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Suggestion: Dark Field Leap Finisher Change

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Posted by: Sigmoid.7082

Sigmoid.7082

And rather than inflicting Blind, it should inflict a short Weakness. Would be more on theme with a Dark Aura.

Overlap with poison field leap and blast. Most fields tends to have [{Blast(area effect X),Leap(single-target effect X)}{Projectile(single-target effect Y },Whirl(area effect Y)}].

Only and water really break this having 3 of the effects be X. Lightning fields ..well im glad it doesnt since nobody would want blasted aoe daze or leaping shocking aura.

I was talking about an aura, not the field. So no, it wouldn’t overlap. Getting an aura that inflicts Weakness is different to poison fields inflicting Weakness on Combo Finisher.

It doesn’t matter its still an overlap. How would you get the weakness aura? interacting with a field most likely, then it would have to follow the fairly standard model because it makes sense. Besides it would also overlap with frost aura since they would produce fairly similar effects in reducing incoming damage.

The idea is dark aura doesnt produce weakness but either life leach or blind because thats how fields are designed, they all have a fairly standard model and darkfields fnishers produce blind and lifeleach. . If you wanted an aura that produced weakness it would have to come from a poison field.

(edited by Sigmoid.7082)

Toughness is Broken

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Sigmoid.7082

Exactly. Toughness wouldn’t be doing its job if your still able to be burst down the same as someone who isn’t using any. There should be a significant notice of someone who is using it or not. Its also not up to par with any of the other stats. Having no power over having some is very noticeable. Same with precision when you crit consistently or not. Toughness, you can never really tell besides possibly 2-3 more hits unless there loaded with condis, then its a useless stat.

It needs more to counter this powercreeping style the game has adopted. Toughness should possibly be changed to resilence and effect both power and conditions damage.

Im not sure what to say here because I find toughness very noticeable either on myself on on my targets.

Conditions have their own way to being dealt with, adding more would mean lowering the amount of removal in the game.

Worst performing skill survey Q2CY17

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Sigmoid.7082

A lot of the shouts suffer from pitifully short range (looking at you “Suffer”) . Considering the already meager benefits they reap (heh, punny), I would suggest either increasing their overall powerlevel or giving the range a buff.

Almost every shout in the game has a radius of 600 regardless of class.

Toughness is Broken

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Sigmoid.7082

Toughness is fine. 33% damage reduction is more valuable than 75% increase in base health.

Why? Because this thing called healing exists. The less damage you take, the less healing you need to stay alive. With vitality however you are still taking the full value of incoming damage which means you have to receiving healing on a 1:1 ratio to incoming damage, which is impossible because damage in this game way out scales healing.

Vitality is only really good against spikes, it’s terrible in any form of protracted fight.

Vitality is also good against condition damage, while Toughness does nothing. I think Vitality is okay, I think Toughness and Healing Power are both generally underpowered.

I think it’s a bad system. I feel like toughness should be reworked so that it reduces damage by a fixed amount rather than by a percentage, so that minor hits can easily be shrugged off while heavy hits still need to be dodged.

There is a reason why you no longer see an amulet with toughness and healing power. They compound extremely well. Not only is every point of health now worth more but you are healing for more as well.

Toughness reducing damage by a fixed amount would mean multi-hit skills would become far to weak.

Multi hits would serve as skills with higher chance to apply procs.

So procs going to be more powerful to compensate for the lack of damage that any multihit skill would do with this change?

Ofc not. Why would we up damage if we want to make toughness better?
Multihits will stay the same as they are.

Flat damage reduction guts any skill that is multi hit. they would either need to be made more powerful as a base or something else. Its why its current % based since its universal regardless of the size of the hit.

Not to mention gutting multi hit skills would screw some classes over royally

Toughness is Broken

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Posted by: Sigmoid.7082

Sigmoid.7082

Toughness is fine. 33% damage reduction is more valuable than 75% increase in base health.

Why? Because this thing called healing exists. The less damage you take, the less healing you need to stay alive. With vitality however you are still taking the full value of incoming damage which means you have to receiving healing on a 1:1 ratio to incoming damage, which is impossible because damage in this game way out scales healing.

Vitality is only really good against spikes, it’s terrible in any form of protracted fight.

Vitality is also good against condition damage, while Toughness does nothing. I think Vitality is okay, I think Toughness and Healing Power are both generally underpowered.

I think it’s a bad system. I feel like toughness should be reworked so that it reduces damage by a fixed amount rather than by a percentage, so that minor hits can easily be shrugged off while heavy hits still need to be dodged.

There is a reason why you no longer see an amulet with toughness and healing power. They compound extremely well. Not only is every point of health now worth more but you are healing for more as well.

