Theme :
1- Chronomancer (playing with time is cool)
2- Reaper (everybody wanna be the Death itself)
3- Dragon hunter (really poor flavor)Opened build variety :
1- Reaper (it’s awesome how it open new things to everything existent)
2- Dragon Hunter (There is really high potential here)
3- Chronomancer (+25% passive speed run)Net gain (from things needed) :
1- Dragon Hunter (1200 range attack, condi build, even higher damage build)
2- Chronomancer (aoe, passive speed run)
3- Reaper (Nothing…)Utility :
1- Chronomancer (ATM the wells win easily)
2- Dragon Hunter (Long cool down but awesome effect when triggered)
3- Reaper (Hu… well… let’s say we didn’t saw this it’s at an even lower level than ranger’s shouts…)Weapon :
1- Chronomancer (the shield have really good utility on it)
2- Dragon Hunter (pretty good job on the longbow with interresting damage and utilities)
3- Reaper (The Slowmo Sword. Seriously 0.75 to 1 second cast time on almost all the skill, peeps will try it then it will be forgotten somewhere with the MH axe)Core mechanism :
1- Reaper (the Knight shroud is exciting in it’s current form… still no news about underwater shroud, thought)
2- Chronomancer (A new way to reset a fight and new boon/conditions, that’s pretty nice)
3- Dragon Hunter (clearly a lack of imagination here)Overall rating :
1- Chronomancer
2- DragonHunter
3- Reaper
Bold #1 : Net gains (of things needed) : Awesome cleave, useful finishers in form of Leap and whirls, finally a pretty kitten good source of stability, a massive boost to critchance without being in Deathshroud, 2 stuns, AE fear, some group utility in form of easy sustaining of 20-25 vulnerability on up to 3 targets.
Edit : Forgot a 6 second cd (when not traited for DS-CDR) non-targeted dash with a finisher on it.
Bold #2 : It isn’t THAT much slower than other greatswords, it has a low cd whirl that resets when used on enemies below 50% hp (only one of 5 needs to fullfill that condition), pretty low cooldowns that can be even lower with the trait for grave digger and an AE poisoning pull. And 6 seconds of pulsing blind.
(edited by Shiki.7148)
scythe is 300 range so it’s only normal that it’s bigger than a 180 range weapon lol.
It would be great if it had 300 range, but tooltip says 170 range on first two attacks of the chain and 220 on the third…
The spin to win is the 300 range ability.
They should simply balance it around 3 targets, so 5 will be better than normal and 1 worse than normal.
The shout already hits five people. Also we don’t know if the vocalization is called after the 2s or before(Someone Confirm). If its after then it looks like any other regular channel right? Besides applying 12s of chill to anyone is pretty strong. Keeping in mind guys the KS #5 is quite similar to the shout in some ways. So you can see it as having 3 executes if you like CTTB being longest to cast at 2 the others Gravedigger and Executioners Scythe taking 1 1/4s to cast.
You completely missed the point. Currently they balance it around the “best case scenario”, meaning hitting 5. That where they base all cd’s and casttimes around, which is stupid, as in reality in sPvP it will be mostly hitting 2-3 enemies. Which means they should balance those things around THREE enemies being hit instead of FIVE. Meaning all casttimes reduced by half, and cooldowns reduced on the high CD shouts by 20% or similar. Then in the very unlikely case you have 5 enemies around you in PvP it will be crazy good, if you have 2-3 its good, with 1 its bad to decent. Of course in PvE it would be 5 enemies a lot more often, but who cares if these types of shouts are a little on the strong side in PvE. Especially since other classes can do similar things currently. And as for WvW… Well they would have to test how it works there for perfect numbers.
Actually this is the key word. TEST THE SHOUTS IN REAL SITUATIONS. Not balance them based on theory crafting and hitting stationary golems that are conveniantly piled up.
in the video with the grawl he is using gear with some condi damage and is scaled down but his chill hits between 3~600 damage with no might.
watch from 43:55 onwards carefully.
That would pretty much confirm scaling with condi damage, wouldn’t"" it?
