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New Runes/Sigils/Amulets in sPvP and info on Vampirism

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Sigmoid.7082

im really hoping the sinister is coming as 4-stat amulet (vitality as minor). 3x offensive stat amulets are pretty much worthless, just too squishy. I never see anyone use assassin, rampager or berserker.

Why would it be more than 3 stats when sinister itself is 3 stats? As long as its named sinister it will have 3 stats regardless of whatever else people want because that’s what sinister is. They changed zerk and valk to the same stats in PvP as pve this won’t be any different.

We want Zealot Amulet for HoT

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Posted by: Sigmoid.7082

Sigmoid.7082

Can we get an answer on splitting amulets into multiple items to allow better stat customization?

They are changing Pvp to be a much bigger thing with the new league and tournaments. They would avoid anything that would be a balancing nightmare which is exactly what your suggestion would do. The more fixed things are the easier they are to balance.

Life Siphon [Dagger 2] update suggestions

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Sigmoid.7082

No channel time decrease, else it just feels too much like axe 2. The channel time is okay, the healing also, simply increase the damage a bit or the scaling, its just too much of a dps loss at the moment.

It’s supposed to be a DPS loss.

Yeah, however the gap is too big to jusitify the healing you currently get. By increasing the damage you reduce the dps loss a bit making the skill work better while still feeling more unique.

Not really just needs to cast faster. It’s damage is fine for what it does. Life siphon is one of the very few skills in game that as soon as its cast it doesn’t matter what direction you face or run it will continue to do its thing.

Life Siphon [Dagger 2] update suggestions

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Sigmoid.7082

No channel time decrease, else it just feels too much like axe 2. The channel time is okay, the healing also, simply increase the damage a bit or the scaling, its just too much of a dps loss at the moment.

It’s supposed to be a DPS loss.

Please make Close to Death affect condition

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Sigmoid.7082

Spite is a condition traitline, not a condition damage traitline, those are very different. That said, it has always been weird that % modifiers don’t work on conditions, but I’m not sure its something we should change at this point.

It was originally power and condi duration wasn’kitten

[Vid] Power Reaper Vs. Evade DareDevil...

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Sigmoid.7082

This leaves you with a few options, celestial which is always great and then soldier or cavalier, though cavalier will die very fast versus conditions.

can always take valk as well on some builds

BWE 3 Reaper Specialization Feedback Thread

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Posted by: Sigmoid.7082

Sigmoid.7082

Where’s all this free crit chance coming from?

I was thinking Precision could help drive chilling nova and the Curses line has several proc-on-crit effects that would appeal to condi-Necro/Reaps. But swaping it to straight Power might be simplest.

Free means not derived from precision as a stat. In that regard we have a lot of it all together. Decimate defences, death perception, target the weak and in a party set up there should a lot of fury floating around.

All in all its about 420 to 2100 worth of stats. Of course there is an opportunity cost for taking the traits but it allows you to take stats otherwise dedicated to precision.

BWE 3 Reaper Specialization Feedback Thread

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Sigmoid.7082

Unfortunately ferocity does nothing for condi builds. I haven’t followed closely enough – is Reaper pretty blatantly a power-based damage thing?

Well if you look at it this way. Power is only good on powernor hybrid builds. Condi damage is only good on condi it hybtd builds. Precision is the most useless stat because of an over abuncldsncenof free crit chance. It’s frustrating to find a decent stat to whack on it and not bias some builds. The only thing that completely fits is chill duration or maybe some way of proccing chill.

Ascended Grind VS Raid Commitment

in Guild Wars 2: Heart of Thorns

Posted by: Sigmoid.7082

Sigmoid.7082

It used to be more of an issue before you could change stats on the ascended gear.

Make Death Shroud always 2handed

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Sigmoid.7082

I think that 2 handers should get nerfed instead.

It was justified having higher damage because it can only use 1 sigil. Now, there is no reason to.

Ehhh, I don’t know about that. If you look at the damage coefficients for the GS, it works out to be 10% less per/s than daggers, giving them both the same DPS.

