A cooldown taking over twice as long would be a >100% recharge increase. Chill is currently at 66% recharge increase.
Textbook usage of exaggerated hyperbole
Check your math.
5 seconds / 40% = 12.5 seconds.
It’s over half.
That’s not how faster or slower % work.
Alacrity cause things to recharge 66% faster so a skill that would usually recharge in 30 will now do in 18, 30/1.66, hence the new cooldown is 40% lower than the old cooldown.
On the flip side chill increases cooldown by 66% so a skill that would recharge in 30 now will in ~50s, 30*1.66. The old cooldown is 40% of the new cooldown.
It’s the same reason why protection , -33% damage ,means you need to do 50% more damage to reduce the same amount of HP under its effects and why quickness ,act 50% faster, means you reduce cast time by 33%.
(edited by Sigmoid.7082)
Josh, what about
1050 Power
1050 Healing Power
560 Toughness
560 Vitality1050 Condition
1050 Healing
560 Toughness
560 Vitalityect… i mean you dont have to stop there lol
Would be too tanky.
Sooooo, are we ignoring the medi-dire/soldier ammy? I mean, its not quite there but I do believe that will be the next meta amulet if it hits live in one piece…
Also knights/solider ammy as well .
“endure pain needs a rework to make it viable against direct damage and condition damage.” Then what would be the point in having Berserker Stance if endure pain was effective against them both?
The nuke meta may be fun to watch in tournaments, but it is not fun to be on the end of it. Especially as there is no solo queue. It is horrible facing premades, being focused down in seconds. This only leads to casual or new players giving up on PVP.
Surely we want to encourage more players, not put people off PVP altogether……..
^^ This ^^
I am afraid the lack of proper solo queue + extreme burst meta + deletion of many amulets (and thus many builds) will lead to diminished player base.
New amulets are being introduced and the most commonly used, cele, is being removed meaning you should see a wider variety of amulets and builds not being used. Way i see it is you can no longer have a very tanky amulet yet still do very high damage due to traits and skills nor can you have a very bursty amulet and live forever via traits. Though the slider is closer to offense that defence but the pace as it is right now is so so slow. If things go to far the other way it will again be changed.
Chill has been in the game for 3 years doing the same thing and there have been builds that have 100% uptime with it on several classes in that 3 year time span yet only now it’s OP as a base?
5 classes have abilities that remove the condition specifically, 5 have traits that reduce its duration.
The only real complaints I understand is from elementalists because it messes with their attunement swaps.
Yeah but in those years chill used to be very limited and when it was applied itd only be for 3 or 4 seconds, now they went ahead and slapped chill everywhere and its rlly not fun anymore. Maybe youd understand if u got perma chilled all the time
You do realize that Dark Path untraited allows for 33% Chill uptime, right? This is without any Chill duration boosts either. Between it and two other skills with some duration boost, 100% Chill uptime has been possible since launch. Actually focusing on Chill let a base Necro keep you Chillled over 75% of the time through heavy cleansing.
Yet only now is Chill being complained about. Is Chill actually a problem? Or is it something else?
High chill builds were never viable in most scenes so they were never encountered. Because reaper has a lot of chill viably in its set and all builds since its what the spec is built around; chill has had a lot more exposure that before so people are only now noticing its effects at all. It has always been this strong. Though it is still highly removable.
Note that it was also never complained about until the deathly chill trait was changed to do consistent damage instead of more<50%.
Boon corruption is entirely random.
Unless they change the way the projectiles work, you won’t be hitting anything or anyone with all 3 unless you’re standing inside of their hitbox. Good luck.
Karl said it would fire all 3 projectiles at the same target if there is only one in the area.
Chill has been in the game for 3 years doing the same thing and there have been builds that have 100% uptime with it on several classes in that 3 year time span yet only now it’s OP as a base?
5 classes have abilities that remove the condition specifically, 5 have traits that reduce its duration.
The only real complaints I understand is from elementalists because it messes with their attunement swaps.
Yeah but in those years chill used to be very limited and when it was applied itd only be for 3 or 4 seconds, now they went ahead and slapped chill everywhere and its rlly not fun anymore. Maybe youd understand if u got perma chilled all the time
Not limited at all its just that builds that had 100% or near uptime were never viable but it was completely possible to do, especially on ranger, necro and ele. All three very easily had huge uptime.
At the personal attack in bold. Whats the point? It doesn’t make your argument look any better when these things are said. In direct response to it though my characters get chilled all the time but it is very easy to remove. Its only very punishing in fights that last longer because it throws your cooldowns back. Its base form is a good attrition mechanic.
