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Pretty funny to me the dev was just spamming Deathblossom and seemed to be enjoying himself. I guess thats dynamic combat for you. I dont care too much anyway, can be evaded and conditions can be removed on evade.
Throw gunk is so bad, some of the stolen abilities seem like a 3 year long practical joke.
The gunk field is so small, sure chaos armour is nice in theory but the duration is way too short, plus if you want the armour you would have to de target then throw it, then line yourself up on the spot to heart seeker while trying to avoid the numerous attacks that could quite easily kill you. The confusion from the field is not exactly useful for damage thieves plus how much initiaitive would you have to waste to get enough confusion stacks for it to be remotely threatening, confusion is not exactly burn. Headshot spam on gunk only works for condi heavy thieves that dont have to keep spending initiative to do damage.
If we are going to get an ability from engi how about the invulnerability? or something that is actually threatening to engies despite what damage type you are.
The Ice Shard is another one, often times the chill is gone the same instant you manage to land it. How about have the cooldown increase as a debuff that cant be removed. Even if the duration is 5 seconds, it is still a lot better.
Skull fear, come HoT that is going to be useless.
Healing seed, gawd healing seed, doesnt exactly do anything against pew pew rangers. Has its moments against condi rangers but you still cannot stand in bonfire. Not too sure why it has a cooldown with using impro.
Plasma is a a good example of a good ability, nice boon durations, Useful for fighting any class with any build offensively or defensively.
It appears Anet didnt like that thieves were doing so well in spvp so they decided to not just nerf the class’ traits but beef everyone else up at the same time while buffing the thief’s weakness, conditions. Therefore we effectively got triple nerfed. This means that every class can now easily counter thief, either by out healing while doing high damage, using burns (only 3 stacks being enough to kill is of course balanced) or in mesmers case, keep stealthing and being invulnerable till you give up and go somewhere else.
So its not just necros, but if it is, it’s MMs. Even ranger is a problem now, they just need to tap taunt (which has no tell) and the bird somehow deals 50% damage. Its pretty funny actually, rangers dont even need to actually hit you to kill you.
I think mace, ax, or shield would have made great weapons, but I won’t complain about staff.
Mace, axe, shield? on a thief? wut?
Impro is useful when you are running multiple categories. Not sure its a good thing if the success of your build is is based on impro giving you the category you want when you want it.
I love the trait, fits perfectly with my playstyle, I never think about the trait being there till i get a basilisk or withdraw right after i just used them. Since im using an aggressive style im moving way too fast and fights change way too quickly for me to be thinking about which skill impro will give me when i need to steal for arguably better reasons. Not happy about dropping it for Daredevil but i think the line can compensate.
When I first saw vault crit for 7k i thought maybe it was a bit much, then i realized that it is actually necessary, not only is it necessary but if it is nerfed it would be incredibly foolish.
Backstab is a stealth executioner but there really was never one for people who fight revealed like the S/D SB for example. Now that there is now another weapon that doesnt have stealth on it as well as a new skill category that doesnt give stealth, it is definitely a must for there to be non-stealth executioner.
Sometimes Anet pulls moves that are really uncalled for but considering how much thought they have put into HoT, they seemed to have learned one or two things about how the classes interact with each other and how the players interact with the classes. I think they see how necessary it is to leave Vault as a high damage skill.
I agree, the hammer animation i assume was just a placeholder because it is a really awkward hold for a thief. We gotta look cool while we cause people’s hearts to explode in pvp.
Staff is pretty good, i can see it working mostly because of the dash, however they need to do something about that range, perhaps make it 450
The tooltip says 450.
http://i.imgur.com/RnETtcs.png
Talking about unhindered combatant trait, the dash range is 360
Staff is pretty good, i can see it working mostly because of the dash, however they need to do something about that range, perhaps make it 450
I’m th eone that think that all that stuffs will make Thief “OP” in 1vs1?