Toughness reducing damage by a fixed amount would mean multi-hit skills would become far to weak.

Multi hits would serve as skills with higher chance to apply procs.

So procs going to be more powerful to compensate for the lack of damage that any multihit skill would do with this change?

Toughness is Broken

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Sigmoid.7082

Toughness is fine. 33% damage reduction is more valuable than 75% increase in base health.

Why? Because this thing called healing exists. The less damage you take, the less healing you need to stay alive. With vitality however you are still taking the full value of incoming damage which means you have to receiving healing on a 1:1 ratio to incoming damage, which is impossible because damage in this game way out scales healing.

Vitality is only really good against spikes, it’s terrible in any form of protracted fight.

Vitality is also good against condition damage, while Toughness does nothing. I think Vitality is okay, I think Toughness and Healing Power are both generally underpowered.

I think it’s a bad system. I feel like toughness should be reworked so that it reduces damage by a fixed amount rather than by a percentage, so that minor hits can easily be shrugged off while heavy hits still need to be dodged.

There is a reason why you no longer see an amulet with toughness and healing power. They compound extremely well. Not only is every point of health now worth more but you are healing for more as well.

Toughness reducing damage by a fixed amount would mean multi-hit skills would become far to weak.

Suggestion: Dark Field Leap Finisher Change

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Posted by: Sigmoid.7082

Sigmoid.7082

And rather than inflicting Blind, it should inflict a short Weakness. Would be more on theme with a Dark Aura.

Overlap with poison field leap and blast. Most fields tends to have [{Blast(area effect X),Leap(single-target effect X)}{Projectile(single-target effect Y },Whirl(area effect Y)}].

Only and water really break this having 3 of the effects be X. Lightning fields ..well im glad it doesnt since nobody would want blasted aoe daze or leaping shocking aura.

if we can’t have dodges, invuls, and other defenses, at least Anet should give us more blindness and area blindness.

Not sure if sarcastic but we already have some of the best area blindness there is. Also there is a lot of fury out there these days. Blind is also not as useful due to how if functions..and then there is resistance.

(edited by Sigmoid.7082)

Worst performing skill survey Q2CY17

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Sigmoid.7082

Only reason why I said for Mark of Horrors to be the Spectral elite instead of Grim Spectre, is because it actually has synergy with with the spectral trait. Grim Spectre has no duration to increase.

Neither does Spectral grasp so its a moot point really. The only issue I have with my idea is the overlap between traited spectral grasp shooting a LF gaining hand with effect X and grim specter shooting..a LF gaining hand with effect Y. Will join staff #1…shooting a LF gaining hand…

Signet of Horrors – 60s cd, 1s cast
Passive – Gain life force when struck.
Active – Damage foes in target area and spawn 5 Jagged Horrors (30s duration).

Only reason Im not a fan of this idea since the passive overlaps with signet of undeath somewhat and the active is the same as rise just summons a different minion type.

(edited by Sigmoid.7082)

Suggestion: Dark Field Leap Finisher Change

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Posted by: Sigmoid.7082

Sigmoid.7082

Necro has a monopoly on the dark fields in the game. The problem comes with the leap finisher causes blind. 2 of the fields, especially two of our fields already cause blind so its overly redundant since blind stacks in duration instead of intensity. Additionally when paired with reaper #2 you are just over blinding someone.

Now this would be useful if chilling darkness didn’t have an ICD like the old days but unfortunately it does. There is pretty much no benefit to over stacking blind or stacking 8~9s of blind.

I have two suggestions.
1: change it to a siphoning strike. This would remove some of the redundancy from the fields as well as adding some level of support due to the monopoly we have on dark fields. Only problem is how leaps can hit multiple targets making it inherently hard to balance.

You could add an ICD since I dont think every effect of every finisher is taught to new starters so the reasoning that its confusing wouldnt be sound. It would either proc on the target you have selected or the closest target to you.

2: Add dark aura which causes attacks to siphon health with a 1s ICD. Again adding offensive support.

Just my thoughts this morning.

Well of Blood

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Posted by: Sigmoid.7082

Sigmoid.7082

as far as wells go this one is terribly outdated.

I would like for it to change to a dark field to allow siphoning via whirl finishers, and its pulls effect to change from a ghetto regen (that does not work in shroud bdw) to this:
heal yourself and conjure a well of blood that enables allies standing within it to siphon health from foes.

*Basically make it pulls out a buff (similarly to how well of power works) each second that last for 1 second which gives allies life siphon, numbers are up for debate but something akin to what vampiric rituals trait gives except without any icd (so it would work the same way the vampiric trait works).

this would make it in to a healing skill that can actually support allies and increase their damage a bit as well as combo well with any rapid attacks which reaper has plenty of. And since we are talking life siphon it would be able to heal you while in shroud as long as you stand withing the well and land attacks.*

Alright, screw the water field, I love this idea. This would be a big enough change to make me actually take Well of Blood. Love it.

