1.379
Chilling Nova – 0.137
So yeah the greatsword coefficients arent amazing. Neither are the Reaper shroud ones to be honest. Also take into account that necro has less damage modifier traits than other classes. These probably arent high enough especially as they are quite slow.
Chilling Scythe should be atleast 1.2 coefficient. Guard greatsword has a better auto attack than this currently. Its also faster and gets more modifiers through traits.
Check out the wiki to compare coefficients on other classes. And remember most of them have way more and way better damage modifier traits. So we need high coefficients as base just to be equal.
PS. I understand these might change. Just though it would be useful to give feedback on what sort of numbers we think we should get on a few skills. Some of them i think are fair. Some are a bit lackluster especially considering how slow and clunky many of them are.
Sorry for being ignorant, but how does this compare to our current coefficients (dagger auto, life blast etc.)?
Going to try this one for PvE:
http://dulfy.net/gw2traits#build=AgQBqAVsBrw~
Full berserker gear, d/wh+gs. Flame Legion or possibly Strength runes.
Will probably use wells as utility skills. Easy max vuln, and max self-might.
Going to try this one for WvW:
http://dulfy.net/gw2traits#build=AgQEpAXoBvQ~
Full Valkyrie gear, possibly mixed with Cavalier and Soldier’s. Not sure about the final trait in Blood Magic, depends on whether I want to use wells or not. Might use shouts instead. Weapon will be greatsword + dagger/wh probably, maybe staff. Max siphons, and health and life force from any boons I get. High shroud pool because of vitality from Valkyrie gear, and high crit chance in shroud from traits. Nice and tanky for zerging while maintaining high damage.
Using Death Perception and Decimate Defenses opens up the possibility of using Valkyrie and Cavalier gear without much dps loss, which will make you pretty tanky.
If you use berserker gear or anything that gets you close to 50% crit there’s no point in taking both Decimate Defenses and Death Perception. You’re probably better off with Dhuumfire than Death Perception in that case. Your burns should hit pretty hard with all the might you’ll get.
507169kitten.1705:i never though of dhuumfire instead. you should be able to keep like 4 stacks for extra dps. Still 100% crit due to decimate defenses. Also could take kitten rs might instead because unyielding blast+deathly shiver would stack max vuln as it is. 750 condi damage from max might, 4 stacks of burn will do huge amounts of extra dps.
Awesome.
http://dulfy.net/gw2traits#build=AgQBqAVsBrw~
With full berserker gear.That will be my pve build yeah. D/W+GS
Still undecided on runes. I’m currently using Strength runes on my necro, but I think Flame Legion runes might be better in this case.
Probably just gonna stick with wells for utilities and initiate combat somewhat like this:
WH5 => GS3 => Double Wells => DS
Necros will be vuln stacking beasts in PvE now.
i never though of dhuumfire instead. you should be able to keep like 4 stacks for extra dps. Still 100% crit due to decimate defenses. Also could take kitten rs might instead because unyielding blast+deathly shiver would stack max vuln as it is. 750 condi damage from max might, 4 stacks of burn will do huge amounts of extra dps.
Awesome.
http://dulfy.net/gw2traits#build=AgQBqAVsBrw~
With full berserker gear.
Anything longer than 1 sec cast time is too long, 3/4 sec or less would be preferable. The elite shout needs a cooldown reduction, I’d say 90 sec max.
Could we have these shouts scale differently? Make them scale more against the first 1 or 2 enemies so they are not completely useless when you’re not outnumbered?
AFAIK Dhummfire has a 10sec ICD doesnt it?
Not anymore, read the new version, since burning stacks, and it still applies with RS’s auto and even though the burning itself doesn’t last that long (3seconds?) it’s going to be a lot of consistent damage.
It’s also a major in the soul-reaping line.
Where can I read the new tooltips?
This link has all the traits as shown in the stream a few weeks back.
http://www.reddit.com/r/Guildwars2/comments/33qrg0/specialization_ama_livestream_notes/
Shouts were pretty underwhelming. Cast times are too long, and the elite shout needs to have a shorter cooldown.
That’s probably a better overall build offensively. I am kind of just eager to drop zerker if I can, and that’s probably affecting my choices. The might, faster attacks and burn in DS will be a nasty combo. I may swap over to something more akin to your build, but I really want to make something non-berserker work alright. (A high vitality build also has a slight advantage with more life force… but life force drains at a percentage rate, so not as big a deal as I hoped)
I will probably be going with wells, but I may try and work in a shout for fun’s sake. Probably ‘You are all weaklings!’ since its a stunbreak weakness and might all on a 25 sec timer. I am not sure I will be a fan of blood magic even with the potential buffs.
I am trying to decide what trinkets to go for on a build like mine, since Valkyrie doesn’t exist. I could stick with Berserker for manageable base crit, but I feel like the whole point of Death Perception + Decimate Defenses is to drop precision from gear. Cavalier or possibly even soldier seem nice.