Seriously, the enemy will not be able to land a single skill before I kill him XD
Interrupt, daze, stun, blind, it seems to be pretty cool and be able to fight in 1vs1 without stealth. Also depend on the class you fight, but against a class with low stability that specializzation will be able to make a massacre!Really nice.
I want to try it!!!!!And we still need to see the Fx mechanic. A 2handed weapon will change a lot the core mechanic and we still don’t know what the new one will be.
I want to know!!!
you mean what is gonna replace steal?
sorry to disappoint you but it seems like the thief dev is extremely lazy… why rework our class mechanic for an elite spec if you can just slap on an extra 50 endurance?
You guys do realize all the interrupts daze and stun are necessary because of all the stability right? Every other class will be able to hit almost 10 stacks if not more, all the stuns wont work if they have that much stab up when fighting you now will they, unless you time the steal and even then they can get more.
Secondly what exactly is the point of completely changing a class mechanic to the point where no one will be able to work it into their play properly for weeks, You build on what people are already used to not revamp for the sake of revamping.
Steal is probably the least most versatile class mechanic in the game. Steal and gain boons and a new ability, you cannot do much with that except change stolen abilities, what boons you get or what bonuses you get when you land a steal eg flat endurance
They hit the lowest with this line, no other class had the same treatment necro only had an ICD put on a niche trait I don’t know what wrong with him(them) at this point. Since today’s patch is focused on bugs hopefully the next one put SA and Acro back to their rightful place.
Not going to happen with endurance now raised to 3 bars and flat endurance gain all over the place.
Acro still has issues with Assassins Reward, Upper hand and Guarded Intuition being boarderline useless but the line looks much better now with Daredevil (that name will take some getting used to) being the way it is.
Really, they “fixed” this and didnt fix air immobilize? Honestly…
Just to clarify what I mean by balance. Balance is basically creating a situation where the players are constantly able to respond to other players actions. For example, a thief can die very easily so when this thief is fighting 1 or 2 people, and more show up, the thief can very quickly respond by porting away or stealthing.
Where things become unbalanced is when the stealth becomes exploited to the point that the other players cannot target 90% of the time and they cannot respond to the stealth with a reveal skill.
To go even further, if a reveal skill is activated, a thief can still respond by porting or with some clever evades. Everything that has been done in this scenario is completely based on the players reactions and decisions. Thief has to be fast enough and time the evades properly and int he right direction and the other players have to press the right buttons at the right time.
Things only get out of hand when all the thief is doing is pushing a button to stealth which has no timing consequences because of how much of it is available. Same thing goes for old warriors passive healing, so much of it that it really didnt matter how many mistakes they make because their hp would always be high and all they would need is a couple hits to kill.
This is not a “lets burn Anet down” thread The point of this is to summarize for future discussion the reasons for the class’ issues and why they likely won’t go away unless something drastic happens.
What do we know about the current game?
- Mesmer wasn’t the greatest class, weak fighter but now is what most will consider broken.
-Thief was considered the best fighter but now seen as the weakest.
- Necro was always the problem class, the black sheep, but is now seeing some very good changes
- Turret Engineer was considered broken for good reason but now not anymore
- Warrior used to be out of control because of its damage combined with the heals.
The other classes havent been debated on so much so why is that? What do these 5 have in common? Passive defense.
The problem is Anet has issues controlling classes that emphasize passive defense, defense that doesnt require the players continued input to keep active; such as stealth, invulnerability, Death shroud, heal over time and turrets. They have to constantly worry about what would happen if they combine really powerful skills with being able to negate or almost always avoid damage. Their fault sure, but I imagine they wouldn’t have realized this in the initial designs how it would turn out.
- They saw Deathshroud as this be all and end all defensive skill and necromancers will perform miracles with it because it is easily accessible and protects the class from taking damage. We all know how that turned out. Anet finally realized that mobility is everything, and combining no mobility with no stability is just bad form.
