Condi Meta is way to strong outside PvE so nerfs to be expected and imo they should nerf it further… btw Necro is far from only class. And Necro got HUGE buff to Scepter.
The condi meta is actually just the burn-meta. Bleed and Poison aren’t the problem, it is burning doing almost 6 times the damage of bleed that is the problem.
NO it is not just Burn tho its the biggest badest most deadly little Condi out there, but Confusion is worse then it bin for 2y and Poison stacking is also far worse now then ever… for ex you dont see 12 stax of poison on Soul Spiral as an issue ?
Condi Meta is atm to strong as the Zerk meta was in WvW/PvP 1,5y ago just saying a Condi player on ANY class atm wins over the equaled skill player on the same exact class over Power 100% of the time. A misstake has to be made by the Condi player to loose to its counterpart followed by maybe a few more to even make it intresting and it all comes down to 2 facts: Condis does to much dmg for the small skill on applying them and they all ignore Toughness.
Ofc I do agree Condition and dmg over time types should be in a MMO but I gave up on Condi Necro 1y+ ago and it wasnt cause I couldnt play it, its cause it was far less challenging and at the peak of Terrormancer’s Hype if u lost a 1v1 it was 9/10 vs another Terrormancer. Makeing Fear a Daze wich cheezed the Confusion on our Warhorn #4 made it even worse and I finally dropped it. Sry for rambling just seeing Condi of all classes out in roaming and even in PvP makes me sick cause it usually take 2 Power builds to take 1 condi build down.
rant out
Ok, i stand corrected. Let me rephrase then : The Necromancers bleed and poison application is not and has never been the problem making conditions too strong, and does not warrant that nerf at all.
Condi Meta is way to strong outside PvE so nerfs to be expected and imo they should nerf it further… btw Necro is far from only class. And Necro got HUGE buff to Scepter.
The condi meta is actually just the burn-meta. Bleed and Poison aren’t the problem, it is burning doing almost 6 times the damage of bleed that is the problem.
Irenio said on the Ranger forum that this would not be a huge patch, and there will be more. But currently, most classes got meh changes…The ranger changes to their we heal as one skill were pretty huge though.
OK, so if patch tomorrow won’t bring good changes, i will be doing thief funeral tomorrow on EU, at 9 pm CEST. Message me in game, if you want to join :<
There has been a red post in Ranger forums stating that the changes won’t be that huge and are by far not the end-all, there will be more soon™.
They should change all Corruptions to self-inflicted Bleed or Burn, and make them more about devastating attacks in exchange for sacrificing HP. I want to see Corrupt Boon not only convert Boons to conditions, but also deal a huge amount of damage for each boon on a foe. I mean a zerker doing 10k+ on a Guardian using Save Yourselves. The tradeoff being if the Necro misses, he would take a lot of condi damage. I want to be a kamakaze necro!
I still would advocate more for direct HP damage, but otherwise, pretty much this.
I’ll keep my points simple:
Consume Conditions:
- Remove self-inflicted conditions. Conditions on a condi-cleanse makes no sense, and it is completely counter-productive to the whole transfer strategy.
- The Blind is visually annoying, because it makes my screen goes black.
Other Corruptions:
- Remove self-inflicted weakness.
- Remove self-inflicted poison.
- Main skill effects not powerful enough to justify being inflicted with self-conditions in the first place.
- Why no Resistance?
- Why does traiting actually punish us?
Self-inflicted conditions need to be less intrusive. Less Weakness and Blind, and more Bleed.
One consideration is to modify Corruptions to be more like GW1 Sacrifices: Very little cooldowns in exchange for powerful effects.
The GW1 skills “Blood is Power” and “Order of Pain” come to mind for what GW2 corruptions should strive to be. I’m talking that corruptions should high-risk, high-reward. Imagine applying a stack of Burn to onself in exchange for a devastating AoE attack, turning our health into a resource.
Great point. I think making all of the skills cause 1 stack selfbleeding (one more when traited) (except CC) or vuln would be way better than giving weakness or poison which have other detrimental effects like healing for less or doing less damage…which is just silly on damaging skills.
I still would rather have a simple HP cost.
And yes, the effects of corruptions need to become a lot stronger; what they did to CPC is taking it into the right direction.
I’m going to go in the reverse direction. You see, giving allies buffs in any form like this would be uncharacteristic of us. how ever. How about this.
Give necromancer a debuff that makes foes incapable of blocking. Like on well of darkness.
