Isn’t the other 15% becoming baseline? Same with most class mechanics?
All classes have half the benefit of the class specific line as baseline and the other half comes from taking the line itself.
Reaper Shroud due to its “melee” nature and the lack of Torment & Bleed I dont see how that fit into Condi Builds either tbh.
Dhuumfire. It allows you to stack between 6 and 12 stacks of burn. That’s between 2-4k damage in burn ticks.
Grave digger is essentially an aoe backstab.
The only issue I really see with it is the protection paired with the new Shadow Arts line, as that implies a pretty constant 83% reduction in damage while maintaining the most overpowered regen abilities in the game.
Damage reduction isn’t additive. It gets reduced by 50% then by 33% to 100 becomes 50 which becomes 33. So it would only be a 67% reduction in damage.
Also think its slower cause reaper shroud is a lot faster of a swinger. Its auto is as fast as dagger auto when traited.
We will have ways to heal in shroud and you dont spend 100% of your time in it. I dont see a problem with how it will be once they change it.
Your suggestion totally guts ANY build which relies on the shroud mechanic for any long length of time and it would ruin the concept of the reaper. Its clearly mean to stay in its shrouded state. Look at all the life force gain it has even when in RS. Its auto and chilling force for a few.
A player who chooses Valkyrie for example wont be taking blood magic, death magic or Chilling Force
I disagree with the bolded bit. They actually would take it since reapers shroud is a whole lot fast and you have base 54-60% crit in it depending on runes. That’s more than enough to take extra sustain and damage from chilling force over decimate defences. Especially as you have more vitality so the extra LF you have benefits from the % gain more.
However, damage reduction is NOT sustain.
This i disagree with because damage reduction IS a form of sustain. Not only doe it keep you in the fight longer but it also make every point of healing received more meaningful/effective since it takes a greater amount of damage to take those points away.
Condi reapers will have 2 builds. Terror build with terror and chill damage. If the scaling is as it is now terror will be doing just over 1k and the chill damage is 33~66% of terror damage depending on target hp. They will ALWAYS happen together so some good 1.3~1.6k ticks. More with might. Other build is dhuumfire lingering curses with burn duration. Can ramp up to a maximum of 10~12 stacks of burning if left unchecked so 2500~3600 burn damage.
(edited by Sigmoid.7082)
Ventari staff/tablet/traits from livestream
in Guild Wars 2: Heart of Thorns
Posted by: Sigmoid.7082
You have your opinion i have mine. I see it being exceptionally good.
^
Also Swapping out of the legend wouldnt make everyone die. Drop the bigger heals and that would be enough to get people back into the fight enough to recover on their own and turn the tide. Giving everyone essentially an extra heal skill in a team fight can win it for you.
Also any rune that has an “ON heal” effect can be used on demand since the #6 skill is just to move the tab and isnt the main heal. And the 240 radius is around the size of the smaller points on conquest maps.
(edited by Sigmoid.7082)
Ventari staff/tablet/traits from livestream
in Guild Wars 2: Heart of Thorns
Posted by: Sigmoid.7082
Not going to happen – Ventari falls apart with CC and poison. And because you put up the Ventari tablet, it’s a BIG “Kill me now” sign.
Revs have pretty good access to stability and resistance, To counter CCs and Fear and poison, plus the cast times arent that long. So, yeah, its going to happen. Besides just being near the tablet heals you for pretty decent amounts.
I would be happy to just see the cooldowns man.
Ventari staff/tablet/traits from livestream
in Guild Wars 2: Heart of Thorns
Posted by: Sigmoid.7082
Those numbers,with the potential outgoing healing improvement that revs can get, can be doubled. Thats actually a huge amount of outgoing healing. Unless focused they can stop an entire team from dying if specced for it.
Yje numbers are so high for outgoing healing its insane.I believe I found one of my new main classes! :-)
You can drop an instant 9k on point heal to allies after swapping to this leg then grant them regen to boot which is boosted by outgoing heals to the best regen in the game! This will be the new class to focus in team fights since it will end up keeping everyone alive!
