You can get crit for 6k by a fire grab from celestial d/d if you wear zerker. And d/d ele is a TANK CLASS too. No other tank class can hit that much as a tank, and if people say “final thrust” can do the same damage well then that’s a fail argument.
Lol @ calling the squishiest class in the game a tank.
You saying DD cele ele is squishy??
Builds used for this video?
I think Strength of Undeath! should be more than 5%. Its a GM minor and most of those are between 10~15%. That or have its effect doubled when in shroud much like Deadly Strength!
Personally I would cut reapers might to 8s as a base if we increase the attack speed of life blast. The way it stands it lets you cap out might very easily. Either that or totally change its functionality because we have several, and almost to many ways, of gaining might.
So if i gathered right we have
Bhawb:
Life Blast
- Cast time 1s
- Damage Damage (2x): 246 (1.0)?
- Damage Damage within 600 units. (2x): 345 (1.4)?
(2x) Burning (3s) : 786 - Might (15s): +30 Power ; +30 Condition damage
- Range: 1,200
Ronpierce:
Life Blast
- Cast time: 1/2s
- Damage Damage : 147 (0.60)?
- Damage Damage within 600 units.: 206 (0.84)?
# Burning (3s) : 393 - Might (10s): +30 Power ; +30 Condition damage
- Range: 1,200
Both of which are fine suggestions.
Honestly i dont think they will ever have it doing more damage than terror. Its new values put it somewhere around 40~60% of terror or around 1~2 stacks of burn.
Reason i dont think its damage will get cloer to or higher than terror is because its probably balanced around relative uptime and shivers of dread. Chill access is much much easier than fear so it wouldnt follow that it does more damage and also because of shivers of dream the terror trait will always do maximum damage. Essentially hitting someone with a fear under 50% will give than an effective instant 6 stacks of burn.
Traits other than Chilling Darkness, as I am still not sure it is worth it in this build.
It actually works well with the build because of RS#2. With the change to that ability, now working like a regular leap and stopping at the target, it allows you to AOE chill every 6(5) seconds while in shroud and greatly improves sticking potential to stack burns with dhuumfire as well as the extra damage from the chill condition and might generation from chilling victory and damage reduction from cold shoulder. Its the easiest way to constantly apply chill.
Because of that i would actually be tempted to take sigil of chilling on staff instead of the tormenting sigil. Would give you a 70% chill duration when using staff. Its a better boost and lets your chills get off an extra tick from the damage trait. Also ice over hydromancy on staff. Because of all the chill duration it should last about 3.5s on 10s ice.
Also, another thing separating axe and scepter is that it takes time for a scepter attack to hit. Axe just hits, regardless of distance
What Scepter are you talking about? Necro scepter has no projectiles or travel time on any of its skills.
… I…. Apparently it’s been a reeeeeally long time since I used scepter. So, basically, then, axe is just so bad at its job that a condi weapon is better at it
Axe is better on a power spec. Scepter is better on a condi spec.
Axe is super terrible. Scepter is just mediocre relative to other classes’ condi weapons.
Either way, all weapons besides the reaper greatsword need buffing/retooling.
try using scepter on apower spec you will find that it deals more dmaage + condi than axe
No, you don’t. Check the coefficients in the wiki. Scepter has o.350/0.5 on all its skills except for feast of corruption, which has a 1.0 coefficient. All of them lower than those on the axe, as well as the base damage numbers.
It’s not a glowing endorsement on axe, but using scepter on a power build is a terrible idea.
Only conditions have base damage, power damage does not as its a function of variables.
Sceptar actually does much better than you would think in a power build instead of axe which is a problem and goes to show how bad axe actually is at doing its job.
I mailed Gee about that. I really wish VP degeneration rate was baseline. It alone makes build diversity really hard. The rest of the tree is give or take no big deal, still good but not mandatory, but VP in pvp is so hard to not run.
Its for that reason lots of other traits were base baseline so i believe it should be because…i mean is there a single build that doesnt take that one trait?? Literally every build i have seen takes that one trait because of the -50% degen.
Our build diversity would increase tenfold if that trait was made baseline.
