Fear is the worst hard CC skill, expecially now. Can be removed and is countered by more or less everything. Is good, but can be cleaned (and sometimes sent back, really funny) and the new Resistance make it hard to use. Not ot mention Tempests with Diamond Skin…
Traits that power up Fear are really bad. Damage on fear is more or less not noticeable, expecially if you count that we have only 2 skills in a entire build that inflict fear. Unless you use Spectral Wall, but more or less no one use it why it’s hard to use (small, easy to evade, dodgeable and frequently the enemy put on stability or resistance and cross over it easy).
We obtain another chance to inflict fear and is corrupting Stability, but it’s not to be counted why depend on the situation. (if the enemy don’t use stability or have too many bons you will not corrupt it).
If there was a trait that make Fear not only deal the damage but also make it Unblockable by Resistance and passive traits (diamond skin, for example) and consume 2 stack of stability instead of one, it can be a good thing. If the enemy don’t have enough stability the effect is triggered and the enemy is feared.
The pure necromancer is one of the worst condition damage classes, if you look on weapons, traits and utilities. In sPvP there’s a lot of classes that deal better condition damage than a pure necromancer.
We’re lucky that with the Reaper we obtain Chill and a better spam of poison and burn, things that make us better to use condition damage. But we’re still not the best (just look at our condition weapon skills).
The Necromancer is good in 2 things: Fear and Boon Corruption.
But actually Fear is hardly countered by more or less everything.
Make Fear a viable CC/Condition will make the necromancer a better class but not OP why we still have only 2 skill to inflict it.
Actually is a bad momento to start do sPvP, why there’s a balancement of classes that work only on high rank of spvp and warriors are actually really hard to use, the same for the thief class.
There’s some sites that can help you with builds and to identify what classes are current “meta” and what not.
The thief isn’t bad as they say, is only hard to use, really hard. It’s role is to steal the enemy base in the exact moment they leave it and kill or slowdown players that move from a point to another alone.
I can suggest you to try a build focused to the Dagger/Dagger, spamming the skill 3 all the time and dodges. With the Daredevil that build had started to be seen around the game even often and I tried it really hard to fight. is a simple spam of the skil 3, but it work and can also be used to new players. Simply use the Daredevil specializzation, dagger/dagger and focus on everything that make you evade attacks and recharge initiative. The enemy will find really hard to catch you.
Your damage will not be a burst and you’ll inflict more condition damage than direct damage, but it’s still a really good damage and a funny playstyle.
I can suggest you to try the Engineer (specializzation Scrapper) if you want a dps class. High damage, stun and defence.
Or a Revenant (specializzation Herald) if you want another dps build, but more focused on condition damage.
You can also try to use the Necromancer (specializzation Reaper) for a dps role but more focused on be a kitten corrupting the enemy boons into conditions (good in teamfights while focusing a enemy that spam boons to take him down quickly).
Actually the best class is the Elementalist (Tempest) with a hybrid build that can deal ans sustain high damage. Or also the mesmer (Chronomancer) that is the best bunker we actually have.
I don’t suggest you the Ranger (Druid) why actually is the Healer role and I don’t think that a player that started with a thief will change to a healer/supporter.
There’s also the Guardian (dragonhunter) that can deal a really high damage with Longbow and traps, but can become bad if the enemy team focus on ranged attacks.
There’s different sites where you can find all the builds you want. or try to look on the class forum for more advice.
Long time ago, there was the Celestial Amulet. And no one used it why it don’t gived us enough stats, making it really bad.
Then ANet buffed it a lot, making it granting good stats and becoming viable. Then a Elementalist discovered that he was able to stack a insane amount of Might all by himself, obtaining the same power of a basic dps build, but at the same time a really good defence and heal.
From then, there was a era of OPness for elementalists that played in full celestial also in www, winning also in 1vs3 and becoming unkillable with they’re high mobility (and yes, there was already the Diamond Skin to help them, but it was under a better control why there was a lower spam f heal).
Then ,es,ers discovered that they also was able to stack might and started to use celestial.
Then also engineers discovered that and started to use that too.