The only problem with the idea is the bit in bold since it directly overlaps with signet of vampirisms active effect, essentially being the same thing.

Worst performing skill survey Q2CY17

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Sigmoid.7082

As an Elite Skill, I’d rather Grim Specter (Lich Form 5) become its own skill than Mark of Horror. Ever since the Jagged Horror nerf, Mark of Horror is very niche in use.

However, clearing all conditions from allies and ripping all boons from enemies AoE? That is an Elite skill I would be thrilled to use.

I say these two skills, lich and plague, need to be tome’d.

Grim spectre is a skill worthy of being a spectral elite. Up the cool-down to 45s-1min (synergy with the bunch of runes that interact with elite skills ), also add the lf generation that lich form has to the skill.

Add mark of horror minions to flesh golem and rename the skill army of the undead or something equally bad. Golem would be as is now but using the charge ability would re-summon the bone horrors. Reduce he amount of time they are alive significantly but increase their move speed. Or something else to compensate for the increased access.

Add some of the damage from deathly claws to staff #1 and DS#1. Literally these three skills essentially do the same thing…a piercing 5 target attack in a straight line.

Merge marked for death and one of the other marks, at a reduced amount of vulnerability.

Make chilling wind a flip skill for focus #5 depending on if you remove boons/#boons removed/crit. That way there would be synergy between the CoD trait and this , much like guardian torch #5.

(edited by Sigmoid.7082)

Thief used steal on me during evade

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Posted by: Sigmoid.7082

Sigmoid.7082

I don’t think you should take the tooltip as gospel, especially in this game.
You can still get hit during the skills wind up, the part of the animation when your character begins to do the short half turn before moving forward.

order of condi removal?

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Sigmoid.7082

Last In First Out. Regardless of how many stacks.
Any effect that converts conditions/boons is completely random.
Skills will apply conditions in the order they read vertically down the skill.

Necromancer in Raids/PvP/etc.

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Sigmoid.7082

Actually Necro can compete as DPS, there is a benchmark out there of a necro doing 32k+ dps with realistic buffs. Granted most people won’t get those numbers, but it most definitely has better than just slightly better than mesmer dps.

The problem is that the benchmark was done with the Necro chill field whirling inside the bosses hitbox. In a actual raid the necro will not have field priority because of all the fields getting dropped on the boss, so all of that dps that comes from the chilling bolts will not be there.

If Anet would change combo fields to prioritize the owner’s fields rather than the oldest field, Condi Necro would be instantly viable.

https://www.reddit.com/r/Guildwars2/comments/6079z6/necro_is_not_trash_tier/

https://www.reddit.com/r/Guildwars2/comments/60t00k/necromancer_whirl_finishers_and_how_they_arent_as/

Sigil Proposals v2

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Sigmoid.7082

Give me a good reason to eliminate sigil air and fire? Since I use exactly because there are classes that are difficult to kill … such as berserk, dragonhunter, reaper ….

From Cal Cohen in the original thread.

We’re definitely aware of the impact of removing sigils that create free damage, and are looking at sustain nerfs that will ship at the same time as the sigil update.

Also they need to be removed because they cause free damage. A hit that is supposed to be 300~500 damage like locust swarm, head shot, etc etc turns into 2~3k just because of this. Also the damage is essentially free and the damage is not static. Any sigil that causes damage is effected by outgoing damage mods which means they are way more powerful on some classes than others.

People complained about these as soon as the limit to one was removed. I would rather see free damage removed from sigils and less sustain than sustain needing to be creeped to cope.

Sigil Proposals v2

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Sigmoid.7082

Wow shion, that’s worse than I thought. You’re probably right, people won’t ever take sigil of Enhancement the way it is. I mean, people don’t even take Sigil of Force now for the most part. Doom, Energy, and Intelligence are far better options to say the least.

There was a patch that meant sigils of the same type no longer shared a cooldown. Before this force was very popular. Even though all the sigils you mentioned existed at the time iirc.

Reaper Shoutmancer PvP

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Sigmoid.7082

I’ve tried those Combinations I find that I have more sustain from keeping opponents weakened.

I never mentioned sustain.I mentioned that I trait specifically into offensive traits if I take a defensive amulet, paladins, since the rune itself is toughness and vit. No use in supervising a long time if a) your team dont/take forever to arrive and b) you hit like a wet noodle so cant counter pressure. Most necro builds inherently generate a lot of weakness because might is so easily available to corrupt. You get 10s of weakness every time.

