He says combat works fine but encounters and mob challenges are something they need to work on because you dont get to experience the full range of what their dynamic and well built combat system allows. That is a round about way of saying that currently pve isnt in a place where they want it i.e “sucks” but the reason it “sucks” isnt the system but the encounters.
Its also not about invalidating current tactics or existing playstyles is about expanding encounters, mobs challenge and ai so that one play style isnt so so so much better than everything else and the combat system is fully utilised because right now there are few encounters where a lot of mechanics are needed.
If they have encounters that need debuffing constantly, mobs cleanse conditions, remove boons, boon removal needed as mobs grant themselves buffs constantly, condition heavy mobs, mechanics that mean you need to spread out, mechanics that mean you need to stack etc etc etc it would be better because right now all you really need is mostly dps then a reflect or stealth here and there.
The system is so rich with potential that its a shame to see it wasted the way it currently is. The thing if they change it the way i hope they do then all playstyles will fit in there some way or another and when that happens there wont be as much class discrimination or a feeling or uselessness on certain classes, necro included. This is hopefully reinforced by coling yesterday stating about raids :- “Every profession has the ability to do control, damage and support. No required party composition.”
Only real problem right now is burn but hopefully they should shave some duration and some stacks of some skills.
I cant remember the interview but colin did say they were working on pve not sucking because they never intended it to be the way it is now, zerk gear for everything and burn things down as fast as possible.
So Anet have acknowledged that their current pve design isnt good which is why so much work is going into improving the mob ai, their stats and the new encounters as a whole etc etc. Most of this is going to be for the new HoT stuff but they did say some would filter down into the core game.
This interests me because if encounters and creatures in general become better to fight it will be more of a fun game and more play styles will be validated.
p2bug 15 chars to fix
Then maybe its the thought of it as a burst skill that needs to change. Also its hard to just compare skill to skill without taking the whole class into account but its only really comparable to whirling axe imho. Its an aoe skill with so much utility and synergy within our own skillset I dont believe massively increasing its damage is a thing.
The similar skills from other professions are whirling axe and whirling wrath. Honestly, Soul Spiral doesn’t have any more utility/synergy with reaper than the corresponding abilities have with the other professions similar attack. They all proc on hit/crit traits and are whirl finishers in combo fields. Ours has poison application instead of the projectiles the guardian one has. Each class has condi effects upon crit/hits. No real difference in synergy/utility. The only real difference is apparently damage output. As for changing it to not be a burst ability….why? If its good for other front line builds to have pbaoe burst…why not us?
Whirling wrath isn’t similar at all, its to short. Whirling Axe is the only similar skill to soul spiral. Whirling wrath should be compared to grave digger if anything.
Damage output wise between soul spiral and whirling axe is very small so it doesn’t do any better. Its 2.8 soul spiral vs 2.82 whirling axe so i dont understand the complaint on its damage. They both are whirl finishers but we have access to wider variety of fields than warrior so we can get more effects from it as well as ours stacking poison. Ours looks better in most ways so I dont understand the complaint. Traited it can even heal you for 3k+ or have an extremely low cooldown when things keep dying.
Well to put it simply the direct damage portion is low damage considering the cast time. Its one of those cases where auto attacking with anything would be stronger. Considering its a high cool down aoe burst skill it should actually have damage to reflect that surely? Life transfer has always been the perfect example of this pathetically too weak for its cast time state. RS#4 is only a very slight improvement. But not enough.
It could use a slight damage boost. The thing with this skill is its damage isnt everything. It hits 5 targets 12 times each for 60 hits total, that has a lot of synergy with blood magic traits. It causes 12 stacks of poison to 5 targets for a total of 60 stacks from the one skill. It acts as a whirl finisher that shoots out 12 bolts for a variety of effects, interacting with our own fields allowing us to have leeching bolts, cleansing bolts, ethereal bolts or poison bolts.
These are the same benefits that other professions burst skills have…yet they aren’t limited in their burst by assuming the presence of these additional benefits.
Then maybe its the thought of it as a burst skill that needs to change. Also its hard to just compare skill to skill without taking the whole class into account but its only really comparable to whirling axe imho. Its an aoe skill with so much utility and synergy within our own skillset I dont believe massively increasing its damage is a thing.
If you have to take 3-4 traits, including 2 grandmasters and all you get is dagger/Warhorn DPS, that sucks.
I’m not sure if you need to take 3-4 traits but I do aggree with the sentiment reaper shroud #1 should have dps close to dagger untraited. More targets vs better life force regen seems like a fair trade off.
