Yea about wvw i wonder. When the reapers releases frontline necros might become acutally viable. But what stat set would be best?
Just full soldiers or mix it up with knights and/or cavaliers?
Maybe someone who has already experimented with the idea might share his insight on this
Shouts are cool because they never have a cast time…. oh wait. ;_;
The part where movement imparing conditions don’t affect leaps and dashes.
It takes so much play out of the game.
After testing out full cleric’s gear for the engineer and testing out healing fields and the newer healing skills, I have come to find that in comparison to what it was, it sucks. The healing blast DOES NOT HEAL THE USER and does not offer any kind of offense while healing for nearly the lowest amount out of any healing skill in the game. That so called combo blast field healing if payed attention to, only blasts for ONE combo field and then the skill is useless until it is recharged. The individual medi packs only heal ONE person per pack and thats if they even touch the thing. The healing on each pack doesn’t even warrant using cleric’s gear…
If healing is suppose to be an important part of the game, someone completely dropped the ball. It needs another review before putting out things like this in which it looks like someone just vomited healing skills and told players to use them and that somehow the new heals make things balanced. 35 points of extra healing does not make a big difference in any fight.
100% agreed!
If they can’t make the healing kit worthwhile, they should at least give us back our healing bombs. As it stands right now i have got a useless full clerics gearset taking up space.
snip
Again, i agree with the baseline changes.
It is very much appreciated that we can finally have build freedom now. Its just our numbers that are off.
As for multipliers. The old Shatter was something like 44006
The new mesmer, the way i run it (Dueling Illusions Domination full offense like the old build.) now gets these added perks:
+10% shatter crit
+0,5% dmg pro vul stack
+10% dmg when the target isnt channeling skills ( ambush and/or interrupt; lets face it its not that hard for mesmers to achieve)
+Perma Fury >75% with Master Fencer < Honestly i think this is the biggest offender
+Phantasmal Fury
As a result we also run full zerkers without any assasins now.
And while they are no real dmg increases its worth mentioning.
Blind
Longer vul 5>8
Projectile reflect
Cripple
Some condi stuff
I’n no maths genious but i can feel the difference. I mean the damage was already pretty good before.
Wastrels is actually a buff, as we both know it was practically impossible to take this due to mesmers having no build freedom. And now its just part of Mental Anguish with another multiplier added in its stead.
PS: i wanna see the necro that can 1 shot you in half a second out of nowhere.
I mean sure they can, but they need more time, have obvious animations and you can humanly react to it to save yourself with a few cooldowns. Mesmer Necro and Engi are my favourite chars but honestly there is just so much wrong with Necro atm that i don’t even want to go there.
In short i spend most of my time on Mesmer now and i eat Necros.
No i mean stealth.
(Honestly you might start by improving your manners when you want to be taken seriously.)
Yea yea IP… and additional bounces was made baseline and manipulation range increase was made baseline and illusions +15% dmg was made baseline and shatter reductions baseline. Those might have slipped your mind
+ some stronger multipliers with the edited traits.
I love to play my mesmer in all three gametypes, especially in roaming and and im not suggesting that they should remove the IP baseline, it is a good change, but seriously the numbers need some tweaking. With full ascended zerk on my mesmer i even one shot unprepared heavy armor targets easily.
Still nonexistant <3
You can use them as condition sponges and extra toughness in PvP and feel like a zoomaster in PvE- just don’t expect them to attack
They should add a stun breaker corruption that applies chill baseline and fear traited.
Stunbreak to fear yourself… Yeah I see the synergy. But arent we famous for not having any?
This topic is hillarious xD
Now all we need is the corruption to be aoe so we spread the love and absorb the conditions to gain even more life force. So OP<3
Very nice video!
Healing bombs healed more than the medkit does now. They had a better radius, hit multiple allies as well as multiple enemies and did nice damage and cc.
Healing kit has… resistance?
Honestly healing bombs was never that strong to begin with but it sllowed engi to at least pseudo frontline in wvw without feeling totally underwhelming.
I dont want to use a heal kit without a waterfield and good aoe heals.
Just give me healing bombs+turret back
Thats an easy one. Power shatter Mesmers nearly got their full trait setup baseline. Now they can take all the fancy multipliers and/or PU they ever wanted. Honestly i don’t think it will last but it sure is fun oneshotting people in godmode.
Dunno about condi.
