[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Druid, Scrapper – these are top 1v1 on point with slight advantage to Druid.
Reaper and Condi Revenant aren’t bad either. Tempest has auto 1v1 win against most Reapers.
They should make the Guild Lord a Chronobunker so he never dies.
This game isn’t balanced around zerg fights.
one of the issues are revenants with their 100% AOE Team protection uptimes if they decide that his team needs it…………. they just press that 1 button…………
Rarely anyone decides to upkeep Facet of Chaos because it’s upkeep cost will empty your energy bar rather quickly if you use other skills too. Besides, most common Condition build doesn’t use Glint Legend.
This Facet isn’t problem at all.
I liked times when Corrupt Boon corrupted all boons.
First, a build that focus on the potential of only 1 skill is bound to fall down at the first balance patch… Because that mean there is an imbalance if player exploit only 1 skill (Fiery rush/Icebow reminder). So I think that at the moment warrior should enjoy there luck but not keep their hope to high for their dominant build.
On second though, I think more or less that the issue is not the skill but the burn condition. At the moment burn do way to much damage for other condition to keep up. I think the current number would have been ok if burning skill weren’t spamable and burn stayed a low duration condition. Issue is that expertise has come and burn can be spam as much as bleed.
For me, just lowering the burn scaling coefficient should be enough to bring an illusion of balance.
That would nerf every class that uses burns, and make condi necro even stronger then it is now.
Which wouldn’t be a bad thing, since Necromancer was designed as profession specializing in everything related to conditions and has lower support capabilities.
Nope. Save these for future updates/Elite Specs.
If anything, we have space above utility icons – put small indicators there if you want.
any DPS build without shiro is not better then meta build and is not suit for high tier pvp play in the current meta
and has lower skillcap and lower skillfloor
It’s a discussion about WvW, not PvP. And I would say that Shiro legend certainly doesn’t create higher skillcap or skillfloor than other Legends. It’s on par with Glint.
They made the F1 create multiple fire fields because it was an easy fix at the time with limited repercussions that they could see. The goal was to make it a square AOE instead of a circular AOE. I think, ultimately, what they’ll do is make it one long AOE like Wildfire or make all fields have the same AOE limit tracking (so it can’t hit the same target multiple times).
I’ll be sure to include this in my next report anyway.
Making it like Wildfire and increasing burning damage/giving it some initial burn would make it a bit more impactful in PvP.
One of the main problems I see with Ventari & Salvation is that, by base, Salvation traitline gives only 15% outgoing healing increase. Druid gets 20%.
For a Legend that was supposed to have a lot of outgoing healing increase (with logic that it shouldn’t combine roles of bunker and healer…which both Tempest and Druid have achieved later on…) and is balanced around having a lot of it while Druid wasn’t, it’s a complete failure.
Yes, you can get more. Tranquil Balance, Invoking Harmony, Selfless Amplification, Shrouding Mists. Three out of four work only in specific conditions, all work when stars align. Remaining one depends heavily on your Healing stat while current raid meta doesn’t require that much healing power.
PvP Ventari & Salvation build is basically left with that base 15% outgoing healing increase, because there are more useful and reliable traits in every Salvation tier for PvP.
Apart from thoughts described in my old thread… (most of them are still 100% relevant, especially ones about Ventari and Salvation): https://forum-en.gw2archive.eu/forum/professions/revenant/Preview-BWE3-Rym-s-Feedback-Suggestions/first#post5584488
…I first have to say that ArenaNet should really think about their support design. If they want healing supports to be bunkers at the same time or not. If their ideas work in this game or they don’t. Because we’re facing major core flaw in design right here.
Second, assuming they don’t want to mess too much with other professions, Salvation needs that 15% healing increase to be 50%. Modify other traits, make them fun and less about waiting for stars to align for a chance to have that +65% more allied healing. GW2 combat, especially post-HoT, is incredibly fast-paced and bloated with instant damage, conditions, CC and what not.