I swear that profanity filter…
They should simply balance it around 3 targets, so 5 will be better than normal and 1 worse than normal.
If it were to stack with condition damage- all I have to say is “oh my”. There would be nothing stopping you from taking damage on fear and chill and cycling between the two while upkeeping dhummfire in KS since you’d be tanky in a carrion or dire stat armor. Indeed oh my. Fear, chill, fire, bleed…. bringing the pain.
I think the scalin giwth condi dmg was confirmed, not sure though. And he was using Soldiers, so no way to tell.
If we’re talking SPvP here you won’t need to even go with a zerker or assassin amulet, because of 2 massive crit traits. Even with one of them, getting a celestial amulet will probably be better overall.
The thing is 100% crit doesn’t say much if your Crit-dmg is bad.
Even without the inline trait attributes a Necro should be able to reach 200% crit damage w/ 50% crit chance in the right gear with the current gear stats. This’ll rise with the gear state adjustments coming.
I wish there was a power-ferocity-healing power-gear set…
Lol, you could achieve those states too. You’d have to take Blood Magic for Blood to Power for the additional 300 healing power while below 75% health. That way you’d get PoW-Vit or Tough-Ferocity with the healing power.
Yeah but the healing power isn’t enough, at least not with current scalings… And you also need to sacrifice a more meaningful trait. But hey, maybe they’ll make life siphons scale as % of damage dealt and damage scaling with power…
The two working together will make things very interesting indeed
Reading that made me shiver, those two working together would be absolutely debilitating to a group of people. The two going against each other would be interesting. Chronomancer does have access to chill,slow,stun, and daze with their f5. Along with their persisting phantasms that could spell disaster for most classes if not dealt with especially necromancer with its sub-par mobility
On the other hand, shouts will procc with 4-5 targets constantly, taking them to their maximum potential and lowest CD’s…
Activate the Continuum return! Exactly! xO
Does Return actually stunbreak? If not, do not fear… actually, yeah, DO fear the reaper. Literally. Fear and stun chaining and repositioning towards the return point… Although, I wonder what happens if Chrono gets downed, will he still reset? Or will continuum shift break at that point?
Fully traited Death’s Charge vs fully traited Phase Retreat. The chase is on.
Reaper: Your soul is….
Mesmer: Nope!
Reaper: Your soul is…
Mesmer: Nope!
Reaper: Your soul is … … !!!
Mesmer: Nope!Awww… glorious.
Lol
Meanwhile, in another match:Reaper: “YOUR SOUL IS ….”
Mesmer -interrrupted and stunned the reaper-
Reaper: “YOU ARE ALL WEAKLINGS!” – breaking stun and feeling strong with 10+ stacks of might-
Mesmer: Thank you for that! -stole the boons with AT-
Reaper: Wait? What? Oh no, you can’t have those boons. “NOTHING CAN S…!”
Mesmer -interrupted again, then blew the reaper up with shatters-Mesmer: Sigh, I really hate it when people yell at me! -walked away in slow motion-
;)
Edited: btw, I’m sure this thread is just meant to be a tease so please dont be so hostile towards OP. I’d prefer to save it for thief specialization, I’m sure there will be nothing short of broken OP-ness.
And then you realize the Necro popped Infusion of Terror before doing all that and thus had stability.. and Mesmer will be like “Wait WHAT, Stab on a Nec-dead”
(joking of course… Chronos and Reapers should ally! Quickness on Reaper looks so fun
)
Then you realize Mesmer popped Continuum Shift before doing all that and thus resetting all his/her CDs and health… :p
WHERE DOES IT STOP!
Not here : Then you realize Reaper cleaves in 170-300 range and thus murdered the continuum shift by spin to winning after the Mes…
;)
If we’re talking SPvP here you won’t need to even go with a zerker or assassin amulet, because of 2 massive crit traits. Even with one of them, getting a celestial amulet will probably be better overall.
The thing is 100% crit doesn’t say much if your Crit-dmg is bad.
Even without the inline trait attributes a Necro should be able to reach 200% crit damage w/ 50% crit chance in the right gear with the current gear stats. This’ll rise with the gear state adjustments coming.