Ventari staff/tablet/traits from livestream
in Guild Wars 2: Heart of Thorns
Posted by: Sigmoid.7082
Those numbers,with the potential outgoing healing improvement that revs can get, can be doubled. Thats actually a huge amount of outgoing healing. Unless focused they can stop an entire team from dying if specced for it.
Yje numbers are so high for outgoing healing its insane.
My question is is this going to end up like ranger pig pet skills where they have their own internal cool down or is it staying the same where they don’t?
Necro will probably have similar or maybe even higher DPS in melee, but warrior will still rek a necro, funny enough. Chill sucks, but we have so many options to cleanse that condi specifically, and necro’s can’t deal with CC.
How is this the case? Every way I see it with the skills reaper has they have an advantage over base warrior in a straight fight.
1. Chronophantasma shatters the butterfly effect on the phantasm, it doesn’t destroy and resummon the phantasm so it liekly doesn’t reset its attack cooldown after a shatter.
this is precisely the good thing.
I dont see how it is good. They wont attack fast enough to get off the second attack. Not to mention that trait only works if they are shattered. If they are destroyed they wont re-summon.
Realistically at best you will get off two round of phantasm attacks or 4 shatters but that puts so many things on cooldown its almost not worth it.
Cleansing flame + Big game hunter’s vuln on hit + wvw fight/spvp team fight
Damage, Vuln on hit, Cond Cleanse on allies, requires no target, can hit stealth, and through obsticles, and its multi target….
I’m like, 99.9999% sure that that trait applies one stack of vulnerability per second while the spear is tethered to your target, and has nothing to do with vuln on hit.
Well you are wrong. Its certainly on hit. Watch the video again. Using the trait he feathers the enemy and using zealots defence stacks 10stscks of vuln. So indeed it is on hit as long as they are teathered.
Big Game Hunter: Striking an enemy tethered by your spear of justice causes vulnerability with every attack and increase 15% damage dealt.
(edited by Sigmoid.7082)
How i feel reaper may work as a front line for damage is spite/soul reaping/reaper with full valk gear sor valk solider mix.
Things that have good synergy with blighters boon. (1%lf or 133hp)
- siphoned power, 2 might ever few secs when you strike someone under 50%
- reapers might on every shroud swing
- Chilling force and chilling nova or rs#5 for chills everywhere and mass might
- Anything that grants you a boon from any source. Including Spiteful spirit
Other things that heal you.
- Spiteful renewal is 2k hp every 5s as long as a target is below 25% hp. Easy with 5 target cleave
- Whirl bolts from dark fields
When you are gaining lf you are gaining hp or sometimes both at the same time. you will stay in shroud for a very long time and can even heal to near full in it due to boom spam, might spam and blighters. Whenever you drop shroud its only another 7s before you are in it again and by that time again due to so many sources for lf it will be full. You will have decent armour as well as a flat between 15~72% damage reduction, you wont be soft at all. Damage will still be decent due to high crit chance is shroud and valk gear. You can effectivly have between 60k and 124k health as a reaper of which is always being topped up due to traits.
I have a few more reaons why i think it would be fine on the front line but cba with super long post.
Reaper will never back line as well as necro because of lack of range.
Front line is a different story. It depends on build and your team. They should also allow easier dealing with classes that have skills that reduce direct damage to 0 such as ranger and warrior.
I can see reaper being useful for defence and for hero pushes. Pushing a hero as a reaper vs anyone without range is easy since due to all the % damage reduction stacking you will be essentially immortal. Between 50 and 86%+ total reduction on incoming physical damage.
Traits I see being useful. Are transfusion for the spin2win aoe heal, mark of evasion for regen on dodge and deathly invigoration for a supposedly buffed aoe heal on entering shroud. Throw is some weakness here and all over and its not bad.