Bump. I loved my support engi
Yes I was really looking forward to playing Med Kit support in WvW. But far too weak to be of any use.
indeed, the heal does 122 x3 per 1 1/4 second on my cleric build not including added boon heals. 174 x3 with added 4 boons. so 366 min heal and 522 max on 1488 healing power. On my bomb heal build, I used to heal for at least 400 per bomb maxing at about 450 with added healing stacks . Bombs are dropped faster than the med kit #1 completes its x3 at. I almost considered bomb kit heals a passive regeneration for people I was healing, why would a skill purely dedicated to healing, be similar, if not worse than this? If med kit is going to strip us of any offense to be used, then it should provide a decent enough heal to make it worth using.
I have had simmilar experiences. With monk runes riceball food and full healing power i was able to heal 500 per tick on my bombs. The new med kit takes longer to heal, heals less and does no damage, not to mention you can’t take the turret anymore. Its a nerf to healing engi en every regard. Then again it wasn’t too strong to begin with.
So just wondering have any of you managed to do a somewhat working clerics build on engi yet, after the changes?
OP hit the nail on the head lol.
I love playing my HGH engi with elixirs H B U the gun and mortar kit. I like going all the way into the build and so far it has proven to be pretty effective. Imo it is very important for HGH builds to be viable again that we don’t have to rely on our rifle only.
On the other hand i agree that it is pretty easy for mixed engis to spec into HGH now for some extra condi removal, but then again its up for debate if one utility slot and one grandmaster unbalances some might and condi removal.
Same here. I loved playing frontline engi in WvW with healing bombs and clerics gear. Now it just feels so underwhelming.
Thanks for the quick answers guys
Much appreciated.
I suppose its still a pretty good kit even though it got nerfed. I feel that 28% is a bit much but its too early to tell.
Through the flower i was asking if anyone could give me a link to the nerfs. So now im asking directly.
Can anyone link me to the nerfs?
There was literally only one, the mortar 28% nerf.
Still. There weare narfs to other classes as well and i would like to check out all of them.
Why would you put conditions on a heal skill that removes conditions? To put you into battle so necro’s can stay in the fight longer? To allow you to transfer the condition after you have just removed all the other conditions that you could have transfered instead? Or to give enemies another chance if they failed to interrupt a heal that’s got over a second cast time?
So i haven’t found a link to any nerfs or felt a difference. My Mesmer still feels downright broken in PvP/WvW. Then again i only play power shatter and oneshot anything that isn’t built full tank since the patch.
People broke down the math month’s ago on reddit, it always floated around 8%
Does that mean that under the new 10% stat and multiplier difference system, the actual increase in strength would be closer to 20%?
Also a link would be cool.
I hate, Hate, HATE crafting.
See y’all, I’m done.
Chances are there will be new ways to get ascended gear in the expansion ( maybe masteries) but right now i agree. Don’t force me to level that stuff to 500
You should watch this before making a decision: https://www.youtube.com/watch?v=Am9gVQB8gss
lmao its perfect
Just gonna quote that guy from reddit here since i think its pretty relevant
DragonRulerX Ravenhunt • a day ago
Just going to point out a slightly more numeric statement.
I’ll be referencing this page: http://wiki.guildwars2.com/wik…
Taking the top stat on a 2-handed Ascended weapon: 188
Multiplying by 1.3 = ~244
Taking the top stat on a 2-handed Exotic weapon: 179
Multiplying by 1.3 = ~233Checking the percent difference of Ascended vs Exotic
244 / 233 = ~1.047 or roughly still 5% differenceAdding +5% to make a 10% difference in Exotic -> Ascended means Ascended gets boosted further.
Checking with the un-rounded numbers from above:
(Ascended value * 1.05) / (Exotic value)
((188 * 1.3) * 1.05) / (179 * 1.3) = ~1.10Therefore,
The top stat of Ascended gear will be 256 or 257 rounding up or down.
The second stats of Ascended gear will be 182 or 183 rounding up or down.
The top stat of Exotic gear will be 232 or 233 rounding up or down.
The second stats of Exotic gear will be 166 or 167 rounding up or down.Thus the difference between them will be…
Top Stat: 24
Second Stats: 16Remember, this is only accounting for a 2-handed weapon atm.
I haven’t done all the piece calculations yet, but the difference will be rather substantial. This will be especially true with the upcoming change to condition damage since the stack limit is stated to be 1,500 now on damaging conditions. It’s also a rather big deal with considering shear damage output since the formula for direct damage is…
Damage done:
[(Weapon strength) * Power * (skill-specific coefficient)] / (target’s Armor)Since Power is a multiplication factor – adding any Power increases damage rather substantially. This, when plotted, also references a graph similar to 1 / X. This means that eventually the amount of toughness you need to reduce the incoming damage by the same factor as before gets increased exponentially. This is the primary reason why players tend to stay away from +toughness and always seem to gravitate to +power.
If you look at this now in terms of the difference in Exotic vs Ascended – the difference is going to be rather clear.
