Shrug
DH is OP but so is almost every other elite spec. DH isn’t even the biggest offender in that regard.
Yes some elites are really strong, but still most of them can be countered in some way, dh is just luck of the draw and specific class abilities.
What class/build do you play? Most folks are having more trouble vs a scrapper or a druid than a DH. Have you tried spending some time in a 1v1 arena going at it with a DH friend? It might help a lot if you haven’t.
Shrug
DH is OP but so is almost every other elite spec. DH isn’t even the biggest offender in that regard. DH could do with a nerf, but not in a vacuum. Scrapper defense/offense, condi Reaper auto corrupts and chill damage, and some aspects of Druid/pets are even more pressing issues.
Just a suggestion. This way you could stunbreak out of slick shoes. It’s so much fun to get 3 knockdowns from this skill when the engi runs around you. Oh and btw engi super speed is faster than super speed on other professions.
What, really? Can anyone confirm?
Mesmers are also one of the natural counters to Necromancer
It actually is, and pretty much always was, exactly the other way around. Since HoT even moreso. And if you as a Mesmer happen to encounter two Reapers at once (doesn’t matter if teamfight or not), you’re dead before you can say “oh sh…”. Unless you quickly hightail out of there.
IF I want to have a chance to beat a Reaper in any fight, I need to seriously outplay them.
Then you’re not playing Mesmer right.
Reaper has a much easier time with Mesmer because it has good access to stability, cleave, Chill and Death’s Charge can really help with sticking on top of them.
Core Necromancer however is far too slow with poor cleave and no way to avoid Mesmers literally spammable insta-CC’s with Mantras on top of all of Necro’s huge cast times (most skills are 1second +).
I’m not going to take all the variables in to consideration or this will become a debate but the only time Mesmer should have trouble with Necromancer is if the Necromancer is condition. Even then, Mesmer can have access to quite good condition removal just that a lot choose not to.
High cast times, no blocks or invulnerability, no way to disengage, high cooldown skills versus the total opposite. Low cast times, lots of blocks and invulnerability and lots of ways to disengage.
Every necro is “condition” and the ones that aren’t, aren’t worth worrying about.
It’s too bad this post isn’t receiving more attention than this…
You have to stir controversy to get a popular thread—intelligent content comes second. Just change your title to “Please nerf DH traps” or something.
But on a serious note, this is a very class-specific thread in the PvP forum; I’ve noticed they get less attention. You do have over 700 views though.
Fun idea.
To the OP, here is why elite specs are in the wrong direction. The problem began with the 6/23/2015 patch, right before HoT release so pay attention:
- Pre 6/23/2015, GW2 had finally reached an acceptable level of balance in player vs. player. People enjoyed the “feel” of conquest during the era of the cele/rifle engi, dd cele ele and all other viable builds in play. When the big condi/specialization patch hit, three years of working on a balance for a given game model was turned upside down. Three years of working on balancing the trait system, condis with the old system and the given dynamic in pvp was thrown out the window. Specializations and conditions stacking changed everything. This essentially reverted GW2’s evolution of balance back to year one. I had many friends leave and never come back after the 6/23/2015 patch. Point being: People do not like changes that sour up a game’s working balance. If big changes are to be made, they need to be well tested first and if they end up being sour, they need to be tended to and fixed immediately, not a year down the road.
- HoT was then released on top of the above problem. There was little to no time or effort taken to polish out the 6/23/2015 patch first before an ill tested HoT laid on top of it, forming now complex balance issues. The first week or two of HoT, everyone was excited. Then they figured out that balance/options/viability between build structures in pvp was, broken, slim and virtually non existant but what was mostly disappointing is that even with the new content, the game was actually less fun to play. A game that once felt bolded, underlined and italicized was beginning to feel like a child’s first attempt at writing cursive. Many players who stuck around even after the 6/23/2015 patch had began telling me “I’ve had enough of this”. Once again, many friends left a couple weeks in to the HoT patch, never to return to GW2. Point being: People do not like changes that sour up a game’s working balance. If big changes are to be made, they need to be well tested first and if they end up being sour, they need to be tended to and fixed immediately, not a year down the road.