- They made mesmer a weak fighter because of clones that body block, stealth, invulns and escapability. They couldnt have all this in one class and also give them warrior like unconditional damage, seems they don’t care about that anymore
- Turrets were so strong that the Engi could just be a tank and negate damage and have Turrets do all the work. 1 Turrent engi could control the outcome of a match. Anet changed this and thankfully put more emphasis on the player’s skill.
- With thief they didnt realize players would be able to dominate with having low health, almost no condi removal and no viable tanky build options. Also underestimated what stealth does to having burst skills with no cooldown. I don’t even think they know how to get around this, without changing how the class works, probably why thieves have seen no response.
- Warrior passive heals were out of control so over the years we have been seeing nerfs to healing signet.
The problem is very simple, passives, the solution is also very simple, remove or severely limit them then focus more on the actives, like evades, blinds, blocks, boon timing.
It is obvious one or two things have been learned with the changes to necro and how Roy and his team are designing the Revenant. More emphasis on the players skill not the skill itself. Vanishing into thin air after doing 70% damage then come back to do it again is nothing but a glorified game of hide and seek, something that doesn’t really have a place in a game like this.
If there is something i have gotten wrong or missed please let me know and lets help them make a great game.
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As usual Anet is over doing it with the skill negatives. If damage is being redirected to the minion, what is the entire point of it losing hp every second?.
To prevent you from having an army of 100 minions. Though they could just put a hard cap on that and call it a day… It seems like the entire skill is just bad imo. MMs already have high survivability I don’t understand the point of this skill.
The minion already loses hp from having damage redirected to it, having its hp also degrade is redundant and just ends up risking the skill’s usefulness. It would make a lot more sense to put in a flip over skill like the other pvp minions so the skill also has its use in small fights while preventing multiple summons.
One of the designers said live on twitch that it is always a good idea to start high then tone down from there, i dont see that happening, in fact they do the opposite way too often.
By the time they see no one will be taking base necro any more they will have no choice but to find a way to combine DS and RS. I am willing to bet they are going to do it after the next BWE
Unless i am mistaken the other elite specs adds on to the profession mechanic instead of replacing it. Why they choose to deny necro the same benefit i am struggling to understand. So odd, I really should be used to the way they treat the class by now.
In any case Reaper is a much needed upgrade, replacement actually since DS has nothing going for it except face tanking. At least Reaper is interesting and much better with the changes so i guess we will see how it plays in the next BWE.
As usual Anet is over doing it with the skill negatives. If damage is being redirected to the minion, what is the entire point of it losing hp every second?.
Why are we still talking about weapon swap? this is the second topic ive seen asking for a change to it. Its here, instead of certain people to just be happy that the class isnt being restricted anymore, we have trolls trying to get such a great thing reversed.
Button mashing wont work because you will always need energy, if you smack everything that isnt on cd, you will be left stranded. Tying weapons with legends is a bad idea with gw2s type of combat. There are countless number of situations where you might need a legend skill not tied to the weapon skill you need to use. That will happen and very often.
Please stop comparing the first beta revenant to what revenant is now, they are night and day, revenant during that beta was complete trash compared to the other classes. Necro which is considered the worst class in the game could kill 2 of them at the same time without healing.
Thankfully Roy and his team are doing a great job at building the class, let them finish it and launch a second beta before making restrictive suggestions.
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So heres the goal for this WvW reaper, Id like to make a soldier geared reaper with dolyak runes using GS and Staff. Id run wells to still provide those necro wells to my WvW. I would take decimate defenses so I dont need the precision (hopefully id have better dps this way). For sure would take blood magic so I can res allies and heal using wells.
Basically…. I want to be this guy thoughts?
It didnt end well for him though 
Couldnt find the suggestions thread so bumping this.
Deaths Charge should remove immobilize, chilled and cripple You can have the Relentless pursuit do something else.
These arent part of reaper but no point making a seperate thread for this:
-Plague should take reduced damage and duration from condis, it is the embodiment of conditions doesnt really make sense it dies to it.