I can live with an overpriced expansion. I love the game and i think that future updates after the expansion will justify the asking price.
But this is pretty bad. I never bothered with ascended on purpose because i don’t enjoy crafting and i like to change my stat combo’s. But 10% is nothing to sneze at. Doubling the stat differnce they are basicly forcing all the WvW players to run arround full ascended if they wan to be worth their mettle, as well as introduce new ascended only gearchecks to dungeons.
I am still getting the gear. Also i want to wait for a bit more input and suggestions on my latest version. I suppose the final test will be when HoT releases.
actually from what you said, i too think that perhaps for a hybrid necro, toughness is more important? we can transfer condis easily, but are weakest when out of DS and toughness will help allow us to survive better.
but is there a Condi(main) Power Toughness type of armor?
hmm well with low crit chance, ferocity in cavelier for Crit dmg becomes less significant.
Also I feel that 2K power should give you enough damage to break, say, a diamond skin ele.
the rest should go to condi and crit chance.
my current hybrid wvw solo roaming build -> not applicable to HOT
Yes the main difficuly with building a good hybrid is the lack of power thoughness condi gear.
You are right there are better choices than cavalier.
Adapting to what you showed me, this build should give me good condi dmg good vitality and toughness while sacrificing some power. I suppose praxis will tell if this actually works but i defenitely appreciate your feedback.
@flow
It is an open discussion and even though i have already read much on the topic and also tested some things, I am always open to be convinced by well funded opinions but you have to give your reasons so that i can understand them.
Thank you for your reply!
I have read many topics on the subject of vitality vs toughness on necros.
From what i deduced vitality gives you a bigger hp pool in DS and as a result also increases the lf gain per 1% as well as the damage you take passively while being in DS.
Toughness makes you last longer out of death shround and effectively increases your heal. It also makes each 1% life force more valuable.
For me the winner is clearly toughness. As a build where i juggle conditions and could even add another condi transfer conditions seem like the lesser danger. Coupled with the fact that Neco already has a sufficient vitality base there seems little reason to increase this.
There are also many power builds prominent in WvW. For example thiefs, Medi guardians, GS warriors , Pew Pew rangers and Shatter mesmers. You do run into the odd condi build now and then but from my experience there is a power tendecy.
About the other points:
I agree that the weapons are pretty slow and depending on the results i might swap the greatsword for something like dagger dagger.
Im also with you about the focus on offensive stats, but i wonder specifcly about the rato between my power and condi.
Why not cavalier?
(edited by Pride.1734)
Dear gentlemen,
I have some questions concerning the new necro Reaper specialisation. Seeing how you can get 3 lines and have chill damage fear damage and burning in melee range it got me thinking that hybrid reapers might be a good choice. I am somewhat uncertain on which gear to use to get optimal results.
This may not even strictly apply to necros but to all hybrids. I will leave out celestial gear because they mentioned nerfing it also because necros don’t benefit from healing power and vitality as much.
Made for WvW roaming.
Here is the likely trait setup. Weapons are greatsword and staff.
http://dulfy.net/gw2traits#build=AgQFvALsBug~
This is my gear and runes.
http://gw2skills.net/editor/?fREQNArYWjc0UTb5NG3wfDA-TBCEABQcGAY4BAksyvh1H0lSwJV/x49HA4QAQKAYmGB-e
The first question would be how much Condi dmg would be optimal to go with the power. I was initially going with 1k condi and i haven’t been able to find actual ratios on this to make it better. However with the ammount of traits invested into conditions i am thinking that this number should be higher.
Concerning how much power/crit/ferocity i have found this spreadsheet.
http://www.dtguilds.com/forum/m/6563292/viewthread/19418960-math-balancing-power-precision-ferocity-based-on-ep
Basicly none of the optimal values listed seem in any way atainable. My conclusion that going for straight up power is the best choice.
Another dillema is that necros dont need any vitality and scale better with toughness. This makes carrion somewhat suboptimal. I was aiming for about 1.3k toughness.
As a final point there are some traits like Barbed Precision that would reward having some precission.
You might say that going straight up condi is the best idea with this setup, but most condi builds rely on kiting and avoiding damage while your condis are ticking. I am not sure how it will work out in the end and if condi build will not just be preferable but its worth a shot.
Any help in optimizing this, especially on the gear part since i am collecting those right now, would be greatly appreaciated.
I’d call lies to that. You will never get a full set of the stats you want without crafting.
Also i will just repeat myself for the 3rd time here since people don’t seem to read anything but the latest post in here. I do not mind the grind. It is not an easier way i want, just a different one that doesnt involve crafting.