Honestly I could care less about if elite specs were intended to be superior to core specs. My main concerns are two things:
- #1 – It’s quantity over quality nowadays with these patches since HoT release.
- #2 – The elite specs are so good that they force you in to the role that elite spec is designed for. For example: A Druid must be a healer with low DPS to play it’s new traitline role and succeed. A Dragonhunter must use a longbow and traps to succeed. Ect.. Ect.. The functions of the elite specializations are too prominent and I don’t mean they are OP. I mean they force a prominence in the characters role that can’t be avoided. This is boring and no fun.
So if you want me to address your post directly, I’d say the HoT specializations need to be toned down and core specializations need reworking and some of them slight buffs. This way we have actual options in different build structures again. I mean really now… every class has six specializations. Each specialization offering three minor traits and nine major traits. How many of them are even worth looking at?
Standing ovation.
why cant we change our skills out of combat during a pvp match? whats the logic behind this?
would the game really suffer or take a turn for the worse if players had the ability to change their skills out of combat during a match?
Yeah, it would. It would be a perpetual real-time build wars 2. If you want to do that, you have the option to play in the hot join servers.
Warhorn 4: Hunter’s Call
Cooldown goes down from 25 to 15 seconds (40%) as opposed to 20 seconds (20%).Weird, never even given that a tought. Expect this one, out of all of the things you brought up, to be fixed first.
I sincerely hope they just add this to the tool-tip or reduce the base CD to 20 s. The 15 second traited CD is what it ought to be.
I’ve taken down an entire herd of dolyaks single-handedly using only my auto-attack.
Jealous?
Hey all, so as of today, 3 weeks have passed since the balance patch. I feel that that’s enough time to get a sense for how things stand. I’m going to quote my original post and do a revised analysis on some of the issues I brought up when the balance patch was previewed. Thanks for reading.
I have to say I’m extremely disappointed upon seeing the new balance patch preview. My initial reaction was: ANet are you even playing the same game as us?
A couple awful changes really stand out:
Engineer:
Rocket charge CD increased by a whopping 2 seconds. This will have zero impact on the game and scrapper sustain. Where the are damage coefficient nerfs to the hammer skills? Where is the nerf to hammer 5, which is a 1200 AOE stun that is contributing immensely to the insane CC flying around? (Scrapper hammer 5 is of course not the only culprit; reapers, DH, druid’s, etc are also guilty).
This hasn’t really changed—scrapper is still overtuned because of the excellent offensive and defensive capabilities of the hammer. The CD reduction on the sneak gyro didn’t do anything to fix the underlying issue of a long-duration instant cast aoe stealth on a CD that’s under 60 seconds.
Necromancer:
Boon corrupt on the scepter auto attack? Corrupt boon CD reduced to 15 s and less boons converted? ANet, ever heard of the phrase: “if it’s not broken, don’t fix it”? These skills were perfectly fine already. That scepter boon corrupt shouldn’t even be in the game, but if it were to be put in the game, it should be on the axe auto because axe needs love, is the necro boon corrupt weapon, and desperately needs an auto-chain. What game are you playing where condi reaper needs a buff? Most importantly, where is the deathly chill damage coefficient nerf? If any condi build wants to tick 700 dps, they need to ramp up and constantly apply bleeds/condi’s. Chill as a damaging condition requires zero ramp-up time and thus should not have such a high damage coefficient (0.3x+202).
Some folks disagreed with me on this one, but I think the past 3 weeks have shown us that the above comment is still spot on: the scepter auto-attack rewards auto-spam by perma-fearing anyone pulsing stability (ranger shout elite, RS#3, juggernaut, etc.). Robert Gee went to great length to explain to us that the underpowered necro axe auto couldn’t be buffed because it wasn’t a projectile, and then ANet went ahead and gave scepter an amazing auto-chain. The HoT elite specs introduced so many new forms of crowd-control that PvP these days is just an exercise in tossing (and being tossed) about like a ragdoll…so naturally, people bring stability. And now a non-projectile auto-attack can basically spam-corrupt stability. It’s so over the top. The boon corrupt on scepter auto needs to be removed ASAP. The corrupt boon change is meh—I liked the old one better anyways. Chill damage is still overtuned; enough said but for the love of grenth please fix this.