-Lich form should be immune to immobilize, chill and cripple and a chase skill perhaps something similar to what Giganticus Lupi has. Its Auto attack should also chill on hit
There is stab, and they should leave it the way it is. I don’t know what is going to happen to DS, No mobility on it except a half hazard teleport that struggles to hit and no stability. Once reaper drops (hopefully in our lifetime) I wont be looking back at it and probably a lot of people. They might as well combine the two and have DS as utility skills for RS.
After so long i still get annoyed at myself for investing in such an incomplete class and they left it this way for this long.
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honesty I seems like we have very different play styles.
I think mallyx will be buffed. shadows is high energy but it does a lot. 50 endurance gain is an additional evade it provides after the initial evade. It isn’t something u can spam sure, but its cerainly something you can use every 20 seconds or so. Personally, I don’t play stealth classes. It seems like as a theif player you value stealth much more than I do, but I don’t see it as something rev will need to survive, just as other classes don’t need it to survive.
Mesmer stun will surely be nerfed into the ground, as will other aspects of the class. That is something I am not too worried about. and I never had a problem with hammer warriors. Their attacks are easy to predict as well as see.
plus remember, as a celestial heavy, its gonna be able to take much more damage than the zerker/marauder shiro that was showcased on the readyup
Lol stealth player? very far from it (I never actually used shadow refuge), that is why i played acro. What i meant was because I was focused more on fighting revealed i learned that to make mobility work on a glassy class I have to keep momentum, I cant run out of evades, stun breaks, chases or escapes, I must always be able to respond to anything and very quickly often times before it happens. Thats why Acro thieves are very annoyed about what they did to feline grace and vigor. Friggin Grouch said acro thieves dodge mindlessly, i mean really? they tied swiftness and might to dodge as well as survivability and they wonder why acro thieves dodge a lot?
The way revenant works, if you run out of energy too soon you will have to legend swap and change your play because there is no stealth to sit in and wait for energy unlike thief with initiative. Thats why im taking retribution over devastation to avoid having to spend 35 (+20 since you will still have to gap close) energy to stay in a fight. At least with thief i ran improvisation and often had roll for initiative or shadow step up to stun break if i failed to dodge.
What im interested in about this build though is can it do so much damage that you can kill anyone and withdraw quickly enough that you will hardly need to break stuns? or recover health quickly enough that the burst after stuns wont matter too much.
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If they just slap an ICD on that trait i will riot ~_~
Yea this is what im planning to run, well sort of. I would love to use Devastation but there is one nagging problem, stability. All the nice stuff from devastation does not make up for the lack of stab. My runes also are different, dunno about vamp but i’d like to see how much sustain you end up with
On shiro, Riposting shadows seems like more than a fair replacement for no stability.
- Stun break, 3/4 sec evade, gain 50 endurance, and break out of chill/immob/cripple
invoking legend is also a free stun break from Invocation.
you could go retribution over devestation though if you prefer more a a tanky point holder. I personally just really like unblockable attacks extra life siphoning, at least on paper.
as for vamp runes, they are extremely meta in pvp right now on power builds. mist form at 25% is very useful, and the leech, with leech sigils om weapons, adds a lot of…leech.
35 energy though, keep in mind Rev doesnt have stealth, so after breaking with riposting, you would need energy to chase, energy to attack as well as energy to escape. There’s mesmers all day stuns, necro fear chains and they now have got 2 more stuns, hammer warrior and so on. Relying on a kinda high energy skill to handle all that with no stealth, thief endurance or invulns is going to be next to impossible.
I see riposting shadows as a last resort stun break or escape because of the energy cost. I would rather keep momentum since i have to fight revealed than have to worry about using so much energy or switch to a legend i dont need to break stuns.
EDIT
Vamp runes are nice but after playing Acro thief for a while i found something else is more useful when using a high speed class. If it turns out to not be necessary i might just end up using it.
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You would have to consider the burst from other elite specs, and they got some serious burst. Perhaps they might have to do the whole wait and see thing and just leave the trait as it is. Warrior passive heals was in this dilemma at launch, they waited and ended up nerfing the poor guys
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Blighter’s Boon will be good because Necros generate might off #1 in shroud and also have a trait to generate might on hit on chilled foes.