Buff the Reaper GS skills and nerf GS stats.

2h weapons are balanced because most of them have coeffs lower than 1h weapons anyways. Your proposed change would be way to much effort to be realistically considered and option for anything. Also considering the dps on the autos are equal i dont see a point.

We want Zealot Amulet for HoT

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Sigmoid.7082

a zealots amulet would have 1200 power, 900 perc/healing power because those are the stats that the prefix has throughout the game. Anything other than that and it wont be a zealots amulet but something else.

They literally just changes zerk and Valkyrie to be consistant with their other gamely stats so no idea why people expect any different. If you want any other stat combination it would have to have a different name.

A zealots amulet will have zealots stats.

(edited by Sigmoid.7082)

Hydro vs Chill

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Sigmoid.7082

This is my build if that helps. Though, it occurs to me, Bitter Chill should make Hydro sigils inflict vuln too, right?

That is correct!
AoE 3 sec chill, ~1.5k dmg, 3 stacks of vuln every 9 sec

Are the values really that high for Hydro sigils? kitten . Thought it was only 2 secs of chill and maybe 500 damage.

Also, @Bhawb: I think Hydro will probably be my choice, as I use staff as a point blank aoe weapon just as often as a ranged weapon (regardless of game mode)

Hydrodynamcy can crit and is effected by all damage modifiers. Those numbers are accurate and can be higher as well. Also its a base 2s chill but reaper has a baseline 20% chill duration so the chill lasts 2.4s anyways. can be higher depending on rune and sigil.

So is that number without critting? As in, say, a typical 2375 power build?

6~900 before damage mods usually. The chill can get up to a max of 4s but on reaper it has a base of 2.4 because of the innate 20% bonus to duration they get.

(edited by Sigmoid.7082)

BWE 3 Reaper Specialization Feedback Thread

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Sigmoid.7082

Precision would be wasted. So i would swap it for power. Also random proc sigils are so annoying. This is what i would suggest for reaper runes:

SUPERIOR RUNES OF THE REAPER

(1) +25 power
(2) +10% chill duration
(3) +50 power
(4) +15% chill duration
(5) +100 power
(6) +20% chill duration, +10% damage against chilled foes

Not as good as scholar for pure damage. But more suitable for the class in general. Reapers main themes are hit like a truck and chill your foes. So this runeset makes the most sense to me.

There is no reason why the final bonus should be 10%. 7% to match ice and flame legion. To much chill duration if anything. Can reach 85% in pvp or 135% in pve/wvw (you can negate -33% traits and most of the +40% food at best ). Believe the rune should be ferocity based and have the +4 bonus as a stat conversion to power. Or flat power similar to how pack runes work.

(edited by Sigmoid.7082)

Hydro vs Chill

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Posted by: Sigmoid.7082

Sigmoid.7082

This is my build if that helps. Though, it occurs to me, Bitter Chill should make Hydro sigils inflict vuln too, right?

That is correct!
AoE 3 sec chill, ~1.5k dmg, 3 stacks of vuln every 9 sec

Are the values really that high for Hydro sigils? kitten . Thought it was only 2 secs of chill and maybe 500 damage.

Also, @Bhawb: I think Hydro will probably be my choice, as I use staff as a point blank aoe weapon just as often as a ranged weapon (regardless of game mode)

Hydrodynamcy can crit and is effected by all damage modifiers. Those numbers are accurate and can be higher as well. Also its a base 2s chill but reaper has a baseline 20% chill duration so the chill lasts 2.4s anyways. can be higher depending on rune and sigil.

Make Death Shroud always 2handed

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Sigmoid.7082

Not to sure this has been mentioned but because RS procs weapon swap sigils it allows you to not have to double up on some or swap weapons to be able to benefit from the effect. You an technically take 4 different ones and always proc one of the two sets every 10s.

Hydro vs Chill

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Posted by: Sigmoid.7082

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Because hydro will proc on swap and on entering RS. As long as you are doing either every 10s or so them hydro would be better. Especially if youbare in melee.