I’m doing a double aoe corrupt everytime I go into ds so I eat boon spanners.

the only one that really matters is SS since WS takes a while to land and can be avoided fairly easily. You get more overall corrupts from PoC than WS.

Also the dps increase from onslaught I’ve found to be almost negligible and due to all the boon generation from spite I get some sustain and some good lf regeneration.

Again i said amulet dependant on what trait I decide to take. Onslaught is a 15% increase on the damage i do in shroud since I take SR and DP for 100% crit chance. It applies to everything. This included SS as well as sigil of hydromancy when exiting shroud due to how the game calculates when you are in and out of shroud against when you swap weapons. The DPS increase is also fairly good since it cuts the time of everything you cast and shaves near a full half second from the auto chain. This is a boost to my cleave damage and survivability when doing so due to the buff to the #1C attack now granting 2% LF per target hit. If im not running Spite then onslaught is better for me since I lack the insane might generation with my sigil set up to make is super useful bar a few very niche circumstances.

Rise itself will only clear condis with the minions if you trait for it… so it’s not the shout itself doing it. I don’t have any problems fighting condition classes with all the shouts (soldier runes) and the curses trait and dagger 4 it’s impossible to keep condis on me and I’m clearing them from teammates as well.

You mention a trait, a rune and a weapon skill. I mention a trait, a utility skill and a rune..no to much difference really. Its the same means to a different end. Plus i said if I take DM is when i really use rise because it works so well due to how shambling horrors function being timed. In a perfect scenario you will use the skill and lose 7 conditions 1 being aoe for the team and 6 which can be transferred to your target for counter pressure and then continue to lose another 6 at the 10s and 20s mark. All this while reducing my incoming power damage by a ton. If i take the #1 trait i get more toughness…not really that useful but sometimes it is, if i take the number 2 skill it frees up some other slots for no condi clear and other options. i.e I can drop suffer for something else etc etc.

Even with the gs buffs I still feel like dagger is better for a close range fight and the lf regeneration is better.

Debatable. I feel they are now in a fairly even spot. I’ve been using GS for a while now just to get a better feel for it since I knew it was going to be buffed. GS#3 is fairly good now. If the taget isnt at max vuln its effective coefficient is ~2.2 which is pretty hefty. #4 is now really good with the corrupts and deals relatively well with pulsing boons e.g its harder to ignore. Its LF gain isnt too bad as a weapon since unlike dagger its per target hit on all its LF gaining skills. You can get some heavy burst LF gain which is something you cant do with dagger as a weapon unless you use a focus. Sometimes use dagger, sometimes GS, all depends both feel good to me.

and with the shout trait you get a bit more sustain and are able to clear condis much quicker

This is true unless certain circumstances are met in some builds. I just prefer the extra damage if i am running pure tanky or pure yolo damage.

Not being a kitten but what you are running really isn’t that similar seems to have a different purposes than mine…. the goal for mine is to corrupt boons, keep opponents weakened, and clear condis from I and my teammates all while maintaining good damage due to the fact I’ll be critical for a ton with the curses line.

Maybe edit and add to your first post to state what you would define your build as since in my eyes my build, based on your first post, is similar. Also there was and is no need for any of the hostility at all. I have fun playing necro, so do you. Nuff said.

(edited by Sigmoid.7082)

Reaper Shoutmancer PvP

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Sigmoid.7082

I run something similar.

I don’t run blighters but onslaught instead and take chilling nova instead of the shout trait if i feel like i need more damage amulet dependant.

If i go spite I will take close to death sometimes instesd of spiteful spirit. Huge damage below 50% if i am in shroud. Especially if i run paladins since the lack of ferocity is a pain.

Sometimes run deathmagic instead of spite. If i do i take rise and go 213 or 113 depending on my need to be condition resiliant. Rise can clear up to 6 conditions , same as suffer. I’ll take marauders. Also unholy sanctuary lets me be a tad more reckless than usual.

Also run GS+Axe/Horn with all this.
A bunch of fun overall.

Sigil Proposals v2

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Sigmoid.7082

Any chance of getting a fury on crit or interrupt sigil?

Honestly, there should be if they remove air, fire and blood, yet they keep might on hit and vulnerability. Vuln is only worthwhile for condi specs to cover their condis.
Fury on hit with a cd should be a thing because not every class swaps weapons when they try to deal max dmg and there is no other pure power option for onhit sigils. Or might could just give 60 power and 0 condi dmg if you have a really low condi dmg stat anyway

Might on hit and vulnerability on hit won’t provide as much of a damage boost as fury which is probably why they don’t have an option if it.