About the necromancer it’s a situation that last for 3 months, just from the buff on they’re signets, making them able to kill eles (the only one really able to do that in 1vs1, at that time). Actually there’s only few necro/reaper using celestial, they prefer Viper or Carrion to boost they’re condition damage at best. But on necromancer is still a lower problem because they’re able only to charge themself of Might, like hammerstun warrior, nothing more. Ele, mesmer and engi can stay fullbuffed all the time (expecially eles and engis), and that’s the thing that make them really strong.
That’s the only reason why the Necro is still a good class to play in spvp and it’s only viable build is the signet build, that corrupt boons. Strip away the boon corruption from the necromancer and you’ll see them fall again in the oblivion.
The problem is not the Celestial. The problem is that classes that can maximize the efficence of that combination of stats can also obtain a insane amount of Boons, expecially defensive (protection) and offensive (might) ones, becoming really hard to take down and able to deal a really good damage while with a bunker build.
The problem is not the Celestial Amulet.
The problem is the Boon Spam that that classes can do.
Remove that 20 stack of might from eles and you’ll see them do only they’re work of bunkers, reducing them in numbers more and more with the time.
I play Necromancer and why of that I’m weak against thieves (why I have not a single defensive skill, unlike all the other classes), but I was always able to figth them, winning or not.
Then I found that thief and I was totally Unable to hit him.
Simply spamming dodge and D/D skill 3, he was able to spam 25 bleed or more over me, killing me easy without make me able to remove the conditions (a necro with signet heal can’t clean conditions, only transfer them).
He killed the same way a teammate with Chronomancer and made my friend with Revenant have a really hard time against him (losing and winning at 50%).
After that match I was really curious about that build, so easy to use (3333333333 dodge 3333 dodge 333 Roll for Initiative 3333) and with a really high damage.
Then I tried to make a similar build. The result is that I killed really easy any necro, scrapper, warrior, mesmer I fought.
Really really easy!
I was barely untouchable and at the same time able to deal high direct and condition damage, without caring about enemy skills why I was able to evade every single enemy attacks.
I was unable to use that build like the one that made me think about that build, and i’m not shure that it’s similar enough.
But if a player totally unexperienced in the use of the Thief class can kill easy a so large amount of classes, really really easy, I have only to think to what a good player will do with a build like that.
High damage, evasion spam (that also heal and clean conditions on you, if the enemy is good enough to stack any on you), and also a unexperienced player can use it.
I heard time ago about a condition build with D/D, is that the one?
Isn’t that the old dps build that we all use from years?
Minions+Gs isn’t really ba condition setup. But everyone play what he want :-)
You can try the Viper equipment. Power+Conditiondmg+Precision(low amount)+Condition duration.
If I remember right (I do pvp) you can obtain the recipes for everything with the tokens on the second map of HoT, the one with the new shining npcs.
I made a build like that (equip full exotic). Runes and Sigils at your choice. (strength or altruism can be really good for direct or condition damage).
You will be able to deal high direct damage with GS (still if without critical damage) and high condition damage with minions that die and leave poison, chill and RS skills to spam poison and burn.
I can suggest the combo staff2 (or a poison cloud leaved by your minions when they die) and RS4 to spam poison everywhere.
The GS isn’t a condition oriented weapon but you can still make a good hybrid build.
In PvE it depend also if you are facing many enemies with low hp or a big boss.
Against common or elite mobs the direct damage is better why your damage is immediate and frequently is AoE. Our condition weapon (scepter) is only 1 target, but also the RS grant poison and burn AoE. More or less to kill fast mid-low hp mobs the direct damage is always better.
But against a boss everything change why you have the time to stack all your maximum damage and keep it at best, expecially why you use a ranged weapon.
They’re both really good, I think, but I prefer condition damage against big bosses.
Anyway there’s classes like the engineer that can inflict more condition damage than us. But we’re still a good one.
Everything depends on your feelings about that.
For example, with my Necromancer(or Reaper) I can inflict more or less 2.5k/sec of Direct Damage to Tequatl (just to make an example of long fight) but with my Guardian condition I can spam 4-5k of burn damage, plus the direct damage.
You can do a thing that a lot of people ar doing: use the Viper(or Sinister) equipment and use both condition and direct damage to reach the best damage.