Chilling 20% duration is only useful in certain instances where you need the extra duration bit as cold shoulder is a thing and already has 20% on there there are a lot of instances its not needed or the opportunity cost over another sigil is to large.

Necromancers and HoT metagame

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Sigmoid.7082

and chill durations are too short.

Every time i see you post this i wonder if you have played the Betas or watched many videos at all. Chill duration are far from too short.

BWE 3 Reaper Specialization Feedback Thread

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Sigmoid.7082

Deathly Chill
Change the trait so that skills applying chill does also applies an additional damaging condition, like poison, instead of changing chill functionality.
I think this would help conditions build a lot, making the trait work much more consistently in the various situations.

I dont think this would happen because then fear/blind could cause 4 condis constantly when traited and chill would always have a cover condi buffer.

On suffer. It should be changed the way all the other shouts have been to have a baseline effect then a scaling effect.

Make Death Shroud always 2handed

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I have no idea why offhands have weird weapon strengths because they dont seem to be used in any calculation unless you have no mainhand equipped (no reason you would ever be in this situation unless you got stuck incombat while changing weapons). Think of offhands as a slot to make sure you have equal stats to two hander sets.

On topic. Shroud would need to recoded i believe to function like RS not sure how much effort they would want to put into it.

A lot of what’s been happening with the release of HoT has been normalization to set up the ground works for future expansions and elite specializations. If this is their goal, than making RS and DS work the same would go perfectly in line with this mind set, especially if future elite specializations for the necromancer use different shrouds as well (which changing shroud based traits to only say “shroud” instead of “death shroud” implies).

Also I agree with bawb, proccing sigils on shroud exit is a lot better than not proccing it at all, wasting a potential cooldown that could be used. Shroud is basically a third weapon set anyways in functionality, so it honestly makes sense in a way.

It should be something they do but it may not be something that is done for a while depending on how much time and resources it would take and what else may take precedence over it. A lot of changes that as players we see as simple can be a mountain load of work to do behind the scenes.

Make Death Shroud always 2handed

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Sigmoid.7082

DS #4 and #5 skills always used offhand damage for their calculation. DS #4 and #5 will do the best damage in this order:
Staff>Dagger in offhand slot>Focus/Horn

Regardless DS would have to have some drastic changes behind the scenes to work like RS does. RS was designed so much better over all because it functions more like an engi kit or a transformation.

(edited by Sigmoid.7082)

Daze change?

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Posted by: Sigmoid.7082

Sigmoid.7082

Sounds like you have a problem with confounding suggestions and mesmer on interrupt traits than daze itself.

Focus needs some changes

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Posted by: Sigmoid.7082

Sigmoid.7082

Chill isn’t a particularly strong condition

This isnt true.

Make Death Shroud always 2handed

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Sigmoid.7082

I have no idea why offhands have weird weapon strengths because they dont seem to be used in any calculation unless you have no mainhand equipped (no reason you would ever be in this situation unless you got stuck incombat while changing weapons). Think of offhands as a slot to make sure you have equal stats to two hander sets.

You are wrong. Skill #4 and 5 in DS use off hand weapon damage when you have main-hand/offhand. Check the tooltip between #4 and #5 when using a exotic dagger and exotic focus. The states are equal only the weapon damage is different. Main-Hand ( axe, dagger, sceptar, mace, pistol and sword )have about 11% more average weapon damage that Off-Hand weapons (focus, torch, shield, warhorn). I literally just did this test so its not wrong. Got 1899/1710 on lifetransfer dagger/focus in pvp with ammy and power rune which is ~11% which is the difference in strength between Main-Hand weapons and Off-Hand weapons. No i didnt have might or any other modifier to disrupt it.

Again most Terrestrial weapons ( hammer, great sword, staff) have 10% higher average weapon damage than Mainhand weapons and 22% more than Off-Hand weapons. As a side note longbow and shortbow are 5/16% and rifle is 15/27% respectively over Mh/Oh weapons.

On topic. Shroud would need to recoded i believe to function like RS not sure how much effort they would want to put into it.