No it could be balanced to be the same effectiveness. Just tune cd and duration accordingly

The way i am seeing it is that fury provides a minimum of 10% damage boost in average and it gets better with more ferocity. 5 stacks of might and 5 stacks of vulnerability are both only 5% each.

In fact most things they have now are capped at about 5% on average. Fury would be twice as effective as everything else.

Sigil Proposals v2

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Posted by: Sigmoid.7082

Sigmoid.7082

Any chance of getting a fury on crit or interrupt sigil?

Honestly, there should be if they remove air, fire and blood, yet they keep might on hit and vulnerability. Vuln is only worthwhile for condi specs to cover their condis.
Fury on hit with a cd should be a thing because not every class swaps weapons when they try to deal max dmg and there is no other pure power option for onhit sigils. Or might could just give 60 power and 0 condi dmg if you have a really low condi dmg stat anyway

Might on hit and vulnerability on hit won’t provide as much of a damage boost as fury which is probably why they don’t have an option if it.

Sigil Proposals v2

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Sigmoid.7082

Please don’t remove Sigil of Ice. It’s necessary for necros because otherwise the only way to take advantage of Chilling Victory and Chillin Nova is with staff and staff only.

This is factually not true.

Does the condition hate have a factual basis?

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Sigmoid.7082

People hate condition damage because unlike power builds, your build build isn’t able to properly deal with them unless you build to accommodate counters.

I always found his to be a poor argument. A build wont be able to properly deal with power damage either without proper build investment.

Condi version of paladin amulet? why not?

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Sigmoid.7082

Its not a thing because
a) its OP
b) the community asked not to have it since its close to dire stats.
c) its OP
d) Mercenary amulet had similar stats but again was op so got removed
e) its OP

Sigil Proposals v2

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Sigmoid.7082

but why’d you also remove Force and Accuracy?!
(and then replace the constant 7% damage bonus of force with lame conditional 5% sigils…)

Force was always 5%

[Discussion] Epidemic STEALTH NERFED

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Sigmoid.7082

Conditions were never meant to be stronger than power damage.

Lol really?

Hope you’re joking.

There are 2 different DPS types in the game. Power and Conditions. Both are meant to kill at the same rate. Just different applications.

Both types of damage can have builds in the same catagory such a burst, sustain etc but because of differences in the damage types the kill speed will always be different.

Sigil Proposals

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Sigmoid.7082

Sigil of Energy is redundant. The classes that make use of constant Endurance already have a ton of passives/skills that keep it that way. No point for this Sigil rather than undoing a nerf for this specific problem.

I would say its for the classes and builds that dont have access to a bunch of effects that recover endurance.

Sigil of revelation: Bad Design & How To Fix

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Sigmoid.7082

The design is to knock people out of stealth not to counter stealth. It will effect classes with little stealth access the most but those with high stealth access very little.

Sigil Proposals

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Sigmoid.7082

Why are there only 3 on hit sigils? As a thief main I don’t understand why we get three options all three of which I would never take. Our only on hit options simply do not compete with the multitude of on swap sigils. If you’ve ever watched a single one of the tournaments you hosted that had a thief in it you’ll notice he stays in DP or staff for the entire duration of the fight. So what, we get to have 3 stacks of might and 3 stacks of vuln in a prolonged skirmish? No thanks, guess we have to run some on swap sigils that we will only get use out of once every fight if we are lucky.

Because removal of key on ht/on crit sigils air, fire and blood help accomplish one of their goals. Bolded.

Also the on swap sigils will have an icon above the bar that everyone can see which reduces randomness and increases counter-play since the effects are lost if the strike that was going to apply it is mitigated. Underlined.

Our high-level goals include reducing RNG gameplay, promoting counter-play, reducing raw damage output, and removing ineffective choices.

Sigil Proposals

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Sigmoid.7082

Sigil of Compounding
Deal 1% extra damage per condition on your foe. Maximum 5%.
Sigil of Punishment
Deal 1% extra damage per boon on your foe. Maximum 5%.

@Evan

Question.
Are these per unique condition on a target? I would assume so but they may be fairly interesting if not.

Sigil Proposals

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Sigmoid.7082

Depends on if the damage bonus is universal between power and condi. If air and fire have been removed I can see the usefulness in these.

Damage bonus is for strikes.
All other sigils not listed would be removed.

Fair.

Overall I like the changes. Can see some good combos, especially with certain builds, and would shake things up incredibly.

All that i feel may be missing is an amulet that combines power damage with condition duration but the lack of one may be intentional!

Sigil Proposals

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Sigmoid.7082

Sigil of Compounding
Deal 1% extra damage per condition on your foe. Maximum 5%.

Sigil of Punishment
Deal 1% extra damage per boon on your foe. Maximum 5%.