Or make it a trait that causes this debuff on blind.
EDIT : Nvm forgot Nightfall for a second there, that might be too strong.
Main difference is that the Necro doesn’t actually want the conditions on him, he just has things he can do with the conditions themselves.
Mallyx revenants wanted conditions on them to empower their skills, but (other than elite) had nothing he could do with those conditions.
Everything a Necro can do with conditions on them is some way of getting rid of them while a Mallyx Revenant wanted them to stay on him.
Thats fine, however they did not remove the “inrease stuff x by amount y per condition” , but the selfapplied conditions themselves; I have to admit though, I’d rather keep current Necro corruptions than face a complete annihilation of the corruption skills as shown in the Mallyx skill chnages. they basically removed that from the game.
They did remove the benefits from reaching a threshold of conditions on Mallyx skills. The only one that cares about how many conditions you have on you is the heal.
They also removed selfapplied conditions and changed the skills to kittentier.
All stunbreaks are big kitten cooldowns anyways, also most of the time u go DS u already popped them. I don’t see how this can possibly be a big balance issue honestly. Reaper has pulsing stability on DS anyways, and i don´t see how can normal necro possibly benefit a whole lot from this. You are better off saving sunbreaks for when you are out of life force anyway in order to survive burst damage, while you build up life force again.
I mean i understand stuff like lich of plague or rampage or tornado could potentially become problematic cuz those transformations give you extra stats and stuff, but that is not the case with shroud.
Yeah because 24 seconds Plague Signet stunbreak and conditransfer on DS or Spectral Grasp on 24 seconds with Reaper Shroud that already has a 6 seconds leaps wouldn’t be op at all…. jeez.
Maybe they end up allowing utilities in Shrouds someday, but for the moment just having the cooldowns there would be a huge improvemente to the class.
After 3 years of game, you can’t still pretend that Anet make huge sweeping changes: it just won’t happen before making some previous steps.
Thing is: There is really no difference between casting spectral grasp, popping RS and wreck face and casting spectral grasp while in RS, is there? Especially if gaining LF from spectrals is disabled while in shroud and with shroud degenerating while you wait for spectral grasp to actually hit. As for stunbreaks in DS : Warriors can stunbreak under endure pain, how is that different? Especially with RS auto actually being a DPS loss vs GS or Dagger. Same goes for any other class with blocks or invulns; they all can stunbreak during that time.
If they remove LF gain via Spectrals in shroud (actually, even if they don’t or just reduce it), there really should be no problem, especially if you’d have been better off using them outside of DS/RS and leaving shroud doesn’t change the skills being on CD, now does it.
If heals of less than 150 are doing that, what do you think heals of 3k+ would do?
Yeah, I’m glad that most of the people posting in this forum aren’t game developers. Claiming that full healing through Shrouds would not be OP is just plain wrong as Drarnor pointed out.
I know that you guys want to get healing on Shroud, as do I and every necromancer out there. But doing so without any restrictions will result in an epic outcry of the other professions because it would make us virtually unkillable with the right support teammate behind us.
And I’m leaving out of this discussion the suggestions like “make our utilities usable in Shrouds” on purpose. Full healing through shroud + siphons + Blighter’s Boon + utilities that can heal your HP bar and provide you more life force = most OP class ever seen in a MMO.
I’d argue D/D ele would still be more op
Jokes aside, I agree it would be too strong. However, it still needs to happen in some way with a lot of adjustments to make it work. Half the healing done, change the healing to replenish x% LF while in shroud etc. I mean, seriously, every kitten profession under a stronger defensive mechanic like block or invuln can be healed and use all their skills.
Alternatively they need to give us Deathshroud skills 6-0 (And healing STILL would need to have some form of effect).
Main difference is that the Necro doesn’t actually want the conditions on him, he just has things he can do with the conditions themselves.
Mallyx revenants wanted conditions on them to empower their skills, but (other than elite) had nothing he could do with those conditions.
Everything a Necro can do with conditions on them is some way of getting rid of them while a Mallyx Revenant wanted them to stay on him.
Thats fine, however they did not remove the “inrease stuff x by amount y per condition” , but the selfapplied conditions themselves; I have to admit though, I’d rather keep current Necro corruptions than face a complete annihilation of the corruption skills as shown in the Mallyx skill chnages. they basically removed that from the game.