(edited by Sigmoid.7082)
Naturally i disagree with you on the not enough chill because there have been more tweaks than you listed and we are getting another 10% duration for free. Whats really changed is, well obviously uptime on application , but also ease of application as well. Before chilling dark was useless with RS#2 because it never managed to connect with the final hit where it blinds. With the change on that thats going to be a better source of chill. There is also suffer which is now instant cast and the change to shivers of dread, both now having a base duration of 3s instead of two. Lastly the grasping dark fires at your target so is more likely to hit as well as doing 4s of chill base.
Im still going to say in this build there will be a lot of chill because application is now more reliable and duration is higher than last iteration.
I will agree on two things 1) that it would probably work better with some different traits, rune and sigil. Grenth/Ice can be a thing giving you +50% chill duration. 2) not generating enough might to not hit like a wet noodle in cele ammy.
I used it in the last BWE (because Reapers Onslaught was bugged) and it was not that impressive, sure it was nice to have in the middle of the zerg, but compared to a 15% DPS increase coupled with 5 second CDR on kill in shroud, it is too weak.
I would actually say its better than onslaught in zergs because it allows you to cycle you pools. As in you will always enter shroud with max shroud and while you are in shroud you will always leave with more hp than you went in with.
It is probably considered to be a bit better in zergs, but the numbers still should be increased by a bit. I felt that the amount of buffs should have a larger impact on my HP. I ran around in valkyrie armor and my LF went up really fast, but my HP did not. It felt better with full Zerker gear or Cavaliers, but with Vitality gear I wouldn’t say it was worth taking (granted we never got our hands on the 15% attack speed increase, so I can’t really say for sure). Outside of Zergs and organised groups, it felt very lackluster.
If the number was any higher it would be to strong in single combat and for low hp/high armour builds. Considering when used you can leave shroud with having healed 10~30% of you hp isnt bad.
Its a defensive trait that scales with the number of combatants that are there. The more allies and enemies there are the better it becomes hence why its ok. A 15% attack speed increase is nice but its dependent on low long you are in shroud for. There can be a lot of time where the trait is doing nothing for you.
I dont think its designed to be amazing when your own your own.
Elite specs are ELITE, meaning they’re usually better then normal specs.
This is incorrect. They are “elite” in the sense that they change how the class is played/make it do something different. They are not designed to be better than core specs at all. This was stated by the devs when they started talking about them.
conditions dont strike foes, they tick. Striking a foe means doing white damage physical damage.
I used it in the last BWE (because Reapers Onslaught was bugged) and it was not that impressive, sure it was nice to have in the middle of the zerg, but compared to a 15% DPS increase coupled with kitten CDR on kill in shroud, it is too weak.
I would actually say its better than onslaught in zergs because it allows you to cycle you pools. As in you will always enter shroud with max shroud and while you are in shroud you will always leave with more hp than you went in with.
(edited by Sigmoid.7082)
I Just said this in another post but read the changes to chill duration on reaper abilities that R.Geesus posted.
Chilling Scythe – Increased chill duration from 1.5s to 2s.
“Suffer!”: This skill is now instant cast. Lowered damage. Increased chill from 2s to 3s
Shivers of Dread – Fixed a bug which caused this trait not function while downed. Increased chill duration from 2s to 3s.
Grasping Darkness: No longer poisons and instead inflicts chill for 4 seconds on hit. This skill now fires at your target instead of using your facing direction. This skill will no longer fire if your target is behind you.
those are base values and then this
Cold Shoulder – Fixed a bug which caused this trait not function while downed. Increased chill duration modifier from 10% to 20%.
so in OP’s build not using any chill duration you have the following
- 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.
how is that not a lot of chill please tell me?? If you took grenth/ice runes or had a sigil of chilling those durations only get longer, even the auto attack would theoretically keep up 100% chill uptime.
And Spinal Shivers is 5 seconds base, 6 with the minor trait increase
GS/Staff —- Reaper/Curses/SR….build cant cast spinal shivers. Thats why i left it off the list but this build makes the most of the chill mechanic and i think its something similar to what the devs were aiming for regarding to chill uptime. They did over nerf it last time but now it should be in an ok spot to be punishing enough with high reapplication.
