Showing Posts For Sigmoid.7082:

Icebow Nerf

in Fractals, Dungeons & Raids

Posted by: Sigmoid.7082

Sigmoid.7082

If mobs moved around more lava font would be less of a thing. Hopefully a lot of new encounters will have highly mobile mobs.

Balance discussion on twitchcon

in Necromancer

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Sigmoid.7082

On the lingering curse nerf. I can understand it because of how it works. With how it worked, it increased the base duration of condi on scepter so you could double dip duration, before you could get 400% duration on scepter skills. Now its only 300% but you stack condis faster and have a completely new one to work with.

2×10 = 20 ticks of bleed from one auto chain
3 × 6.75 = 20.25 ticks of bleed from one auto chain.
So looking at nothing but bleed dps, the change compared to live is an unnoticeably small buff

the difference in pve wont be big but in pvp where you wont really see the condis last their full duration it makes a difference on how quickly you can apply them so they can do more damage.

(edited by Sigmoid.7082)

PU nerf unnecessary

in PvP

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Sigmoid.7082

People may or may not realise that before June 23rd PU only added 1s of extra stealth onto skills. It got an absolutely massive buff which was way to much.

The prestige and decoy 3s to 4s became 6s. 300% the extra stealth.
Mass Invisibility went from 5s to 6s became 10s. 500% the extra stealth

The only one who is back where it was is veil now. The others are still slightly stronger than before the patch. If you didnt see this nerf coming a mile away im very surprised. Even the devs said for the good of the game pretty much.

PU Nerf

in Mesmer

Posted by: Sigmoid.7082

Sigmoid.7082

Before the June 23 patch PU only added 1s to stealth skills. When they changed the trait system they buffed it MASSIVLY. This nerf was seen coming over a mile away.

Balance discussion on twitchcon

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Sigmoid.7082

CPC – 8s of projectile block and it stacks poison faster. Win Win.

a potential 7 stacks of torment from skill #3. 2 base and 1 per condi on target up to 5.

(edited by Sigmoid.7082)

Balance discussion on twitchcon

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Sigmoid.7082

they left out a load of changes because of josh kept story telling and wasting time..

What makes Basi Venom to not proc?

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Posted by: Sigmoid.7082

Sigmoid.7082

That would totally make sense. Man thats annoying. There is so much stability that, if that stops it, then that really sucks. They NEED to fix that. Makes it almost useless unless you get the drop on someone.

So you are saying someone uses stability to prevent you from stunning them and it needs to be fixed?

Name another elite ability that can be completely negated by stability?

Jade winds, Chaotic release, headbutt, gravity well, chilled to the bone, dragons maw.
Then the partials are most of rampages CC, Tornado, the stun from supply crate, 2/3 of impact strike chain, summon flesh golems charge.

Everything you mentioned does damage (some even grants boons) so the elite is not completely negated by stability.

That’s exactly why I wrote completely. Reading is fundamental.

Sigh how many elites can be completely negated by blind? ( a condition thieves have in abundance) More than can be negated by stability. If things can be negated by a condition why not a boon? Again there is literally no reason why BV should have special functionality with regards to how it interacts with stability. It doesnt need to be “fixed” its working as intended.

By this notion of the ability being elite they apparently should be devoid of counter play :/

It can be prepared in advance and used from stealth, not many elites have such a short window in which you have to counter it nor can many make you preemptively defend wasting crucial cooldowns. Not to mention you have steal to completely circumvent stability when traited. I dont get nor sympathize with your arguments.

(edited by Sigmoid.7082)

What makes Basi Venom to not proc?

in Thief

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Sigmoid.7082

That would totally make sense. Man thats annoying. There is so much stability that, if that stops it, then that really sucks. They NEED to fix that. Makes it almost useless unless you get the drop on someone.

So you are saying someone uses stability to prevent you from stunning them and it needs to be fixed?

Name another elite ability that can be completely negated by stability?

Jade winds, Chaotic release, headbutt, gravity well, chilled to the bone, dragons maw.
Then the partials are most of rampages CC, Tornado, the stun from supply crate, 2/3 of impact strike chain, summon flesh golems charge.