However, what needs changing is the effects; The corruptions are hardly worth the selfharm. Wasn’t that the point, having very powerful skills at the cost of detrimental effects? How did we end up with sub-par skills and the “but necros actually want the condis for transferring” mentality? They should just add something that – in their mind – actually hurts necro, like percent hp selfdamage, losing/expending life force, getting a unique debuff that isn’t transferrable etc, and buff the effectiveness of corruptions by 200 percent ( this bbcode nonsense interpreting the percentage sign is kitten)
(Clarification : that number is an exaggeration, of course; just saying that before somebody calls me out on it. What I meant is , make corruptions actually worth the detrimental effect, think GW1 skills).
(edited by Shiki.7148)
So he defined his own category for a speedrun to invalidate how every other class does it faster. Does it in a new way that is much slower, and then is immediately beaten in his own necro favored run by more than 2 minutes….
not exactly a glowing review for necro.
I don’t think that this is really fair to him. As I understand it, he was challenged to get below 10 minutes and did just that. Additionally, the way he did it (with wolves) was less efficient than the way others have done it, not more. His time was then (coincidentally) beaten by a profession and build that has every advantage in this situation.
It isn’t the world record, but it doesn’t need to be to prove his point. Not everyone can solo the Mossman at Scale 50, and I’d venture a guess that most people who can couldn’t beat his time regardless of their profession. He’s (explicitly) not saying this proves that the Necromancer is the best profession, just that this particular build can do a pretty good job in this particular scenario if the player is sufficiently skilled. I really don’t see how anyone could object to that conclusion.
Nemesis certainly goes overboard with the sass to the point of rudeness in some of his videos, but this one is really just impressive.
His video doesn’t prove or show anything of interest. He took some wildly out of context rebuttals to his previous poorly done video, made up his own ideal scenario to “disprove” them, and then showed us something else without any value.
It’s fine that necro can solo mossman, and if that was his accomplishment then great, he did a good job at that! But that isn’t what his video is even about. His last video went on and on and on about how buffing wasn’t important and necros did so much damage compared to PS warriors, then proceeded to show his awesome dps always in a group with a PS warrior buffed out the wazzoo.
People told him that buffing was what was causing his dps to be so high, and that a full dps warrior could easily out dps him and his dps would be much lower without all that buffing. Also he talked a lot about sustained dps but only showed his lich form burst dps.
To top it all off his amazing super dps build wasn’t even used in this video since he needed to be much more tanky to survive.
The fact that there are less wolves which let him get a new “record” that is 2 minutes slower than the warrior record has nothing to do with dps, but everything to do with ability to kite and tank damage, which necros are known to be good at, yet have no purpose in group settings, hence why speed run damage clears are done without the wolves to show a classes damage potential not its solo tankiness.
Finally everyone says that the engineer beat his time by 2 minutes because he can attack without targeting anything…. yet 7 of nemesis’s 10 skills are ground targeted and don’t need a target to hit and made up the vast majority of his damage, so that argument is just absurd.
Edit: even the devs know that necros dps is low, hence why scepter is getting buffed tomorrow. I would actually be interested in the post buff mossman solo to see if it can get closer to the other classes times dps wise. That would actually be a more informative video if nemesis is actually interested in helping the necro community and not just generating page views.
And here we have the prime example of someone who butchers facts and only listens to a max of 30% of what was said.
Eg. : “he goes on about buffs aren’T important”. Completely wrong, he goes on about “pre-buffing is unnecessary and buffing while fighting is actually more efficient”. For example drop them firefields and blasts on the boss instead of in the middle of nowhere BEFORE engaging the boss, meaning depending on skill 6-20 seconds preparation time and buff duration lost during running up to the boss with the buffs ticking.
“Buffing made him so strong” : Sure he never denied that; however, the warrior always is also buffed during his calculations, aswell as necros being able to sustain might and vuln by themselves.
Concerning lich-formn burst: Sure, funny how the other examples are with timewarp which is ALSO an elite.
And then it is funny how you claim his DPS build wasn’t even used but he still did comparable damage to other professions.
And in case you didn’t get this either, the Warrior he compared this to was Brazil on a pretty kitten good run also buffed by his party in the same fight. Which invalidates the rest of your claims.
So please, do everyone a favour and learn to listen to all facts, not just those you wanna hear.
This is a fix tons of people suggested, and they still went with a damage nerf…completely stupid.
Nemesis: “Necromancer is not lacking in damage”
Engineer does it 2 minutes faster.That literally means that in this case the Engineer is doing roughly 50% more average DPS than the Necromancer in an identical scenario. If that isn’t telling about the current state of the Necromancer I don’t know what is.