I don’t feel that I can comment on your build ron, as I have 0 experience outside of power necro builds (not keen on playing condi/hybrid builds). One thing I will note for your build though, is that Path of Corruption supposedly only applies to the main target of Shroud 2 (according to Wiki – how reliable that is can be debated).
http://wiki.guildwars2.com/wiki/Path_of_Corruption
With Dark path it only does damage to the main target but chills targets around it. Death charge strikes all foes on that last blast that should proc PoC. So not sure on how its functionality will work because of this and that it technically has no “main target” because of how you can cast it.
(edited by Sigmoid.7082)
We can wait and see, but i said it first, GS 1v1 viabillity goes against their current design philosofy, thus a liablility in 99% of the pvp encounters.
I dont see how it would be a liability in 99% of pvp encounters.
Because it compaired to Dagger:
-Less damage
-Less LF
-No sustain vs very high sustain.
-Less flexible. All the off hands offer good things, comparable or better than GSs 4 and 5.But yeah, in those situations where you can consistentl and reliably hit multiple targets, GS will be better. It just does not happen often in pvp.
Only point #3 and #4 are true though #4 would be more true if the other off hands besides warhorn didnt suck so much. Also where do you pvp? There are loads of times where you hit multiple targets.
Cleaving some one going for the ress to equate damage output, sucks if you dont have the damage to put them in that situation to begin with.
A GS actually would have a better chance of downing someone than a dagger because of these changes. Also are you assuming the few situations where you cleave more than one person is restricted to someone ressig an ally?
If you are not fighting a Golem on the pvp lobby, yes i most certainly am.
Thats wrong though, no other way to say it but hey each to their own.
We can wait and see, but i said it first, GS 1v1 viabillity goes against their current design philosofy, thus a liablility in 99% of the pvp encounters.
I dont see how it would be a liability in 99% of pvp encounters.
Because it compaired to Dagger:
-Less damage
-Less LF
-No sustain vs very high sustain.
-Less flexible. All the off hands offer good things, comparable or better than GSs 4 and 5.But yeah, in those situations where you can consistentl and reliably hit multiple targets, GS will be better. It just does not happen often in pvp.
Only point #3 and #4 are true though #4 would be more true if the other off hands besides warhorn didnt suck so much. Also where do you pvp? There are loads of times where you hit multiple targets.
Cleaving some one going for the ress to equate damage output, sucks if you dont have the damage to put them in that situation to begin with.
A GS actually would have a better chance of downing someone than a dagger because of these changes. Also are you assuming the few situations where you cleave more than one person is restricted to someone ressig an ally?
We can wait and see, but i said it first, GS 1v1 viabillity goes against their current design philosofy, thus a liablility in 99% of the pvp encounters.
I dont see how it would be a liability in 99% of pvp encounters.
Because it compaired to Dagger:
-Less damage
-Less LF
-No sustain vs very high sustain.
-Less flexible. All the off hands offer good things, comparable or better than GSs 4 and 5.But yeah, in those situations where you can consistentl and reliably hit multiple targets, GS will be better. It just does not happen often in pvp.
Only point #3 and #4 are strickly true though #4 would be more true if the other off hands besides warhorn didnt suck so much. Also where do you pvp? There are loads of times where you hit multiple targets.
We can wait and see, but i said it first, GS 1v1 viabillity goes against their current design philosofy, thus a liablility in 99% of the pvp encounters.
I dont see how it would be a liability in 99% of pvp encounters.
@Apolo also forgetting that GS auto will now generate LF on all its strikes. We dont know how much but its a change and with its increase in damage its auto attack damage isnt far behind what dagger does on a single target. Its just more punishing if you hit or miss.
Greatsword Auto Attacks – Fixed incorrect range facts. These attacks have the same range as normal Greatsword Attacks. Added lifeforce gain to all hits 1/1/3. Increased damage of all attacks by approximately 20%.
Also for pure dps grave digger spam > dagger auto when target <50% hp.
(edited by Sigmoid.7082)
I Just said this in another post but read the changes to chill duration on reaper abilities that R.Geesus posted.