(edited by Sigmoid.7082)

Make Death Shroud always 2handed

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Sigmoid.7082

so the weapon you have equipped before you enter shroud affects your damage? between staff and dagger which would be better?

The weapon damage does yes. 2 Handed weapons give you more damage in shroud, as death shroud doesn’t take into account your offhand’s damage, only your mainhand. So if you’re wielding an axe+focus, you will deal less in DS than someone using a staff or GS.

I’m pretty sure the reason death shroud damage scales off of your weapons is because it’s using an archaic solution to PvE leveling scaling issues. In reality DS damage should only be determined by your level and the respective stats for the damage type.

I think I remember someone saying RS doesn’t have this issue, only base deathshroud does. Since RS procs weapon swap sigils (when leaving RS to the weapon with the on-swap sigil) while regular DS doesn’t, I’d assume for RS the game treats it like you’re wielding a new max stat 2 handed weapon, which would explain why it works differently for both damage and proccing on-swap sigils when you leave RS.

DS should do this as well, it would be a welcome quality of life change.

The damage for skills 1-3 are calculated from your mainland damage and 4-5 from your offhand damage. Tooltip is based off of average weapon damage. Staff has 10% more than daggers and 22% more than horns and foci.

The reason it scales off of equipped weapon damage is because they haven’t been bothered to tecode it to do so. It was originally a downed state, then an active state, and finally to what we have after further functionality got removed and returned as spectral walk.

It’s damage cannot just be based off of level and stats because all "white " damage in game requires a weapon damage value. Even utility skills that cause damage use their own specific weapon damage depending on skill. Rather than it being solely level based the game will equip an item rarity and level appropriate weapon. This is why RS, kits and transformations etc proc on swap sigils.

RS is coded more akin to transformations and DS more like it just pastes over your current stuff. You used to be able to weapon seap in shroud and it had its own unique interface waaay back.

So, shouts...

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Suffer needs to be much better at chill if thats going to be its focus.

The skill needs more to it either way. Either more chill or more condi removal because the way it is now both are quite low. As a Shout it should get similar treatment to all the others making them ok 1v1 but so much better 1vx.

YSIM went from where it is to LF base + Per target hit
YAAW went from might per hit to base might +might per target hit
RISE went from where it is to summons one anyways +1 per target hit
NCSU already worked the way the others now do
CttB should do something base + something per target hit but that may be a future change.

I say Suffer do the same. Something base + something on hit per target. That way it would have more value on its own and not be a poor mans PS. Transfer/remove 2~3 +1 per target hit or something along those lines.

If they go with the chill options…maybe a second or two more and it would be something.

Make Death Shroud always 2handed

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Sigmoid.7082

Not to sure if they will go through the effort to recode it from the spaghetti that was our downed state shroud. If they did it would be perfect because it would then proc weapon swaps like RS does.

Reaper: Dagger auto vs RS #1

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This means that you can more easily maintain your scholar bonus. In testing in BWE3 this was actually a very important deciding factor.

Still, its not the most consistent bonus about and you cant shroud forever. Also means you have to be careful when you enter shroud since even with siphons you can lose its bonus for a while. That said as long as you can maintain it its the highest dps rune but the others arent far behind and are far more easily managed. Flame legion, Wurm, Strength, Scholar. All good options and from napkin the difference between them isnt too large depending on build.

BWE 3 Reaper Specialization Feedback Thread

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I’ve been suggesting changes to the minors since before the first weekend when they previewed the class and it’s been promptly ignore.

As has been the fact that the shouts are utter garbage for PvE, that we will be running wells as usual, that our adept and grandmaster options in the reaper traitline are also horrendous, and that reaper shroud is a DPS loss over greatsword use so a grandmaster being tied to it pretty much becomes a poor option by default.

Change shivers of dread to make foes tremble in place while feared and for the chill to be applied after the fear wears off.

Make the other minor add a 7-10% damage increase against chilled foes.

Make chilling nova have a decent damage application on proc, on the scale of Power Block from mesmer and reduce the icd to 5-6 seconds.