1. He adressed exactly this point and
2. it is more the mechanics that are bad. He could easily have killed mossman a lot faster if Golem wouldn’t glitch out mossman to oneshot it out of stealth making it unavoidable and the oneshot being AE means the Necro usually also gets hit. Which is just plain stupid.
Also 3rd, I have not seen a video of a Zerker Warrior, Guardian etc. solo Mossman faster, Engi just has a huge advantage against the stealth part of the fight most professions do not have. 100% DPS uptime vs 70% DPS uptime will always result in a clear difference in TTK.
Did you miss the preview?
They ignored all the issues and increased the range, which is what they did when focus sucked.
Hint: it didn’t help anything
Did you miss the preview?
Hint : They clearly stated they would not nearly cover all the changes and to wait for tuesday for the full patchlogs.
I just wish we would also get a deathray AA like Druid, but with dealing damage to enemies between you and the targeted enemy.
Ta daaaa! I love it. Did y’all see it?
YES!
…. Was it just me or did Kasmeer look like she was wearing different armor? It went fast, so it was hard to tell.
I just paused it on youtube and Kasmeer’s armour looks the same as her usual one. Did notice Marjory is using her greatsword though, don’t recall if she had already started doing that yet?
Yeah Marjory uses her greatsword in the living world season 2, but she didn’t use any specific reaper skills there.
She actually did put chill on them on the third autoattack though. Too bad we don’t get Marjorys AA, it was better than current one ._.
Also I’m sad we didn’t get a bone-wall skill (Marjory can summon a bonebridge).
Feast of Corruption is awesome now, but scepter 2 is still sad, and offhand dagger is also pretty sad.
Geezus Christ people, don’t complain until we have seen everything they are going to change. I really doubt that those were the only Scepter changes, especially with halving the duration bonus from Lingering Curse. Maybe we’ll get some Torment on #2 aswell, it would make sense.
Herald + Blighter’s Boon Reaper.
Enjoy the best time of your life.
Might be one of the few cases where RPing might be a viable tactic in PvP.
Those boon sharing builds roam with their god(ess), a terrible force of death. Through their shouts, up keeps, signets of inspiration, and undying devotion, they feed their master to make it an undefeated beast…. until that jerk hambow stuns it.
…Where it pops FitG and Infusing Terror and wrecks the hambow cause it is a Condi-Reaper
also they nerf burning dmg on ele and not on guardian, i saw a guardian killing svanir with 11 stacks of burning
well … thats bs
The nerf to burning application is a double edged sword; after all “you cannot be onmeshot by your own condi anymore if a necro stacks 15 in Ring of Fire and then transfers them” – Irenio. Guardians will still suffer the fate of self immolation vs. Necros.
Little worried about that nerf to lingering curse they briefly mentioned, but without knowing all the other changes to scepter it’s impossible to know what that actually looks like….
I might have had hallucinations because the changes were so awesome, but i think what they said was they made Lingering Curse from 100% to scepter condis to 50% for ALL conditions. If that is while wielding a scepter or always…no idea, and again, I might have hallucinated.
This ROCKS. #Geelieve I suppose?
What I’d like to see is:
-Baseline healing in shroud, with ~50% effectiveness.
-Some GM trait in Blood Magic which ups that to 100 or 125%
-See utility CD’s in shroudI don’t understand why this hasn’t happened already :<
They could also make heal skills restore LF instead and then make utilities actually castable in shroud. Not that this will ever happen ._.
At the very least we need to be able to see our utility CDs, and we need to be able to receive healing. Make it PvE only if you have to, but we absolutely have to receive allied healing in Raids if we’re ever going to be even considered.
Reduce healing to 20% through shroud or make all healing give 1-5% of LF when in Shroud, with a few other changes should be balanced. I think.
Giving some LF instead of “real” health might also balance out having utilities and thus a heal in DS/RS…
It doesn’t soak damage though, but cm’on at least signet passives in shroud please…
What are your thoughts of making RS 3 a stun breaker?
It would definitely be too strong as a stun breaker. As it is now, it’s basically 11 seconds of CC immunity, like a souped-up defiance bar with no downside, on a 20 second cooldown, with an aoe fear. Reapers need to be not completely immune to CC, and since we already have 33/66% reduction to snares, and 11 seconds of immunity to CC, making it a stunbreak would push it over the top. The counterplay to a Reaper is to run away, and if caught, to quickly smack us with a stun before we’re ready and then run away. Making it a stunbreak that doesn’t use up a utility slot would be insanely powerful, which is something that only Guardians have, and only if traited, and on a very long cooldown.