Elementalist:
Diamond skin update is absolutely idiotic. Absolutely. Idiotic. Compare the new diamond skin to the necro’s shrouded removal. Shrouded removal is a very powerful trait that removes 1 condi every 3 s while in death shroud…even this is less passive than the new diamond skin because the necro has to choose to go into shroud. Condi removal on a 1 second CD? What were you thinking? That absolutely screws over condi builds like ranger and burn guard (for example) which don’t focus on applying so many different types of condi’s, but were able to break the old diamond skin with carrion…how will these builds get the ele below 75% now? Why would you make a trait that rewards condi spam? It’s going to be overpowered. What were you guys thinking giving this a 1s ICD? Did you guys even test this outside of a hotjoin? 100% curious and irritated.
This comment ended up being wrong because the balance preview neglected to mention that the 1s ICD was gated by an “on-hit” condition, so diamond skin has relinquished it’s throne. Hurray.
Mesmer:
Well of precognition: This change is all well and good, but if it’s just pulsing aegis for 3 seconds, you should give it’s capture-point contribution back.
I actually haven’t used this skill since the preview, but I believe the capture-point contribution is back now, so that’s good I guess, although the skill is now useless. In other more important news, mesmer is actually balanced now. The glaring problem? Every other elite spec is still overpowered, so playing a mesmer is a big disadvantage to your team. Please balance the rest of the elite specs around Chronomancer!
Ranger:
Protect me changes…do we really need more CC in this game?
Search and rescue: just a 10x better version of necro’s transfusion. Clap, clap, clap; creative.
What about ranger pets? Why are the bristleback and smokescale so much more powerful than the other pets? All other ranger pets need a serious buff to be a remotely useful class mechanic, and the bristleback and smokescale need a serious nerf to their DPS (and possibly F2 CD’s). Just compare bristleback to the river drake—they are supposed to serve the same purpose but the bristleback is vastly superior.
And hold up, just where are the shortbow buffs? Have you guys ever used this weapon? Compare ranger shortbow to scrapper hammer, or revenant hammer, or actually any weapon in the entire game. How can a weapon like the scrapper hammer even be designed with a straight face with the state of the ranger shortbow?
Yeah, everything here is still correct. Protect me isn’t a huge offender of CC but the CD could be increased. Search and Rescue is just pure cancer and vastly superior to every other rezzing utility and the necro grandmaster trait transfusion. ANet, why did you remove quickness rezzing and then add this to the game? It’s so lame. As for smokescale DPS, I think I was incorrect on that one, but the bristleback F2 needs the bug to be fixed: it’s currently shooting 20 projectiles instead of the stated 15, so fixing this would bring it inline.
Thief and warrior:
This is all just wrong. It’s blatant powercreep. Remember after the June 23rd patch, after the DD cele ele fire line was nerfed? The game was incredibly balanced, and thieves and warriors did just fine. Fast forward to HoT, and now thieves and warriors are hurting a bit. But it’s important to remember that thieves and warriors are well-balanced around the base specs, and its the absolutely overpowered elite specs that are providing so much trouble. And all of the base specs are in trouble compared with the elite specs; not just thief and warrior. Solution: Stop buffing everything and just nerf all of the elite specs. The nerfs you’ve previewed thus far are going to be totally insufficient.
I still stand by this. It’s hard to notice with warrior as I haven’t seen too many, but the thief auto’s just hit too hard, plain and simple.
All I see is power creep, and a few well-intentioned but poorly designed fixes which will not help any of the underlying problems plaguing the game, ANet. I was excited to listen to the balance preview, but it just left me disappointed.