From my perspective, I see a lot of Revenant aspects to be stuck in pre-specializations state. It just needs a major update.
So, basically what Revenant players are saying is now that they can’t ignore enemy condition builds entirely on Mallyx, that they won’t try being more careful with timings of the tools they have? I’ve already explained how to use the tools already in the build against a condition Reaper, but only got replies that ignored facts.
Let me summarize
- Keep an eye on the weapon set they are on. Shield isn’t helpful against staff, but Riposting Shadows is. Conversely, shield is great against scepter and stops locust and plague signets.
- Look at his nameplate to identify his build. Two signets likely means he is running consume conditions as his heal, meaning the fight will probably be more drawn out, but their only unavoidable corruption isn’t a factor. You can save facet of nature to counter signet of the locust. However, this also means they could be running a Curses variant. I suggest hitting him with sword 1 and 2 once each to open, as that will most likely force plague sending to proc early on when you probably don’t have boons to corrupt.
- If your chill gets transferred, it will not deal damage.
- Get out of range of Reaper’s Shroud when he enters. Condition Necros have bad life force generation, so they won’t sit in Shroud longer than they have to. Beware, though, that Executioner’s Scythe has a much longer range than the other Shroud skills, so dodge this if you are remotely close to the Reaper. Watch what he does next. If he pops soul spiral in the ice field when you’re out of range for the regular hits, that’s good for you. If he uses Death’s Charge for frost armor, account for that in your play over the next few seconds. On the Curses variant, make sure you avoid the last hit of the charge, as that will corrupt.
- Once they drop Shroud, you have 10 seconds where they lack any defense. Meta build has no weakness access and no blinds outside of Shroud. Only thing they have is Protection from last gasp and possibly active spectral armor.
- Save Pain Absorption for after they use Plague Signet. This will be the highest influx of conditions you see, and you can’t react to the cast time. Alternatively, bait the signet with Shiro elite.
- Don’t use Facet of Nature as part of a rotation. You need to save it to cover resistance. Signet of Vampirism, being unavoidable, also gives the most response time. If they aren’t running SoV, Locust is the best one to respond to with it. It casts fast enough to be reasonably used as a reaction.
- Plague Signet can be encouraged to not get used by limiting what you apply. This depends on the Reaper player, though, but trying out sticking to one or two condis or low stacks of multiple can cause the Reaper to hold off. In teamfight, this is nigh impossible because of the conditions plague signet pulls from allies.
- Stay above 50% health. Once Chill of Death starts to proc, things are going to become really difficult.
- Plague signet can be blocked! If you land a good condition burst, you can immediately jump into Crystal Hibernation to not only recover, but also deny the transfer back . Revenant conditions tend to be shorter duration, which helps out a lot against Necros. Putrid Mark will transfer though, but it lacks boon corruption and only transfers 3/target.
Solid advices here. Not much more to add.
From myself: watch out for Plague Signet icon under Necromancer’s name. Most widely used Condition spec runs only two (!) forms of condi transfers (and no condi clears). If you see Reaper without Plague Signet up, you often have a clear kill. Some Reapers may run more of condi cleanse/transfer stuff, but Plague Signet is generally most dangerous and reliable one.
Unloading condi burst and disengaging also works. If Reaper is running Signet of Vampirism, he most likely won’t have any self-cleanse, Plague Signet can be easily LoS’ed, blocked or outranged and he will rot.
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Break DS and apply Poison then.
Poison is what you seek.
Since it’s probably PvE POV I will say that we do enough damage and that future Raid encounters should be less of a DPS race and put more pressure on raid members.
The strenght of Necromancer DPS is that it can keep going and dpsing under sustained pressure and can easily exploit enemy’s conditions, turning them into DPS increase in most builds. Out of all current raid encounters, none really had any of these and I hope future ones will suit Necro more.
Majority of the best Necromancers on this forum play Charr. Coincidence? I don’t think so.
The answer is obvious. Join the club.