What makes Basi Venom to not proc?

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Sigmoid.7082

That would totally make sense. Man thats annoying. There is so much stability that, if that stops it, then that really sucks. They NEED to fix that. Makes it almost useless unless you get the drop on someone.

So you are saying someone uses stability to prevent you from stunning them and it needs to be fixed?

Greatsword Boring

in Necromancer

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Sigmoid.7082

I haven’t played beta at all so I’ll reserve judgement for release. But I could see where the weapon could feel boring. The attacks don’t really compliment one another.

I still think the Ranger’s Greatsword is the most ‘fun’ weapon in the game. The attacks works by themselves but also can be chained together and the weapon actually compliments several other weapons the class has.

Greatsword really does kind of look like a ‘just use it off cooldown’ type weapon. But again, I haven’t actually used it so I’ll find out in a month.

Ifr you have ever played guard GS you know about 80% of how reaper GS feels since the skills are exactly the same.

GS#1 Auto with condi <—> Auto with boon
GS#2 Hard hitting whirl attack <—> Hard hitting whirl attack
GS#3 Utility spell with Vulnerability <—> Utility spell with blind
GS#4 Pulsing aoe field with condi <—> Pulsing aoe field with boon
GS#5 Conical AoE pull <—> Radial AoE pull.

Will Reaper have a place in PVE ?

in Guild Wars 2: Heart of Thorns

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Sigmoid.7082

It all depends on encounter design how useful any of the classes will be in new content. Current PvE design is terrible. Anet knows it.

This class is the best to completely master

in Necromancer

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Sigmoid.7082

Your tune has changed in a single day.

i’m not even going to go necromancer. sorry but this class is way too weak and boring, i feel bad for you necro mains

Should they add Revealed to Plague[Elite]?

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Sigmoid.7082

thieves had the same reaction to sick em, utility goggles, lock on….but after they got implemented the complaints and whining stopped.

Reaper Changes for BWE3

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Sigmoid.7082

Robert

why cant CHILL be the cold equivalent to BURN? I rather forgo the not so great snare from chill and let CHILLS stack and be given the same damage coefficient that BURNS are given.

Other weapon powers that snare are much better than chill— its too easy for classes to drop chill due to duration and limited stackability.

This would also give necros a much wanted, viable COND build- as the current bleed/poison builds are very mediocre to say the least.

Because:

  • It would be redundant, no use having another high damage condi that only 2~3 class can make real use of.
  • It would cause all sorts of balance issues. Especially used along side burn which the classes with the most chill can burn well to a degree.
  • Chill already does a lot. People only seem to remember it slows people but totally seem to forget that it reduces cooldown speed by 66%, effectively tripling cooldowns while its active.
  • There are better ways to improve necro condi builds through improvements to weapons and traits. This is easier done because you have to balance them against less things.

How does one kill necros and mesmers?

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Sigmoid.7082

necro is possibly the worst class in the game, shouldn’t be hard to counter it

In pve maybe in the zerk meta but in pvp and wvw necro are actually very very good.

Thoughts on Reaper Chilling Nova, chills

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Sigmoid.7082

@nekretaal.6485 have you played any of the beta? In pvp maintaining 50%+ chill uptime as a reaper is very easy.

(edited by Sigmoid.7082)

Thoughts on Reaper Chilling Nova, chills

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Sigmoid.7082

Hey I want to know you all’s opinion on Chilling Nova and some of the other traits in the Reaper specialization regarding chills.

1) Chilling Nova explodes Chills when you crit a target effected by Chill. it spreads chill for 2 seconds to nearby enemies as well.
But with current Chill Duration in the game, and how it also rely on RNG for crit to proc this, how effective is this?
With in game duration this skill will spread between 2.4~3.4s of chill in an aoe to 5 targets. As a reaper proccing this trait every 10s isnt difficult because of how much chill you actually have access to. The procs only condition is to crit a chilled target so its easy to get.