Meh, these are worthless and should be removed to avoide pointless clutter.

Depends on if the damage bonus is universal between power and condi. If air and fire have been removed I can see the usefulness in these.

I would honestly and happily have fewer but more impact choices with clear counter play than the mess of un-used ones we have now.

Sigil Proposals

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Sigmoid.7082

Sigil of Lethargy
Your next attack after swapping to this weapon while in combat slows your target (2 Seconds).
(Cooldown: 9 Seconds)
Sigil of Revelation
Reveal nearby foes when swapping to this weapon while in combat (240 Radius).
(Cooldown: 9 Seconds)

Are you for real? You were supposed to stop the power creep, not join them…

Are you saying you would always take those two sigils for every build?

Not the one for slow but the one that grants reveal. Should be huge at shutting down certain tactics..I guess its counter play to d/p, condi mesmer and druids celetial shadow trait which in a sense may be a good thing. I mean it reduces resets which may be one of your goals.

Does it have the standard 5 target limit?
Standard 4s?

Any plans to address conditions??

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Sigmoid.7082

Conditions are broken. The removal of every amulet that combined condition damage with toughness and vitality proved this.

Why don’t we see trailblazer and dire in sPvP and why was mercenary removed?

This is ANets way to fix broken stuff – unfortunately in just one game mode.

Actually they’re removed pretty much any amulet that had compounding offensive and defensive stats.

Soliders, settlers, clerics, sentinels to name a few.

Mercenaries was removed because it had both main offensive and both main defensive stats. Paladins is fine because it lacks ferocity and ferocity is fairly hard to get from other sources. I.e the offensive/defensive balance isn’t waaay off. I reckon if paladins had ferocity it would have been removed.

Same as how clerics was removed because healing power and toughness compound way to well. You don’t see a single amulet with healing power and toughness anymore because not only do you heal for more but you take less damage.

You can draw similar conclusions between why Valkyrie is ok but soliders was not and why barbarians is ok but but sentinels was not.

Even runes. Durability is essentially the defensive variant of pack. The extra damage provided by pack runes is no where near the extra survivability given by durability.

Sigil Update

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Sigmoid.7082

When reducing “Raw damage output” make sure to look into Condition damage in PvP as well. Maybe even revert PvP condition stacks to stack in Duration rather than intensity, or a mix of both maybe.

Its context is regarding sigils.

February 22, 2017 Changes / Feedback

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Sigmoid.7082

“Coming form a min/max perspective I really feel like only spamming gravedigger <50% isnt very satisfying. Since the patch I really gotta mash my gravedigger button so often to not start the auto attack chain because of the aftercast reduction.”

Its because of cancelling the auto you can cast gravedigger faster than expected. Sure its mroe effort but its a an increase in how fast you can spam it.

Its always been best to use Gravedigger on cooldown, though its a bit of an art to time it so it comes off cooldown as your foe reaches 50% health.

Think you missed the mark on this one. Even now using it on cooldown is better than before because of where the after cast reduction left the “end” of the animation.

it makes

I just wanted to say the old gravedigger felt more fluid as the new one.

True but once you get sued to it its super useful. Just have to learn where the “end” of the animation now is.

Revenants, why alacrity?

in PvP

Posted by: Sigmoid.7082

Sigmoid.7082

@Ithliwen
You’re misusing the term specialisation in context with the game, making it sound like alacrity is the only thing the spec has. There are clear reasons why it was granted to 1 other class. Something not being unique to a specialisation does not stop the specialisation from being unique. It isnt as you the ‘the’ defining characteristic of the spec.

Rev is not a “free specialisation” you still need hot to actually make a Rev. Its it a core spec of Rev , yes, but Rev itself is not free.

(edited by Sigmoid.7082)

February 22, 2017 Changes / Feedback

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Posted by: Sigmoid.7082

Sigmoid.7082

“Coming form a min/max perspective I really feel like only spamming gravedigger <50% isnt very satisfying. Since the patch I really gotta mash my gravedigger button so often to not start the auto attack chain because of the aftercast reduction.”

Its because of cancelling the auto you can cast gravedigger faster than expected. Sure its mroe effort but its a an increase in how fast you can spam it.

February 22, 2017 Changes / Feedback

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Posted by: Sigmoid.7082

Sigmoid.7082

To anyone with any rhythm gravedigger is so much faster

Really? I tried testing it, didn’t really see/notice a big difference (but then again that can easily just be me). Would you say it puts Gravedigger where it needs to be or could it be better?

Who knows. Just you cant hold the button you need to manually press it at the right time. You can start its animation before its animation fully ends now.