Reaper 2/10
I don’t know about other classes but the Reaper build will not work.
The concept isn’t bad. Sinister to combine the power of the GS and the send-back ability of the necromancer, but all the utilityes are wrong and/or bad for your build.
The GS don’t grant you any condition damage or condi transfer, only a direct damage easy to avoid and a bad CC. Gravedigger is the worst skill ever for spvp. Easy to avoid or block. And I think you inverted staff and GS sigils why the only way to make gravedigger lesser worst is obtain quickness with the sigil that give you it when you swap, also the chill on swap help you to land the hit. Anyway you will hit only in a mid fight against players that don’t look at you.
And about your condition damage… How will you do it? A single boon corruption on RS2 is not enough, the same for Dhuumfire and RS4. Out of RS you will not deal condition damage. You will do that only against other condition classes hoping they have more than 2 skills to clean your sent-back conditions (by staff 4 and the passive trait, that also don’t send them back in the right moment why sent them immediatly, making you unable to charge conditions on you before land the “burst” back).
The heal is bad. Expecially for a melee oriented class.
The same for the Elite, unless you want to use the Sunless runes, that inflicts fear AoE every 45 sec when you active a elite (the golem have can do the charge every 40 sec).
Blood is Power give you 8 might, really good, but you can do Better in 2 seconds of RS AA spam if hit a enemy with chill (expecially if under 50% hp) and give only 2 stack of bleed, really poor.
Spectral Grasp can be good only if you’re shure at 100% that you can sustain a Melee fight against someone. You’ve not a single defensive skill and to active a skill like that you must be shure to have 70% or more of LF, Rs ready and a enemy that don’t flee, don’t have stability and don’t burst you out of RS in a second (a thing really easy to do if you use the Sinister Amulet). It can be good only to grab a enemy and pull to your team area, killing it with your teammates.
The wurm is the only defence you have and all the other skills put you more in danger than help you. It’s good, if you know how to use it, nothing to say. But it will not save you enough if you don’t have other defences.
Sigils ok, if you swap staff and GS sigils.
Runes… meh… I can purpose you Aristocracy to help you stack might, increasing both your direct and condition damage.
But, yes, they match the dps oriented style of the build.
Traits:
-Soul Reaping is ok.
-Reaper is ok.
-Course is bad. It’s sad to say but the best way to deal condition damage in sPvP is to avoid the Condition traitline and use Spite. Might stack, boon remove, vulnerabiliity spam, 20% direct damage against a enemy under 50%hp (or even better the Signet trait). i tried and it’s true: Spite give you more condition damage and better skills to deal condition damage than Course.
Course give you a condi transfer and another good boon corruption skill, that’s true, but (expecially with your build) the elite that heal you for 10% of condition damage dealt is not enough to keep you alive. Not like remove or corrupt the enemy boons with signets. The corrupted boons will give you condition damage and might, you will obtain might while AA in RS and while hitting a enemy under 50%hp (and that’s a lot of might), grant you the chance to spam Vulnerability (expecially with the combo RS5RS4, that make you spam it up to 20-25 stacks) and will deal damage to the enemy removing they’re boons. That will grant you a insane amount of bonus damage, both in direct and condition damage.
I learned to fight them in 1vs1 with my Necromancer, then every class that have a good ranged weapon (a thing that the necro don’t have, unless you use the old Death Shroud, but no one use it) can kill a DH. Yes the F3 skill grant them 5 sec of total invulnerability, making him really hard to fight, but if you also have defensive skills or spam some burst damage you can kill him easy just by ignoring the traps.
Just evade when he active Justice Intervention why immediatly after that he will spam his traps under your feets.
The LB damage is really really high and that make them really hard to fight by range, that’s true, but with tactic (use trees, walls and other things to protect you, for example) and one or two defensive skills you can kill him.
There was the time where:
who have more hambow warriors win
who have more terrormancer with Dhuumfire win
who have more invisible mesmers that burst with 20k damage win
who have more thiefs that backstab for 25k win
who have more dps guardian win
who have more engi cc bunker win
seriously, that’s not the best meta we had but if you talk about class diversity is one of the well balanced of ever.