2)Shivers of Dread causes fear to also chill for 3 seconds. This may be good for fearing targets and keeping them close. But isnt this counterproductive to the next minor trait, which is Cold Shoulder? Since they running away from you, the 15% damage reduction for the duration of the chill is not being used on the feared targets on defense.
The chill, with duration lasts between 3.6 and 5.1s. You may think you can chain fears for longer effects but the trait has no ICD and will chill for every fear effect you do . Fear durations are not as long so you will make use of the damage reduction if they decide to counter attack when it ends.

3)Chilling Force, allows Reapers to generate might when attacking a foe with chill on them. This could be good if you are using Great Sword auto which apply chill to enemies. Also RS’s #5 skill is great for applying chill to the area for AoE. Same for Staff and Focus. Seem like a good trait. Any thoughts on this trait?
It i a good trait, it allows you to sustain well when taken with blighters boon and with the recent increase in its base duration you can use this trait to get some decent might instead of taking the spite line so it opens up options for a few other things if you still want some might generation. The way this was changed it has a 1s ICD but work for the entire strike so if you hit 5 targets that are chilled you will gain 5 might and the next 1s you can gain another 5might etc etc.

4)Cold Shoulder increases Chill duration by 20%, which doesnt seem like a lot with the number of smaller durations in the game. Also this increase damage reduction by 10%. That damage reduction seems a bit small for GS spamming Reaper. Perhaps its meant more for RS. But does RS have damage reduction baseline at all? If it was intentionally meant for keeping the out of shroud GS Reapers alive, perhaps the damage reduction values should be separated between RS and Outside RS Reaper, similar to how Relentless Pursuit trait works in the Reaper Specialization.
Free duration is free. It lets your chills last longer without having to gear or trait for it at all and allows you to hit very high duration increases in pvp. I dont get why you think 10 damage reduction is small though. Can be the difference between living and dying. It also stacks with other damage reduction sources since as RS/DS innate 50%, protection, putrid defence etc etc

5)Deadly Chill makes it so chill does damage now. How does this damage calculated? thats whats confusing to me. Can anybody explain?
a quick wiki check would show it works of condition damage. It does around 1.5~2 stacks of burn in damage

6)Executioner’s Scythe is RS#5 skill and apply an AoE chill in melee range radius. But it has a short duration on chill. Shorter than a lot of animation delays in the game. So how effective is this chill for Chilling Force, and Cold Shoulder?
the field will pulse aoe chill every second for 5 seconds resulting in a total chill time of 6s if someone stands in it. You can combo this field with either RS#2 for frost aura so more chill and damage reduction or RS#4 for 12 whirling bolts that apply chill. If you take the vuln on chill trait this will max out vuln on a few targets very very quickly.

7)Death Charge which replaces Dark Path as RS #2 no longer chills for the longer duration chill. Long Duration Chills are better for Cold Shoulder’s duration increase. But I guess this meant to make Curses seem better for Chilling Darkness.
In most cases RS#2 > DS#2 but the aoe blind does incentivize using chilling darkness. Its 2.4~3.4s of aoe chill

8)Chilling Scythe is GS third auto attack, with 2 second chill. Which is slightly longer duration than the auto attack. Not sure about after cast delay.
This ability is sometimes hard to land seeing as the entire chain takes 3s to complete. Great in pve though

Reaper Changes for BWE3

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Sigmoid.7082

Can you post kitten of this, or can someone else confirm? unless they changed this recently this is not how it works. You can get 2 ticks in 1.5s if you happen to sync up with the server in a nice manner, i.e you apply it 0.3s before the server ticks the damage and then again 1s later, or 2 ticks in 1.4 seconds. I know they changed all normal conditions to work in the way you describe about 1.5 years ago, but terror was not included in this change since it was actually the trait that does the damage and not a condition. Granted there are a lot of “stealth” changes, so it could have been changed and I missed it, but last time I tested this (about a year ago) it worked as I describe.

Last time i tested this, currently in game so about 1min ago, you will always get partial ticks from terror. So yes you are incorrect on this matter. Test it yourself and see.

With no extra coni-damage besides from curses minor #3, doom with 50% duration ( a 2.25s fear ) will tick 3 times. With one condition it will do 496,496,124. Reapers mark will tick once for 496 then again for 248.