I still feel this way.
Thanks for reading and re-reading. Cheers.
+10000 great idea! ANet please take note.
ChooseGoose, you have a great name!
+1, ANet please consider the original post.
You use action camera in PvP? That immersion…
No, not action camera. We’re referring to the “call target” function which puts a red crosshair over your targets head so your teammates can “take target”.
Except now the crosshair is black and barely visible, making it difficult to communicate to your team that you have a target unless their eyes are glued to the chat-box.
Is anyone else getting this? The red take target crosshair is now black.
I hope this is a bug. If not, ANet please change this back; it’s absolute garbage.
It does work for offhand dagger.
As for FotM, when your CF stacks are at 10, you have ~2850 armor out of shroud, so adding 120 armor (from FotM w/rise) gives you major diminishing returns. Check out a graph I made on how toughness mitigates damage: https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/198335/gw2_dmg1.jpg
The top graph is basically showing you that, compared to a base toughness of 1800, your damage reduction at 2850 armor is ~63% (i.e, you take ~63% of the damage someone with 1800 toughness gets). Increasing your armor to 2970 reduces your damage received to just over 60%—less than a 3% difference. Keep in mind that this is all scaled to 1800 toughness, but the broad trend is there—you aren’t getting too much from that extra 120 toughness. The condi removal from Shrouded Removal on the other hand is amazing and literally carries the DM line—for example it lets you win every “spin to win” shroud battle with another condi necro because you can absorb their entire Shroud 4 spike and barely take a scratch.
As for DP…it’s pretty great with any decent amount of power over 2k, so not having curses isn’t a problem. If you like Dhuum then use it, but having DS 2, 4, and 5 critting increases your spike dps, whereas dhuum increases your sustained dps. I guess it’s just a matter of personal preference, but I always felt like not critting in shroud made me hit like a wed noodle. Cheers.
There was some good discussion on DM reapers in this thread, namely look for mine and nearlight’s posts if you are interested.
https://forum-en.gw2archive.eu/forum/professions/necromancer/Power-Reaper-in-SPvP/first#post5859004
At the time, I was using this build: http://en.gw2skills.net/editor/?vRAQNBmWD7kZTocTsvGwbTgeTsQNYxdwS4KkKGUDyUSBgBQKD-TZxFwAOLDk4JAc4gAA4CAIc/BA
I was using viper back then, which worked in the bunker meta but is unfortunately too glassy in the current bruiser/dps-heavy “non-meta” that we’re playing now, so you’re right to use the merc amulet. As a matter of personal preference, I would take shrouded removal and death perception over flesh of the master and dhuumfire. Both FotM and Dhuum are sub-par traits imo, whereas SR and DP are very build-defining: SR makes you virtually immune to steady condi pressure in shroud, and DP increases the dps of all of your shroud skills (why would you want a GM trait that rewards auto-attacking?). If you haven’t tried those with your build, you might want to give it a whirl. All the other differences seem to be personal-preference-based so I’ll leave it at that. Looks like a fine build.
Other ideas:
1. 2s of bleed on AA, an additional stack of 2s bleed when flanking.
2. Increase number of poison stacks to 2 per arrow, reduce poison duration by 1 s (25%).
3. Superspeed instead swiftness.
4. Immobilize instead of cripple.
5. Confusion on interrupt.
^and has no 98% uptime
Actually it is ~45% for one Skill with zero trait investment unlike the chill uptime which requires multiple skills and multiple trait investments.
Most skills require zero trait or skill investment to do high damage. For example:
Guardian GS 2, Guardian hammer 2, DH longbow 2, Rev hammer 2, Rev sword 3, Necro GS 2, Necro axe 2, Scrapper hammer 3, Ranger longbow 2, Ranger sword 2, Ranger torch 5, etc. I’ll stop here.
The point being that most high-damage skills require zero investment with other skills. So, I don’t get that argument. A GM trait can’t really be compared to a #2 weapon skill…
I also believe if the trait was changed to provide something else like bleed, torment, poison, confusion etc etc people would complain still because not only do you get more cover condi but they are, technically speaking, harder conditions to remove.