Revenant stunbreaks on legend swap, which is low cooldown as well, in fact lower than Infusing Terror.
And that’s on top of their utility skills which all also legend swap.
And it just so happens revenant has generous access to stability as well.
We might also look at the berserker and daredevil stunbreaks, 10 sec cd with a knockdown upon block for the daredevil, and a 15 sec cd stunbreak for the berserker.
Bpth of these classes supremely more mobile than the reaper.
And in the case of a warrior they’re just as if not more durable than a necromancer in team fights.
Look at the psot literally one above yours. We have Foot in the grave, which gives us a stunbreak + 1 stack stab on DS/RS entry, which is the same CD as Revenant’s stunbreak, so having ANOTHER stunbreak on In fusing Terror is not needed. At all. This would lead to “NERF NECRO” all over again, and we still are suffering from the overnerfs from beta compared to release, aswell as from overnerfing because of Dhuumfire.
Ranger can survive and play well without Taunt its not Required to make a strong build .
what most people don’t notice is having to keep track of distances if they use a LB correctly they can control the opponents by using distance to their advantage by judging Ranged or the distance from the target know what ports/teleports normaly 1200yards a LB can easy out range that when distanced correctly or combo’d with Mobility CC can live forever and only those Ports/teleports or Hard CC will stop you.
the generic Taunt build is normaly Pure Melee just used as a distration there isn’;t much focus or judgement of distances , treated just like a Warroir attack>evade>damage>taunt> a basic Melee Rotation pretty simple to understand.
Here we have the definition of a pewpew from 1500 ranger using his teammates as a meat grinder giving nothing in return except a zerk glass cannon build. No team really wants selfish players like this and that’s why rangers have that bad reputation in PvP.
Rangers have many issues that make them subpar to any other class. Ranger is not really unplayable as they are simply subpar.
With a ranger you will win players in a lower level of the learning curve but that will happen with any class.
But it will not happen with same skilled players 1v1 with all those reflects, teleport, leaps, blinks, invulns that any other class have to close the gap. If you can land a full RF in any player that should be an indicative of a massive difference in expertise and the ranger should ragequit just out of respect.
Necro has non of these… And Rangers do have leaps and stealth themselves.
If I’m not mistaken every elite spec now has (at least) one of these threads.
Hurray… I guess?
I’m pretty sure Chronomancer and Reaper do not.
Yes, they stated that elite specs are suposed to be so changing to your profession, that it would even change your profession icon. As people noted, it was possible to see the icon for scrapper on last poi for example:
http://i.imgur.com/hUbSC58.jpg
But if you ask to me if it is necessary (Since elite specs are far from “Completely changing” your profession playstyle) well, I don’t think it is.
I don’t think that’s the scrapper icon, why would it be in the stat section? I’d say that’s for toolbelt recharge times and has nothing to do with the elite spec.
So atm we don’t know if they are still going for the new icons because we haven’t heard anything about them in a long while.
Correct me if I’m wrong, but all professions have their class icon somewhere in their stat-screen. Necros have one for Lifeforcce, for example. So this might very well be the Scrapper Icon and hey, a stylised sawblade would fit.
So basically you want WoW’s “Unstable Affliction”? I wanted that one too, but the guys are right, adding counterplay to counterplay is propably not the best action. Although given thieves a 2k unavoidable hit also seems stupid.
Not going to happen. Besides, druid will be using staff, so doubt it will have any focus at all on projectile traits
The will be using staff ranged not melee right? I think every ranged weapon in the game has at least one attack on it that is projectile based. Not saying that means it should have a projectile focus. I just think it would be a nice trait to have, I don’t see why warriors can have a trait that goes though blocks (blocks affect melee and they are heavy melee hitters) and rangers can have one that goes though reflects.
Necro Axe is an example for a ranged auto that is not a projectile.
axe can hardly be called a ranged weapon..
Well it is 600 range which is also hardly melee. I agree it can hardly be called a weapon though
But we were promised Axe buffs/Axe rework so maybe they will finally do what should have happened 3 years ago and make it 900 range.