Make Unrelenting Pursuit give a run speed bonus or a swiftness proc upon entering reaper shroud.

Augury of Death will remain worthless so long as shouts remain worthless, selfish garbage in PvE.

Swap Deathly Chill with Soul Eater so we have a worthwhile grandmaster. PvE necros don’t really have anything of worth in grandmaster since two of them have to deal with reaper shroud and reaper shroud is not good in PvE content since it blocks your access to healing from water fields, it does less DPS than your greatsword, it’s purely a turtling form. Deathly chill is kinda crappy anyways I don’t even know why it exists, it tickles.

I’m pretty sure the devs are trying to steer away from this “viability in PvE=DPS” mentaility. Hopefully HoT content will change some of your opinions.
Deathly Chill is good enough on condi Reapers to justify use; it would be a poor idea to move it next to Chilling Victory, which synergizes well it. Chilling Nova has to take a mixed position as an offensive choice, because it is pitted against two traits that can help both power and condi builds in more defensive ways. The damage on proc and the chill need to be good for this trait to be a decent mixed offensive option. Ideally, the ICD would be reduced or the Chill duration and proc damage would be increased. I don’t see why you’d ever want the chill after the fear. That removes the synergy with Terror. Lastly, % damage increase traits are annoying; they do nothing for condition builds, and they only serve to increase dps on power builds.

If you paid attention to the raid, the enrage timers clearly give you an idea that DPS is still king.

Most of the raids that killed the boss sported 8-9 people in glass cannon DPS gear (sinister for condi, berserker for power).

More importantly, there is nothing that matters besides raw dps and healing anymore, because the breakbar ensures that what little utility a necromancer has, is made obsolete as the breakbar is broken with ease as a group effort and it doesn’t really need chill/weakness application.

Don’t buy into the hype that the meta is changing, people. So long as enrage timers and water field blasting exists, you’ll want berserkers and sinister geared people mostly with easy water field blasting to heal up incidental damage.

Necromancer isn’t going to turn into some breakout star.

I will be more inclined to believe this post when i see more than the first encounter.

Reaper: Dagger auto vs RS #1

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But is it worth taking Soul Reaping over Curses or Blood Magic to make RS auto competitive with Dagger?

Dagger auto :1.33c/s
GS and RS auto: a relative 1.32c/s

All three are practically the same. So depending on build you can take whatever line you want. Blood fore more support since transfusion procs 12 times, Curses for…stuff, Soul reaping for maximum damage in shroud and shroud effectiveness.

Reaper: Dagger auto vs RS #1

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Is that calculated with hammer strength and the 0.2 sec aftercast reduction in mind?

The weapon damage yes but not the aftercast. Hammers also have the same average weapon damage in total as great-swords at 1100 at ascended level. This is 10% higher than daggers so relative to daggers their coeffs are 10% higher.

Assuming RS uses hammer weapon strength and the coefficients calculated is correct, if you took Onslaught, RS 1 would have 2.4/(2.3/1.15)= 1.2 coe/second.

Factoring in the after cast reduction i missed out would mean with onslaught reapers should would have a 1.32 coeff a second relative to dagger which identical to GS.

GS auto is also 1.2/s. Dagger is 1.33/s but taking into account of dagger weapon strength, the 3 are very close to each other.

GS auto, relative to dagger, has a coeff per second of 1.32. Hence why i said those two are practically the same. Which after redoing the math is also the same as RS auto. Which means with dhuumfire RS auto is actually the far better auto attack.

Personally I think RS1 should have 1.2 as base instead of with Onslaught, given that Shroud needs LF to run and the 10 second cooldown on entering shroud means there’s a potential opportunity cost involved. So it having higher trained damage would be rather fair.

I wouldn’t agree with this because it would mean that the chain would have a coeff of 3 in total, which is the same as grave digger. Means relative to dagger RSauto would have a coeff/s of 1.65 with onslaught. Add burning with flame legion runes and you would be looking at something much higher blowing literally everything else we have out of the water.