Shrug, opinions change on this but I think it activating on chill is fine (especially considering your point that it’s easier to remove in some cases)…but right now the trait is essentially stacking 6 bleeds per chill. It just ticks too high with too little effort.
Because it does the same amount of damage as 2 stacks of burn? ok
Apparently an extra 300 damage output per second (a pretty dam long time in this game) is over the top nowadays.
It’s actually 600~800 in most cases (the 800 is due might and vuln stacks from), still my scepter 3 skill does more damage/second most of the cases and requires less trait investment.
Well, there are number of skills in the game that do the same or more damage. It’s a meaningless comparison without context. Your scepter 3, which is on a 10s cooldown, requires you to actually think to maximize the damage (and torment is easy to mitigate by being stationary anyways). In contrast, Deathly Chill provides 6-bleed-stack-damage from all sorts of sources, ranging from auto-procs such as spinal shivers, sigil of ice, rune of grenth, as well as aoe skills such as chillblains, cttb, suffer, infusing terror, etc. You can only use your scepter 3 at a maximum of once per 10 s (single target), while keeping your foe(s) ticking with chill damage throughout the entire CD.
So yeah, comparing a skill with a build-defining trait doesn’t make sense to me. And frankly, even after all of that, I think Chill uptime is fine. Chill uptime was never a problem before Reaper, and never a problem before Nov. 4. The only thing that changed was how the Deathly Chill trait works. Blighter’s boon was (rightfully) nerfed, Deathly Chill was (wrongfully) buffed, and here we are.
Staff seems really powerful right now only because with the reaper trait-line, 2 of the marks provide chill, and chill damage has been overtuned since the Nov. 4 patch. The fundamental issue isn’t with the staff, but with the Deathly Chill trait.
We’ve got good power/condition damage balance, now we just need balanced bunkers. Seems to be a hard thing to accomplish though. I’m also not sure how to make people play bunkers in solo q ranked because if you get 2 bunkers on your team that seems like an instant loss.
Did you play during this past league season? It was almost a guaranteed win.
What makes it not viable in comparison to herald?
Unless you’re planning on going for high-level tournament play, ignore that. DH and Herald are both extremely powerful. And for all the “Rev is dead!” posts in the forums (they just received a meaty nerf), they are still extremely powerful (and popular).
You really can’t go wrong with either rev or DH, just depends on what play-style you prefer. Take them both in heart of the mists and give them a whirl.
Ugh.
You’ve motivated me to try and pick up GS again.
Thanks a lot dude. -.-
How about the fact Engi’s retal procs are higher, lasts longer and deals more damage than Guardians.
Can scrapper provide team retal though? As far as I know, only the Guardian’s signet of judgement, save yourselves, and aegis (with wrathful spirit) can give team-wide retaliation in a 600 radius. In a team fight that can actually be really great.
I think the bigger issue here that I’m hearing is that jesus is no longer viable since the Jan. 26 patch because Scrapper just does it all better.
In PvP I hope I don’t have an ally guardian using a signet… or wrathful spirit
Well me neither, but that doesn’t change how the dev’s designed it: Guardian is the only class with the capability to provide AOE retal, so comparing guardian retal uptime with engi’s isn’t really a fair comparison.
Edit P.S. Back when bunker guard was viable, switching valor our for zeal was totally legit. Between the shattered aegis spam and wrathful spirit retal in team fights, I was getting 500k dps a game as a bunker. You take a hit by losing out on AH, but shrug, at the time (pre-HoT d/d ele bruiser meta) the DPS wasn’t so bad so you could get away with it if you managed your cooldowns intelligently and didn’t spam. Oh the good old days…
(edited by Salamander.2504)
How about the fact Engi’s retal procs are higher, lasts longer and deals more damage than Guardians.
Can scrapper provide team retal though? As far as I know, only the Guardian’s signet of judgement, save yourselves, and aegis (with wrathful spirit) can give team-wide retaliation in a 600 radius. In a team fight that can actually be really great.