Greatsword is really strong in PvP because enemies are always forced to fight on point with you (or near another objective), it has the potential to nearly one shot people with gravedigger, and its 4 skill is a really strong denial. GS is quite nice in PvP, and the addition of even more superspeed is annoying. That said, I don’t think the superspeed that is accessible is actually going to be used/abused much, it requires a really heavy investment most people won’t make.
Except that it isn’t. Since every other profession will try to permablind you with everything they do, GS hits will be knows as ultimate luck attacks, while d/wh provides the best anti-blind skill ever + acces to immob/daze/swiftness & High damage on mara/zerk.
Cast Plague Signet mid gravedigger to surprise oneshot the blindspammer → Profit.
Rangers are like the red headed Step children of WvW.
No one ever says I have one spot in my group for a Ranger.
No WvW leaders care if there are any Rangers at all in their Zerg.
The Ranger brings nothing to the table for groups that any other class cant do better.
And this applies to PvE Dungeons as well and im expecting it to be the same for Raids.
Our last and only hope for the class is the long awaited "Druid ". Will it be enough to save the Class ? We can only Hope and Pray.
You had me until you said rangers don’t bring anything to PvE dungeons. Well, they sure as hell bring more than Necros, ever heard of Spotter?
Not going to happen. Besides, druid will be using staff, so doubt it will have any focus at all on projectile traits
The will be using staff ranged not melee right? I think every ranged weapon in the game has at least one attack on it that is projectile based. Not saying that means it should have a projectile focus. I just think it would be a nice trait to have, I don’t see why warriors can have a trait that goes though blocks (blocks affect melee and they are heavy melee hitters) and rangers can have one that goes though reflects.
Necro Axe is an example for a ranged auto that is not a projectile.
Teaser is up.
/15charrsonabarstool
This is the engi forums right? So why does everyone here only consider the gyro itself in a vacuum instead of also ALWAYS considering the toolbelt skill? Those skills look pretty kitten powerful for the most part.
And don’t forget, you can explode the giro for some superspeed and an AOE daze; It is not like they are Necro minions that need to be up and running at all times or your build is completely useless.
Let’s take the bulwark Gyro. Should propably have more HP, no doubt about that, and every single destructable “minion” (except maybe mesmer illusions/phantasms) should have AOE damage reduction. But that bulwark gyro basically does what “Blood Bond” or “Rise” do for Necro, but actually absorb damage from allies aswell. Then you have a 6s reflect bubble as a toolbelt to defend yourself and the gyro against ranged attacks, and if they come into melee to get around that you explode the gyro for the daze and then proceed to chain cc them to death.
TL;DR : Always look at the whole package, not at one small part of it.
I bet all those thieves claiming it is an l2p issue are the same ones crying their eyes out because of the toolbelt skill of Scrappers stealth gyroid.
Let’s take Reaper as an example: Pretty kitten good in PvE, good in sPvP, not useful at all in WvW Zergs.
vs.
Necro : mediocre in PvE, decent in sPvP, meta in WvW Zergs.
See? Trade-off. If you want to PvE, go Reaper. If you want to sPvP, go Necro or Reaper depending on what you want to accomplish and how much you need ranged Death Shroud for that. If you want to zerg in WvW, take your usual Necro well bomber, being a melee frontliner without blocks or invulns is suicide.
There are way more things that remove chill which Reaper is supposed to utilize to be sticky than there is to stealth, and stealth is a way more “broken” mechanic.
Also OP you got it wrong: getting bursted out of nowhere or guys pressing one button to disengage any fight is the problem, giving out reveals is the counterplay to THAT, and definitly needed. There isn’t nearly as much revealing as you make it out to be, and almost all of it is on situational skills not everybody might use. Heck, some forms are depending on which traitlines they take.
Plays an engi…. what a surprise. You don’t get bursted out of nowhere unless you never look at map or unable to use interrupts. One button to disengage? Okkkkk
Ok, let’s assume counterplay to stealth is needed, WHY CAN’T WE HAVE COUNTERPLAY TO ENGI SKILLS THEN? I am sure there should be just as much counterplay that locks out their entire trait line just to be fair. Why should thieves be only class being completely locked out of defensive (and offensive) abilities? I think it is time other classes get same threatment like thieves!
And you massively failed. I do not even have an Engi created, I play Necro and nothing else. Too bad you just wasted your credibility, huh?
There are way more things that remove chill which Reaper is supposed to utilize to be sticky than there is to stealth, and stealth is a way more “broken” mechanic.