I wish there was a power-ferocity-healing power-gear set…
If we’re talking SPvP here you won’t need to even go with a zerker or assassin amulet, because of 2 massive crit traits. Even with one of them, getting a celestial amulet will probably be better overall.
The thing is 100% crit doesn’t say much if your Crit-dmg is bad.
Fully traited Death’s Charge vs fully traited Phase Retreat. The chase is on.
Reaper: Your soul is….
Mesmer: Nope!
Reaper: Your soul is…
Mesmer: Nope!
Reaper: Your soul is … … !!!
Mesmer: Nope!Awww… glorious.
Lol
Meanwhile, in another match:Reaper: “YOUR SOUL IS ….”
Mesmer -interrrupted and stunned the reaper-
Reaper: “YOU ARE ALL WEAKLINGS!” – breaking stun and feeling strong with 10+ stacks of might-
Mesmer: Thank you for that! -stole the boons with AT-
Reaper: Wait? What? Oh no, you can’t have those boons. “NOTHING CAN S…!”
Mesmer -interrupted again, then blew the reaper up with shatters-Mesmer: Sigh, I really hate it when people yell at me! -walked away in slow motion-
;)
Edited: btw, I’m sure this thread is just meant to be a tease so please dont be so hostile towards OP. I’d prefer to save it for thief specialization, I’m sure there will be nothing short of broken OP-ness.
And then you realize the Necro popped Infusion of Terror before doing all that and thus had stability.. and Mesmer will be like “Wait WHAT, Stab on a Nec-dead”
(joking of course… Chronos and Reapers should ally! Quickness on Reaper looks so fun
)
… It seems it shows I’ve always only played Necro since the 3 -day headstart…didn’T even know the Leap-on-Firefield gave Firearmor… ARMOR though, not Aura (if the gw2-wiki isn’t outdated, so sadly no sharing that one with allies again…Except if I’m missing something?)
You’re missing something?
1) It’s Fire Shield , not armor.
2) It’s an Aura .But if it’s similar to ele’s Powerful Aura , then.. “Auras granted by combos do not trigger Powerful Aura.”
Hmm… auras in my mind are usually effects that benefit all party-members. And that belief was strengthened when they said how vampirirc aura will also add lifegain to allies…so i assumed a “fire aura” would also give that might when getting hit to allies, instead of a personal shield, which is more like armor—-se spectral armor. Which kind of has the same effect as Fire Shield but is not classified as an aura. Meh. confusing names are confusing. No pun with chaos armor intended.
Its actually a 6 seconds cd on deaths charge (without vital persistance).^^
In the stream you can see the 4 % LF degeneration so we can be sure that the base cd is indeed 6 seconds.I think you mean Path of Midnight. At least thats the current trait reducing DS-cd’s.
The two get combined into one trait.
Also more often than not in most builds you will be able to stack might lik crazy. Wither through chilling force or reapers might and siphoned power.
I think the combined traits name is still path of midnight though.
you forgot terrify will always chill due to master minor trait.
Even so that’s not much chill up time in shroud.
Even with that & the number 5 your looking at around 1/5-1/4 up time.
After looking at the evidence put forward by Xaylin, The only suggestion I make is changing deaths charge so that it applies 3 seconds of chill & poison in a small AOE when it ends.
That ought to be sufficient to help keep enemies in melee range.
You also forget that you can spin to win through the cold field for even more chill.
I am just worried what can condi necro get out of new reaper ds form. And we loose 1 minor trait because of this.
Which one?
Instead of usefull minor we get a must new reaper ds even if its weaker version of current ds (for condi necros).
How is it weaker?
He means loss of torment…And forgets that you can stack Dhuumfire like a boss with the new AA. Als chill can do damage, and the Fear is AE. Also cold field and whirl, and with set-up poison field and whirl…and poison will stack…
Its actually a 6 seconds cd on deaths charge (without vital persistance).^^
In the stream you can see the 4 % LF degeneration so we can be sure that the base cd is indeed 6 seconds.
I think you mean Path of Midnight. At least thats the current trait reducing DS-cd’s.