I think the bigger issue here that I’m hearing is that jesus is no longer viable since the Jan. 26 patch because Scrapper just does it all better.
jesus has good retal uptime?
How about the fact Scrapper has more swiftness than Jesus, more quickness that Jesus, more Stealth than thieves, errrh, I mean Jesus, more fury than jesus, more blocking than jesus, more toughness than jesus, more cc than jesus, wow, this list just keeps GOING!
Saw a scrapper go down twice in a fight and got rezzed both times. So he had more rezzes than jesus too.
+1. Bunker guard back to viability would help everything.
Edit: To clarify: my opinion is that if ANet balances the elite specs (traits, skills, etc) around the core bunker guard, balance would be wonderful. And we wouldn’t shift back into the boring bunker meta, because as the OP said, bunker guard is one of the only bunker specs that isn’t cheesy to fight due to how altruistic healing works. Plus, the introduction of bunker guard back to viability could allow for some interesting and unforeseen new builds (in other classes) to pop up.
(edited by Salamander.2504)
The grandmaster Spiteful Spirit trait appears to be bugged—it is giving much lower damage than the Unholy Feast skill.
I’ve always said that Gyros should be simply weapons/effects used by the Engineer rather than pets.
They don’t need a separate NPC identity. They’d be infinitely more tolerable if they just hovered over the Engineer’s shoulder and did their duties:
…snip
Wasn’t this how guardian spirit weapons used to work? Then they were given an hp pool, and the rest is history. https://wiki.guildwars2.com/wiki/Game_updates/2013-01-28
(edited by Salamander.2504)
because retreat is a terrible skill on a way too long of a cooldown?
just because it gives 20 secs of aegis doesn’t mean you have a guaranteed 20% damage boost “at will”.
I’d much rather retreat be on a 10 sec CD while giving only 4 secs of aegis and swiftness.
Wouldn’t we all…sounds a little OP though just because of the synergy with PoV and shattered Aegis. Maybe a 20s cooldown (16s traited) would work?
…
I don’t see that a skill can be dodged is an argument to say that the skill shouldn’t be tunned down a little if it’s dealing too much damage
You can dodge it, block it, blind it, and the skill doesn’t crit 100% of the time like some people are made to believe. It will crit 2 out of 5 times without Fury. With Fury, 4/5 on average. It otherwise does 1.4k – 1.7k dmg on prot classes.
…So a skill with a 4s CD that crits for 20K is also balanced because it can be dodged, blinded, blocked, and doesn’t crit 100%? Skills aren’t balanced around being able to be dodged—every skill can be dodged.
The point is that True Shot has a lower cooldown than Mighty Blow, a higher damage coefficient (2.5 vs 1.75), and is ranged. That makes no sense. I also have no idea why the vastly superior Dolyakhunter F2 has a lower CD than the Guardian F2, but that’s a whole other question…
20k? Please stop this absurd exaggeration that isn’t true even by the largest margin. This skill rarely hits over 4k. Only high damage on thief and ele, which are low armor classes
Of course True Shot doesn’t hit for 20K. I was using the above poster’s logic, which (with some creative license) basically assumes that as long as a skill can be blinded or dodged, it’s relative power is unimportant. I recommend rereading the entire sequence of posts for context.
I did read it but that looked like just utter nonsense. The skill isn’t even that high of damage,(see scrapper ham #5 , air overload, gravedigger) this animation is super obvious by the guardian kneeling down, this skill also roots you in place so the guardian takes damage as well. This skill has many downsides aswell so the fact that the tradeoff is high damage is what makes the longbow work, if you Nerf trueshots damage, guardian just will disappear.
Just compare everything you said (rooting, cast-time, obvious animation, take damage during cast) to Mighty Blow. Then compare the range and damage coefficients. Do you see a problem?