Chill has been in the game for 3 years doing the same thing and there have been builds that have 100% uptime with it on several classes in that 3 year time span yet only now it’s OP as a base?
5 classes have abilities that remove the condition specifically, 5 have traits that reduce its duration.
The only real complaints I understand is from elementalists because it messes with their attunement swaps.
1.5s? Do some people know what after cast is. The entire chain takes roughly 2.4s to complete. Boons are so commonplace that even this isn’t s huge change or will dent them in most classes.
A lot of people seem to be confused by percentages. Wording is very important. Although because of the nature of how you gain alacrity the reduction of its effect is compounded so the actual loss of overall CDR is higher.
I would agree if chill was an effect and not a condition that can be removed by condition removal as well as traits and abilities that specifically remove movement impairing conditions.
Let’s make chill less relevant to other classes because reaper has too much of it? Just hit reapers instead.
Nerfing reapers wont fix the issue, other classes like ele, rev and engi has plenty of access to it
LOL? Ele has a single skill which chills for like 2 seconds on a 30 second cooldown.
This page makes your statement false. Along with all the access to frost aura
Blood Curse Notes: This whole sequence takes 2.4s. When will people learn to not just add up the cast time of the skills but the obvious inclusion of after cast. Does the dagger auto chain last .25s? no…
At BEST you will get 4 boons per 10s if you are constantly auto attacking.
I believe they want to make things faster paced so the hybrid amulets are a step towards that. Also opens up more build choices as well.
those ammy changes for pvp though…
Why do you guys keep making amulets with both toughness and vitality?
so ele and guard can use them.
by type we have:
power-semi-dire
power- semi magis
knights with vit…..remove the knights ammy because this will totally replace it
vit-zealots
this…this is game changing
no longer need to take signets to deal with boon heavy specs. build diversity
PERSONALLY, I would still rather have Brainfreeze. :T
Applying chill also applies torment. Would be better for PvE, coverage in pvp, and gives Necro(Reaper) more access to torment which I feel is warranted. Not sure on stacks/duration, too lazy to do math atm, but I would prefer that more, I think.
Taken with spite chill would have 2 cover conditions meaning it would be very hard to remove via non-[removes movement impairing conditions] removal.
“Please, consider I’m nerfing all CCs across the board, which would buff current Infusing Terror significantly. Even with all the CC flying around nowadays I feel the uptime is just too much. It basically lasts for the duration of an entire Shroud bar and I think it was intended to last just a few seconds if you are getting focus fired, being instant cast and whatnot. This nerf doesn’t make Reapers hopeless to CCs by any means, but I also think necro shroud should not go from one extreme (0 resistance against CCs) to another (almost perma stability on shroud).”
The concept of the skill and its function perfectly match what the devs aim was when constructing the spec. Your thought, in bold, i feel didnt quite hit the mark of its design not the theme of the spec. Reaper has limited ranged potential yet it is supposed to be near unstoppable in its efforts to eventually get into your face by walking towards you. The lack of active defence and mobility is why the skill provides such a high uptime of stability. Vulnerability to CC should come while you are not in a form specifically designed by the devs to be unrelenting and unstoppable.
“Decent might stacking. That belongs to the spite line. Reaprs already have a ridiculously easy time stacking 25 might and 25 stacks of vulnerability, which makes them walking nuclear bombs. Their life force gain is also incredibly high, much higher than any Core necro could ever dream off making Reaper a very clear upgrade, and remember, the purpose of this thread, is just that, to reduce this blatant power-creep. I won’t get tired of saying this.”
Necromancers lack a) damage modifiers and b) team support but are incredibly self sufficient hence why they can stack so much might on their own. The trait also does 2 other things. Provides an alternative for might stacking meaning you dont have to take spite to get more might and also as fuel for the grandmaster blighters boon, allowing its use in any build that doesnt use the spite line since they nerfed the trait to only work with your own boons…of which necros have….only really might ( like 95% ).
Its not that reaper is power creep, besides somethings that obviously need tuning, its that base necro is quite a few regards is undertuned.
These two nerfs , while well thought out, actually reduce build diversity lower than it is now as well as rendering part of the design and theme of the spec moot.
“As a general suggestion, chilling uptime across the board should be reduced, it’s a very very strong condition on its own. STOP with the obvious and blatant POWERCREEP!!” Its always been high, its just never been viable to use. Even on non-necromancer classes.
@Nova
Actual damage is:
[weapon damage between min-max of weapons damage]*coeff*power/ Targets armour. Its why the same skill can do different amounts of damage. Depends on which number between the min and max the game rolls.