Focus needs some changes

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I think spinal shivers should have a lower cast time but maybe less chill. Make it far more usable. Odd idea but think it should have a flip over skill so the trait interaction can be the same as guardians and their radiant fire trait. If it flipped over to something else would incentivize taking spiteful talisman and the weapon in general. Would be to much effort to do those since would mean a new skill to balance and code.

Reaper: Dagger auto vs RS #1

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From the quick math I have done as long as you take dhuumfire RS auto is the strongest auto of the lot, without its the weakest. This is more so the case with flame legion runes, especially on targets with high toughness. Fore pure auto attacks i got: RSauto+Dhuumfire>Daggerauto>=GSauto>RSauto

Also from quick math GS>dagger/horn overall because of nightfall and grave digger with relative weapon damage differences. Not sure if what is better to use above 50% though but below 50% its GD spam all the way.

(edited by Sigmoid.7082)

Reaper: Dagger auto vs RS #1

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Sigmoid.7082

With RS you can also get the weapon strength boost from using GS with it. So don’t forget that.

I dont think this is correct. RS doesnt work like DS regarding the the weapon coefficent. If i remember correctly RS always uses the hammer weapon coefficent but depends on the rarity of your equipped weapon much like weaponkits do. So GS and dagger for example should give the same damage in RS if they have the same rarity (and level).

That’s unfortunate, I thought that brought a neat element to it. And if it’s always exotic that should surely be a bug/oversight/temporary element.

Technically you still get a weapon strength boost from shroud because it uses a hammer. Hammers have the exact same average weapon power as GS do. So relative to a dagger you are still going 10% more damage. The only difference is shroud not being weaker because of the mainland dagger.

Reaper: Dagger auto vs RS #1

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RS1 with dhummfire is lower than D/Wh using Wh5 and the 2 wells (can’t use well’s in RS) in a raid setting. In another thread, there was some rough map that suggested GS1 could rival the D/Wh damage but I have not seen any official math (with standardised enemy, 25 might, 25 vuln etc) to confirm this.

Right now, highest dps for reapers is dagger 1 + warhorn 5 whilst using the 2 wells until mob is 50%. Then spam GS 2. The damage of GS2 is enough to rival ele damage sub 50% but when combined with the ok damage of the d/wh in the previous 50%, it brings down reaper from highest dps to decent dps.

I think only RS 5 when mob is <25% hp is a dps boost. As such, ideally you don;t want to camp RS despite how cool it looks.

Note this is in a raid setting where you have 25 might and mob will have 25 vuln. Soloing, RS is better because of might and vuln generation).

Idk, RS1 with Onslaught and Dhuumfire on paper seems to be better DPS than a dagger. They both have about the same DPS if RS indeed uses hammer stats, but RS1 would also burn.

GS #1 does rival dagger 1 in terms of DPS, but you’re more likely to get interrupted cos its so slow (e.g you need to dodge), and has lower LF generation.

And RS5 is a DPS loss compared against Gravedigger at 25%. RS5 could use a buff IMO.

On their own dagger auto and gs auto do relatively the same damage, within 1%, where as RS auto does about 10% less dps but thats covered by burns with or without might.

Overall GS should do more dps in pve than dagger/horn just doesn’t passively generate as much life force.

Valk/Zerk & Rune of Wurm Vs. Full Zerk

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I mean it basically comes down to whether or not the extra crit damage is better than the loss in power since both build should be in 100% crit due to fury.

Too lazy to do the math but gut reaction is that power is stronger, not sure how much though.

Napkin maths shows zerk build will do more damage if you do nothing but spam LB. As soon as you cant use shroud and must sue dagger auto for dps zerk wins.

I got the same results, but I am still going with valkyrie and wurm because the difference is relatively minor and being able to camp RS when needed makes up for the loss IMO. YMMV, but either way you will hit hard enough that any trash will melt.

Valkyrie and Reaper are a better idea but Valkyrie and Base necro not so much. Both OP Builds are base necro only. For pure dps because LifeBlast is much weaker dps wise than dagger auto and the second you lose shroud your dps will plummet. PvP is a different matter.