Maybe it’s just me, but “Chilled To The Bone!” to have a 120 second cooldown seems rather long for that shout and what it does. 60 seconds is reasonable, maybe even 80-90, but 120?
The problem is the trait that gives 7% CDR per enemy hit. Anet loves their “best case scenario” analysis, ignoring the “most likely scenario” completely. IF you hit 5 people with the shout, it has a CD of 78 seconds. If it was 80 to begin with, you’d have a 2 second 600 radius stun + damage + resitance (which might be changed to stab) on a 52 second cooldown. In the best case. Thats most likely why it is on such a high CD… The problem is that that best case scenario will almost never happen in sPvP. If it was balanced around the most common scenario, it would be blaanced around hitting 3 enemies, getting stronger than normal when fighting 5 and worse than normal when fighting 1. But nope, A-Net continues their “best case” balancing. At least on Necro.
Really, Consume Conditions is the only one that is suitable to replace Blood Fiend with. And, even on top of that…. I love my uglies too much to let them go without trying to make them work first
Does blood fiend count as a tranfusion/siphon? Because then it could heal you in Deathshroud, now that that is a thing…
The only problem is that Minions will still go boom in an AE…there should be sth that made AE’s do only 50% dmg on minions or something. And the other thing I’d love would be a way to share transfusions/siphons with our minions to sustain them at least a little… But, that being said, I’d totally try out a Reaper MM IF theay fix the pathing issues. If not… I still might, but instead of going for the “minions cause detruction by attacking” I’d most likely go the "Oh, you cleave? have a Rise!, and get shredded by death nova… unblockable 6k direct dmg and 15 stacks of poison, as well as a lot more poison from whirls and weakness from le leap… In short, a minion bomber rather than a MM.
… It seems it shows I’ve always only played Necro since the 3 -day headstart…didn’T even know the Leap-on-Firefield gave Firearmor… ARMOR though, not Aura (if the gw2-wiki isn’t outdated, so sadly no sharing that one with allies again…Except if I’m missing something?)
(edited by Shiki.7148)
When I watched the stream it seemed to be missing the beginning part.
Does the recharge bonus on gravedigger mean it recharges 100% faster (ie: 4s CD) or recharge 100% (ie: use it immediately after).
In the test they ran it completely reset from 8 to 0 seconds. Well, more like 7 or 6 1/2 to 0 seconds because of the casttime, but still, a full reset.
It wasn’t even about interrupt mesmer in particular, it’s just that we can’t really do anything about blinks – it doesn’t matter how much chill we have when it doesn’t effect teleports at all.
Well…they blink, we Dash aster them and then use our “GET OVER HERE!” skill… I think we might catch many a mesmer that way, especially since that skill doesn’t care if it’s one mesmer or a mesmer with 4 clones. Only problem i personally see is STEALTH. I think we might be able to do sth. about the blinks.
I can already see this as the next big thing!!!!!
Speed of Shadows Adept III Increase 25% movement speed while in death shroud. Reduces 30% recharge on death shroud.
Vital Persistence Master V Life force drains 50% slower while in death shroud. Death shroud skills recharge 15% faster.
Foot in the Grave GM VII Gain stability and break stuns when you enter death shroud.
faster MS in DS important for our melee close range skills
DS skills recharge faster =
Death Charge becomes 4 second cooldown for a 600 range gap closer! and if you trait path of corruption its every 4 second convert of boons into condi!
Infusing terror CD becomes 16 seconds! for a stability uptime of up to 10 seconds!
It’s more like a 4.75 cd on Death’s Charge currently, and would be a ~4.5 or 4.25 if the new trait made it recharge DS skills 20% faster. Currently it is just 15%, so same applies for Infusin terror, it’d be 17 seconds… But overall, yeah Reaper + Soul Reaping looks promising.. Whether in a powerbuild with Deathly Perception or a Condi (or mixed) build with Dhuumfire.
Well its nice that our siphons work in shroud but i think its just distracting us.
I just think it won’t work, we needed that defiance bar and lockdown mesmers are just going to rip us apart. I thought our saving grace was if they made all shouts stunbreakers but they didnt.