Yes, theives and warriors find a hard time, actually, but all the other classes play really good.
Some fixed and thiefs and warriors will become really good. They’re damage and survavibility don’t really luck of anything to make them viable. They only need some mirated buffs. to make them more able to fight in different roles.
I’m a dps and I really go easy in spvp.
Necromancer condi dps, but still a dps build, not a bunker or celebunker one.
And I see dragonhunters, mesmers and others that go in the match with dps builds and win.
I just destroyed a team with 2tempests and a druid. Really easy to kill if focus with dps.
Sigil of Doom: when you swap your weapon, the next attack inflict 6 seconds of Poison.
Be happy.
Druid – Tempest – Scrapper – Chronomancer- Herald
Dragonhunter – Reaper
Daredevil
Berserker
Yes, actuually war and thief have a hard time, but finally my necromancer is good (not meta, but still good) and I desired that for 3 years. After the release of the new trayt sistem we (necros) had a new role: ele killers, with a lot of boon corruption. We was in meta but actually we’re no more. And for a reason. But we’re good and I’m happy.
The warrior is always been good, in more or less every past meta. Actually is like the necromancer was for barely 3 years years.
And there’s still some good builds for burst damage (both in condition or direct damage), that make the warrior a dangerous class, still if not in meta.
About the Thief, I’m seriously surprised why it’s not in meta. With the Daredevil a thief can survive much more than before and can still deal insane damage. I fought daredevils that I was barely unable to touch and that bursted me down really easy and fast. The problem is that is hard to use, expecially if compared to a Druid or a Chronomancer.
I preferred the meta just before HoT but the actual meta isn’t the worst we ever had.
I prefer that than the Cele engi/ele/war/ranger//////////////// that there was 2 meta ago, where there was only cele, everywhere!
That was for real a full midbunker meta.
Actually there’s a large amount of build diversity.
There’s a lot of direct damage (engineer, ranger, guardian, revenant, necromancer, mesmer, thief, warrior), bunkers with cele or other bunker amulets (ranger, ele, mesmer), condition builds (necro, revenant, mesmer, ranger, warrior).
There’s more direct damage than condition damage and more dps builds than bunkers.
The meta is hard, there’s situations where no one die for a lot or where you find yourself dead and don’t know exactly why, but there’s a hidden balance between classes.
All depend on your build, your team and the enemy team. Also if your team play as a team or don’t.
Actually Thiefs and Warriors feels underpowered (and sometimes they are) but I found some really unkillable daredevils, able to dodge everything, teleport with the sword, move with the staff and deal incredibly high damage. Or really good warriors in mid, able to deal insane damage AoE witht he Greatsword and the Hammer, inflicting so high tamage to make rangers and tempests highly susceptible to the burst and really easy to kill.
The meta isn’t what “metabattle”, that put all the bunkers in meta and nothing more. If you look at some of the metabattle builds, they’re no good or underpowered if compared to some builds my teammates made by themselfes (eventually taking a look on MB for suggestions but no more).
The build diversity is lower than before why the traitsystem and the specializzation system, that’s shure. But is still a good meta if you try to know it a little more and adjust your builds on it.
Every meta is the “wordt meta we ever had!” (if you look on forum).
Yes, in that meta there’s a lot of bunkers but if you play 2 bunker 2 dps and 1 midbunker (or another dps) you’re pretty well balanced and you can win a lot of matches.
I played now with 2 friends. We was necro(me), engi and revenant (everyone with specializzation) and we was able to cover almost all the situations with a little luck on match making.
Actually there’s still something to balance but after I found my actual reaper build I’m able to deal good against a lot of enemies. I’m still able to kill tempests in 1vs1 (not every tempest, more or less at 50/50).
Yes, 2 bunkers can help, a Chronomancer can save your kitten frequently with AoE immunity, CC and heal, and is still able to ress up really fast and untouched, or stomp with quickness and invulnerability (making a really fast totally secure stomp).
But all bunkers can do not kill a good team, then you need no lesser than 2 dps. Revenant, Necromancer, Engineer, Guardian (even a Thief if he know how to play at best).