To be fair I think one of the reasons I don’t want to leave Berserk and go for something else is because my necro has a full set of ascended Berserker gear. ^^
Cavalier will be the best trinket option I think if you’re not going for Berserker, unless you’re not bothered about losing ferocity. With both Death Perception and Decimate Defenses I think you’ll be able to hit 100% crit just fine without any precision gear.
A lot of vitality is really nice. I know the decay is percentage-based, but you will be able to absorb more hits. The life force gain is also percentage based, so sustain should be pretty good in a high vitality build. My build idea should have dps a little bit higher than yours, but your build will be a lot more durable and still high dps.
I don’t think the shouts should be blast finishers, but I think some of our existing skills should be. Warhorn 4 and Axe 3 respecively.
I’m looking forward to a full cavalier necro with the traits to get free crit chance, we have one of the highest hp pools out there, so I think toughness will give us more effective hp.
That is true, but you also lose out on power as a result. If you are taking blood magic, or otherwise trying to maximize healing, it would definitely be preferable.
I am not the best builder, but how does this sound for a reaper in either full Valk or Cav:
Spite: Bitter Chill, Death Shiver, Close to Death
Soul Reaping: Unyielding Blast, Vital Persistence, Death Perception
Reaper: Chilling Nova, Decimate Defenses, Deathly ChillI think you might be better off with Reaper’s Onslaught instead of Deathly Chill in a power build. 15% faster attacks is pretty kitten potent. That’s how I would spec anyways.
I typed up a big thing on utilities but the forums logged me out and I lost it. ;_;
I agree that 15% faster attacks in Reaper Shroud is probably the better overall boost to DPS. I personally find chill damage cooler (Pun intended!) as well as more visible to myself and more consistent. That is probably a sub-optimal aspect to the build I will deal with just for fun’s sake.
For stats, I am thinking full Valkyrie with Superior Rune of the Ice. For Sigils, more chill seems like it may be overkill. Frailty might be a neat option thanks to the crit trait but otherwise I will probably go with the generically good ones. None of the Utilities jump out at me, but I love the voiceover so I may play with them a bit.
I was hoping for a good excuse to drop Lich Form (which I do not find very fun), but ‘Chilled to the Bone!’ doesn’t seem terribly viable for PvE. Lich form is just too legitimately powerful to take off bar for now.
Another reason to take the 15% extra attack speed is the fact that the auto chain in death shroud will give you life force. So this does not only boost your dps, but should also boost your shroud uptime.
I agree about the shout. I’ll probably also stick with Lich unless we get something new we’ve not heard about yet.
Personally I’ll probably stick with my berserker’s set with strength runes for PvE, but I’m thinking about going into Spite, Soul Reaping and Reaper like you are. I’m also considering Blood Magic as an option to Soul Reaping, depending on what they add to that trait line (vampiric aura was mentioned, and siphons is a small dps increase as well as sustain).
Here’s what I’ve thought about for a PvE build.
Gear: Full berserker’s with Strength runes.
Traits:
Spite: Reaper’s Might, Death Shiver, Close to Death.
Reaper: Chilling Nova, Decimate Defenses, Reaper’s Onslaught.
Soul Reaping: Unyielding Blast, Vital Persistence, Dhuumfire.
With berserker gear I’ll have high precision anyway so I can skip Death Perception and take Decimate defenses for very high crit chance both in and outside of the shroud. I’ll gain a lot of might as well because of Reaper’s Might, which should make my burning do fairly decent damage.
I have not decided whether to go for wells or shouts as utilities, I’ll have to play around with those first.
If Blood Magic turns out to be good I’ll probably just go into that instead of Soul Reaping and pick whatever is best for personal and party dps. Unless we get some amazing new grandmaster in this line I’ll probably go for Vampiric Wells and use wells as my utilities instead of shouts.
I’m looking forward to a full cavalier necro with the traits to get free crit chance, we have one of the highest hp pools out there, so I think toughness will give us more effective hp.
That is true, but you also lose out on power as a result. If you are taking blood magic, or otherwise trying to maximize healing, it would definitely be preferable.
I am not the best builder, but how does this sound for a reaper in either full Valk or Cav:
Spite: Bitter Chill, Death Shiver, Close to Death
Soul Reaping: Unyielding Blast, Vital Persistence, Death Perception
Reaper: Chilling Nova, Decimate Defenses, Deathly Chill
I think you might be better off with Reaper’s Onslaught instead of Deathly Chill in a power build. 15% faster attacks is pretty kitten potent. That’s how I would spec anyways.
My Question is the following one:
How will “Reapers Might” (1 stack of Might for 15s) work with the new DS#1 Skill?
Imagine, every Skill of the Chain gives u 1 Stack of Might for this Duration, u can easily get 25 stacks of it….in combination with "Unyielding Blast " u will also easily get 25 stacks of Vulnerability or near to that….seems a Little OP to me XD
Don’t ask such questions. We don’t want them to nerf this do we? :p
Not a big fan of the shouts really, but I liked the other stuff. We’ll be vuln-stacking machines in PvE now. :p