Its cool and all but i think the reality is that is just will not work as they expect it to. Typical necro tbh looks good on paper but just gets destroyed by interrupts.
Another this is that they talked about the big wind up paying off in trade for big damage but I just didn’t see enough base damage on the skills apart from #2.
you get pulsing stability per second for 8 seconds, on a 20 second cool down.
thats pretty good stability up time.What I’m really interested in is this : Infusing Terror give you stability every pulse for a short duration. Once activated, Infusing Terror can be activated again to trigger Terrify. Stability does not end when you exit Reaper’s Shroud.
Does this mean we can pop DS, activate Infusing Terror, leave DS and keep the puling stability? Or does it just mean we retain the current stack of STAB?
If it is the former that might be actually pretty kitten good…especially since all those cooldowns (subject to change, yada yada) are affected by path of midnight.
you probably lose the effect that keeps pulsing it, so if you leave early, you probably get like 3 seconds of stability or so.
Someone else already said it’s pretty much considered an effect so you will keep the pulsing… And you should. Losing the rest of x seconds stab (or any boon, really) was never a thing when transitioning from DS to normal before, so I’m now pretty sure they meant the pulsing effect transitioning.
The shouts ARE supportive, THEY ARE TO DISABLE THE ENEMIES FROM HARMING YOUR ALLIES. Really why is this necromancer forum filled with kittens
Say that again after they announce that chill will finally affect all enemies including bosses (like, it doesn’t work properly on eg. Teragriefs in Silver Wastes…). And even then bosses coded as “objects” are immune to conditions all together.
Does this mean we can pop DS, activate Infusing Terror, leave DS and keep the puling stability? Or does it just mean we retain the current stack of STAB?
If it is the former that might be actually pretty kitten good…especially since all those cooldowns (subject to change, yada yada) are affected by path of midnight.
It seems to be a buff (like spectral armor, ice armor etc.) that simply pulses stability and since he said it works even if you leave RS, yes it will keep pulsing (and of cause keep the stability).
Well then, that does sound pretty good on 20 second CD that doesn’t even factor in “Path of Midnight”.
No. I think Reapers really only serve a pvp function. I still think core necro might be better off in Pve unless the numbers on GS were based on something other than zerker. Even if it was based on cele, the numbers probably wouldnt get big enough to really matter in dungeons. Dagger still seems like the way to go for that. What GS does provide is vulnerability, which is nice but other classes can do vulnerability too, it doesnt suddenly make us unique or useful. Nothing in this new elite line is pve oriented, so if you do pve (like 75% of the player base does) base necro is still better than reaper.
The story changes for spvp and possibly wvw. In those situations, reaper looks amazing.
They used Soldiers i believe. And you can could get 100% Critchance without any stat-investment when taking “increase crit chance by 2% per stack invuln” alongside Deathly perception. Not that the crits would hurt much, but it is an option…
I’m looking forward to a full cavalier necro with the traits to get free crit chance, we have one of the highest hp pools out there, so I think toughness will give us more effective hp.
That is true, but you also lose out on power as a result. If you are taking blood magic, or otherwise trying to maximize healing, it would definitely be preferable.
I am not the best builder, but how does this sound for a reaper in either full Valk or Cav:
Spite: Bitter Chill, Death Shiver, Close to Death
Soul Reaping: Unyielding Blast, Vital Persistence, Death Perception
Reaper: Chilling Nova, Decimate Defenses, Deathly ChillI think you might be better off with Reaper’s Onslaught instead of Deathly Chill in a power build. 15% faster attacks is pretty kitten potent. That’s how I would spec anyways.
I typed up a big thing on utilities but the forums logged me out and I lost it. ;_;
I agree that 15% faster attacks in Reaper Shroud is probably the better overall boost to DPS. I personally find chill damage cooler (Pun intended!) as well as more visible to myself and more consistent. That is probably a sub-optimal aspect to the build I will deal with just for fun’s sake.
For stats, I am thinking full Valkyrie with Superior Rune of the Ice. For Sigils, more chill seems like it may be overkill. Frailty might be a neat option thanks to the crit trait but otherwise I will probably go with the generically good ones. None of the Utilities jump out at me, but I love the voiceover so I may play with them a bit.