Valk/Zerk & Rune of Wurm Vs. Full Zerk

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Sigmoid.7082

I mean it basically comes down to whether or not the extra crit damage is better than the loss in power since both build should be in 100% crit due to fury.

Too lazy to do the math but gut reaction is that power is stronger, not sure how much though.

Napkin maths shows zerk build will do more damage if you do nothing but spam LB. As soon as you cant use shroud and must sue dagger auto for dps zerk wins.

Valk/Zerk & Rune of Wurm Vs. Full Zerk

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Sigmoid.7082

For PvE and DPS the zerk build will do more damage over time.

However, wouldn’t build 1 (wurm) benefit from longer reaper shroud?

The builds posted by OP dont use elite specs and Dagger auto > LB spam. Though i doubt these builds are used for pve. Also dont think OP linked the correct builds since they both use wurm runes.

Valk/Zerk & Rune of Wurm Vs. Full Zerk

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Sigmoid.7082

For PvE and DPS the zerk build will do more damage over time.

Reaper: Dagger auto vs RS #1

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Sigmoid.7082

Well, with Reaper’s Onslaught, RS 1 clocks in with a coefficient per second if 1.2. Still don’t know what weapon is used for its base weapon strength but you’re looking at about an additional 10% DPS due to weapon strength when using dagger as a base.

So that gives it an effective coe/s of 1.32, which is basically the same as dagger.

It uses a Hammer which has the same average damage as a GS just a different mix-max value for its weapon damage. Its also based on your weapons rarity so regardless of your mainhand it will always use the hammer. Its the reason as to why RS procs weapon swap.

Right now, highest dps for reapers is dagger 1 + warhorn 5 whilst using the 2 wells until mob is 50%. Then spam GS 2. The damage of GS2 is enough to rival ele damage sub 50% but when combined with the ok damage of the d/wh in the previous 50%, it brings down reaper from highest dps to decent dps.

Actually because of relative weapon strengths this isnt entirely true. a GS/Hammer are 10% stronger than daggers and about 22% better than warhorns and focus. All their auto attacks,RS with Dhuumfire, relatively do very similar damage over time on their own.

PvE Runes for Reaper?

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Posted by: Sigmoid.7082

Sigmoid.7082

Scholar are good but the bonus is hard to maintain since max dps is out of shroud so no hp shielded.

Str are good since the bonus is always active in pve they are just mad expensive.

Flame legion runes are good if you take dhuumfire since the % is higher, most classes have burns as well as letting you get 1.8~2k burns from shroud for condi dps when needed.

Wurm are good on a Valkyrie build with zerk valk acend trinks. It does about ~3% more damage than str runes. Also can easily hit 100% crit chance.

No place for Reapers in raids/dungeons?

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

- .

Not sure, but I think Reaper Shroud AA is bigger DPS than Dagger, everyone is mentioning Greatsword, RS AA has much better DPS than GS.

Ranking currently goes: Deathshroud, Reapers Shroud, Pure Greatsword, Dagger/Horn, Greatsword/Dagger/Horn mix, Gravedigger Spam. There is quite a sizable gap between the shroud builds and the shroudless ones, but in exchange the shroud builds solo stack might and vulnerability, so in “solo” situations they end up pulling ahead of everything bar Gravedigger spam.

From the math I have done GS>Dagger/Horn for dps.

Why DD and DP dont work together

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Posted by: Sigmoid.7082

Sigmoid.7082

From my understanding of hot we get 5 new sets. I took this to mean stat combos. The only stat that doesn’t have an armour with it as a main is ferocity. If anything we should/should get main stat ferocity stat combos.

Ferocity have 0 main stat combos and vitality has 2. Would say I we got now combos there are the most likely.

Wow we do terrible dps...

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

All I see is a LOT of downtime between attacks/ damage. A LOT of wasted time.