Tooltip damage is:
Average weapon damage*coeff*power/2600 (what the game uses as heavy armour)
Also i believe skills that have the following functions like Damage (8x): 1000 the game will pick a weapon damage value to preform the skill which is why those 8 hits if unmodified will do the same damage. Its why skills like Hundred Blades can be missleading since the first 8hits will all roll from the same weapon damage number but the final hit uses another…or so I believe. Makes sense and explains high roll-low roll variance.
The devs have access to a set of weapons called steady weapons where the weapons damage min=max so they can test skills based solely on their coefficents because it removes the varying weapon damage factor.
Afaik power and toughness are the only attributes that dont do a base then scale of Y + ( X*something). All other Primary and secondary attributes have some sort of base. In all it makes balancing this one type of damage difficult since its all a function of itself.
(edited by Sigmoid.7082)
@Nova
Stof is correct in this instance with how weapon damage is calculated. Also all pvp weapons are calculated from the stats of exotics. If you were correct skills with the same coefficients would do the same damage regardless of weapon…but this isn’t the case. This is easily tested on necromancers since lifeblast always has the same coefficient yet reads a different tooltip and does different damage depending on your mainhand weapon.
“Once again, I’m not saying players 1000 power is subtracted by everything. I am saying it might as well not even exist. Do you honestly think you have nearly a 50% critical chance when you see the 1000 precision? No, you subtract 1000 precision, start at 4% critical chance and calculate precision from there.”
is a bad example since the stats actually scale in totally different ways.
“The players base stats are utterly meaningless. My warrior with 25 stacks of might can reach 3.5k power, but the game will still treat it as if I only had 2.5k power.”
This is incorrect and can be tested easily on the golem in HotM, the use of the damage formula that all power damage in the game uses and some math.
(edited by Sigmoid.7082)
Target >50% HP -> Dagger
Target <50% HP -> GSBut I mostly keep on using my Dagger for the entire fight. Dagger is too much love <3
Seriously you people need to stop spreading this misinformation.
Optmal is an odd rotation between both and shroud. If its one or the other then GS>Dagger/horn or focus above and below 50% espriclaly when taking deathly chill.
Also not sure some people know but deaths charge is actually a great DPS boost when used right since it attempts to do 7-9 small strikes alongside the one big. one.
Right, I actually forgot about this trait. This needs to be nerfed, or even better, reworked. Something like adding a 20s icd.
All it needs is a duration nerf because without the trait using anything with fear would cause people and mobs to usain bolt away from you out of melee in which the spec is designed to fight. That is the reason the trait exists in the first place to keep people in melee range when you fear them.
All they are are defensive pack runes essentially. Both runes have a 175 of a main stat, Some form of boon duration, #4 bonus is 3 offensive/defensive boons, #6 bonus is +125 of a complimentary stat to the main stat.
The issue is that durabiltiy is flat boon duration, and pack is only swiftness.
Durability should be protection duration only, not every boon.
this is what is most likely to happen to it.
All they are are defensive pack runes essentially. Both runes have a 175 of a main stat, Some form of boon duration, #4 bonus is 3 offensive/defensive boons, #6 bonus is +125 of a complimentary stat to the main stat.
Wurm. Due to precision not needed
Wurm is a weak runeset over all. Many others are FAR stronger.
Except its not. With a perfect rotation the difference between blood and SR is about 1%. But thats assuming perfect lifeforce management and almost 100% RS auto between other skills. Which is impossible.
A GS dagger rotation on the otherhand is very realistic and achieves about the same max potential dps. So more real dps.
Still unsure. Show me your numbers so I can check how you have done things. I don’t see how the low siphons and extra bit of CDR beat the 5% damage boost.
Pure dps
spite top-top-mid
blood mid-bottom-top
reaper mid-bottom-midFor pure DPS his isn’t entirely true.
What would you change then. Because my testing and calculations suggests this. But if ive overlooked something please do tell.
Depends on rotation and build but SR over blood magic. Less survivability but should be better for pure DPS
Pure dps
spite top-top-mid
blood mid-bottom-top
reaper mid-bottom-mid
For pure DPS his isn’t entirely true.
Honestly, I think Reaper seriously should get an evade or projectile destruction element to either RS #2 or 4 to make them more viable in WvW groups and even pve
Rs #2 already destroys projectiles while you charge.
Give traps an arming time/cooking time, or whatever it is called. When I mean arming time, I meant the cast time for it to be ineffective to effective. For example, If I place a trap under an enemy feet, the trap will last a few second shorter, and it will do less damage. Meaning, if I drop Test of faith under an enemy, when an enemy pass through it, they’ll take only 1.5k damage instead of 5k damage.