I’m pretty sure you only need one trait, and that is the one increasing Reaper Shroud AS. Dhuumfire burning is bonus damage, and you can stack 25 vuln and 25 selfmight and sustain them by yourself really easy on multiple targets.
I’m assuming your reply is a pvp based one? If not, the 25 vuln and 25 might argument is invalidated in any group pve encounter as we could literally not invest in might or vuln at all and still get the benefit of 25 vuln and 25 might from our group mates. These selfish traits are redundant…especially since we can’t be a legitimate candidate to share the might with our group. There is definitely more than one trait to get us to the increased attack speed in shroud, the 25 self might, and the 25 vuln.
For the current set of pve encounters this is true. We dont know what will happen to mob ai nor what is going to be in the new encounters. Self sufficiency may be very useful depending on what sort of challenges there are for groups and then there is also solo play where these skills are not redundant at all.
(edited by Sigmoid.7082)
- Hydromancy- 2.4s on a 9s swap but weapon swap for some reason works on entering RS :/
And exiting, it should be noted. Means if you are good at timing you can basically never have to weapon swap and still proc weapon-swap sigils on CD.
Im sure it may have been a bug though because for whatever reason wasnt reapers shroud using a different , static, weapon damage that counted as a hammer?Never the less i think this functionality should be added to base shroud as well because it allows for a lot of different play options.
- Nightfall + chilling dark – 2.4s on a 20s cooldown
Don’t forget Nightfall lasts 8 seconds, so it can trigger Chilling Darkness twice.
I never thought of this but true it is.
Well to put it simply the direct damage portion is low damage considering the cast time. Its one of those cases where auto attacking with anything would be stronger. Considering its a high cool down aoe burst skill it should actually have damage to reflect that surely? Life transfer has always been the perfect example of this pathetically too weak for its cast time state. RS#4 is only a very slight improvement. But not enough.
It could use a slight damage boost. The thing with this skill is its damage isnt everything. It hits 5 targets 12 times each for 60 hits total, that has a lot of synergy with blood magic traits. It causes 12 stacks of poison to 5 targets for a total of 60 stacks from the one skill. It acts as a whirl finisher that shoots out 12 bolts for a variety of effects, interacting with our own fields allowing us to have leeching bolts, cleansing bolts, ethereal bolts or poison bolts.
The problem is the % based traits. 66% + 34% from food is STILL 100% reduction. no matter the length of chill.
Except then you have 20% chill duration, which means it is only 80% reduction. If you have your own condition duration food, or condition duration from runes, the other person needs more than 100% reduction to actually make themselves immune.
So basically they make it 100% – 20%? I was sure it would either apply reduction first : 0s + 20% still 0, or apply the increase first : 6s + 20%, then -100%, still 0…
Most traits are -33%, then they can take -40% food and then maybe a rune that gives another -20% so thats like -93%.
Condition durations either + or – only ever work on the base duration. So for instance on a reaper with grenth runes, chilling sigil and +40% food you would end up with 110% condition duration.
Example skill with 10s chill would look like :10s-9.3s +11s =11.7s.
With how much damage sigil of fire does i think.
It has a 0.85 power coefficient, but I was assuming it procs every time the cooldown is up.
That wasnt what i meant. How did you get 3.1k for it?
at 3851 power it should be assuming GS:3851*0.85*1047 / (1800~2600). Thats around 1.3~1.9k before modifiers.
I meant relative to other power coefficients. It should work out fine to compare it to how much of a power coefficient over time you’ll need in order to make the sigil of force match it. If you follow my math to the end you’ll see that’s how my comparison works and you’d need 1.845 coefficient per second to beat sigil of fire assuming it always procs every 5s.
It wont even at max attack speed because of its 50% chance. just compare the coeffs then fire averaging one proc every 7.5s means it applies a coeff of 0.1133 pers. The way im looking at it is fire is additive to coeff applied and force is multiplicative.
As long as the 5% increase of all your outgoing damage is greater than 0.113 coeff a sec force is better. This also does depend on weapon type that you are using and its attack speed as well as what utilities you are using and how lucky you are with procs.
Its also relative. Fire may do better of high attack speed builds with a dagger or shroud auto but force would be better for things like GS or grave digger spam.
You can just adjust the 5% by your crit numbers to figure out the relative benefit compared to the sigil of fire coefficient.
totally forgot. In that case force always wins by my maths.
How do you figure? Even when you assume fire only procs every 7.5s, force would break even if you had 226% crit damage and 100% crit chance. If you manage to get fire to proc every 5s it should always beat sigil of force.