It’s going to come down to how much it heals though and if they mess with the ICD.
Theres going to be an ICD, im pretty sure of that one, the question is how long. I would like to say 1-3 but they will probably over do it and put it at 5.
I thought that bit then realised the trait is very similar to altruistic healing. All they need do is lower the base healing amount.
It’s current form has so much potential. Certain trait combos can net you around 1k HP/s while shrouded and auto attacking. Would trivialise certain content. Unless the new AI and NPC scripting / skill usage is much better than now.
I thought they could just drop it, but how much is too much? Its a GM trait, GMs are supposed to be powerful on their own, if they drop it too much then you wont really benefit from it if you were running say Marauder or Valk unless you use blood magic. Glassy builds already dont really have much sustain from siphons so you are better off just running spite.
I think this is why the trait is so good, so you can run your dps stuff (since thats what the spec is about) and not die as easily as you would now running pure dps.
I would suggest instead of just an ICD or base healing nerfs which would be bad for dps builds, they make it give buffs where the healing side of the trait triggers at a certain health threshold (75% ?) for a certain duration (10 seconds?) and the Life force side of the trait trigger at 50% for the same duration. The trait can then have an ICD of 5 seconds.
This way you can take advantage of chill stacking bursts, not struggle with a second ICD like the one with siphoned power and makes tanky siphon builds to not be so un-killable.
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Alacrity should be a boon, makes more sense that way so chill converts to Alacrity instead of resistance. Mesmers can then be given the best native access to Alacrity instead of the only access to it.
Making chill convert to Resistance when an effect like Alacrity exists lol really?
Blighter’s Boon will be good because Necros generate might off #1 in shroud and also have a trait to generate might on hit on chilled foes.
It’s going to come down to how much it heals though and if they mess with the ICD.
Theres going to be an ICD, im pretty sure of that one, the question is how long. I would like to say 1-3 but they will probably over do it and put it at 5.
Yea this is what im planning to run, well sort of. I would love to use Devastation but there is one nagging problem, stability. All the nice stuff from devastation does not make up for the lack of stab. My runes also are different, dunno about vamp but i’d like to see how much sustain you end up with
Is this discussion really happening? You think the weapon swap doesnt solve the problems, problems you havent even mentioned, so removing it will? Simply saying the skills need work doesnt help anyone, that is just pointless bashing
Revenant last beta was really bad mostly because it lacked damage and mobility. With the addition of Shiro and weapon swap, this class went from 0-100 real quick. No one can say the class is bad now, im looking at blocks, evades, flat endurance regen, chase,escapes, damage, conditions control, decent stun breaks, great might and fury stacking, great healing (some of it might even get nerfed in future). This is everything the class needs, the only thing left is possibly adding a second execute on sword, perhaps making Sword 2 a heavy damage attack
What is questionable is cleansing and swiftness but this seems to be intentional. Thief doesnt have great cleanses or swiftness either so Rev might be getting the same treatment because of Shiro.Rev only has better cleanses than thief because there is no stealth Most of the condi control comes from resistance, might be challenging depending on mostly resistance to handle condis but im curious about how that will play out. If resistance and disengages are timed properly might be possible to always negate conditions. I just wish there was something to remove poison and burning specifically
The synergy between weapons and legends isnt from the skills but the traits and stats. If you think there is no synergy then check your build.
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Chilling darkness did need a nerf but what they did is…wow, so much facepalm. limit chill to 5 stacks then give the trait 5sec icd with a 2 sec duration when all our aoe blinds last 5 or 6 seconds? The logic really hurts my soul.
Would have been better to remove the trait entirely if that was the best way to balance they could come up with and put in something else that actually competes with plague sending, like maybe a good source of confusion or torment?