Shhh, shhh, everything will be alright, good? Here, there’s a diamond skill for you
.
One of finished pre-HoT suggestions:
https://forum-en.gw2archive.eu/forum/professions/necromancer/What-do-you-think/first#post5329594
My favourite E-Spec would be one adding 6-0 Shroud skills and making them use Life Force as a resource while reducing maximum amount of LF and increasing it’s generation.
I’ve been saying this for 3 years, Necromancer and whole Life Force mechanic just screams for resource management. Maybe I’ll give some more rough ideas later.
Weren’t previous 2 metas mainly about spamming AoEs too?
Whenever descreption lists damage as hit per attack and not damage combined (i.e. 2000 (x6) ), it procs damage with each hit.
That’s the reason why Confusion has been so strong against Revenants since beginning and it’s always been like this. Intended.
It won’t happen this pro league, I’m sure. Two reasons:
1) They will most likely want to see how top teams change (or don’t) their set ups/builds in actual tournament after hotfix before applying further changes. We won’t be getting new matches for quite some time and whole season 1 will be ending after.
2) As mentioned, changing rules during the season may cause a lot of fuss.
We can joke about Stronghold being ugly stepchild for ArenaNet, but OP brings the fair point. Remember that you can just Stronghold to Legendary division if you want to.
I’m still waiting for any update to this game mode. It’s such a shame it has never escaped beta state and seems to be left in dust.
If you have to decide between HoT and Fallout 4/Witcher 3/R6 for Christmas, I’d go with latter options.
ArenaNet is now probably in stage when they fix stuff and prepare to add more content (next Living Story, PvP Balance patch, new raid wings) after January and old stuff isn’t going to be outdated. By February a lot of stuff will be improved and you’ll get good overall experience with xpac.
As for myself, I don’t regret buying HoT, because I like the game and it would’ve been unplayable for me without xpac.
You can also cleanse the chill with Riposting Shadows.
As we debate, keep in mind that corrupting Resistance, even without One with Nature, is still often RNG with Signet corrupts, which remove 2 boons each (for total of 3 signets in most builds). Condi Rev often has 3 boons on himself, (Stab, Resistance, Might) so you have 33% chance your Resistance won’t get corrupted.
Also, with boonspam in teamfight, Resistance is much harder to boonstrip with standard 3 sig Reaper build.
One advice I’d give is – try to stay above 50% health when fighting Reaper/Necromancer. If you get below, Spinal Shivers will start to proc and these can really screw you up.
Kamikaze support build?
You can still kill Necromancers now as Mallyx – at least as Mallyx/Glint Cele, from what I’ve tested.
Wouldn’t engage in 1v1 if they have full Shroud though. You might get outsustained.
Played couple games today, was a blast after that parody we had for couple weeks.
Some things here and there are surely yet to meet Mr. Balance, but overall game seems more healthy. I’m not sure where Chronomancer stands now, but we shall see.
Again, thanks for fixing it mid-season.
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So this chapter ends.
Hopefully.
+ 1
I might have bad memory. Still, would like to see it coming back, even for funsies and as custom map only. No new decent maps makes things boring.
Patch introduced small re-design of the map with Profession Trainer as well as…removed the gate to underwater area behind them.
Now, it might be just that they’ve copy-pasted their 2013 layout for mists, but if not…
Capricorn? O.O
That’s actually a very good idea. Half of the watching are viewbots anyway.
+1, make it happen.
Nah, Terror works right. Checked in HotM. It just kinda sucks and is poor man’s version of Deathly Chill.
Axe could be it. Axe could’ve been many things. But it isn’t.
Not sure if that was the place to strike, but needed one. Disabling Mallyx is a hotfix for season, we will see what will happen with it after balance patch.
It won’t kill Viper Revenants if there are no Necromancers, but it will if Necromancers appear.
As for Mallyx redesign, I may only hope and I hope for good things. It was clearly rushed and 1/3 of our traits are pre-specialization patch.