(edited by Sigmoid.7082)

Reaper Changes for BWE3

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Sigmoid.7082

Remember that damage from “special” conditions (terror and deathly chill) do not benefit from the condition changes, and do not recognize partial seconds. 1s of chill does the same amount of damage as 1.9s of chill. You can not get partial ticks of the special conditions, and thus it is almost never advantageous to spec into additional duration of those unless it boosts you to the next full second.

This is incorrect. Literally you can just hop into game and test this. I just did this and using reapers mark and the fear of death trait. A 1.5s fear will tick twice. Once for full damage and the second time for partial damage. Doom, a 2.25s fear, will tick three times. twice for full damage and once again for partial damage. So yes, traits that make conditions do damage have partial ticks.

Always take bleed duration over chill duration.

Again this is from a totally condition perspective. I was in no way relating chill duration to the chill damage trait when stating you can get 70% duration. The two things are totally separate in my post. The only reason i brought up bitter chill at all was to state that because chill is more common than fear that bitter chill wont do more damage than terror. That it. There would be no real point on taking bleed duration on a power build focused on chill would there?

Reaper Changes for BWE3

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Sigmoid.7082

You can get a max of 50% chill duration

In pvp you can get a max of 70% on a reaper. 20% from cold shoulder, 30% from runes of ice or grenth, 20% from sigil of chilling. 1s-> 1.7s , 2s -> 3.4s , 3s-> 5.1s , 4s -> 6.8s, 5s -> 8.5s

While the actual duration of a condition is never rounded, the display in a skill’s tooltip will show the duration rounded to the nearest quarter of a second (0s, ¼, ½, ¾ and 1s).

@About Deathly Chill
I would say it wont ever do more damage than terror because how easy chill is to access compared to fear. Though terror is also master tier so who knows.

I was pretty sure the cap even though you can equip stuff for more than 50% was 50% though? (Butttt… i could be wrong I just know i never felt that i needed more than bonus 50% total for my build to be effective.

Condition Duration Wiki

Condition duration from runes isn’t shown in the skill’s tooltip, but does correctly increase duration. Condition duration cannot be increased beyond 100%

You dont really need it but means you can take other rune sets or sigils etc. Ex:- you can have 40% with reaper and sigil only, frees up rune choice.

(edited by Sigmoid.7082)

Reaper Changes for BWE3

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Sigmoid.7082

You can get a max of 50% chill duration

In pvp you can get a max of 70% on a reaper. 20% from cold shoulder, 30% from runes of ice or grenth, 20% from sigil of chilling. 1s-> 1.7s , 2s -> 3.4s , 3s-> 5.1s , 4s -> 6.8s, 5s -> 8.5s

While the actual duration of a condition is never rounded, the display in a skill’s tooltip will show the duration rounded to the nearest quarter of a second (0s, ¼, ½, ¾ and 1s).

@About Deathly Chill
I would say it wont ever do more damage than terror because how easy chill is to access compared to fear. Though terror is also master tier so who knows.

Superspeed vs. The Reaper

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Sigmoid.7082

Plus, since you are theorycrafting and not game experience crafting, I do remind you that DS #2 has a much longer range.

I have played every beta , reaper is much faster in combat than base necro from the weekends of experience I have had with it. Especially the second. The only problems with the leap and its not being a general speed increase were with the animation which have thus been sped up and made smoother. This only applies out of combat though since in combat its still a speed increase.

There are a lot of situations in PvP where were I a base necro and not a reaper I could not have run from. Since its being improved to be faster and smoother it should be better on all accounts including being a speed increase out of combat.

On super speed. In conquest it won’t be much of s thing because of cap points. In other game modes like WvW and strong hold it may be stronger. Relatively speaking someone with cripple+super speed is still very fast, 315u/s , someone with chill and super speed moves as fast as someone with swiftness. So you have opportunity unless they start spamming movement skills.

(edited by Sigmoid.7082)

Necro combat+ (base heal support)

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Sigmoid.7082

Your reaper changes are a step backwards rather than a step forward. Reaper actually doesn’t need any of the changes and on its own is pretty OK the way Gee has it going.

Could scepter/axe rework make it into BWE3?