Chilling Scythe – Increased chill duration from 1.5s to 2s.
“Suffer!”: This skill is now instant cast. Lowered damage. Increased chill from 2s to 3s
Shivers of Dread – Fixed a bug which caused this trait not function while downed. Increased chill duration from 2s to 3s.
Grasping Darkness: No longer poisons and instead inflicts chill for 4 seconds on hit. This skill now fires at your target instead of using your facing direction. This skill will no longer fire if your target is behind you.
those are base values and then this
Cold Shoulder – Fixed a bug which caused this trait not function while downed. Increased chill duration modifier from 10% to 20%.
so in OP’s build not using any chill duration you have the following
- 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.
how is that not a lot of chill please tell me?? If you took grenth/ice runes or had a sigil of chilling those durations only get longer, even the auto attack would theoretically keep up 100% chill uptime.
(edited by Sigmoid.7082)
@Apolo your forgetting the base duration changes to all the chill reapers have. Most of them got increased beyond what you are quoting in your posts. Just letting you know.
@Apolo
How is there not enough chill? In the build OP posted and replace with hydromancy sigls you would have 11 ways in which you can cause chill on a target for 2 or mores seconds at a time (12 if you count corrupting resistance). All of which are actually aoe of 3~5 targets. So you saying “We have virtually no chill application” is something i dont get.
Chilling victory is limited to 1s per target. You will be gaining 1~5 stacks of might every use which isnt bad. Considering you can aoe chill almost all the time you will be gaining might from it, the only reason why its not super perfect is because of the low duration.
You reference blighters boon and only limit it to self application. In bigger fights you can look to be getting boons from others making this a much better team fight mechanic which it is. Especially with guardians or elementalists.
(edited by Sigmoid.7082)
This build fits cele ammy better than spite. A build using spite would be better off with a solider ammy.
But the chill uptime on this build would be incredible and very punishing to fight against and its mostly aoe as well. It actually makes chilling darkness as a trait worth taking in the curses line. Grenth runes would be chill overkill though i do agree on that. I find this very interesting!
Last but not least we are actually an event tagging beast. Because reapers onslaught would lower shroud skill cooldowns by 5s every time something dies you can spam shroud #4 for mass spin2win tagging.
Also by my math you can hit 30k+ gravediggers in pve.
Thats really not that amazing when you look at heartseeker and backstab.
But it is a sorely needed and welcomed buff.
Example damage of BS and HS. Be realistic
Good, we will be successful in high end pve and in pvp if our enemies are bad enough to get hit by our super slow abilities they deserve what’s coming to them.
Having played reaper its not as hard as it seems to land gravedigger. Especially in bigger fights where it is more useful.
It’s not hard now… when people have had zero experience with reaper… when people get obliterated they will learn real quick to look out for the animation and when that happens it will be harder to land. I promise you that. The damage is needed to make it worth taking.
In a team fight it should still be pretty punishing, especially if someone is downed and can’t move. In all that chaos, it’s extremely difficult to keep track of anything, and if Everyone dodges gravedigger, well, just means they used a dodge that they won’t have for the next attack by one of your teammates. I guarantee it’ll be useful in that scenario, and more so now that it’ll have better damage
If we don’t do insane damage though then our design is flawed. The entire purpose of this spec is so our enemies DONT want to fight us. Some may have to but it should never be a pleasure to do. Our entire fantasy with this spec hinges on high amounts of damage.
You do reaise that GD will have a coeff of 3 with the damage increase its getting.
To put it into perspective and weapon damage between one hand and two hand taken into account it would do more damage that eviscerate. Or with a tiny bit of might and vulnerability, both of which we generate very easily, you can hit almost twice the amount of damage of a backstab. This is also on an aoe and has its cooldown reset hitting anything below 50%.This is so untrue. We dont have anywhere near the same amount of damage modifiers as warriors and especially not thieves and eles.
Using might and vuln as an arguement doesnt hold. Because both of those should be capped easily.
I’m not talking about pve in the post you quoted. In pve might and vulnerability are capped very easily. For pve i napkin mathed you should be able to hit near 50k GD which isnt bad.