Reaper/spite/blood magic or
Reaper/ soul reaping/ blood magic
They will tell us when they are ready because they don’t want to set a date and then potentially miss it and have people kicking off because of that. Just keep waiting
And for the love of God let heals come through death shroud, it’s not a second life bar, we are selfish not stubborn we need friends to keep us alive in PvP :<
You do realise siphons will work through shroud soon right?
SO what can we get. Something that has a very different mechanic from other classes that gets similar results. What is inherently necro? Necros are Dark magic, undead strength, and scary.
An overpowered skill that has a chance at killing it’s user is a exactly what I think of when I think necro. A character that other players are afraid to attack because they might die when the character explodes.. Necro. A character that’s as useful in death as they are in life necro
This is exactly the problem. Your idea of what a necro should be is different to the vision the devs have for the class. Yours is killing yourself to do damage and when you do do more things and theirs is a class that get stronger the weaker the enemy gets, good for attrition and outlasting and lots of debilitating effects.
With the trait/spec changes coming to the core professions their vision will be better realised due to things being changed from on kill to % threshold, siphons working through shroud , numbers tweaked on some skills and all the flat % damage reduction we can atain.
You do realise they just removed all but one on death trait, soul comprehension, because they are extremely lacking in function and with how the game is balanced for 5v5 nothing dies fast enough and having a bunch of traits being essentially useless for 90% of a match is something they dont want .it detracts from active styles that the game is all about. Its why they were all changed to % threshold. That entire part of your idea is rendered moot because of this fact.
We already have sacrificial skills in corruptions and sacrificial traits wouldnt work because you would passively be killing yourself by taking it for no great effect. Infact all the ideas under sacrifical traits you had would actually be nothing but a death sentence when used and death is life doesnt fit since it directly interferes with other traits.
This isnt GW1 nor does the necromancer have the same concept as it did in the other game. Maybe in a different game with a few different mechanics your ideas would work but not in GW2.
Besides the trait and stat changes coming to the game will already be doing great things for us compared to now.
One of the reasons i think it will be fine on the front line is how effective our hp is in combined with flat damage reduction. In full valk gear and full life force you would need to take anywhere from 60~124k damage to be killed. Also every 1% lf you get is another 430~760 damage you can take and reapers generate a LOT of life force in or out of shroud.
They are moving away from traits casting different versions of spells and chill of death casts spins shivers. The only way to change the trait would be to change it to something totally new that doesn’t cast spinal shivers since the trait just references the skill and casts it if the conditions are met.
If you changed it to chilling a target removes a boon and causes damage if a boon is removed. Damage coeff of 0.5. I believe this would stop people moaning about it being free since they have to chill you to do something. Also has synergy with a lot of existing traits and skills.
When reaper comes out I’m going to gear up and front line, make vids and come back with results and see how it goes. May be gloating or acteping defeat because I still disagree it will be bad. Will have to see.
(edited by Sigmoid.7082)
Argghh! Man I hate people who say this crap! Elite specs so far change the core profession and take it on a slight diff path then they stereotyped to be. Swords are fine. Battle wizard style would be really cool!
Fun trivia! Gandalf uses a sword!
hmmm…. sword with off-hand staff ?
Gandalf inc.
Also still the skills say chop so may still be an axe instead of sword.
Basically if you’re using Reaper for any chilling effects you’re going to want GS or a Staff at the very least. Any Chilling Darkness procs are only for 1 second and aren’t very reliable. Well of Darkness and Plague Form being the only potent options for the trait.
After the changes chilling dark! is a 2s base and this can be made up to 3s with minimal investment .Also You are missing out Nightfall! from this and thats a pretty low cooldown. Its been changed “so its slower but stronger” but would still be a potent option for the chilling darkness trait.
RymI also don’t believe that Greatsword will have some huge play in PvP. Certainly not after all the stuff Thief and Mesmer get.