Also, comparing True Shot to other OP stuff doesn’t mean True Shot isn’t OP…Yeah, scrapper hammer needs a nerf also, air overload is absurd damage, and a ton of other OP stuff was introduced with HoT (gravedigger is a joke FYI). There are already threads about the other OP stuff and how they need to be nerfed; this one is about True Shot.
…
I don’t see that a skill can be dodged is an argument to say that the skill shouldn’t be tunned down a little if it’s dealing too much damage
You can dodge it, block it, blind it, and the skill doesn’t crit 100% of the time like some people are made to believe. It will crit 2 out of 5 times without Fury. With Fury, 4/5 on average. It otherwise does 1.4k – 1.7k dmg on prot classes.
…So a skill with a 4s CD that crits for 20K is also balanced because it can be dodged, blinded, blocked, and doesn’t crit 100%? Skills aren’t balanced around being able to be dodged—every skill can be dodged.
The point is that True Shot has a lower cooldown than Mighty Blow, a higher damage coefficient (2.5 vs 1.75), and is ranged. That makes no sense. I also have no idea why the vastly superior Dolyakhunter F2 has a lower CD than the Guardian F2, but that’s a whole other question…
20k? Please stop this absurd exaggeration that isn’t true even by the largest margin. This skill rarely hits over 4k. Only high damage on thief and ele, which are low armor classes
Of course True Shot doesn’t hit for 20K. I was using the above poster’s logic, which (with some creative license) basically assumes that as long as a skill can be blinded or dodged, it’s relative power is unimportant. I guess it wasn’t clear since my example used the same CD, but maybe it will be clearer rereading the entire sequence of posts for context. I edited my previous post to avoid further confusion.
(edited by Salamander.2504)
A .5 healing coefficent is really high comparatively, especially for a skill that doesn’t seem to have an internal cooldown.
I guess I’m just spoiled from using Life from Death, which has a beefy healing coefficient of 1.5: https://wiki.guildwars2.com/wiki/Life_from_Death
There’s no internal cooldown but the CD’s of all Aegis skills are pretty enormous with the exception of Shield 4 : /
…
I don’t see that a skill can be dodged is an argument to say that the skill shouldn’t be tunned down a little if it’s dealing too much damage
You can dodge it, block it, blind it, and the skill doesn’t crit 100% of the time like some people are made to believe. It will crit 2 out of 5 times without Fury. With Fury, 4/5 on average. It otherwise does 1.4k – 1.7k dmg on prot classes.
…
So any skill with a low CD that crits for 20K is also balanced because it can be dodged, blinded, blocked, and doesn’t crit 100%? Skills aren’t balanced around being able to be dodged—every skill can be dodged (and 95% can be blinded/blocked).
The point is that True Shot has a lower cooldown than Mighty Blow, a higher damage coefficient (2.5 vs 1.75), and is ranged. That makes no sense. I also have no idea why the vastly superior Dolyakhunter F2 has a lower CD than the Guardian F2, but that’s a whole other question…
Edited for clarity
(edited by Salamander.2504)
Pure of Heart healing=645+0.5*healing power
Does anyone else feel like this healing coefficient could use a boost?
And on the same token, is the Retreat shout (40s CD, 32 traited) up to par in terms of the CD?
If we were to head into a condi heavier meta I’d have a slightly different build for that (which I might post if the need arises).
The two builds that have been very effective have been the ham/lb you posted and similarly dropping Valor for Honor and picking up pure of voice and running soldiers runes with 2-3 shouts.
Is there a link to the PoV build?
1. 2s of bleed on AA, an additional stack of 2s bleed when flanking.
2. Increase number of poison stacks to 2 per arrow, reduce poison duration by 1 s (25%).
3. Superspeed instead swiftness.
4. Immobilize instead of cripple.
5. Confusion on interrupt.
Thanks for posting this. Fun video, and I think using scep/sh/sw is really clever and surprisingly effective. Now you don’t get a 9s dps loss when swapping to staff. Two thumbs up.
I’ve said before that druid will be the place where all the old bunker mesmers run towards. We shall see.