Fire is only additive to your damage and will only add 0.113 to 0.17 to your dps assuming you proc it every 5s, again very unlikely. 100% crit chance is easy to come by for reaper and in pve so force is actually much better as a modifier being a relative ~12%.
Assuming 100% crits, 226% crit damage, and using RS auto attack only fire would add still only 0.113 to 0.17 to your dps where as force would add but force would then add 0.287 coeffs a second. Blows it out the water. Any other damage you have going out is then also multiplied by force where as fire is just fire.
Sigil of Fire is multiplied by all the other % modifiers, same as Sigil of Force, so I don’t see where you’re getting this from.
Really don’t understand where you’re getting 0.287 from especially. If you crit for 226% every hit, that 5% becomes 5 * 2.26 = 11.3%, or 0.113.
The only modifier im using is critical damage, which fire cannot get. All other modifiers are totally moot in the example but there is a mistake i made but force still wins. Also read the example i said:
Assuming 100% crits, 226% crit damage, and using RS auto attack
Reaper auto attack takes 2.17 with onslaught. It has a total coeff of 2.44 or about 1.161 coeffs a second. Now assuming all crits you can multiply that by 2.26 for crit damage so its 2.54 coeffs a second.
Fire would add to this on average 0.113 making it 2.653 coeffs a sec. Force would multiply by this since its multiplicative not additive. Meaning its 2.667. If it procced every 5s, highly unlikely, fire would win out by 0.004 coeffs a second but that only counting auto attack damage. Any other ability that you have active doing damage be it wells or locus swarm will also get modified by crit as well as force meaning force wins out over all over fire regardless.
Depending on weapon force scales accordingly but fire gets worse since it gets harder to proc it. due to things like attack speed and RNG.
With how much damage sigil of fire does i think.
It has a 0.85 power coefficient, but I was assuming it procs every time the cooldown is up.
That wasnt what i meant. How did you get 3.1k for it?
at 3851 power it should be assuming GS:3851*0.85*1047 / (1800~2600). Thats around 1.3~1.9k before modifiers.
I meant relative to other power coefficients. It should work out fine to compare it to how much of a power coefficient over time you’ll need in order to make the sigil of force match it. If you follow my math to the end you’ll see that’s how my comparison works and you’d need 1.845 coefficient per second to beat sigil of fire assuming it always procs every 5s.
It wont even at max attack speed because of its 50% chance. just compare the coeffs then fire averaging one proc every 7.5s means it applies a coeff of 0.1133 pers. The way im looking at it is fire is additive to coeff applied and force is multiplicative.
As long as the 5% increase of all your outgoing damage is greater than 0.113 coeff a sec force is better. This also does depend on weapon type that you are using and its attack speed as well as what utilities you are using and how lucky you are with procs.
Its also relative. Fire may do better of high attack speed builds with a dagger or shroud auto but force would be better for things like GS or grave digger spam.
You can just adjust the 5% by your crit numbers to figure out the relative benefit compared to the sigil of fire coefficient.
totally forgot. In that case force always wins by my maths.
How do you figure? Even when you assume fire only procs every 7.5s, force would break even if you had 226% crit damage and 100% crit chance. If you manage to get fire to proc every 5s it should always beat sigil of force.
Fire is only additive to your damage and will only add 0.113 to 0.17 to your dps assuming you proc it every 5s, again very unlikely. 100% crit chance is easy to come by for reaper and in pve so force is actually much better as a modifier being a relative ~12%.
Assuming 100% crits, 226% crit damage, and using RS auto attack only fire would add still only 0.113 to 0.17 to your dps where as force would add but force would then add 0.287 coeffs a second. Blows it out the water. Any other damage you have going out is then also multiplied by force where as fire is just fire.
Dash alone makes Reaper completely irrelevant. How can a thread like this spawn? Daredevil may actually be too strong against Reaper considering how slow their attacks are and how easy it is for them to remove chill.
Only GS is slow. Reapers can use other weapons as well as reapers shroud, which is as fast as their daggers. Also their great sword skill #2 , grave digger, got a 50% damage increase. one lucky hit or one careless move and it can down you.
But again till next friday all speculation is pointless.
With how much damage sigil of fire does i think.
It has a 0.85 power coefficient, but I was assuming it procs every time the cooldown is up.
That wasnt what i meant. How did you get 3.1k for it?
at 3851 power it should be assuming GS:3851*0.85*1047 / (1800~2600). Thats around 1.3~1.9k before modifiers.