I believe the opposite and that the weapon, from what we have seen, has plenty of tools to be an extremely valid choice. Especially when used to combo with certain other skills and traits.
As for my weapon choice. GS with either Axe/Horn , Dagger/Horn or Axe/Dagger. Want to mess around with Unholy Feast and Spiteful Spirit and see how effective they both would be chained for 3~6k aoe damage and infinite retaliation.
The reaper wolnt have the tank abilities for the front line .
They will be perfect on the front line in wvw.
Ima call now that blood thirst will be changed into the amp aura at master or greater tier.
Terror , trololol.
Yep Terror, Unholy Sanctuary, Parasitic Contagion and Soul Marks should be baseline for sure I agree.
again huge problems for unholy sanctuary being baseline.
The data mined skills say chop and slash. Bets on axe or sword.
And it is highly likely that you will be required to unlock all core specializations before you are allowed to unlock an elite specialization on that character.
So 465 for core + whatever for elite. I’d expect 100 or more for elite.
All we know at the moment is that you need lvl80 for the elite specs nothing more. Its entirely possible you won’t need everything unlocked. Iirc they said for everything its about 465 and 400 from levels, no mention of needing everything unlocked to get elite.
whats yall opinion on Soul Marks being made baseline?
That trait should be a choice since its making the marks do something else and improves staff as a weapon. greater marks is just size and making them unblockable…
What? How does increased radius and unblockable not fit the description “marks do something else and improve the weapon”?
Generating life force on marks makes much more sense as a baseline feature, except it would be nice if it’s not a static 3% when triggerd but something like 1% per hit.Other than that I think we need more traits moved to minor than having them baseline entirely, like Terror getting merged with Target the Weak and Reaper’s Precision getting merged with Furious Demise. And some trait in Death Magic could replace Soul Comprehension.
I was comparing it to how blasting staff is now baseline. I agree with the curses thing though.
Greater marks since staff iirc is the only weapon with 2 weapon traits. Besides that everything else being a decent choice is fine.
this will make staff too OP without using a trait on it
Just move the unblockable part to soul marks. The size increase would then be the same as blasting staff being made baseline.
- Unholy sanctuary – would be sick, since it would add another lf management layer without adding any skills
Would be a bad baseline since it would end up always forcing you into DS and wasting lf.
whats yall opinion on Soul Marks being made baseline?
That trait should be a choice since its making the marks do something else and improves staff as a weapon. greater marks is just size and making them unblockable, two things which could easily be base. Look at blasting staff.
(edited by Sigmoid.7082)
Greater marks since staff iirc is the only weapon with 2 weapon traits. Besides that everything else being a decent choice is fine.
My point was the choices are stronger and more meaningful but there are less of them. Having a smaller number of things to take I to consideration would make balance easier. An easier balanced game would get note frequent balance changes ( can only pray )
but no in the fact reaper is very strictly range.
I think you mean lack of. The reaper is strictly melee while core is a combo of the two.
This is one of the main reasons core, when its been fixed as we know it is now , will be a valid option for those builds that want some ranged pressure and not to be kited so easily.
Its good cause you have reason to take reaper and reason not to. Its how i feel elite specs should be.
I don’t think I heard the core was being changed, only Blood Magic so if you have a link or something, I’d like to read up on that but as far as I know, core wasn’t being changed for reasons of being overpowered as quoted by the forum specialist him/herself.
It is being changed though. All we know are the blood magic changes after all the feed back we have given some which we know is correct and has been taken on board its safe to assume lots of other changes have been made, traits changed, numbers tweaked. The only thing that was an out right no was thongs that didn’t thematically fit the necro eg conventional party support.
. The reaper will have a trait that reduces the condition duration of movement conditions. This will become mandatory for all Pvp Reapers. The problem is that the trait is too week, Anybody with kiting skill, range and CC is going to destroy / hard counter reapers (even, for example, necromancers).