February 22, 2017 Changes / Feedback

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Posted by: Sigmoid.7082

Sigmoid.7082

To anyone with any rhythm gravedigger is so much faster

Baby raid mode ever being a reality?

in Fractals, Dungeons & Raids

Posted by: Sigmoid.7082

Sigmoid.7082

https://forum-en.gw2archive.eu/forum/game/dungeons/A-Suggestion-For-Raids/first
https://forum-en.gw2archive.eu/forum/game/dungeons/Raid-Normal-Hard-Mode/first

This comes up a lot so I’m going to jump in quickly since it’s a new post.

Tier systems for Raids come up a lot as a result of what Fractals did. I worked on the original Fractals team and a tiered system with increased difficulty scaling was always part of the original plan for that team. It was never a plan for Raids. They are, and should remain, the most difficult content in the game.

Accessibility in terms of difficulty is something we talk a lot about internally. We’ve made efforts to help players get in by delivering entry level encounters that ease you into the content (STK) and you’ll see more of that in the next release. You’ll still see encounters that live up to previous raid expectations for mid tier and final bosses. And if you think Matthias is a chump then we have something for you as well.

Accessibility in terms of “Hey, my 5 man Fractal group wants to try raids, but we can’t find 5 other players!” is also something we talk about. It’s just a much more difficult problem to solve.

Deathly Chill

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Posted by: Sigmoid.7082

Sigmoid.7082

Combo F1 + 5 + 4 apply maybe 36 stack on bleed = 36/3 = 12*2 = 24*136dmg = 3264*10 = 32640DMG / 30 sec CD = 906 DPS

This step doesnt make sense. Explain.

Before change this train apply only 1 bleeding, right now apply 3. Now you apply 36 stack on F1 + 5 + 4 combo, with old trait only 12 stack.

Alacrity and vulnerability?

Deathly Chill

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Posted by: Sigmoid.7082

Sigmoid.7082

Combo F1 + 5 + 4 apply maybe 36 stack on bleed = 36/3 = 12*2 = 24*136dmg = 3264*10 = 32640DMG / 30 sec CD = 906 DPS

This step doesnt make sense. Explain.

Deathly Chill

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

Before the deathly chill buff, i had to press about thrice as many buttons to get about 3/4 of what DS 5-4 does now.

Have you confirmed this in game, or just providing “maths”. I’m showing it bugged in game. It’s only still applying 3 stacks of bleed.

The trait aplys 3 stacks of bleed every time you chill regardless of the duration of the chill.

Executioners scythe does 4?5? 1s ticks of chill which each apply 3 stacks of bleed over the 4s. Use RS#4 and it procs…9? whirling bolts each applying chill thus 3 more stacsk of bleed each time. Reaching 30+ bleeds is easy from this combo

edit: ICD…

(edited by Sigmoid.7082)

Why the GS reaper is garbage ?

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

snip

No disrespect i just did the same thing you did just didn’t add any fluff like “you already know this but bare with me” when you explaining dps…it was 05:30..I am lazy but itw been 2 hours, i’ve had my coffee and Im properly awake now. As long as you are having fun but look things up before posting some things. The thing about cast time vs animation doesn’t come off very well when trying to make a point.
There isn’t much dagger excels at vs GS in pve, pvp is different, hence why i suggested buffing its AA so it fits against GS,somewhat, where Anet said it should.

And dont brand everyone who care about numbers or the small details a future “try hard elitist”. Some people just care about stuff like that whether they can help it or not.

Also the topic of the thread is more why necro isnt as good as other classes for damage, the title is misleading compared to the content of the first post. This thread is the place for debating between weapon types, traits, etc…just everything about why necro seems to be so far behind other classes for damage. There are some interesting arguments either way…im just more interested in what Anet is going to do come next balance patch

(edited by Sigmoid.7082)

Why the GS reaper is garbage ?

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Posted by: Sigmoid.7082

Sigmoid.7082

Im going to point this out to you since you seem to have gotten it wrong in several threads now. GS has better DPS than dagger overall.

This entire post forgets that though the skills activation may be instant the animation is not. Over all like Lah said the dagger chain takes ~2.04 and the GS chain takes ~2.88s. 2-handed weapons average weapon strength is ~10% higher than 1-handed weapons. This means dagger does (0.9+0.7+1.2)/2.04=1.3725 coefficients per second while GS does (1.1*(1+1.2+1.4))/2.88=1.375 coefficients a second.

The life stealing at (4×0.0055)/2.04=~0.011 against (3×0.005)/2.88=~0.006 causes dagger to be ahead by about 0.0025 coefficients a second. But then because GS causes chill on its own you can stack 3~5 bleeds which pushes GS ahead. Also Gravedigger is a straight DPS increase over the autoattacks making GS even better.