This is to encourage players to use traps like traps instead of Point blank AoE spells, but it also gives them a choice to use it as a PBAoE(But weaker!). My suggested arming time would be 1 second. This is enough time to reveal to enemies where your traps are, and it is enough time that you can’t place it under your enemies feet to do massive damage. 1 second is enough time for traps to not be totally useless.
I know some Dragonhunter will come here and say: “TRAPS DON’T NEED NERF!!!!!” But, Dragonhunters will get nerfed, and this is probably the best possible middle ground for both sides. Dragonhunters cannot drop traps under enemies feet for instant win plus, Dragonhunters can keep their massive damage to win. It also means DH don’t get a longer cast time to place traps, so that Runes of the trapper isn’t useless.
For Rangers, it could also mean that the condi damage is more frontloaded than over time. Meaning all traps work like spike trap, they place more condi damage upfront instead of over time.
They will never do this because of one thing: PvE.
When you make balance suggestions for either PvP or PvE you have to remember that both players have to be taken into account because of Anet’s absolute refusal to balance separately (which would solve so many kittening problems).
In PvE you will ALWAYS drop the trap right on the enemy. You don’t set it up and then try to kite the AI onto it. So this solution would never work for that game mode, even though it is a good suggestion for PvP (I would change it to arming time and it doesn’t activate until it is done arming, as opposed to deals less damage if it activates early, but again this will never be made to work this way because of PvE)
Split PvP/PvE.
Anet already said this wont happen.
Deathly chill, bitter chill, toxic chill, chilling nova, shivers of dread, cold shoulder and chilling darkness all cause chill…. not sure why everyone is using strawman to misconstrue the slew of chill effects available to reaper.
- Deathly chill is the chill damage trait
- Bitter chill causes vulnerability when you cause chill
- Toxic chill….isnt even a thing?
- Chilling nova requires the target already be chilled and you to crit before it will work. Its hardly passive since you need to chill to continue chilling as well as either a trait, stat or sigil investment to crit.
- Shivers of dread means you have to fear your target, again unless you use a rune its all active play since all fear application is from active skills.
- Cold shoulder doesnt cause chill at all..it makes it last longer, again you need to apply chill to see any benefit same as chilling nova.
- Chilling dark means you have to blind someone. Again all blinds come from active skills.
There is no “passive” application. You’re saying that because you can trait something else you do to cause chill the chill is passive but by definition thats not passive at all because you still have to do something to get the chill just more things cause it.
How very confusing. Passive is more like adaptive armour or guardian virtues passive effects, signets, etc etc
i never said all of those were passive…. yet ANOTHER straw man to misconstrue what was stated.
i said “they all cause chill” which, you’re right, some of those don’t but rather buff chill.
try to stay off the straw man please. this is a discussion of interest not hate.
Again im just pointing out where you are wrong in your argumrnt stating that a) skills cause chill when they dont and b) they are passive when they arent. Your point was they cause it passively, which has been proven wrong, but the more i read your posts its chill you have a problem with. Construct your argument better. i.e chill is strong etc etc.
(edited by Sigmoid.7082)
Deathly chill, bitter chill, toxic chill, chilling nova, shivers of dread, cold shoulder and chilling darkness all cause chill…. not sure why everyone is using strawman to misconstrue the slew of chill effects available to reaper.
- Deathly chill is the chill damage trait
- Bitter chill causes vulnerability when you cause chill
- Toxic chill….isnt even a thing?
- Chilling nova requires the target already be chilled and you to crit before it will work. Its hardly passive since you need to chill to continue chilling as well as either a trait, stat or sigil investment to crit.
- Shivers of dread means you have to fear your target, again unless you use a rune its all active play since all fear application is from active skills.
- Cold shoulder doesnt cause chill at all..it makes it last longer, again you need to apply chill to see any benefit same as chilling nova.
- Chilling dark means you have to blind someone. Again all blinds come from active skills.
There is no “passive” application. You’re saying that because you can trait something else you do to cause chill the chill is passive but by definition thats not passive at all because you still have to do something to get the chill just more things cause it.
How very confusing. Passive is more like adaptive armour or guardian virtues passive effects, signets, etc etc
(edited by Sigmoid.7082)
“The point is that Reapers attacks, shroud and weapon swap cause poison and chill passively. if those were Active skills i wouldn’t mind but they are not.”
Sounds like you are moaning about sigils rather than the class. 99% of application is active.Uh there is no poison sigil in pvp mate… stop using straw man attacks =/
Im not attacking you im just pointing out that you are wrong.