(edited by Sigmoid.7082)
Last but not least we are actually an event tagging beast. Because reapers onslaught would lower shroud skill cooldowns by 5s every time something dies you can spam shroud #4 for mass spin2win tagging.
Also by my math you can hit 30k+ gravediggers in pve.
Thats really not that amazing when you look at heartseeker and backstab.
But it is a sorely needed and welcomed buff.
Example damage of BS and HS. Be realistic
Good, we will be successful in high end pve and in pvp if our enemies are bad enough to get hit by our super slow abilities they deserve what’s coming to them.
Having played reaper its not as hard as it seems to land gravedigger. Especially in bigger fights where it is more useful.
It’s not hard now… when people have had zero experience with reaper… when people get obliterated they will learn real quick to look out for the animation and when that happens it will be harder to land. I promise you that. The damage is needed to make it worth taking.
In a team fight it should still be pretty punishing, especially if someone is downed and can’t move. In all that chaos, it’s extremely difficult to keep track of anything, and if Everyone dodges gravedigger, well, just means they used a dodge that they won’t have for the next attack by one of your teammates. I guarantee it’ll be useful in that scenario, and more so now that it’ll have better damage
If we don’t do insane damage though then our design is flawed. The entire purpose of this spec is so our enemies DONT want to fight us. Some may have to but it should never be a pleasure to do. Our entire fantasy with this spec hinges on high amounts of damage.
You do reaise that GD will have a coeff of 3 with the damage increase its getting.
To put it into perspective and weapon damage between one hand and two hand taken into account it would do more damage that eviscerate. Or with a tiny bit of might and vulnerability, both of which we generate very easily, you can hit almost twice the amount of damage of a backstab. This is also on an aoe and has its cooldown reset hitting anything below 50%.
Its a nice idea but no 1-5 skill in the game breaks stuns. Its either all traits, utility skills or f1-5 skills. Reapers are designed to spend a lot of time in shroud hence the high stability uptime while in it but again no weapon skill in the game currently breaks stun.
http://wiki.guildwars2.com/wiki/Swap
Just one case, but it does have precedence.
And we also will get http://wiki.guildwars2.com/wiki/Imbued_Melodies
The second is a trait that makes skills stun break, slightly different. But i did overlook swap. Thats one of a kind.
I think this is necessary, because Death Shroud #1 is our only decent ranged power option.
If they fix Axe & Focus, then maybe this won’t be necessary, but we’re at a disadvantage without Deathshroud #1.
Have you ever thought that was supposed to be the trade off for being better in melee..?
But axe sucks though and scepter seems to require a(bugged) trait to even consider it and it will still remain a weak link not to mention conditions are not doing so good right now.
So because something is broken, though we know its getting looked at, it warrants being able to circumvent one of the intended weaknesses of the spec?
Last but not least we are actually an event tagging beast. Because reapers onslaught would lower shroud skill cooldowns by 5s every time something dies you can spam shroud #4 for mass spin2win tagging.
Also by my math you can hit 30k+ gravediggers in pve.
Thats really not that amazing when you look at heartseeker and backstab.
But it is a sorely needed and welcomed buff.
Example damage of BS and HS. Be realistic
Good, we will be successful in high end pve and in pvp if our enemies are bad enough to get hit by our super slow abilities they deserve what’s coming to them.
Having played reaper its not as hard as it seems to land gravedigger. Especially in bigger fights where it is more useful.
(edited by Sigmoid.7082)
I think this is necessary, because Death Shroud #1 is our only decent ranged power option.
If they fix Axe & Focus, then maybe this won’t be necessary, but we’re at a disadvantage without Deathshroud #1.
Have you ever thought that was supposed to be the trade off for being better in melee..?
Last but not least we are actually an event tagging beast. Because reapers onslaught would lower shroud skill cooldowns by 5s every time something dies you can spam shroud #4 for mass spin2win tagging.
Also by my math you can hit 30k+ gravediggers in pve.