And for the 5° you can chose the class you want. A ranger to have more sustain or hold close, a thief to decap, another dps if the enemy have a lot of bunkers, a Reaper with the signet build to remove boons on the target, granting a fest kill.
I’m the +1 Reaper XD
But actually i found that with the time there’s lesser tempests and more engies and chronomancers, making the life of reapers easier. But also there’s some corrections to the main carrion build that make me able to kill a tempest. (chose Ceath Perception instead of Dhuum Fire, with lesser condition damage but more direct damage, making me able to take the tempest hp below 90%, or/and using the Dagger as mainhand weapon for the fast and high direct damage).
Yes, the meta sometimes is annoying, but if you find a good team and do a little practice you can do good things and very good matches.
Actually there’s a “easiest” class to play in sPvP if you wanna play a “meta” class. Revenant and Bunker Mesmer can be more easy but they’re still hard to learn and use.
The Thief (Daredevil specializzation) is really strong but in that meta is really hard to use, so much hard that is been kicked out of the meta and classified as a bad class for spvp. It is not a bad class, it can be a really powerfull one. There’s a build that grant you a insane amount of dodges, making you really hard to catch, while still able to deal really good damage. But the amount of AoE skills and the Burst damage of some classes make that class so hard that a thief need to be a really skilled one to pretend to not be a trouble for his team.
The same for the Warrior. Really strong, with powerfull skills, really good mobility and some invulnerability skills. But not enough to save him from the meta classes, that can inflict, and/or survive to, a insane damage.
I can tell you to don’t even try the Reaper why it’s lack of defence can make you a easy prey if you’re not an assidue player.
You can try a beasmaster Druid (more defensive but still good), a Revenant or a mesmer.
If you need, there’s a lot of really good builds in metabattle.com
Do you think that you can leave the Necro live so easily? poor fool…
No one leave, no one quit. They only delay they’re return to the darkness
The Reaper in meta? XD
Before the reaper there’s the druid and the Dragonhunter.
The reaper is good, really good, but will never be in meta again.
Too easy to kill.
Focus a reaper and you will kill him in 5 seconds easy.
If you’re 2 dps and face a reaper just spam your burst and see him die without any possible way to save himself.
Reaper = No active and No passive defences. No one at all.
If you think at DS/RS if you strip him away from it he will not be killed fast but also become unable to deal good damage. Then GG, you’ve win.
Try to burst down a tempest XD
Actually aurashare is the easier bunker to shut down with cc and condi pressure. Even a good viper rev or condi reaper can take it out alone. Unlike Chronobunker, u can cc the tempest and force him out of rotations. I kno the bunker meta is a meh, but the complaints reminds me of DH qq.
WTF???
Guy, do you play our same game?
Actually a condi reaper can not kill a good tempest. I killed a tempest in 1vs1 just a match ago, but he really was there lettime me attacking him without moving. And I killed him hardly. But if he was just a little lesser bad (and he was really really bad) he was able to kill me without any problem.
Condi pressure? Over a Good DS Tempest? HOW??? You can’t inflict conditions, how can you do condi pressure?
Actually a hybrid revenant can kill him why can mix both high direct and condition damage and have a really high survavibility. But a pure condi revenant or a condi/hybrid reaper can’t kill a tempest.
Thx all!
I will try some of your builds now :-D
You will never do a spike damage to a good auramancer. Never. But to a bad one yes, you can, that’s why there’s a lot of tempests that defend the auramancer.
You can not have a permanent frost aura, but if you use the Dagger offhand (frequently I see good tempests with that) you can just press 4 and obtain 7 seconds of frost aura. If you add the shout you have another 5 seconds of frost aura. Even more if you chose to active the elite. 17 seconds of frost aura is more than enough to survive to a focus, don’t you think? If you don’t use the dagger offhand you still have 10 seconds of it.
Yes, isn’t a permanent thing but you can have it really easy.
I mixed Heal over time and istant heal why before you’re able to deal that damage that skills for shure had taked effects.
Unless you’re able to inflict a instant 10k damage (eventually possible only if the tempest don’t look at you).