As for bunkers, I share the concern that it might backfire. Reaper isn’t as efficient as Mallyx Rev in dealing with Bunker Mesmer and Tempest, as well as Scrapper I’d say even. Bunker Mesmer didn’t get many nerfs. We will see.
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Good hotfixes. Should band-aid meta till proper balance patch.
Revenant
These are balance updates for tomorrow.
Don’t panic, these are good. Demonic Defiance change kills Mallyx builds in PvP and it will be probably unviable there untill next balance patch, but I understand that quick hotfixes were needed and there was no time for redesigns etc.
Mallyx is still in line for major redesign which will hopefully happen in proper Balance Patch after Season 1 of PvP ends, so I’m not too salty about tomorrow’s changes.
What it means? In short:
1. Viper build is most possibly gone for now. With 5s ICD on Demonic Defiance, Reaper will be able to take it out no problem whatsoever.
2. Power Revenant is back, no longer being hard-countered by Mallyx Revenant.
3. Reaper is back.
4. WvW will hopefully be more healthy.
The only thing I’m not quite sure about is if nerf to Bunker Mesmers is enough, but we will see.
Link to full version:
It kills all Mallyx build till next balance patch, but I understand that harsh changes were needed and Mallyx will be changed, as promised, in full patch.
Not sure if Echo of Memory was the problem. Lowering Stability from Shatters would’ve been much better IMO.
Anyway, thanks for changes. Necro comes back to play.
You won’t take Corrupt Boon on standard Carrion Signet Reaper – you’d give up Flesh Wurm for that, it’s far too essential survivability cooldown. Also, if anyone notices you run two signets and CB – you’ll be trained whole game and spawnganked, because you have no escapes whatsoever. You can eventually deal with Bunker Mesmer as Necromancer, but it takes way too much time and profession itself is weaker than Herald.
One profession that does decently vs. Bunker Mesmer is Mallyx Herald due to uneveadeable/unblockable Elite, confusion and general high condition pressure on point. There’s also Scrapper that can help with Bunk Mes.
I think the main problem people have with killing Bunker Chrono is that while most other bunkers depend on defenses you can counter quite reliably like blocks, healing or boons, Mes has a lot of these + cooldowns you just have to sit through because they don’t really have counters. So whatever you do, he should be able to endure these, let’s say, 15 seconds – that wasn’t the case for Bunker Guardian, for example.
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Not every Revenant build runs Shiro for tons of shadowsteps.
Increasing treshold to 50% health would make it pretty kitten good.
Say GG if game was good. Don’t say GG if it wasn’t. That hard?
Lol diamond skin really went under the skin of necros so here my suggestions :
1) = Granting stab to yourself also grant 4s resistance 15s CD
2)= Condition damage reduced by 33%, condition duration reduced by 20% ( no CD, no HP reqs)
3)= send 60% of condition damage back to the source while ele is attuned to earth
These would make ele more resilient to condis while not making him unkillable and..you’d still require actually brain to win, “spamm and forget” is not a valid tactic
1) Not bad suggestion. I see you tuned the CD for overloads traited with Stability. Resistance, since it’s a boon, can be problematic with boon duration however – and we see it now.
2) God bless no. I’d prefer current Diamond Skin over suggested one.
3) Interesting, but I thought that the problem was lack of condition removal outside Water+Arcana combo, not damage.
I think Warhorn could use some cool condition removal or such thing in addition to couple other changes and then Diamond Skin could’ve been changed to trait with different role.
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I think they need to buff Master of Corruption. High reward for high risk is good, but the reward has to be worth the risk. And it’s not right now.
How about:
1. Move Lingering Curse or Parasitic Contagion to Master.
2. Move Master of Corruption to GM. Add: Cast Epidemic on crit if target has 5 or more conditions.Too OP?
Actually, that would be pretty amazing. Parasitic Contagion should still be made to work in Shroud, but added Epidemic proc? Sounds pretty cool to me. The problem with this skill has always been that it takes space as utility even if it has crazy potential.