I can see people complaining about full tank reapers. Either cavalier or soldier power reapers. Very defensive but can skill hit you for 2.1k to 5.4k non crit GD on heavy armour targets (3000). Cav having the benefit of 210% crit damage. Can see the complaints now.
Int sigil GD+CoD proc on anyone below 50% hp will kill them without fail. Its essentially over 2 backstabs worth of damage or just 1.5 eviscerates worth of damage in a single hit.
(edited by Sigmoid.7082)
offhand/1hand weapon → add to existing class mechanic
2h-weapon → replace class mechanic with new one
Its a nice idea but no 1-5 skill in the game breaks stuns. Its either all traits, utility skills or f1-5 skills. Reapers are designed to spend a lot of time in shroud hence the high stability uptime while in it but again no weapon skill in the game currently breaks stun.
I do wonder what will happen to dagger now, especially in pve. GS now weighs up.
Dagger will still synergies with blood traits better, will still have less damage lose due to movement, still have better LF generation and still let’s you off hand warhorn. Dagger still has it’s place.
The only one i can agree with is better synergy with blood traits. Damage loss due to movement is a thing because its quicker but per hit and dps wise comparatively speaking GS, with a 20% increase on its auto chain is around , is only a weapon relative 0.06s of a damage coeff off but it hits more targets, with GD spam a weapon relative 0.5s coeffs ahead dps wise but again hits far more targets. Also with lf generation being added to all auto hits it also depends on how much it generates. As well as GS having better spike LF generation through its #3, which has now had its range and cone bettered. As of now dagger auto LF generation doesnt flex dependent on how many targets you hit but GS #3 does.
Only real bonus is war-horn because that is the best weapon that we actually have and maybe the #2 skill as a second heal which i hope gets its channel sped up. But for pure damage and pve GS is looking like the way to go without contest.
Also as a side note GD and Shroud are now the best event tagging we have. Because if you take the new reapers onslaught, without an ICD you can essentially keep using the #4 RS skill to tag everything and by the time 5 things die you can go again.
I do wonder what will happen to dagger now, especially in pve. GS now weighs up.
No way in hell some of these changes stay.
I don’t know, I think a lot of what Robert said is very reasonable. The chill damage isn’t going to be amazing still. The greatsword will not do more dps to a single target than the dagger, the changes to shouts are necessary to make them viable. I think most, the greater majority, of those changes will stay.
AND IF ANYONE HERE GIVES FEEDBACK ABOUT THE REAPER BEING OP TO ANET NEXT BETA I WILL PERSONALLY CASTRATE THEM -.-
I’ll hold em down for ya
And I will hit them with a spoon.
So that’s pretty much great sword working fine, though i do worry about grave digger. Its now the most powerful attack skill in the game. Below 50% you will do relative 133% lvl3 eviscerates all over the place.
Shouts are ok now since they have been improved. Rise is now looking like an amazing shout because of how damage reduction works. Minion masters will love this.
Shroud is going to be ridiculous with reapers onslaught. In places like wvw your shroud skills wont have much of a cooldown but this will be a godsend.
Very very excited for this. Reapers will be very strong next BWE
It works on a base duration. So if you had -66%+-60% is a total of -126% of base duration. You would receive a message saying immune. If they had the +40% food it would be -86% so a 10s movement impairing condition would still last 1.4s.
@Bhawb
What shape would the auto field be? Circular or rectangular?
Though I believe the field should last 2s and provide 3/4-1s of chill per second. Would allow permanent chill with enough duration. I also say the coeff should be around 0.6 or 0.7 per hit. In total the ability #1.3 would do a total of 2.3-2.5 or around a full dagger chain relatively. Same as guard hammer does. Also a 5 target cap on the field.
You do know it does the same damage as mirror blade when weapons are taken into account?? All it needs it to be faster or home. It already does decent damage its getting it to land thats the problem.
I gathered they would nerf chill duration on some things because the way it stands with runes, sigil, and food along with the cold shoulder trait you can hit 100% chill duration or 60% in PvP.
This was indeed a big reason for the reduction in chill. It was pretty easy to make a build with the previous version that kept an enemy chilled 90-100% of the time (even in PvP without food). The current iteration is shooting for something in the area of 50-70% in order to provide windows for counterplay.