Also OP you got it wrong: getting bursted out of nowhere or guys pressing one button to disengage any fight is the problem, giving out reveals is the counterplay to THAT, and definitly needed. There isn’t nearly as much revealing as you make it out to be, and almost all of it is on situational skills not everybody might use. Heck, some forms are depending on which traitlines they take.
The real question is: can you Moa a gyro?
By way of fairness all gyros should instantly explode when the Engi gets Moa’d.
Sooooo…. spike damage inc? XD
Hopefully they don’t explode. They are machines, not unholy creatures resurrected by magic. If I would be a dead corpse, I wouldn’t follow a moa too. ^^
Jk, but I really don’t think they will get destroyed by that, because turrets don’t get destroyed too.
Which is pretty kitten unfair if you ask me…why is it only our Necro minions die by that? One skill to counter an entire playstyle is BS. But back to topic.
Drones will have that fuel system, so they won’t be permanent (except maybe the interaction drone), and I wish you people that they are indestructable otherwise. Affected by CC but indestructable.
The real question is: can you Moa a gyro?
By way of fairness all gyros should instantly explode when the Engi gets Moa’d.
…gotcha.
A’ight then. I forgot – Engineer PvP Complaints subforum. Do pardon, I keep forgetting that PvP players don’t care about anyone or anything that doesn’t have to do with being a giant **** to everyone else on the map.
You’re totally right. PvE players didn’t want anything new or cool to do with their Engineers anyways. Carry on.
sigh Let’s take a look at other specs then, hmm? Let’s take the Reaper, cause I know the most about that one and because it seems to be common by people to scream “look at what Reaper/Chronomancer got!!!” when saying their stuff is bad.
Not, let’s see, Scrapper so far sounds pretty kitten good in sPvP and WvW, not so much in PvE; However, base Engi is pretty kitten good in PvE and less so in the other gamemodes.
Now Reaper : He is pretty kitten strong in PvE because he does damage out of this world (if they finaly get rid of icebow #4 i mean) and the new changes to the workings of soft CC on breakbars means the chill they have provides constant pressure on the bar and prevents it from rapidly refilling for not taking “damage” too long; additonally they can, like base engi, pretty much sustain 25 vuln on their own.
They are also pretty decent in sPvP, although that part will shift a lot once people know the tells of the Reapers attacks.
However, Reaper is pretty abysmal in WvW zerging because being a melee frontliner with no active defenses in a blob is pretty much suicide.
Now, base Necro is mediocre in PvE, pretty decent in sPvP (although mostly as a counter to the godmode of PvP, D/D Cele Ele) and Meta in WvW blobs as a Well Bomber.
Notice a trend? The Specs both give (or seem to give in the Scrappers case) the profession a boost in one area while doing less for the other. And hey, maybe you’ll be able to interact with consoles and chests in PvE, and raids and HoT content might have a lot more of finishable enemies or situations where players get downed. I especially would say Sylvari turned Mordrem might need to be finished like a player character.
HoT will guarantee that at least one more ranger is converted to full-time necromancer.
o/
Yo!/15charrswalkintoabar
Hi!
Sadly, I think that LB rangers will still be very difficult to deal with as a reaper.
Well at least we can get rid of their rapid fire burst while also gapclosing (Deaths charge being projectile destruction and all).
If they are damageable, I hope they get reduction from AoE.
You know how long Rangers have been asking for that for the pets??
YEARS.
Literally years.
Rangers and Necros.
So being that the reapers roll is supposed to be front line DPS support. It will still not have a spot in PVE or PVP because of the lack of Stab.
Uhm…right. Let’s ignore the 11 seconds of 1-3 stacks stab on RS #3 with a 20 second cd base that can be brought down with Soul Reaping. It also has some stability on the elite shout, which, I admit is on a rather lengthy CD. And you could take Foot in the Grave for a potential 6 second CD stunbreak and 1 stack of stab on entering RS (again, yes I admit 1 stack is kinda bad).
Point is, it doesn’t really matter in PvE as long as you can dodge or soak it in RS, and FitG + Fleeting shadows and the 2 dodges should be enough to “tank” any CC the mobs throw at you, as long as they do not get a special skill that takes 2 stacks of stab to block. With decimate defenses you could trade the Soul reaping crit trait for FitG without problems as long as you compensate for it with taking a mixed bag of defensive gear and gear with precision, or make up for it with food.