I meant relative to other power coefficients. It should work out fine to compare it to how much of a power coefficient over time you’ll need in order to make the sigil of force match it. If you follow my math to the end you’ll see that’s how my comparison works and you’d need 1.845 coefficient per second to beat sigil of fire assuming it always procs every 5s.
It wont even at max attack speed because of its 50% chance. just compare the coeffs then fire averaging one proc every 7.5s means it applies a coeff of 0.1133 pers. The way im looking at it is fire is additive to coeff applied and force is multiplicative.
As long as the 5% increase of all your outgoing damage is greater than 0.113 coeff a sec force is better. This also does depend on weapon type that you are using and its attack speed as well as what utilities you are using and how lucky you are with procs.
Its also relative. Fire may do better of high attack speed builds with a dagger or shroud auto but force would be better for things like GS or grave digger spam.
You can just adjust the 5% by your crit numbers to figure out the relative benefit compared to the sigil of fire coefficient.
totally forgot. In that case force always wins by my maths.
With how much damage sigil of fire does i think.
It has a 0.85 power coefficient, but I was assuming it procs every time the cooldown is up.
That wasnt what i meant. How did you get 3.1k for it?
at 3851 power it should be assuming GS:3851*0.85*1047 / (1800~2600). Thats around 1.3~1.9k before modifiers.
I meant relative to other power coefficients. It should work out fine to compare it to how much of a power coefficient over time you’ll need in order to make the sigil of force match it. If you follow my math to the end you’ll see that’s how my comparison works and you’d need 1.845 coefficient per second to beat sigil of fire assuming it always procs every 5s.
It wont even at max attack speed because of its 50% chance. just compare the coeffs then fire averaging one proc every 7.5s means it applies a coeff of 0.1133 pers. The way im looking at it is fire is additive to coeff applied and force is multiplicative.
As long as the 5% increase of all your outgoing damage is greater than 0.113 coeff a sec force is better. This also does depend on weapon type that you are using and its attack speed as well as what utilities you are using and how lucky you are with procs.
Its also relative. Fire may do better of high attack speed builds with a dagger or shroud auto but force would be better for things like GS or grave digger spam.
With how much damage sigil of fire does i think.
It has a 0.85 power coefficient, but I was assuming it procs every time the cooldown is up.
That wasnt what i meant. How did you get 3.1k for it?
at 3851 power it should be assuming GS:
3851*0.85*1047 / (1800~2600). Thats around 1.3~1.9k before modifiers.
@Khris
From what i see the math is wrong but the conclusion is right. Fire still seems to beat out force when i do my math. Only by a small amount though. Like 0.05 coeffs a second. Would differ depending on varying factors though. In some instances fire loses and force wins but it solely depends on circumstance. Force is more guaranteed though.
Where did I make mistakes?
With how much damage sigil of fire does i think.
I’m sure damage multipliers are additive in this game (eg. 5% + 6% = 11% )
They are definitely multiplicative.
The changes to RS#2 to make it land more reliably, to suffer so 0 cast time, GS #5 to land better, cast better and now do chill I think the reliability and reapplication should be pretty OK now along with the base duration changes. Made a list.
- Chilling scythe – 2.4s
- Nightfall + chilling dark – 2.4s on a 20s cooldown
- Reapers Grasp 4.8s on a 30s cooldown
- Suffer – 3.6s on a 19.5 to 30s cooldown
- Chilled to the bone – 9.6s on a 78 to 120s cooldown
- Hydromancy- 2.4s on a 9s swap but weapon swap for some reason works on entering RS :/
- Chilblains – 4.8s on a 16s cooldown
- Reapers mark + Shivers of dread – 3.6s on a 32s cooldown
- Deaths charge+Vital presistance + chilling dark – 2.4s on kitten cooldown
- Terrify – 3.6s on a ~17s cooldown
- Executioners scythe – 1.8s~9s on a 25.5s cooldown
- Corrupting resistance – 3s
- Ice field from RS#5 + RS#4 – 12 chilling bolts at 1.2s of chill each.
- Chill of death and Spinal shivers – 6s on a 16~20s cooldown
- Sigil of ice. 2.4s on a 10s cooldown
- Chilling nova 2.4s on a 10s cooldown
- Spectral grasp 4.4 ~ 7.2s on a 24 to30s cooldown
- Spectral Wall causes 3.6s every fear it does
- Corrupting Stability causes 3.6s of chill
Not all of these are in every build but most will be just as a by product of doing things because most are on weapon skills and commonly taken traits. Still should be fun to test next weekend to see exactly how well they all preform.