Did it need a nerf? It was only used at all if you had one of two specific skills equipped, both of which have massive cooldowns. It was hardly a game-changer, and most of the time wasn’t picked because it was too situational. Now it’s never picked because it just sucks.
Chilling Drkness needed a nerf because we got a lot more chill sources, chill on GS auto, chilling nova on trait which is 9 seconds of chill with a 10 second icd and this is without chill duration, also chill on executioners scyth that combos with Death spiral for aoe chills that also combos with Death’s Charge and Putrid explosion for frost armour that chills when hit, chill from spectral grasp chill from two spinal shivers and chill on staff. Boon conversions is also another thing to think about, fury that everyone has turns into blindness. They also added a second AoE blind skill, at this point it is a no brainer to dampen chilling darkness.
No we didn’t. None of the sources of chill you speak of currently exist in game. They can’t nerf us to balance what doesn’t exist.
Lol please read the entire thing.
I did. Still doesn’t justify the first half of what you said. :p
What the…this is the second paragraph, please read the last line.
No single trait or skill is a game changer because everything can be countered unless permanently stacked or timed, and with chilling darkness as a trait we get not just permanent chill which can be done regardless of the nerf but easy perma chill, chill without giving up a weapon slot or utility slot you would rather use for something else.It is obvious that nerf is because of reaper so nerfing it now was really pointless.
Chilling darkness did need a nerf but what they did is…wow, so much facepalm. limit chill to 5 stacks then give the trait 5sec icd with a 2 sec duration when all our aoe blinds last 5 or 6 seconds? The logic really hurts my soul.
Would have been better to remove the trait entirely if that was the best way to balance they could come up with and put in something else that actually competes with plague sending, like maybe a good source of confusion or torment?
Did it need a nerf? It was only used at all if you had one of two specific skills equipped, both of which have massive cooldowns. It was hardly a game-changer, and most of the time wasn’t picked because it was too situational. Now it’s never picked because it just sucks.
Chilling Drkness needed a nerf because we got a lot more chill sources, chill on GS auto, chilling nova on trait which is 9 seconds of chill with a 10 second icd and this is without chill duration, also chill on executioners scyth that combos with Death spiral for aoe chills that also combos with Death’s Charge and Putrid explosion for frost armour that chills when hit, chill from spectral grasp chill from two spinal shivers and chill on staff. Boon conversions is also another thing to think about, fury that everyone has turns into blindness. They also added a second AoE blind skill, at this point it is a no brainer to dampen chilling darkness.
No we didn’t. None of the sources of chill you speak of currently exist in game. They can’t nerf us to balance what doesn’t exist.
Lol please read the entire thing.
Chilling darkness did need a nerf but what they did is…wow, so much facepalm. limit chill to 5 stacks then give the trait 5sec icd with a 2 sec duration when all our aoe blinds last 5 or 6 seconds? The logic really hurts my soul.
Would have been better to remove the trait entirely if that was the best way to balance they could come up with and put in something else that actually competes with plague sending, like maybe a good source of confusion or torment?
Did it need a nerf? It was only used at all if you had one of two specific skills equipped, both of which have massive cooldowns. It was hardly a game-changer, and most of the time wasn’t picked because it was too situational. Now it’s never picked because it just sucks.
Chilling Drkness needed a nerf because we got a lot more chill sources, chill on GS auto, chilling nova on trait which is 9 seconds of chill with a 10 second icd and this is without chill duration, also chill on executioners scyth that combos with Death spiral for aoe chills that also combos with Death’s Charge and Putrid explosion for frost armour that chills when hit, chill from spectral grasp chill from two spinal shivers and chill on staff. Boon conversions is also another thing to think about, fury that everyone has turns into blindness. They also added a second AoE blind skill, at this point it is a no brainer to dampen chilling darkness.
No single trait or skill is a game changer because everything can be countered unless permanently stacked or timed, and with chilling darkness as a trait we get not just permanent chill which can be done regardless of the nerf but easy perma chill, chill without giving up a weapon slot or utility slot you would rather use for something else.It is obvious that nerf is because of reaper so nerfing it now was really pointless.