If you’re a direct damage class you can kill a tempest, you can deal that damage, but you don’t even need to calculate that because more or less you don’t need to take the tempest down to 90% to deal your real damage.
But think to a condition or a hybrid class.
Don’t have skills to do a so high damage quickly when the enemy is moving, dodging, reflecting, attacking.
That’s why a Tempest don’t counter a condition class. A Tempest make it Useless.
We already have counters to condition classes and builds: the Necromancer (that reflect conditions back to the enemy and eat them to heal) and the Revenant (that use Resistance to defend himself trom the effects of the conditions).
Even the Warrior -if ANet made it viable- can be a perfect counter to condition damage (High direct damage, can leap through immobilize and can clean an insane amount of conditions quickly, expecially with the Berserker).
But them all have a thing that make them not OP: they’re Damaged by conditions, they need to Fight and sometimes the victory isn’t at 100%, depending on how good is you and your opponent. You need to be a skilled player to totally overwhelm the enemy. That make them good counters to condition damage but not OP.
With the Tempest if you fight in 1vs1 against a condition class you know from the beginning that you will come out of the fight with 100% hp doing more or less nothing, just spamming two skills and overcharging your attunement when needed. Nothing more.
The problem of the Tempest is that a condition class/build Can’t deal enough damage to take a good tempest down that threshoud, not for the time he need to make the tempest unable to turn back over 90% hp just with the main heal or the water attunement. And a tempest can also clean a lot of conditions while down that 90% of hp.
Also if you start a focus on a tempest, before your teammate(s) with the condition class/build can help you to kill the enemy you have some seconds to wayt because he can absolutly not deal good damage, just some low direct damage, making that harder.
Tempest don’t Counter condition classes, Tempest Destroy condition classes.
A Tempest can have (if good) a Permanent 50% reduction of Direct Damage (Trait to make protection reduce damage by 40% + frost aura that reduce direct damage by 10%).
If you add 200 hp of permanente regen, 130 hp of the water attunement regeneration, 1k hp every single aura he obtain (just activating a shout or a leap through a field), plus every weapon healing skill, the water attunement and the main healing skill…
You need to deal more than10k (reduced to 5k by protection+ frost aura) of direct damage just to put that tempest out of DS, and you need to do it faster or it’s skills will make himable to heal again.
And all that while you’re hitted by all his attacks (with both condi and direct damage why he can stach might easy up to 15-20), while “all” attack you do inflict you burn, chill, stun or become reflected by the magnetic aura, while he moves around the map like a hell with high mobility (permanent swiftness, leaps and teleport), with a large amount of dodges why have permanent vigor and recharge 50 endurance with the sigil and not a single condition that can afflict him (fear, cripple, immobilize, weakness, vulnerability, more…).
Yes, take a (good) Tempest down 90% of HP is really easy…
The CC problem is a pain.
But there’s a solution to that!
Why don’t make that CC skills “Stacks” in number instead of duration?
They will active they’re effects, proc abilityes and consume stability stacks, but at the same time don’t become a insane pain for players struck in 3-4 seconds of stun/daze while in team fights against CC classes (that means more or less death).
It’s a big change, but it can work.
The main problem with the OPness of the old Hambow warrior was that the warrior was able to carry it’s adrenaline from battle to battle, fighting at close and then activating a powerfull F1 skill at mid, coming from another battle.
That was “fixed” making the warrior lose all the adrenaline in few seconds while out of combat, making it unable to carry adrenalin fight by fight on purpose. That also match the “Theme” of the Adrenaline.
I totally don’t agree.
And about the 10 adrenaline in Berserker mode… That MAKE the Berserker able to active the F1 ability at it’s maximum power very often, exactly why you need only 10 adrenaline points to active it instead of 30. While in Berserker you can simply swap weapon, land a hit and you’re already at 10 points, ready to land your other F1 skill.
You can active your F1 skill every 5 seconds without any problem.
And with increasing adrenaline to 30 you mean that the F1 ability will still consume only 30 points, maximum? Or that you need to consume all that 100 points to active a full powered skill?
In the first case you make adrenaline really OP, like a Tempest that can active the Overcharge 3 times without cooldown or a necromancer with 3 times the LF he can charge. You will be able to constantly active your skills at max power and effects, making your F1 skill OP.