I was hoping for a good excuse to drop Lich Form (which I do not find very fun), but ‘Chilled to the Bone!’ doesn’t seem terribly viable for PvE. Lich form is just too legitimately powerful to take off bar for now.
I think it should also increase the speed of the GS-auto instead of resetting the leap on kill, but eh. Looks like you can stay for way longer in this new Shroud, so…
Extremely gross generalization there, Sticker, but there’d be a lot more to be satisfied about if those shouts offered SOME KIND of group support, which is one of two things that the necro sorely missed. The other, it got, which would be good cleaving DPS.
And we get unique, necroey Group support within the rework-in-progress Blood Magic it seems. A vampiric aura and transfusions being able to ress.
Aswell as (kind of) one of the other desired changes, “allow healing through DS”. Sihpons/Transfusions will now heal through Deathshroud. And with the Reapers Shroud having a LF generating #1 chain, you might just stay long enough in DS to get a quite nice heal through that.
They addressed that specifically in the livestream. We’re not getting a bucketful of blast finishers or fire fields, but Blood Magic is being reworked into a support line. One example given was to give allies lifesteal. They know the problems, and are going to give us a necromancer-themed way, rather than just a ton of blasts. We don’t know specifically what, but they did say specifically that it wouldn’t just be blasting fire fields.
Thing is, I / We don’t even want bucketloads. I personally just want the DS2 to be a blast. Or add a reliable blast to one of the core Necros abilities. Just ONE.
Thanks Dulfy, you’re a credit to the GW2 community.
In my opinion, the two biggest surprises?
- There might actually be a condition spec in Reaper, since the new Death Shroud can do rapid AoE burning, and traited chill will presumably scale with condition damage.
- Blood Magic was singled out as a trait line that’s still under heavy work, and siphons now heal through death shroud! Progress!
The shouts look like they run a pretty wide spread for what they can do. A chilling condition transfer, minion summon, AoE weakness & might spike, Boon rip & unblockable… Something in there for everyone, really. And the new elite skill is such good control.
Now if it just was 60-80 seconds instead of 120…
lol spoke too soon OP…
I’m no more convinced than when I typed it out the first time, but we technically got some stab so I edited the post.
3s of stab isn’t even enough to cast our elite nevermind actually get an attack off.
A thief can literally stand on top of us and never get hit. 1 thief could kill 5 reapers without ever taking damage.
We aren’t locked out of Wells and staff, you can whirl in DS while having pulsing stab, aswell as making everything unblockable for a few seconds and two AE stuns. I seriously doubt thieves can do that… They cannot even do it to base necro if he/she places all marks/a well below his/her feet.
It has potential. Incredible potential. Yep, it could get that reflect.
But Path of Corruption on 6 second cooldown, possibly even lower. That’s some serious boon conversion. If they didn’t remove Torment from Reaper’s Shroud, it would be useful option for Condition Necromancers even.
Remember that you can stack Dhuumfire like a boss and you can take Chill is Damage to compensate for the (to say the truth, rather lackluster) torment damage. And remember Dhhumfire is currently considered to become a Soul Reaping GM, and thats where things like Vuln on Lifeblast also are…
So, here’s what I wonder. Do you think Signet of Vampirism will work in DS? That might bring it back to life o.O
edit: nvm… signets get removed. Maybe they will address this too, though so I’ll leave my original statement.
Where does it say we lose the signets? I seriously doubt any class will lose any utilities, I mean what about the signet recharge -trait?
EDIT : Wait you meant the effects are removed while in DS right? X)
Well, you have that 8sec CD 600 range dash on shroud and the -66% mobility CC reduction trait, so at the very least, you’ll have similar mobility to a Sw/WH+Hammer warrior in WvW.
It’s 6 seconds in the tooltip. I don’t think they used the path of midnight trait, and that wouldn’t turn 8 seconds into 6 seconds anyways so… Even better i guess?
Also…is immob cosidered a movement impairing condition? Because if yes, that dash ignores it, too. Propably won’t though.