Is it true that reaper hard counters daredevil
The honest answer right now is we don’t know because we haven’t had a chance to play both let alone have them fight each other.
@Khris
From what i see the math is wrong but the conclusion is right. Fire still seems to beat out force when i do my math. Only by a small amount though. Like 0.05 coeffs a second. Would differ depending on varying factors though. In some instances fire loses and force wins but it solely depends on circumstance. Force is more guaranteed though.
There won’t be slipts on skills because anet won’t do it and you are only looking at group content. You also have to consider the other facets of pve as well as pvp when Balancing. In solo play the might and vuln is extremely useful and allows you to be very strong while being self sufficient. Then you have group evenys where the higher target limit is better etc etc. It’s not at clear cut as it may seem because of how anet has chosen to balance their game.
We also have no idea of new pve challenges and mechanics that may make self sufficiency more desirable.
Also need to test if lf gain that has been added to GS auto is exclusive of targets. Daggers auto will only gain 2% then 6% regardless of if you hit 2 targets or 1. If GS auto is 1%, 1%, 3%…..is that going to be regardless of targets or stack per target making a max of 3%, 3%, 9%.
Its comparable to their lotus poison trait in deadly arts so its not like something they dont already have.
Also comparing traits in a vacuum is never good. But ours is so so much better.
Reaper Shroud needs a similar damage buff to greatsword auto, a 20% damage buff.
It is a resource you build up. You shouldn’t lose potential DPS in PvE by using your class mechanic.
I don’t want death shroud to be just an extra hp sponge, it should be an upgrade in damage as a transformation with limited duration that locks out your access to utilities and the elite.
With the damage boost GS is only about 5% behind dagger auto and RS auto, with a fixed reapers onslaught, is about 6% behind. If its auto got a damage boost it would out class them both by a mile while granting might,vuln, burn. Wouldnt be very fair seeing as with a fixed onslaught + dhuumfire RS auto should out damage dagger auto.
In any situation now where you can hit any more than two targets both weapons are vastly better and single target they only GS is a bit weaker till 50% then GD spam outdoes dagger auto.
Yikes, that’s too low too.
GS has no defense, & barely any lifeforce it is a total glass cannon. Even zerk staff ele has some defensive skills and range.
If GS is not best in the game strong, it’s garbage.
In what game mode are you referring to? And in what facet of what game mode do you refer to as well? This post was clearly about pve dps of the weapons.
Even in PvE reapers chill access was terrible in the first beta. It was non existent while i was duoing the risen abom in arah p2 with a friend. The only time chill was up for a bit was after an executioners scythe. After that it dropped and you never saw it again. The dodging, moving and using other skills would interrupt the auto chain so you literally only had the one high cool down source of chill. And even if you got the final auto atk chain to hit the chill would last so little time it was negligible.
You had better and more reliable chill access just by spamming dark path on base necro. So yes Reaper chill needs a serious look at. But Robert mentioned that they are aware of that. So hopefully they will do enough. We will see next weekend though.
Judging by the changes to base duration, duration increase % , cast times and reliability of landing the chill next weekend should feel significantly better in all game modes. Im personally hoping to finally see if RS#2 with its new tracking and GS#4 with its better cast time are worth the nerf they caused to chilling dark.
Reaper Shroud needs a similar damage buff to greatsword auto, a 20% damage buff.
It is a resource you build up. You shouldn’t lose potential DPS in PvE by using your class mechanic.
I don’t want death shroud to be just an extra hp sponge, it should be an upgrade in damage as a transformation with limited duration that locks out your access to utilities and the elite.
With the damage boost GS is only about 5% behind dagger auto and RS auto, with a fixed reapers onslaught, is about 6% behind. If its auto got a damage boost it would out class them both by a mile while granting might,vuln, burn. Wouldnt be very fair seeing as with a fixed onslaught + dhuumfire RS auto should out damage dagger auto.
In any situation now where you can hit any more than two targets both weapons are vastly better and single target they only GS is a bit weaker till 50% then GD spam outdoes dagger auto.
frozen ground+ frost aura for the group ensures plenty of chill stacking. You then have the glyph and frostbow and then you can use the flash freeze shout for another round of chill plus another round of group frost aura.
The reaper can probably sustain chill on a single target better in the long run, but in terms of bursting large chill applications and aoe chill, the ele is far better.