Ha, that’s probably true. I played ChronoBunker, but didn’t really enjoy it, so played a little Tempest. Since Tempest likely won’t have a place in the next meta but Druid should, I went there. Not because I want to be OP, but because I enjoy playing support specs, and ones that are good.
I think it’s too early to say this…there are some really effective and surprisingly sustainy tempest builds running around unranked atm.
Dragon Hunter. Probably it.
Not really. If you run an s/f build the on demand high spikes of a dragonhunter are way easier to access then the 3 counters an ele can bring, added to that* ele have the lowest hp pools ingame. Guardian can sustain allot through active defenses* and place traps on a low c/d, making you forcefully have to proc an earth 5 in focus when your out of dodges. That goes in c/d for 33/50 sec dependant on what build your using. Added to the fact elementalists who go s/f dont have allot of stability, they can trait
This makes 1v1 versus dragon hunter possible, but still in favour of the cooldowns of the d/h.
In teamfights DH simple just places traps all game long. You cant counter this as s/f due to low health and high c/d.
Guardian is also the lowest HP pool…
Viper? Sounds awful
With necro mancers two health bars, low base armor, the ~1k defensive stats from merc amulet are absolutely massive- they scale better on necro than anybody eelse, a must use amulet on this class IMO.
There are 3 reasons Reaper is really strong right now:
Corrupt boon buff (pretty broken)
Merc Amulet + Other class’ celestial being removed (probably biggest reason)
Diamond skin nerfed
The 1 boon strip on 3rd scepter AA is peanuts compared to these three changes
My post coinciding with the Jan 26 patch is pure coincidence; Deathly Chill being OP has been on my mind since the start of season 1, because it’s been OP since Nov. 4. Not sure why you’re concluding from the above that the scepter AA boonstrip is peanuts as we’re discussing Deathly Chill.
Necros don’t typically have 2600 condition damage with ‘zero ramp up time’. (That’s how much condition damage you need for it to tick for 1,000).
I picked a range of 600-1000 because that represents the two end-member cases:
1) 1050+175 (wanderer+rune)=588 dps
2) 1200+175 +25 might and 25 vuln=1071 dps
But thanks for the math lesson…And I understand that might and vuln are assumed in the upper-end case, but when I say ramp-up, I’m referring to (for example) stacking a bunch of bleeds over time. If a condi engi wants equivalent dps to chill, it requires stacking 6 bleeds, which usually isn’t as trivial as a one-off hit.
This trait has been overtuned since Nov. 4, allowing Reapers to do consistent and prolonged condi damage (typically ticking between 600-1000) with zero ramp-up time, positioning constraints, or health threshold constraints.
Also, Necro is just as easy to focus down as ever.
They’re strong but at least they have clear weaknesses. That’s how it should be. A minor damage Nerf at best is all that is called for.
Right. A minor damage nerf is all that it needs. E. g., reverting to the Nov. 4 patch.
btw 600 games with 60% winrate how bad was ur base nec?
Off topic here but if you are really curious: this screenshot (link below) was taken on Oct. 28th (5 days after HoT but before ranked leagues were implemented). So pre-reaper I had a 51.89% win-rate on my necro and 485 ranked games, with an average ranked win-rate of 55.26%. You can be the judge of how bad my base necro is, but that means I had a 57% win-rate in my 246 ranked games this past league season.
https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/208816/dh1.jpg
This is all pointless anyways—my own performance is not a measure of how OP the trait is—there are many better necro’s than me who play the game who also use this trait to great effect.
1200 necro games and 51% winrate is rly impressive for an op class
Over half of my necro games are on base necro. I posted that to show I’m not biased against reaper and have experience playing reaper. The leaderboards are down or I’d show my 60% ranked winrate last season playing reaper. That sounds pretty OP to me.
Add directly cage for 1vs1
I can already see the people /dancing in those cages…
Ah true we might need to add in a nyquil boon.
What would the nyquil boon corrupt to? Ebola? It might be an inadvertent buff to necros…But I’m all for it.