You do realise with this trait you can have -33~91% on movement impairing conditions depending on runes.
This means every second of chilled/cripple/ immobilise will last between 0.67 and 0.09 seconds.
Taking melendru runes means in shroud you are immune to movement impairing conditions and hoelbrak runes means they will almost instantly fall off you. Same outside of shroud they won’t stop you long if at all. I can’t say the trait is weak. If anything its extremely strong and it’s the strongest incarnation of its type of trait in the game others capping at 33%.
The trait change is coming before HoT. The specializations are not.
Trait changes are specialisations…all current trait lines become specialisations and you have 3 slots for them with 1 slot solely being for elite specs that are only available when you purchase hot.
I really hope ANET changes its mind and allows us to slot Adept traits in Master slot and Adept/Master traits in GM slot. How can having extra build diversity hurt?
They won’t for the simple reason that they want meaningful choices in tiers which can be seen by some choices being tough having to give something up and take something else. By the amount of "I can’t take this and this anymore anrt wtf " threads they accomplished their goal. Think they stated somewhere if we haven’t changed your build and its still there let us know so we can.
The second reason is with less choices the game actually becomes easier for them to balance. I would take a few less choices but a much note balanced and refinded system and game any day over what we have now.
well they get more base stats but the cele ammy from what i gather , even after the reshuffle of stats, is going to be nerfed slightly (10%??). With the removal of stats from traitlines its a huge change for cele. means no more free 30% boon duration, 3k hp or 300 healing power. Their survivability will decrease greatly due to less protection and lower sustain from healing. As it stands the cele should be weaker over all but its yet to be seen if somehow working tempest in there with the sword skills will make for a replacement.
huh?
You meant celestial stats as a whole. cele also refers to a celestial elementalist which is what my post refers to since the differentiation wasn’t clear.
Never the less the stats from the ammy are being nerfedfrom my understanding but it will still be an all round set. But because of the loss of stats from traits it will be just that, all round in everything, nothing more nothing less. No extra toughtness, healing power, boon duration nothing so in a word yes its an indirect nerf to celestial builds.
Also, I cant remember if it was said, but do sub-80 characters get elite specializations in spvp?
In one of the posts to the main blog talking about elite specs, they mentioned that pvp characters will have it automatically unlocked.
As long as you have HOT you will. Its the sentence before saying if you have hot elite specs and all skills will be auto unlocked for you. Same as how everything is for core classes now besides XIII traits.
DS#4 is actually bad dps unless you are striking more than 1 target. Also always cast 5 before 4.
I believe that was one of the reasons behind having it do so so they could make more rune sets so there would be more builds from runes instead of just like a few rune sets out of the many we have being of any use.
A very clever change.
well they get more base stats but the cele ammy from what i gather , even after the reshuffle of stats, is going to be nerfed slightly (10%??). With the removal of stats from traitlines its a huge change for cele. means no more free 30% boon duration, 3k hp or 300 healing power. Their survivability will decrease greatly due to less protection and lower sustain from healing. As it stands the cele should be weaker over all but its yet to be seen if somehow working tempest in there with the sword skills will make for a replacement.
but no in the fact reaper is very strictly range.
I think you mean lack of. The reaper is strictly melee while core is a combo of the two.
This is one of the main reasons core, when its been fixed as we know it is now , will be a valid option for those builds that want some ranged pressure and not to be kited so easily.
Its good cause you have reason to take reaper and reason not to. Its how i feel elite specs should be.
Symbols are weapon skills. Traps are a type of utility. Also the functionality is different. All symbols work the same. Lay it down, does damage and grants effect to allies. Traps are totally different.
The point of it being a trap is a) giving Guard something it didnt have before opening up new play styles and b) synergy with runes and sigils based on ability type. This is why they changed lots of traits to use actual skills/utilities instead of different abilities. We have trapper runes atm but who knows what else in the future. There may be a trap sigil etc etc.
(edited by Sigmoid.7082)