Frost aura is on dagger and frozen ground is on staff, cant have both. Also if you did go dagger and too powerful aura would mean no cleansing water. Flash freeze is a thing i guess. Glyph, frost bow and flash freeze is all utilities gone. No room for anything else then. Frost fan caps at 5s because of stack limit as well. Only GoEP has potential while not crippling your build.
Only aoe frost aura is a thing. The others arent so much. Reaper has a base 20% duration as well. Got aoe chill on staff #3 and staff #5, Directional on GS #5 and on GS 1.C auto. RS #5 also provides aoe chill as well and can be comboed with #4 for more aoe chill, also RS #3.B terrify is aoe chill. Then utility wise you have suffer and CttB both more aoe chill. Still two utility slots left.
If you then throw in traits then chilling dark RS #2 becomes aoe chill as does GS #4 for more aoe chill all it procs on all targets. . Also chilling nova for even more aoe chill.
Most of these also have higher duration then ele chills, especially due to the innate 20% as well. Since chill also only stacks up to 5 times you can have longer chill output.
Frozen ground creates a field that you can blast to get frost aura. It’s not just on dagger when any team comp has ample access to blasts.
Luckily in our scenario ele already uses frost bow and glyph of storms in their meta build, and the third slot is optional so glyph of elemental power is actually a thing if you need chill. Nothing that actually cripples their build because two of the mentioned utilities are already used.
I mean, you just mentioned destroying builds with certain choices and yet you include necro staff, a garbage weapon, into the factor. Or Infusing Terror which you never want to use in pve as spreading mobs with aoe fear is a really bad idea.
And of all the skills you mentioned, you’re performing all those at a DPSloss to stack chill. All an ele needs to press is frozen ground+glyph of storms and switch to his normal fire rotation while the other chills and auras are applied with mere blasts or instant shouts. Your reaper needs to cycle through several lower DPS skills to apply them. Most of them conal skills not wide aoe’s.
As usual, more work for lesser results.
Im not on about pve though. Sorry if that wasnt clear.
frozen ground+ frost aura for the group ensures plenty of chill stacking. You then have the glyph and frostbow and then you can use the flash freeze shout for another round of chill plus another round of group frost aura.
The reaper can probably sustain chill on a single target better in the long run, but in terms of bursting large chill applications and aoe chill, the ele is far better.
Frost aura is on dagger and frozen ground is on staff, cant have both. Also if you did go dagger and too powerful aura would mean no cleansing water. Flash freeze is a thing i guess. Glyph, frost bow and flash freeze is all utilities gone. No room for anything else then. Frost fan caps at 5s because of stack limit as well. Only GoEP has potential while not crippling your build.
Only aoe frost aura is a thing. The others arent so much. Reaper has a base 20% duration as well. Got aoe chill on staff #3 and staff #5, Directional on GS #5 and on GS 1.C auto. RS #5 also provides aoe chill as well and can be comboed with #4 for more aoe chill, also RS #3.B terrify is aoe chill. Then utility wise you have suffer and CttB both more aoe chill. Still two utility slots left.
If you then throw in traits then chilling dark RS #2 becomes aoe chill as does GS #4 for more aoe chill all it procs on all targets. . Also chilling nova for even more aoe chill.
Most of these also have higher duration then ele chills, especially due to the innate 20% as well. Since chill also only stacks up to 5 times you can have longer chill output.
(edited by Sigmoid.7082)
S/P, Bounding dodger , Impacting disruption, distracting daggers. Synergy, Synergy , Synergy.
S/P and Bounding dodger is enough to consistently interrupt your target. The other skills are just overkill. lol
More interrupts, more Impacting disruption procs, more damage, more win. Interrupt thief can totally be a thing. Plus being able to stealth yourself with that set is a godsend. synergy synergy synergy.
Pulmonary impact should crit. Or at least get more damage on it. Text says massive. Its kinda not.
No it really shouldnt lol. With damage mods looking at 2~3k+..not a low amount.
(edited by Sigmoid.7082)
S/P, Bounding dodger , Impacting disruption, distracting daggers. Synergy, Synergy , Synergy.
Well just watched the video and its pretty official. 99% of all thieves now will be able to dash doge and remove chill. Well that sucks.
I think more will take the leap and the remove condition on evade trait or use that with S/P and the impact trait. So much synergy with that weapon set and those traits.
(edited by Sigmoid.7082)
I think the autoattack chain needs to do more damage. On a soldiers build just autoattacking the golems down I killed the golems faster with dhuumfire equipped than I did with death perception, and thats with 0 condi damage aside from spite might.