In the second one you make it really really week.
The think about consume adrenaline to reduce cooldown can be good, but there’s already Alacrity from Chronomancer that make you able to spam your skills. With alacrity and adrenaline consume you’ll able to really spam all your skills all the time.
is a good idea but only if you don’t insert it in a team good fight situation.
But the Fatigue is not a bad idea.
That can be not a instant effect to recharge your skills but a “long time” effect. While in fight, while you have adrenaline, you can set a single skill and reduce it’s recharge by 1-2 sec every sec spending X adrenaline points and obtaining Y Fatigue points.
But that will also make you unable to land your best attacks, making the warrior dps even lower than before.
A too much complicate thing to be implemented in the main system of the warrior.
But can be added with a well studied Specializzation.
Is one of the few reasons to have a necromancer in www. If you nerf it you kill the www (zerg) necro.
And it’s dodgeable.
You can not see it but you can still dodge it. And there’s a large amount of stability and condi clean spam in www to overcome a little boon corruption.
Also, if you step on WoC you’re not shure at 100% that the corrupted boon will be stability. In www you have also regen, protection, might, swiftness and more. There’s a little chance that WoC will corrupt your stability.
About convert stability is more or less the only good skill in www that corrupt boons, if you remove it you’ll not even find anyone able to do that.
I don’t think that WoC need a nerf.
You’r telling us that everyone was using pure bunker builds, making the first that conquered a point holding it for all the match without a chance to be re-conquered?
In that case, yes, the meta is a bunker meta.
Or that you find a team where everyone chose to go afk why the enemy team was so strong that yours was unable to win at all against them?
How to win easy in Leagues?
Take wiyh you a good player but with a really low rank. Also a ftp account can work, making you play with someone that is really really good but use a low rank account.
That wil make you fight against low rank teams, granting you the chance to win so much more easy why you’re facing peoples frequently badly than you.
Anyway kill only 2 enemies is a really bad score, still if you play necro.
Thx guys. Now i know a little more about how to do in sPvP.
I will play my reaper anyway why I really love my necro.
Yes, a little counter isn’t a problem, before HoT take down that 10% of hp wasn’t a big problem (sometimes was, but not always).
The problem occour when 2 traits couter at 100% a entire kind of builds making you win at 99% against them with 2 passive traits.
Make DS not affect CC or soft CC conditions can be a solution, making the tempest easier to hit. or also put a internal CD on Elemental Bastion of 8 seconds, making the tempest unable to spam that heal all the time, or reduce by half the heal. (a so easy and spammable heal that give you 1k hp every time when in celestial, not even in cleric or similar, is really amazing, barely OP by itself)
You can’t see if a ele/tempest have DS targetting him, there’s no icons that show that. It’s a trait and there’s no immediate effects so no need to make a icon for that.
But Every Tempest use it, then there’s no need to know if the ele have it why he have it for shure.
The “problem” of the DS has appeared pre-hot in some builds that was able to kill any condition class, but that “problem” was only in high tier of spvp, where a good ele was able to heal himself at the right moment to prevent a condi burst. But also take down the hp of a ele was easier, then there was not a real problem if a really good ele was able to kill more or less easy a condi build why there was few eles able to do that.
I was able to kill elementalists with DS when using my Burn Guardian before HoT, for example.
The real problem appear now that there’s a new trait that make the elementalist able to obtain constantly little amount of heals out of the common weapon/utility heal: Elemental Bastion.
That trait make the Auramancer able to heal for 1k when using Celestial Amulet, making him able to heal himself just with a leap toward a field or activating a shout (why give an aura).
That combination make the Tempest able to constantly heal himself just with a easy combo or a shout, mantaining his hp over 90% easy against a condition class or even a direct damage class, adding that heal to the overcharge of water (or anyway every overcharges can give a aura by trait) and all the other heals of the ele.
The problem isn’t (only) Diamond Skin, the problem is that the combination of Diamond Skin and Elemental Bastion make a Tempest able to stay easy over 90%hp and be totally immune to conditions. A Elementalist can’t do that, a Tempest can.