I am somewhat worried. Judging from the general attitude of the Necromancer community in this game, if they get shouts I feel like they’d debuff and demoralise us in dungeons if anything.
“We’re useless and neglected!”
“ANET hates us!”
“I just want to be Grossly Incandescent like Others!”
“We’re under-appreciated!”
“When will they give me stability!”
ahahahaha Hilarious XD +1
As stated in my first post i want no such thing.
Well thats one thing i was clueless about since this was my first topic on the subject, but if you really get these topics daily i guess there must be alot of people that would prefer a variety of ways to gain ascended.
A 5% difference in attack defense and stats isn’t the world but it certainly makes a difference. Saying it does not is like saying 5 equals 0. And because there is a difference people want it.
I want to be as durable as possible in my zerg or i want to do the maximum damage possible as a backliner. Even if the diffence is small it is still an advantage that is very desirable. But its all locked to crafters only.
IndigoSundown has pretty much explained why crafting is not fun at all for some people. Whenever i craft i just tipp in a guide and follow the instructions like a zombie.
Yea collections are quite nice. I got one ascended piece for completing the lumi gear collection which only took about 2 weeks of grinding.
You can get the trinkets easy enough but the armor and weapons are pretty much gated for crafters only.
They once advertised that you could achieve stuff no matter how you played the game, but say if you only want to do WvW where ascended does matter then you are out of luck. Want the cool ascended skins? Gotta craft. Want to do fractals? Gotta craft.
I just wish there where more options.
Topic. I wouldn’t mind the grind but some people just don’t want to craft.
No dropping them doesn’t really count because you will never get a full set with the stat combo you want.
What I’m expecting when stats get taken off traits is that the stat buffs to gear will be flat increases regardless of gear tier. If this happens, then everyone stays at around the same stat totals they had before. Ascended users would get neither a buff nor a nerf. Remember, the stat points from traits are available to everyone, and thus represent a constant. The least disruption to the current stat distributions would be obtained by having stat boosts to gear be a constant regardless of gear tier.
That would only apply if the stats of your trait lines are 100% the same as your gear which is rarely(never) the case. If the difference stays the same number but the overall stats of the gear get buffed then ascended gives a relatively smaller increase.
I don’t think at ascended gear is too strong. Its just as intended, a small increase for those who want to max it. And you can get ascended accessories quite casually.
I wish there was a way to get asceded gear without crafting ( no you will never drop a full set and then it won’t be the stats you want). I don’t like crafting.
With the stat changes there is a chance that Ascended might become imbalanced in one way or another. Since equips are getting buffed they might either have a bigger difference in stats and so they will have a relative buff or it might stay the same and so get a relative nerf.
I call them footballs.
lol
Holy moly this got me really hyped. That F5 skill and all the possibilitys, alacrity and stopping enemys, and beating up zerks with wells in WvW. All of it sounds so amazing!
Only gripe is my little Necro crying that the only thing where he wasn’t outclassed jet is no more.
Zivax, asura guardian. Made The Juggernaut a week ago!
I love this one
The little gangser picking a fight with everyone.
Btw here is my guard:
Now i am not that experienced in WvW so dont count my opinion too highly.
At the momement i am running with this:
During zergfight usually i can stay at the frontlines and be one of the last guys standing, except when i get overwhelmed ( then i wish i was a guardian) and at least it feels like i am giving out quite a bit of support to my team as well as decent aoe dmg and cc.
(edited by Pride.1734)
Nobody is denying that we get more skillpoints like all the other classes.
Unlike all the other classes we don’t get many buffs to our traits. Even nerfs like the Dhuumfire, Terror and Axe. Overall many traits are just slotted weirdly into the lines and still give the idea that they had no clear plan where to go with the necro. If they dont want to buff them they should at least be swaped arround a bit.
Not to mention that Curses offer no good non condi option for GM but excelent power minors, Blood Magic still fiercely battles our core class mechanic and Death Magic is only valuable to Minion Mancers. They put one usefull master into Death Magic for both condi and power specs each. One trait. For the whole line. Yea people will still take Unholy Sanctuary because they have no choice. And i get that feeling a lot when i look at most of the necro traits.
Our whole direct damage still focuses on applying voulun which and ele can do in 2 secs by taking one utility. But hey rock bottom PvE and allways will be.
(edited by Pride.1734)
Nothing is wrong. Some people feel that they are entitled to more buffs.
If 2 out of 5 Traitlines are crap is nothing wrong to you then there is something wrong with you.
Also Curses GM’s are awful for anything but condis and the choice itsself is a nerf to condis.
(edited by Pride.1734)
Lets face it, grenades were pretty broken. And on the flipside they will be better at short range.
With all the new toys we re getting you can’t really complain.