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Apparently on Friday there will be a skill balance preview at the end of a long day of other live stream stuff at twitchcon, so we’ll find out details then.

In b4 weapons are fixed but then….nerfs.

Superspeed vs. The Reaper

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Sigmoid.7082

Slowest of all classes isn’t slow enough for you?

Well after:

Death’s Charge – Increased movement velocity by approximately 30%. Improved animation consistency

We have one if the best leaps in the game. If you have enough lf should be able to move fairly quickly. Can keep up with several classes if no Z-axis is involved. You should effectivly be able to chase someone down and eventually catch them in flat land. Shame its lf gated but the potential is there. And my point still stands its faster than base necro by a great deal.

Superspeed vs. The Reaper

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Sigmoid.7082

The reaper is slow to move & slow to attack. Greatsword means that Warhorn is harder to fit in your build, meaning even swiftness is harder to apply.

Reaper isn’t slow to move, its faster than base necro for ground speed, only attack and that’s only with the great sword, and you don’t have to take it.

Transferred conditions still cause rallies

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Maybe they should make it use the Necro Condi Dmg instead, which in turn causing the damage coming from Necro instead of the original source in which that cause ally killing ally to rally.

That’s one solution. But it would have to work for all transferred conditions, not just necromancer’s.

That was just an example, my point was that all transfer skills should use your own condi damage instead of the original source.

There is a huge difference between cleanse+copy and a transfer. The change you are proposing would fix the problem but would make transfers much weaker in general.

Death Shroud F1 and Reaper F2

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I love my ranged DS and RS is the one thing making me hesitate on going Reaper with my necro. .

This is exactly the reason its the way it is. Choice and trade of. Opportunity cost.

Hybrid necroes?

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They said they are putting out new sets of armour I can only hope this means two things.
1) means new stat combos
2) we get one that’s power, condi damage and ferocity.

Don’t think other classes would be able to make as much use of that as we would.

Not enough time to test Scrapper and Druid

in Guild Wars 2: Heart of Thorns

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Sigmoid.7082

Best thing to do is get together as a community and test the hell out of it. Necromancers did just that and the difference in reaper between BW1 and BW2 is like night and day.

replace glottony with vital persistance

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Sigmoid.7082

Replace Gm minor with a trait that increases damage based on LF but then have it work like deadly strength where the bonus is doubles when in shroud. Can be 7/14% or 10/20%.

Also feel like one of our trees, namely spite, should give us far more access to retaliation than we currently have. Feels like something we should be good at.

Not enough time to test Scrapper and Druid

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Sigmoid.7082

Their should be a beta weekend either this week or next. Gives them more time to implement changes for these two since most of the others have had a lot of work already so they can focus. Also just because its just before release doesn’t mean they wont keep working on them after release.

replace glottony with vital persistance

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Reaper shroud 2 as far as I know stops when you reach to a target and Reaper shroud 4 is pretty similar in number of hits – but I guess we dont need more LF regen.

It doesnt stop you keep doing the animation till you land and do the blast. Played it in beta and you can see from peoples recent videos. RS#4 is 3 more hits per target.

replace glottony with vital persistance

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Sigmoid.7082

As with a lot of things would still suck/be average on base necro but would be very strong on reapers.

There is still dagger auto, warhorn 5, axe (when it is revamped), wells, staff cleave and marks and Life Transfer that all either hit in a quick succession or hit multiple targets. Reaper has only Reaper auto and maybe greatsword cleave to add.

You do realise that RS #2 does multiple (7??) hits before its final blind burst, all aoe, and that RS#4 has the potential to do a maximum of 60 hits? Because the trait would work in shroud it would mean that it would be almost too tanky shroud wise combined with chilling force. The way you proposed the trait RS#4 at its best would generate between 40 and 80% lf from the one ability.

as ron said we dont really need more LF generation.

(edited by Sigmoid.7082)

replace glottony with vital persistance

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Sigmoid.7082

If we are giving ideas about replacement to VP, how about bringing back a buffed version of Reaper’s Precision – like %33 chance when you hit and %66 chance when you crit gain %2 life force. No ICD and hits do not stack with crits, as in when stars align you won’t get %4 life force when you crit. The trait not only became stronger when we are outnumbered, but also works like a Vampiric of life force, and it can have a great synergy with Death Perception.