Also there is a poison sigil in PvP. Have you never heard of sigil of doom?
My point still stands the only real “passive” come from sigils that are available to everyone. 99% of application comes from active abilities. Silv summed it up well minus a few things.
(edited by Sigmoid.7082)
“The point is that Reapers attacks, shroud and weapon swap cause poison and chill passively. if those were Active skills i wouldn’t mind but they are not.”
Sounds like you are moaning about sigils rather than the class. 99% of application is active.
You lose damage but gain survivability… it’s up to you if you want to make that trade but it seems grossly unnecessary.
If you have a mix you don’t really loose any damage but you gain a whole bunch of HP and shroud. Very useful. In a party you still end up at 100% ctit chance various ways and because of the extra vit utility food scales better for you so you end up doing more damage overall.
espec change how you play. access to both ruins diversity because you would always want reaper because there is less of an opportunity cost to not taking it.
Reaper would be strictly better than Necromancer in every single way. Now you have to choose between range and melee. Otherwise it would make the Necromancer class pretty much p2w.
Thats what i said..
That would affect f2p players A LOT…. and people without the xpac
edit: nvm you said same life force bar….still kinda unfair for people without hotWell Reaper is the elite spec that comes with HoT. People who dont buy HoT wont get access to it. Dont really see how its unfair.
espec change how you play. access to both ruins diversity because you would always want reaper because there is less of an opportunity cost to not taking it.
I would say they got removed because of the increase to outgoing healing added to the game. Iirc they have no duration limit.
Why use dagger/warhorn at all? I thought we math’d it out GS auto is similar dps to dagger dps. So stick to GS and switch to RS when you need it and have the second weapon set to be ranged weapon for melee disconnects.
Dagger and GS auto attack do roughly the same damage, but dagger/warhorn gives the added damage from warhorn so it should end up being more total damage, correct?
IGNORE MY PREVIOUS COMMENTS.
GS#4 > Warhorn#5
For what? For OwPvE onslaught is very good because of the cooldown reset/reduction.
Personally dropped zerk armour for valk. Also zerk+valk trinkets. Still have 20% base crit chance so its very easy to reach 100% in parties.
Also blood over SR for the support it gives. Is very useful the higher up you go fractal wise
The numbers on the wiki are wrong they are only half of what they should be. The base value and coeffs are 2x of what’s on there. Also for whatever reason the damage ,and I also assume terror is the same, isn’t effected by vulnerability for some reason.
It adds more damage than Death Perception.
Either way, the answer is to share your builds and explain how they work. Maybe your builds are better than the zerker builds.
RS 1 is a melee AoE spell and even with higher AS it still has lower overall DPS then DS 1 which is ranged.
Someone decided to add dhuumfire to an AoE spell and use it for single target… as a meleer… instead of having higher DPS at the safety of range.Someone else said “it’s definitely worth it… with quickness i saw burns tick up to 3K”. That means people are going to waste the quickness buff on RS 1 burns, in a zerker build… instead of using it to buff their Lich Form, which can hit 17K each hit… and has lower AS then 1 sec.
In conclusion… people do less damage, and are in more danger which translates in lower DPS uptime… and they are already thinking that in fact they do more, which is the reason why they are defending the build.
Metabattle… right… by all means… the people that keep trolling me for trying to help them can go ahead and play ineffectively if that is their wish.
I think Dhuumfire adds more damage than Death Perception even for regular DS though.
But ok, if you’re saying glass cannon reaper isn’t good because it’s too squishy for melee, that’s a different discussion. Regarding that, there’s no reason to go full zerk reaper when you could go full valk.
Burning doesn’t scale with the stats obtained from the items… but DS1 does…
Compare +2K burns on RS1 with 16K hitting Lichform… there is no contest…
The two things can’t be compared. I actually don’t understand your point because you keep changing argument or comparing things you can’t. Lich form also isn’t a trait or auto its a cooldown.
From my understanding people are comparing the DPS increase from death perception to that from dhuumfire and have indeed correctly stated that as long as you take reaper and soul reaping it is the best DPS trait to take in that line because of decimate defences resulting in 100% crit chance in or our of shroud.
Also as long as you are outside of 600 range DS auto is worse than axe. You really have to be within 600units for it for do any damage at all.
So it’s hidden?
Just seems odd that it reads 2% per stack, but you can’t see any stack nor any increase in stats.
You can see that the target has vulnerability and all you have to do is a quick x2 to see how much extra crit chance you have VS THAT TARGET. Its target based not character based. Hence why it doesnt effect your characters stats in any way.