So that either means that
1: Burning too stronk
2. RS auto base damage too weakOr maybe both. Who knows.
Burn to stronk. Maxed out it ends up more dps taking dhuumfire than DP..especially if you have other ways of gaining crit %.
Im of a different mind because of how easy it should be to reapply chill as a reaper as of next beta weekend. going to test it out and see but for the time being still of the opinion comparing chill to burn chill is still the stronger condition.
…..maybe in PvP. In PvE chill is by far the inferior condition.
They were looking at chill having some impact on the break bar last i heard.
No. They were looking at TRAITS with trigger conditions (such as x on interrupt, x on chill) to make them work on bosses since interrupts are not counted against defiance bars. In the case of chill bosses have reduced condition duration and some of them even bring clears, so they want traits based on chill use to work against bosses.
But that does not mean chill becomes useful unless a boss needs to be kited and nobody can melee him or they die (in which case the reaper is screwed as a purely melee spec), or whether the boss functions a lot on ability cooldowns that chill does affect.
Unfortunately the reaper isn’t even the best at chill. That honor would go to an elementalist.
Of right fair enough then but i would disagree that reaper has less chill than elementalist.
If reapers onslaught starts to work it should have an attack speed similar to dagger auto. It can also be used with a 2h weapon so it has a relative coeff of 2.684 vs 2.8 but hits more targets.
Also it works with all the traits that effect shroud skill #1 so it can stack vuln, burns and might very quickly.
“Similar to Dagger Auto” kinda sucks IMHO.
Dagger Auto builds up life force, this auto loses life force at 4% per second, and requires you to take a grandmaster trait to even get this (ie you don’t have blighters boon).
And if you’re using this with a 2 handed weapon, you aren’t benefitting from the blood line that gives Dagger viability as a sustain weapon.
It does things dagger doesnt. Cant have everything on the one ability. If you want more damage use dagger, better cleave?, stack might?, vuln and burn? use the RS auto with a variety of traits that do nothing for dagger.
If reapers onslaught starts to work it should have an attack speed similar to dagger auto. It can also be used with a 2h weapon so it has a relative coeff of 2.684 vs 2.8 but hits more targets.
Also it works with all the traits that effect shroud skill #1 so it can stack vuln, burns and might very quickly.
Im of a different mind because of how easy it should be to reapply chill as a reaper as of next beta weekend. going to test it out and see but for the time being still of the opinion comparing chill to burn chill is still the stronger condition.
…..maybe in PvP. In PvE chill is by far the inferior condition.
They were looking at chill having some impact on the break bar last i heard.
Im of a different mind because of how easy it should be to reapply chill as a reaper as of next beta weekend. going to test it out and see but for the time being still of the opinion comparing chill to burn chill is still the stronger condition.
How about we wait till next week to start this :/
For now, characters will only be able to equip a single elite specialization. Doing so will be as easy as it currently is to swap trait points; simply exit combat and select your new elite specialization, or do it in Heart of the Mists for PvP. We made this system to build upon it, so let the speculation about future specializations begin before we’ve even revealed the first full set!
A truck with a hitch hook up in case the truck will tow a trailer doesn’t mean that the truck will be used for towing trailer.
Your analogy is terrible. Their last system fits your analogy. Just cause they could add new traits and weapons never meant they did.
The new one is more like lego, k’nex or that entire genre of toys. Why redesign a whole system, sink hours of time, resources and $$$$ into it for the sole purpose of making it expendable, state you will expand upon it and then don’t do that. You have your base item then the clip ons/offs.
They have already stated years ago that they would be adding new weapons to classes, new traits and new things. This is why this change was made and this elite spec system is the way they are going to implement that expansion.
Another reason you can only use one spec at a time is to avoid the balancing issues they had with GW1. Every time they expanded they added new skills but since the new skills were not mutually exclusive they needed to balance any new skills against an increasing number of abilities. If you played GW1 you would know because of that so many skills became redundant as expansions went by. Now with this new system they avoid that problem as well as the problem of having to buy the expansion to stay ahead. Because you can only use one at a time you still need to use two core specs, this means people who didnt buy the expansion or the next expansion/pack with the next set of elite specs isn’t super far out or super lacking because 2/3rd of their build will be accessible to anyone.
Sorry but cant help but say you are wrong :/
For now, characters will only be able to equip a single elite specialization. Doing so will be as easy as it currently is to swap trait points; simply exit combat and select your new elite specialization, or do it in Heart of the Mists for PvP. We made this system to build upon it, so let the speculation about future specializations begin before we’ve even revealed the first full set!