Wouldn’t mind trying it out. That could screw up PvE build, however.
On Carrion if you have some Life Force and DPerception you may eventually pierce through Diamond Skin with RS Auto and Soul Spiral. SoV placed on Ele may also help.
On Wanderer’s it’s absolutely not worth trying. Just leave or endure till help comes.
In general it’s extremaly annoying 1v1 matchup if Tempest is any decent. One mistake on your part and Tempest may quickly be back to 90%, reducing your progress to square 0.
Condi engi is considered the better class for VG because it is much better at running green circles than the other condi builds. Engis provide several knockbacks and ccs that reapers are missing, as well as water fields and blast finishers for aoe healing, both of which reapers lack reliably. Their condis still tick while they are running circles (though they do lose dps when they leave the boss, that is true), but the loss of dps is largely irrelevant in actually killing the boss as the timer is so lax. You’re much better off bringing the survivability and ease of circle running, than slightly more consistent dps with reapers from range and the number one thing that causes wipes is people missing/going down in green circles, rather than lack of dps. Lack of dps usually stems from other issues and not from losing out on dps when people run circles. Prioritizing the circle team’s survivability over slightly higher dps will almost always lead to more success in the fight.
tl;dr – engis are better because of the utility they provide, rather than their dps. They’re not the only class that can be successful though.
Timed “Suffer!” shout with bonus condi duration will permachill Seekers that are coming close for eternity if needed (you probably use this shout anyway and using it for seekers won’t screw up rotations – you still have dagger transfer). If they’re too close, you can fear them off. If your group needs healing at VG you can use your Soul Spiral which, because you’re probably using Blood Magic and Transfusion for that fight, heals for much, much, much more than Healing Turret would ever do.
Death’s Charge will allow you to get to circles no worse, if not better, than engineer. You’re also naturally more resistant to damage. While it is true that Slick Shoes are broken on breakbars, aren’t condi engineers giving up one kit that is part of their DPS rotation? Reaper gives up nothing for Golem with Charge and RS #5 / more soft CC.
All that assuming group is really skilled, as are Engineers with their rotations. What if “tank” screws up a bit and moves boss out of your AoE? What if someone gets down on top of seeker or on lit up floor – Reaper is probably capped on Shroud anyway and can get such hard rezz off without dying and I know that because that’s exactly what I’ve been doing. Doubt if Condi Engineer or Berserker can do the same.
There’s more to Reaper and his utility than you know, it’s just that community still lives by old stereotypes.
I’m curious. Does 2 Viper Reaper can take care of the Red Guardian by themselves like 2 engineer can? This doesn’t change a thing because 3 or 2 condi on Red Guardian doesn’t really change the total speed of the 2nd and 4th phase. I’m just curious.
With more than 1 Reaper on target, damage may slightly drop due to Chill stacking. We don’t run more than 1 Reaper because of that, but I’m sure it’s possible. I’ve been able to 2-man Red Guardian with other Engineer as well as Condi Daredevil.
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Cool skins, mounts, unique titles. Basically what every other MMO does, I guess.
Basically, Power Revenant is all cool and good until Condition / Celestial Revenant focuses him. Confusion stacking annihilates Power Revenant in no time (UA triggers it 7 times in 2s for example), as well as high Torment. Mallyx Revenant has been hard-countering Power Revenant since betas.
Adding to that, it’s not really vulnerable to Reapers, Condi Rev’s best counter is another Condi Rev and has easier time with all bunkers present in meta, adds a lot of AoE condition pressure to teamfights.
It’s heavier on energy management and has less defense against power damage, but due to some broken aspects like Durability rune or synergy between Stability traits and Shiro it can be hard to take down.
NA is just behind EU.
(edited by Rym.1469)
It’s not bug. There’s a minor trait in Corruption line which lets you remove 1 boon every 10s on hit, there’s also Banish proc on 25s CD. These activate before CC occurs as long as they’re not on cooldown.
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