Reaper can basically do constant dps 24/7… out side of RS – gs skills and other skills.. bk into reaper and constant dps. Our AA Attack does 3 stacks of burning. 1500-3k on none condi build.. condi build 5-8k easy and then there’s the might and vul stacking the poison the whirl finishing and leaps

I got a hard time understanding you… Are you saying that a non condi build do 1.5-3k damage with dhumfire burn? and that on a condi build you’ll do 5-8k with the burn condition?

If it’s the case I must be terribly bad because In sinister I believe that I’m not able to do more than 3k burn.

Yeah you can get 1.2-2.2k burns ona Non condi reaper with dhuumfire and around 4-6k in sinister. Max might and vulnerability.

How much Damage per Second do Reapers do?

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

In one of the other threads I approximated that reaper dps in optimal situations sub 50% mob health comes out to 17.6k (and it is approximate, add a significant margin either side), not done the above 50% calculations yet but i’m expecting it to be between 2/3 and 3/5’s of the sub 50%. I don’t think that dps is going to be too big a deal, but the issue of necros not giving much back to the group that is currently useful (and not filled adequately by a class that is bringing other things alongside it, i know we stack lots of vulnerability and can boon strip, but vulnerability gets passively applied by enough classes that it should be covered, and your already bringing a mesmer or two for alacrity so boon stripping is covered there) is still there. The encounters are not there currently to force the breakup of the current optimal template for group content clearing.

Considering I’m seeing 25-30k GD’s, combine with Mesmer quickness you are doing this every 0.625s those numbers don’t add up at all.

Because you are thinking about quickness all wrong. There is a difference between reducing something by 50% and doing something 50% faster.

Quickness only reduces cast time by 33%.

Wow we do terrible dps...

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

Here is to hoping we get a power/condi/ferocity armour set.

Bitterly let down by the feeble "raid"

in Fractals, Dungeons & Raids

Posted by: Sigmoid.7082

Sigmoid.7082

I believe one of the devs said they need to update their portraits for those bosses since they are not legendary but o ly champions.

Reaper's Might Bugged?

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

it has no ICD, I’ve procceed as much as 3 Might in one swing

Only might stacking builds can stack might this freely. By that measure Reaper’s Might is over performing

Seriously you will only gain 1 stack of might from reapers might per swing, no more no less. Its because of it and siphoned power granting two more stacks that you saw three stacks. That requires the target be below 50%. Even on a target below 50% because of how fast reapers shroud auto is siphoned power will only proc on ever second swing.

Reaper's Might Bugged?

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

the might stacks faster with multiple targets due to the cleave

reapers might will only ever grant 1 stack per cast. You wont gain it faster. Siphoned power also has a 1s cooldown and will only grant 2stacks per second at most.

Reaper's Might Bugged?

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

Swinging Shroud 1 without a target or connecting with an opponent at all I can stack 21 Might freely with Reaper’s Might traited and no other Might runes/traits equipped.

Bugged or Intended?

This has been the functionality if this trait even when using death shroud, you can get around 16stacks. Is fully intended. Are you new to necro by any chance?

(edited by Sigmoid.7082)

Chill Necro = Amazing

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

Of course you would think this is great if you mained an elementalist. Chill is great against elementalists.

Chill, in the real world against every body else, has zero effect against thieves and hardly by effect against most other classes.

Chill durations, even in Grenth rune ice sigil builds aren’t long enough to chill an enemy, catch up to them and hit them with a greatsword attack (and two of Reaper’s 12 possible traits count on you being able to do just this but you can’t).

I got 3 utilities and an elite that chill.
I got 2 GS ability that chill.
I got 2 staff abilities that chill.
I got 2 reaper shroud skills that chill plus a whirl finisher for additional Chilling bolts.

Please tell me again how chill update isn’t enough when ALMOST ALL my skills will chill?

Ignore them. Its been explained to them several times but they see now value in be able to quickly, constantly and rapidly apply chills that are 3s+. To them chill that is below 5s is pointless because of the weird unrealistic scenario of always trying to chill someone to catch them at max range with a melee weapon..

Also they dont see any value in chills other component which is reducing cooldown. Effectively for every 3s someone is chilled any skill that is cooling down has its cooldown increased by 2s.