Well its nice that our siphons work in shroud but i think its just distracting us.
I just think it won’t work, we needed that defiance bar and lockdown mesmers are just going to rip us apart. I thought our saving grace was if they made all shouts stunbreakers but they didnt.
Its cool and all but i think the reality is that is just will not work as they expect it to. Typical necro tbh looks good on paper but just gets destroyed by interrupts.
Another this is that they talked about the big wind up paying off in trade for big damage but I just didn’t see enough base damage on the skills apart from #2.
you get pulsing stability per second for 8 seconds, on a 20 second cool down.
thats pretty good stability up time.
What I’m really interested in is this : Infusing Terror give you stability every pulse for a short duration. Once activated, Infusing Terror can be activated again to trigger Terrify. Stability does not end when you exit Reaper’s Shroud.
Does this mean we can pop DS, activate Infusing Terror, leave DS and keep the puling stability? Or does it just mean we retain the current stack of STAB?
If it is the former that might be actually pretty kitten good…especially since all those cooldowns (subject to change, yada yada) are affected by path of midnight.
The best would be bone minions that you8 could actually explode, but since they outright said “no blast finishers on the reaper” (which is still rage inducing, seeing how we have that trait that explodes on crit on chill, and the leap outright stating “blasts the target area with poison”…). So best would either be buffing the minions… a lot. Then it would also help Lichform. Or make a new minion, a ranged one at best… I think getting bonefiends might be overkill, depending on how they are compared to the actual bone-fiend skill.
Maybe I misheard but I’m pretty sure one of the shouts was stun breaker.
Here is my problem with what was shown:Why would I ever play base Necromancer?
Depends on how strong you can make a Reaper-based Terrormancer I guess… Also, if most of the group support comes from Blood magic, but you also need to deal damage… You have to ask yourself if Reaper/Blood Magic/Spite is worth it, as for Reaper you miss out on soul reaping which could greatly improve your Reapers Shroud (That 3 AA more-than-usual-range cleaving Dhuumfire-spreading Life force generating vulnerability causing Reapers shroud AA-chain though…), or miss out on tricks from a different traitline for eg. a Wellomancer.
DS 2 should be a kitten blast, not a kitten leap. And at least one of the 3 explosions from the trait should be a blast too…
Trolling? words
No I am not trolling just making sure I understand correctly in that the majority of our new abilities will only be access when we are in the DS or new Reaper form, vers everyone else has acccess to there new abilites all the time.
Nope. We get : 5 Greatsword skills ; 6 shouts; and then ADDITIONALLY 5 new Deathshroud skills that replace the old ones.
Wat
Read this https://www.guildwars2.com/en/news/meet-the-reaper-necromancers-elite-specialization/
“To fit in with the area-of-effect theme of the greatsword, the reaper gets a full set of shout skills. "
We are the class that got the shouts, a full set of them, 6 of them. I’m not sure what you’re saying with this.This is good to hear. I thought Elite specs get 5 new skills. But we get 6…
All elite specs except revenant get 6. Heal, 4 utilities (of which you choose 3) and an elite.
I would like to point out to those complaining of no survival being given, if you take the traits reducing damaged from poisoned enemies and the other trait from reaper reducing damage from chilled enemies, that could be a decent survival boost to compensate for being in melee. Although, it does mean you have to go into Death Magic to get the poison reducing damage trait.
Still doesn’t scale though. And thats the main problem. A necro dies 5 times faster if attacked by 5 enemies, while eg. a warrior under endure pain lives rougly the same time 1 vs 1 as in a 1 vs 5, only difference being taking the little damage from conditions. Of course this would be 5 power-specced enemies, but still. If a necro gets focused it doesn’t matter he has 70% dmg reduction if 5 people burst him down anyways.
Like the Bosses in Glints Lair… If they made that mechanic again, but with the need of ALL party members using the vortexes at the same time to bring down a shield on the boss, that would already be awesome.
You mean those encounters where you have to forget about the game’s actual combat style and just press 1 button? those are the mechanics you found great?