As with a lot of things would still suck/be average on base necro but would be very strong on reapers.

Reaper Changes for BWE3

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i still prefure my 3 stab lifesteal with greatsword with bloodmagic traited was getting like 140 perhit on any skill meaning deathspiral was giving me 1400 healing, and now because of this change and nerf… im only getting 2stab lifesteal for about 80 or 800 healing off deathspiral…so to me this is a nerf

From my napkin math you actually end up leeching more health on average the way it is now plus FAR more if you can use GD constantly below 50%

Reaper Changes for BWE3

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Sigmoid.7082

u made souleater worthlessnow… it was ment for lifestealing build and cause its only on one skilll… it will not make up for the greatsword loss of healing…. and prouble taking chilling force up cause ill be in reapershroud most of the time.

and the reason i say this is because the only good skill on greatsword is the 5skill pull….night whatever is good for point control but we are always on the move…and gravedigger is insta cast when we hit someone under 50%health.. so taking away are cleave heal…..is a slap in the face….this is why reaper will not be useing shouts cause we will have to be in reaper shroud all the time to survive

Essentially they flipped the components. General HP steal then cooldown dependant on GD to general cooldown to HP steal dependant on GD and its far more functional this way for anyone who wants to use gs because having flat CDR is much better. Because GS skills are so slow if you miss with the trait the way it is now it’s less punishing to you. Before if you missed you got nothing, no heal no CDR nothing.

It’s a better trait all round now for anyone using GS regularly.

Examples are if they dodge onengrwve digger its less likely they will dodge the second because of how fast it would cooldown. Better life force generation and vulnerability because of increased use of soul spiral ( recently improved t actually hit stuff now ) , 40% uptime on a dark field with well like damage, far more pulls/chills etc etc.

Scrapper

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Sigmoid.7082

all i can see from all the new 2h specks is how kitten slow the reaper sword really is. This engineer is hopping around like Bugs bunny…

Well from my testing of the reaper i was getting 5-8k auto attack crits quiet a bit thats a pretty hard hitting auto compared to any other class auto. The gravedigger critting in the 20ks inside a zerg or with a group of mobs is pretty much spammable for a short while as well.

Thats the fine part, the ugly part is landing gravedigger. And even more annoying is missing the first time and its going on cd…

It’s not that hard to do. 1v1 means counting dodges but if they ebade it you have RS #5 +4 combo or other way around. in a team fight where people don’t pay as much attention its super easy to land

In a team fight, you’re the rock and your team is the hard place. Reaper destroys in team fights, and shouts actually work well with it. Take Staff and Greatsword, Shouts, and RS all together and basically every attack you have is AoE. And you hit kitten hard with the GS, and pretty kitten quick with RS (RS 5 -> RS 4 combo is one of my favorites basically ever)

So, yeah. Team fights. Reaper shines. Just like Anet wanted to happen

Exactly have you ever been in a team fight with a herald and a DD ele on your team? You will never die.

On the topic though not really worried about the scrapper at all. They have some nice toys but not fussed because if what they would need to give up to take it. Though you will never run from one because of all the super speed. They will move as far in combat as someone with swiftness outside of combat.

Scrapper

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Sigmoid.7082

all i can see from all the new 2h specks is how kitten slow the reaper sword really is. This engineer is hopping around like Bugs bunny…

Well from my testing of the reaper i was getting 5-8k auto attack crits quiet a bit thats a pretty hard hitting auto compared to any other class auto. The gravedigger critting in the 20ks inside a zerg or with a group of mobs is pretty much spammable for a short while as well.

Thats the fine part, the ugly part is landing gravedigger. And even more annoying is missing the first time and its going on cd…

It’s not that hard to do. 1v1 means counting dodges but if they ebade it you have RS #5 +4 combo or other way around. in a team fight where people don’t pay as much attention its super easy to land

dagger aa > RS aa ?

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Sigmoid.7082

In a perfect situation where you have 25might, fury, and the target has 25 vuln dagger is better than RS AA otherwise RS AA gives way too many benefits to be overshadowed by dagger AA.