As for sPvP, let’s see how it turns out. Last beta I had 0 problems with the tools provided, but last beta people also let me hit Executioners Scythe consistently because they aren’t used to the tell yet, soo…
And WvW… Never played it before (can sb. maybe tell me if I can even make a meaningful impact w/o Ascended Gear?), but I’d imagine roaming and flipping camps should be better than with base Necro, while in Zerg blobs you should propably really stick to playing a well bomber.
And that’d be totally fine. “awesome” in PvE, pretty kitten good in sPvP, better left alone in WvW Zerging compared to base Necro’s “awesome” in WvW blobs, decent to good in sPvP, mediocre in PvE – sounds like it is working as intended, what with them pretty much compensating each other
Actually, warriors ARE using magic. What do you think how signets are working? Warriors aren’t using such a visable magic like elementalists do, that’s right, but they still do. It is just a body centered kind of magic. Imagine they are infusing their own body with magic to get stronger.
using magical items does not mean using magic per se
every other skill avery trait every piece of warrior lore screams – heavy training and self discipline (which is not magic in a any way) and here comes a signets – that gives warriors some acces to stuff impossible to achieve without any magic at allThere is only one profession, which isn’t using magic by itself and it is the engineer.
and warriors – I don;t count using magical signets as using magic – last time I checked you didn’t require any knowledge of how magical casting works to be able to activate magical signet – neither in tyria or in litarealy any other fantasy world
So I think berserk isn’t that ridiculous to use in any way.
it is – huge guy sets himself on fire and that fire not only does not burn him but also: cures poison, stops bleeding, puts out anuther fires that was already on him, cures immobilise, cripple, confusion and every single other condition you can name in the game – wherever it makes sense or not – not mentioning the part that this skill is just improved variation of GUARDIAN torch skill – whom for a change is actuall magic user
and then imagine a sylvari warrior doing it – a plant setting itself on fire which is by very skill description just setting on normal fire and it not only does not harm that plant at all but also cures it from conditions….
tbh for that single skill to make sense there are only tow options – suddenly all of warriors that pick ups berserker specjalisation are from Targaryens or all of them are in fact destroyers in undercover….
There have been alleged cases of eg. monks not getting burned or being able to not get hurt by a car rolling over them or sticking something through their body without bleeding, aswell as (not neccesarily true, but this IS a fantasy world we are talkin about) cases where people that were made to believe that a piece of cold iron was hot actually got burns. And then there is the norse mythology of Berserkers falling into a rage while fighting that made them ignore injuries etc.
You could just see Berserk as a state of mind that usually cannot be accessed without extreme duress, and berserkers light themselves on fire to access that state on demand; and while in that state of mind, the fire cannot hurt them (basically doing the cold iron thing the other way around), aswell as ignoring potentially lethal injuries (see one of their traits). You can easily look at it that way instead of as something magical. and the burst at the end of the moving firefield? The warrior screams with such force the flames get blown away.
Spite is going to be a fairly mandatory line for reapers.
You get a ton of might on RS auto and on attacks on below 50% enemies and this might is also your sustain because anet created Blighter’s boon instead of letting reapers heal in shroud.
Spite is the only line with any kind of real boon output.
If you want curses, drop soul reaping.
But without SR, no Dhuumfire, while it finally performs well on reaper! Honestly as a condi reaper, we are still held back by our awful condi weapons. The only reason it works better than condi necro is reaper’s shroud!
Chilling force will probably output a decent quantity of might if you go in a team fight, but if you go dueling, spite is irreplaceable.
Also Vital Persistance.
If they change corruption skills to use life force instead of applying condis to us, not only will we not be able to use our class mechanic at the start of a pvp match, but we will also be unable to use our utility skills.
While i can see that a change would be appreciated, i do not like this siggestion at all.I quite like corruption skills at present. Gives me a good way to stack condi pressure with 1 skill and a transfer.
They could just make them consume HP when your life force pool is empty.
+1
It is already doing that, by applying conditions to us on use. Except conditions can be used to our advantage and we cant transfer a hp cost…
We can make up for the hp loss with siphons. And we build LF constantly. Self cripple/weakness/blind hurts way more, and the HP cost could a a lot lower than by self bleeding. Sure, you can transfer the conditions put on ourselves, but thats by using another cooldown skill to make up for a negative side effect. Let’s say, if we got 10 stacks of selfbleed for 10 seconds with resistance of 5 seconds it might be worth transferring it. But otherwise? No. And making a cleansing ability add a condition to oneself aswell as a heal putting yourself in combat is ridiculously dumb.