Life siphon doesnt need you to be facing your target to do its damage and heal you. As long as you cast it facing them you can move around however you want ans still benefit. Its a sustain skill. Its one of the reasons why cele can last so long because with your #6 skill, signet of leeching and dagger #2 you pretty much have 3 strong heals on your bar. I dont think it needs to do more damage for what it gives and how it works.
It doesn’t need to do more total damage but it needs a channel time reduction. 2.5 seconds should be good enough.
I can agree with this. It’s a little too long for what it is.
Life siphon doesnt need you to be facing your target to do its damage and heal you. As long as you cast it facing them you can move around however you want ans still benefit. Its a sustain skill. Its one of the reasons why cele can last so long because with your #6 skill, signet of leeching and dagger #2 you pretty much have 3 strong heals on your bar. I dont think it needs to do more damage for what it gives and how it works.
Chill is extremely strong due to its CD increase mechanic but we mainly need it for the movement reduction.
Disagree. Its not a glorified cripple. If you are wanting chill mainly for its movement speed reduction you aren’t using it right.
(edited by Sigmoid.7082)
Calling it now. Axe had #1 coeff increased to 0.9 or 1,#2 gains whirl finish and either baseline or trained +300 range.
I gathered they would nerf chill duration on some things because the way it stands with runes, sigil, and food along with the cold shoulder trait you can hit 100% chill duration or 60% in PvP.
This was indeed a big reason for the reduction in chill. It was pretty easy to make a build with the previous version that kept an enemy chilled 90-100% of the time (even in PvP without food). The current iteration is shooting for something in the area of 50-70% in order to provide windows for counterplay.
Wouldn’t the counter play be condi removal and the ability to dodge the initial application? Having 90% chill uptime is good punishment for the lack of ability to dodge a super slow weapon.
With 70% chill uptime as previously you could get in PvP the auto attack chill would last almost 7 seoncds. Other chills would range from 3-8s+. Considering the extremely high number of ways that’s a reaper can apply chill ( I can think of 6-10 in any given build ) you could perna chill someone regardless of condition removal. People often forget chill and its cooldown reducing effect in favour of the movement impairment. Just a quick example but for every 3s a target remains chilled you have extended the cooldown of any cooling down skill by 2s. This adds all the way up to a skill taking 3 times its normal length to cooldown. It seems like good punishment for not bringing condi clears but you also have to bear in mind how fun it would be t play against. To which the answer would not it wouldn’t be fun At all. With that in mind lowering it from 90-100% uptime to 50-70% is just as punishing when used correctly it’s just not over punishing and still allows the other player to do something instead of not being able to use any abilities for extremely extended periods of time.
I gather onslaught would increase how quickly you use your shroud skills and how fast the cast. Any persistent effects like wells will still tick at their normal rate.
15% off shroud #1, #4 and #5 is actually a pretty huge deal. Not sure how it will interact with shroud #2 though as that’s a leap.
some more footage from today
http://www.twitch.tv/guildwars2/v/9901352
Better but still difficult to watch due to some awkward trait choices and skill use choices at certain times but i suppose its new to everyone.
That’s more in lines with what I expected. Dhuumfire was keeping 3-4 stacks of burning up, which is good news.
I feel if he was going for burns a smoldering sigil and balth runes would have been better for his condi build. More stacks.
On the golems with 2600 armour he managed to pull a 6.9k gravedigger. On light armour ones you can certanly hit it for 10k+ no doubt. Excited to test it out tomorrow. More than likely going to try Cavalier, knights, cele, valk.
(edited by Sigmoid.7082)
RS#2 has kitten cooldown, i believe it can multihit too.
So every 5 seconds, you can corrupt 2 – 6 boons. (assuming you can be very lucky and hit 3 times with it, if it can’t multihit it’s “just” 2 boons every 5 seconds)
I’m not even mad! Bring it!
compared to that it almost feels like path of corruption for dark path needs some love
1,200 range unblockable homing projectile with shadowstep that can be out run or blocked by flat ground / blades of grass vs non-targeted 600 range “leap”
No.