No, the idea sure needs work, but if it was used,as i said, to take down a shield from the boss instead of dealing damage, after which he can be attacked by conventional means (but still retains his damage field so you have to do those coloured pillar things too, and only for 2-3 players so they cannot stack), it would already be more interesting than a lot of common dungeon bosses. Read the whole thing, not just the wheeny part of it that jumps your eye.
Dagger should work very well with the sword.
I don’t really think it will, especially if you take the new trait line. Having melee death shroud and a melee greatsword seems like having another melee set on top of melee DS is a bad idea.
The thing that I like about power necro right now is that I have long, mid, and short range options. Having all melee takes a lot of that away. Most of the trade offs should be worth it, but I doubt all of them will.
Yeah, but really, what else would you take? Axe is terrible, staff is twohanded meaning no warhorn which is great in CQC, scepter is condi … Dagger AA has good life force gain, superb damage, and dagger #3 can be godlike in PvP.
Staff 1 is supposed to bounce after the update, and that could make it a lot less useless. Axe/focus also fills a niche, even if it does so poorly right now. I’d rather have something other than melee/melee/melee.
Source?
Edit : Ninja’d.
i never rolled my necro for support, only pure damage
Only that power warrior outdamages power necro while still bringing teamsupport. The Necro GS would have to do INSANE damage to make it look viable to those dungeonfarmers. Courtesy of the designflaws in current PvE-content.
Then again, we know almost nothing for now. Let’s wait and see what tomo—-uhm, todays PoI brings.
Dagger should work very well with the sword.
I don’t really think it will, especially if you take the new trait line. Having melee death shroud and a melee greatsword seems like having another melee set on top of melee DS is a bad idea.
The thing that I like about power necro right now is that I have long, mid, and short range options. Having all melee takes a lot of that away. Most of the trade offs should be worth it, but I doubt all of them will.
Yeah, but really, what else would you take? Axe is terrible, staff is twohanded meaning no warhorn which is great in CQC, scepter is condi … Dagger AA has good life force gain, superb damage, and dagger #3 can be godlike in PvP.
The more I read from people, the more I’m convinced the PvE fault lies in PvE. Any time someone mentions skipping any part of the instance, or that completing content quickly is the only fun to be had, they strengthen the idea that the design is an issue. Why exactly are we trying to tailor Necromancer to a stale experience that people seem to resent?
I want ANet to step up their PvE game. Give me interesting fights. Don’t let players stack every fight. Add mechanics that keep people from skipping content, and don’t add superfluous time-wasting content people try their hardest to skip. Don’t let boss fights stay cheese-able through some stupid positioning tactic.
I raided for years in WoW. I raid currently in FF XIV. I think GW2’s combat blows the combat of those two games out of the water, but PvE I’ve done in GW2 has only been entertaining because I enjoyed playing the game with people I grouped with. I felt no incentive to ever do Mists more than a few times, because it didn’t feel exciting. Dungeons were ruined for me because we’d get to a boss and someone would be like “Run up here, then the boss can’t attack”, and it was like “Oh. I guess I didn’t want to actually do mechanics for the sake of some tiny reward”.
It’s easier to ask for a class to be changed to fit the current PvE meta. But I’ll never agree with that approach.
I totally agree. The most fun runs/bossfights I have is if the group is a chillin’ (no reaper-pun intended) and doing it without stacking. Although I have to admit, doing the part with the holos and generator machines in Aetherpath is cringeworthy without stacking, and the part in the bossroom literally forces you to stand ontop of each other lest you wanna be grilled by le floor.
So yeah, a lot of it is a design flaw in PvE content. Although I have to admit, the boss-ideas n stuff in the Living Story season 2 were great alot of times (then again, I solo’d it…). Like the Bosses in Glints Lair… If they made that mechanic again, but with the need of ALL party members using the vortexes at the same time to bring down a shield on the boss, that would already be awesome. And the floordamage and spawning only ~2 of the facettes would ensure only two people bashing the boss in melee… And with the movement pattern of a lot of the LS2 bosses you couldn’t drag them into a corner in the first place.
The only sad part is that horror’s don’t generate life force, could have been a nice defensive skill.
Don’t they generate some when they die? Like everything else?