This only holds true on targets without very high armour. The more they have the better RS auto attack can become because of dhuumfire. Also as long as their are three targets RS auto wins out regardless. Of situation.

dagger aa > RS aa ?

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Sigmoid.7082

Flame legion runes and the right , though expensive,food you can get 7 stacks of burn from dhuumfire without losing much.

This equates to about 2.5k burns which isn’t bad. Considering some mobs will have greater toughness, especially in the case of higher level fractals where we know their stats including toughness scale up, this means you can end up doing more damage with it.

Essentially the more armour and protection a monster has the better RS auto attack will be against it opposed to doing anything else since you can take dhuumfire with it.

Very encounter reliant though.

[Request] In light of the many reveal effects

in PvP

Posted by: Sigmoid.7082

Sigmoid.7082

If steal could lock F skills then way to many things would have to be rebalanced with that in mind, including steal itself. So while the idea sound simple enough its pretty unrealistic and impractical to implement.

Reaper Changes for BWE3

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

So the Engineers specialisation also gets another functionality on top to its former skills. Would it be too much to ask for both shrouds available to reaper at this point?

Also Adaptive Armor is a straight up buffed version of Corrupting Fevor :/

Traits in a vacuum…

Gyros deserve more THIS IS NOT ENOUGH (ideas)

in Engineer

Posted by: Sigmoid.7082

Sigmoid.7082

ALL THE GYRO COOLDWON STARTS WHEN THEY ARE SUMMONED!!

this would be very unlikely to happen because of how pretty much all other summons in the game start cooling down when the summon dies. Even mantras just got changed so they cooldown only once all the charges have been spent.

Gyros deserve more THIS IS NOT ENOUGH (ideas)

in Engineer

Posted by: Sigmoid.7082

Sigmoid.7082

Whining before we receive our first chance to play this is downright childish. The Gyro’s, Hammer and traits match up really well, they just need fine tuning. Remember you dont have to use gyros if you don’t want to. its not the end of engi as we know it, just a change of pace. Try to cheer up folks.

Better whine now and get the stuff fixed now then to wait half-year or more for next balance patch that might not even fix anything. .

Whine after the beta weekend so you have actual legitimate feedback based on game play rather than speculation.

Adaptive Armor vs Corrupter Fervor [Necro]

in Engineer

Posted by: Sigmoid.7082

Sigmoid.7082

This is what happens when people compare traits and abilities in a vacuum :/

dagger aa > RS aa ?

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

Gravedigger can be very good but as the same problem of attack speed, the Dagger AA can deal exactly the same amount of damage, expecially if you use the vampiric aura (that’s sad).

  • Dagger auto 2.1s total time cast time. 2.8 total coeff. 1.333s coeff a second.
  • Gs auto 3s total cast time. 3.6 total coeff. 1.2 coeffs a second. ( this doesnt count putting grave digger whenever you can for a dps increase. )
  • Grave Digger spam 1.8s cast time. 3 coeff. 1.66667 coeffs a second.

dagger auto cant make up for 0.3 coeff especially since thats 0.3 is effectively 0.69 because of crits, which siphons cant do.

TL;DR Gs is good.

Reaper Changes for BWE3

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

And since Reaper is Melee based u kinda want to replace a Stat from Zerker with something like Vitality or Toughness to make up for the Fact that you Light Armor Necro now plays in Melee…

To reinforce this point as a reaper and with any combination of free crit chance traits you only need 0~30% crit chance in pve to max out on crit in most situations. This means any points in precision can be spent else where.

If they ever release a stat combination of power, condition damage and ferocity…necro would be very very very good.

I Hated Necromancers with a Passion

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

I used to main ranger till about a year ago then made a necro for the lulz…yet here i still am on this awesome class.

Reaper Changes for BWE3

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

Changes to chilling force mean you can take str runes and str/battle sigils and still maintain a lot of might without the spite line. So this opens up a few more build options. All these changes are perfect!

Id like to see how you manage that with breakbars making everything immune to chill, cripple etc.

No player character has a break bar anymore and my post was pvp specific.