A – There are no evidence that there will be “other elite specs” nor “you cannot combine elite specs” — that is not factual, that’s your assumption or educated guess.
You are wrong.. when they first announced elite specs they said it was going to be used as a basis to add more elite specs to the game as the future and was one of the reasons we had the whole traitline thing reworked. Secondly you cant combine elite specs, again this was stated and its the reason that the bottom spec slot has a gold tint/outline, since its where you elite spec has to sit.
It counters the effect of vigor properly now instead of essentially doing nothing against it like it did before; 5s vs 6.667 isnt a big difference. Its better now. With fury you still get a net gain of crit chance. Considering how easy fury is to access it makes sense it doesn’t counter it completely.
So its not beefed up really. Weakness is supposed to be a strong condition. Its effects have never really been felt before because there never was a lot of it in game. Its only really in abundance on one class and on a few builds really because people have a habit of granting themselves lots of might.
The reason i can see for the different ICD’s for those skills is aoe chill as a condition is arguably a lot stronger than of one stack of aoe burn. Also you cant compare the two traits in a vacuum. You have to look at the class as a whole and see where the trait fits in.
(edited by Sigmoid.7082)
Does weakness reduce the BASE endurance regen or does it take vigor into account?
I know it does not effect Sigil of Energy.Now for the reason behind asking.
Prepatch (23rd) vigor was arguably the most sought after boon and since boonstripping was less common it was immensely powerful. A very nice counter to it was weakness.
However it seems to have fallen out of favour now that it only increases endurance regen by 50%, which makes sense. HOWEVER i feel the boon is TOO weak right now and that weakness might be effecting it too much.
This obviously depends on the question i opened the thread with.TLDR weakness might be too powerful and vigor too weak now that boonstripping/corruption is more common…
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Actually you can be wrong here saying that pre patch weakness was a counter to vigor. It actually had very little effect because of how percentages work when regarding something as faster or slower.
Prepatch vigor was +100% regeneration and weakness was -50% regeneration. So you still had a net gain of +50% regeneration rate. After patch they are equal and correctly balance out. The below list is that of number so you can actually visualise why the change was made and see how weak weakness was when augmenting endurance regeneration.
Before patch
- For one dodge : 10s
- with weakness : 15s
- with vigor: 5s
- vigor+weakness: 6.667s
After patch
- For one dodge :10s
- with weakness :15s
- With vigor: 6.667s
- vigor+weakness: 10s
hopefully you can see why its been changed.
and their dodges will also act as a move skill/dash and will remove chill/cripple.
They should have 3 traits that change their dodge all in the same tier. This way they cant pick them all. Why do i guess this? unhindered combatant and lotus training state they both replace your dodge. Never the less will be interesting to see it played.
In all honesty the trait doesnt look that great.
What if they just made it so chill does damage and applied slow as the GM trait? I think Thad be a lot more interesting and help reaper more than just damage in general. But give it an ICD so we can’t just stack like 20 seconds of slow on some poor soul, no fun crushing someone’s hopes and dreams when they have none to begin with.
Slow and chill i dont think should be put together. The two most punishing conditions in the game. Taking longer to use your abilities as well as them taking longer to cooldown would be no fun to play against.
the tooltip uses average weapon damage but the actual skill picks a random value of the weapons weapon damage in its formula when you strike. Axe has a terrible damage spread. At exotic its 857 – 1,048. Almost a full 200 points, other weapons are only 100 or so.
At its best its almost as good as a 2h, at its worst its around offhand weapons like focus and shield.
(edited by Sigmoid.7082)
Its a good idea but would require a re balance of most chill abilities in the game and the stacking effect would be useless on other classes because their chill wouldnt do damage. Making it do damage would then makle the trait useless or just “50% extra damage below 50%” but that would be dull. Not to mention as a condition it would then be doing 3 things where most others do 1 or 2.
Also the chill damage formula would need a rework because a quick 5 chills on them and you suddenly have the equivalent of 6~10 stacks of burn. Given as a reaper you have decent burn and poison the condi spike could ramp up to be something very large. Throw in terror and you have a situation.
I dont think they would change it to cause another condition when you chill a target because then you could instantly put 4 conditions on someone with every blind or three with every chill.
The trait is still bad and doesnt work when more than 1 reaper takes it. but because its not a game wide thing would they just leave it as is or look to have some sort of fix so more then one can benefit from this trait.
(edited by Sigmoid.7082)