Honestly, i think i have to say this again because some seem to have forgotten what the necro class is. Necro only needed two things, a mobility skill and much better stability. Death’s charge alone solves half my problems, Infusing terror the other half.
In PvE all necro really needs is damage and support. Damage isnt an issue, any top tier necro like Nemesis, Edelweiss or Holts will tell you this. If party healing, cleanses and conditions like blinds and weakness to help zerk players not get one shotted is considered bad support then, re roll.
Classes cannot be constantly competing with the same support methods. Classes can only support with stealth, boons, healing or conditions. Each class can support well with any two of them with the other 2 being lackluster. Necro’s strength is conditions and healing, if conditions is seen as unnecessary then that is because PvE is so easy players can win be disregarding one damage type not because Necro is lackluster.
If what ive said isn’t true, ask yourself why condis are not unnecessary in PvP
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Chilling darkness did need a nerf but what they did is…wow, so much facepalm. limit chill to 5 stacks then give the trait 5sec icd with a 2 sec duration when all our aoe blinds last 5 or 6 seconds? The logic really hurts my soul.
Would have been better to remove the trait entirely if that was the best way to balance they could come up with and put in something else that actually competes with plague sending, like maybe a good source of confusion or torment?
Its cuz its new, we all like new and shiny things. I know im going to play Rev but its going to be a second main. First being Necro, too much history (and waypoints) for me to just dump the class and switch
for some yes for others No.
I’ve always felt something missing from all the classes i’ve played, Rev fills that void
Rev just seems like the class i always wanted to be in a game. gameplay and look wise
I know precisely what you mean, always wanted to fight like Wrath from Full Metal Alchemist Brotherhood, mained acro thief for that reason. Even though no dual swords my annoyance was real when they destroyed the acro line.
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Or rather than that, what about giving the Rev a 25% bonus to his energy pool?
To tell if that would be a good idea, the class would have to go live first to see how players are handling the energy.
I’m speculating here but Roy described the elite spec as “scary”, now the only thing that would be scary enough for me to consider changing my planned set up and using the elite is faster energy regen coupled with extra defence. My guess is thats what Glint is about
I dont know who designs the UI for Anet but the work they are doing is baffling:
- Preview system is still one of the worst i have ever encountered in a game,
-The pop ups at the end of a pvp match is really obstructive, often times fights are still happening at the end of a match (whether or not they should be is not the point) and having to deal with those pop ups in combat never gets less irritating.
-Still no cooldown display for sigils and runes when those can easily determine the outcome of fights.
- After all this time I have to guess when my utilities are out of cooldown when im in shroud.
Then they give us trading post rework that no one asked for(even though welcome) and a second re-work of the currency display that no one asked for, i mean really wtf?
Break bar is not a good idea.
EDIT
I take that back, it is a good idea for elite transformations like Lich and Rampage. The bar can prevent being turned into a moa, a better idea than permanent stability that prevents almost broken elites like rampage from being controlled. At least with a break bar, a decent CC chain works as counterplay instead of being forced to use a transformation to counter.
Break bar for base form is not a good idea though, it would mean adding some sort of break bar regen mechanic for one. Secondly Anet changed stability to avoid the whole negate all CCs for a duration thing. Replacing stab with a break bar would just be going back to the old stab mechanic.
(edited by Ragion.2831)
Sigil and Rune Cooldowns, seriously need this. Perhaps above the utility weapon skills bar
I like the idea of combining them but i think i would prefer ds as utility skills for rs. Transfusion (6), Dark Path (7), Doom (8) Tainted Shackles (9) and life blast (0) but changed into a type of multi AoE blast with a cooldown.
Or put the lich transformation as the Shroud 0 skill instead, turn it intoa shroud skill instead of spectral ofcourse, and make it only work while shroud is active as well as have a 20 second duration limit. This would be pretty darn epic.