Nightfall is better than locust swarm, even with leech. Locust ends up at (0.2+0.0055)x10 = 2.055 against nightfall at ((0.7*1.1)+0.055)x4=~3.102.

Lastly quickness and alacrity work better with GS and ends up accentuating the different between the two even further.

Why the GS reaper is garbage ?

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

Btw before anyone goes spouting nonsense about Dagger this Dagger that, I said BURST Power Weapon, Dagger is not ‘burst’ it’s ‘sustained’ damage. Meaning you’ll do consistent damage with it while GS is about swapping in, unloading your heavy hits and transitioning into Shroud or swapping back to Dagger. Dagger can be camped, in other words, GS typically can’t. Just wanted to point that out so no one takes what I’m saying the wrong way.

The irony of that statement being that, to obtain our highest dps setup in pve (I guess you were talking pve, if not, ignore the following), you actually have to camp greatsword. Switching to shroud or dagger is a dps loss.

Thats why it would be nice if dagger auto would get a damage buff like the thief dagger auto got one.

Also 3 targets, considering when the new elite spec comes out (and we get torch as apparently leaked) we will be without a 3 cleave weapon again.

Well i dont think that Anet will change our dagger (or thief dagger) to hit more then 2. My guess is, they would find it strange if a small weapon like a dagger could cleave like a GS.

And for the new e-spec… I think its a bit early to speculate.

I don’t see the problem with dagger having a 3 cleave. Its hardly likely to push it into the realms of “omg dps too strong pls nerf”. It would only be on the auto attack anyway. Also why would a weapon like sword (european broadsword being a traditionally stabby weapon) have as much cleave as an axe or greatsword? I think those kinds of real world limitations should be left behind, considering we already have a ranged greatsword and hammer.

There is only 1 thing that should happen to dagger:
“Necrotic Bite: The attack point has been increased by 0.06 seconds and the aftercast delay has been reduced by 0.35 seconds.”

Meaning dagger would have better single target dps than GS since right now GS is a better weapon overall. It also makes sense to boost dagger AA since the other two skills are very situational

(edited by Sigmoid.7082)

Can we get a better damage GM reaper trait?

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

The trait is fine if it’s used the eay its intended. Even when they previews the spec they said the idea behind it was to kill something and then quickly move into the next.

It’s essentially an open world trait and at that it works well. In the new maps most if not all event mobs give experience so it’s not an issue. It needs to be retconed though into other maps.

Also @Kraav it’s a trait specific to shroud it won’t / shouldn’t increase the attack speed of GS. If anything is going to happen to GS it has to be part of the GS trait since ATM it’s underpreforming as having a 3 valid option in that tier is good for making the player make trade offs.

simple buffs

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Posted by: Sigmoid.7082

Sigmoid.7082

The LF on axe auto I would’ve been on board with before HoT, but with Reaper that would be brokenly OP. Axe #2 can produce 28% LF minimum (assuming all of it hits) with a single cast when combined with a chill proc, CV and BB. (axe #2 gives 12% base, on a chilled foe it procs CV 8 times as it is counted as a single attack giving 8% LF and 8 Might, the Might will proc BB for an additional 8% LF = 28% total) Add a Strength Sigil and it could be more. Adding 2% with every auto would be bad. I’m not a huge fan of the axe auto myself but it simply can’t be LF it gives.

axe 2 is not a single attack. I just tested this over the past 5 mins in the mists with chilled targets. At best it will grant you 2 stacks of might meaning CV only procs twice. The other might comes from interaction elsewhere.

Reaper's Onslaught

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

Skills and Traits this effects:
Base Shroud Skills 2-5

?????????

Relentless Pursuit change suggestion

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Posted by: Sigmoid.7082

Sigmoid.7082

Tell me what you think.

Reaper’s Onslaught reduces the cool down on Death’s Charge by 2 seconds for each movement impairment condition that expires in shroud (in addition to the current RO).

I’d rather the current RO attack speed increase just effect greatsword in addition to its current effects. It may not make us a meta raid dps class but it may make greatsword more viable in other game modes.

Maybe Relentless Pursuit + Reaper’s Onslaught could do more, together.

For increased greatsword speed, maybe add it to Deathly Chill. RO is shroud-focused.

No problem speeding up greatsword, though, just pulling ideas out of the bag.

I just got the idea from speed boost mushrooms whilst mapping HoT with my greatsword and thought why not take the easy route and adapt RO so it includes GS in for the attack speed buff, rather than buffing a certain useless trait which has to compete with Decimate Defenses and Chilling Victory.

So add something more to a trait already taken instead of buffing the under preforming trait that is actually related to the weapon and meaning you have to sacrifice something between 3 now valid choices ? Sure…