(edited by Ragion.2831)
if you put a skillful [insert class] against a skillful necro, the other class would lose. Necro only falls short when there are more than 2 people or is taking ranged damage and cant gap close.
The whole kill them them before they kill you in dungeons, ive seen fail quite a few times so I wouldn’t say heal is irreleivant.
If thief is blind spamming i dont see how he can be bursting at the same time with the amount of initiative BP and Shadowshot costs.
Anet has mentioned Necros support is mostly through conditions and heals instead of boon application, considering necros can also rip boons and apply a lot of conditions, which ever is better when competing with guardians is up for debate.
As far as I can tell we have no hard info on any of the Elementalist shouts, only that they seem decently designed. Except ours are also well designed except for Rise!, so I really don’t get the complaining.
Of course you don’t get it, you’re a pvp guy. When have you people ever seen anything beyond your pet formats.
What are you talking about dude, thats what matters. In PvE as long as you have damage and possibly support (where there is plenty of) you are fine. In WvW you are in a group could be large, small or anywhere in between. Are you going to tell me you want to balance classes based on a 30 man zerg where there is an infinite number of class combinations? dude sit down and think.
Except necromancers don’t support or damage either, and shouts were a missed opportunity for that needed support.
Huh? 8 stacks of might to allies isnt support? dropping AoE blindess and healing wells isnt support? teleporting downed allies to you to heal them (which is really useful in dungeons) isnt support?
I dont understand how you can say necro doesnt have damage after all the videos that have been released. Anyway that debate will end when someone gets crit with a max damage Executioner’s Scyth with air and fire procs.
Its cuz its new, we all like new and shiny things. I know im going to play Rev but its going to be a second main. First being Necro, too much history (and waypoints) for me to just dump the class and switch
As far as I can tell we have no hard info on any of the Elementalist shouts, only that they seem decently designed. Except ours are also well designed except for Rise!, so I really don’t get the complaining.
Of course you don’t get it, you’re a pvp guy. When have you people ever seen anything beyond your pet formats.
What are you talking about dude, thats what matters. In PvE as long as you have damage and possibly support (where there is plenty of) you are fine. In WvW you are in a group could be large, small or anywhere in between. Are you going to tell me you want to balance classes based on a 30 man zerg where there is an infinite number of class combinations? dude sit down and think.
According to the video below the skill now also gives stability as well as might. The skill gives boons per target hit, stability and might are boons. We get 4 stacks of might per target for 20 stacks, if stab is also on the skill and is a boon, does that not mean 1 stack of stab per target for 5 stacks? 1 stack of stab per target makes sense for a stun break that is meant to be area effective.
Shouts starts at 1:30
As i said before it is one stack of stability (for 1 second) because it is also a non instant stunbreak. Only the might stacks scale with the number of opponents.
tooltip is misleading then, should say gain might not gain boons.
Necros are crap and will remain crap because they just do not understand the fundamental issues no matter how many times they are brought up and no matter how many iterations of the problems make it to these boards. Nobody there cares jack about this class at least there is certainly an absence of any concern about our plight just research the boards it speaks volumes.
the only things necro needed was a way to handle getting stun locked and an escape and we get those with reaper. If you have somehow manufactured more issues then you probably need more practise.
Only thing left now is to adjust chilled to the bone and chilling darkness
As far as I can tell we have no hard info on any of the Elementalist shouts, only that they seem decently designed. Except ours are also well designed except for Rise!, so I really don’t get the complaining.
lol neither do I
I’m a little worried that with the addition of stab to “Chilled to the Bone” and “You’re all weaklings”, they may have done something to the stability on Infusing Terror. That would be monumentally irritating, especially seeing as that is the best source of stability for smaller fights.
I wouldn’t be. In the initial Reaper reveal, they had stated that YAAW had been changed to a stunbreak and gained a stack of stability like Well of Power, but the displayed tooltips didn’t show it because that change happened after recording. Chilled to the Bone, they also said during the Reaper reveal would probably change from Resistance to Stability.
Oh yea, i had forgotten the part about stability, thanks