If you add that there’s some classes that now can output a large amount of heal for they’re allies (Druid or other Tempests) inflict a condition to a Tempest is even harder.
The problem isn’t a single trai, the problem is that dangerous combination.
Exactly how can you make the tempest unable to heal(also with a simpe aura), move, dodge, CC , when you’re dealing all that damage as a Condi Reaper?
I find a lot of bad tempests and I was able to kill them really easy also with a condi build.
But if you find a good tempest that know how to heal a little and clean conditions, and inflict it’s really good damage, you’ll never be able to kill him. Not as a condi build.
Viper or Sinister can help for shure, but what’s your weapon of choice?
If you use the classic condi build you’ll never be able to deal good direct damage (or only while in RS, but then the tempest need only to stay away with some leap or teleport and strip you away from the RS).
Do you use dagger or axe to deal enough damage to take them down 90%hp?
Is more or less 10k of hp if they use auras and weapon heals, more if they use the Overcharge of heal or they’re main heal.
How can you deal all that damage while the enemy is moving and all your conditions don’t affect him? (and attacking you)
You’ve find really bad daily tempests or you’re really the best condi reaper ever.
But I’m talking of a 1vs1, if you talk about group vs group is different why the other team members can join you to take down the tempest hp.
After a large amount of matches as a reaper I admit that I’m a really bad Reaper.
I don’t know what’s my role now that I use the Reaper Elite Specializzation (and had to use it to be at last viable).
I use the Carrionflame build with 2 differences (a try to be more in line with my playstyle). instead of dagger offhand I use the Focus to obtain LF still using the scepter and to remove boons inflicting good damage (I’ve 2k of power). To fill the lesser amount of condi removal (no dagger offhand) I use “Suffer!” instead of the “signet of the locust”.
Then, I really don’t like the Signet Heal and then I use the shout, that have a lower cooldown (expecially when traited) and grant me heal and life force.
I’ve lesser boon corruption than the main build, but I like that more than the other one.
Sometimes I tried the Corrosive Poison Cloud instead of the wurm and I like it why grant me projectile destruction and AoE poison and weakness. I use it depending on the enemy team, expecially why when a enemy see my wurm he kill it with a single burst, leaving me without any defence (I kill always the furm when I see it).
But I really don’t know how to use at it’s best the Reaper.
I tried different ways, different roles, but every time I do lesser than if I was Playing a “meta” class or another that is not a warrior or a thief. (but I think that a good Daredevil can do really great things in a good team)
If I go home any class with range, mobility and condition clean/immunity can kill me easy and then take the point. Mesmer, Ranger, Guardian, Engi, Revenant, ele. I can kill the others, ut if any one of them (I’m talking about high level spvp, not nobbs, I kill them easy) come to close while I’m holding the point (expecially pure ranged classes) I have a limited amount of things I can do. I can’t kill a Tempest. I can’t kill a mallix Herald. I can try to kill the other classes. If they start to kite me I can’t kill them why my mobility is really bad and My ranged attack is really weak (scepter and staff), expecially if they have some condi removal skills. Then when I’m at 50% hp or lesser they come and busrt me down. I can try to defend with the RS but if the enemy know how to fight a Reaper he just know that can simply go away and make me wast time in RS and attack me by range. Then when I remove RS or they strip me away I’m defenceless and easy to kill.
If a Tempest come to close (and if the enemy have one while I hold close they always send it to kill me) I’ve nothing to do aginst him and can only die.
If I go in mid I die really quickly why everyone know that the necro/reaper is the easiest class to burst down why have not a single defensive skill. Then if I’m fighting against a good team that use the Target I play with the Target on my head all the time, finding me always downed when I go mid. And the RS foce me to go in Melee and fight under all the enemy AoE and attacks.
There’s some matches where I really can do nothing in mid why the enemy is good and I’m not able to stay more than 10-15 sec in mid without be downed, simply why I’ve not a single real defence skill.
The only matches where i find myself able to fight is where there’s not a tempest or a revenant and in mid the enemy don’t focus me all the time. And that’s bad…
I feel like I’m the +1 of the team and have a really situationally efficence.
But when I ask everyone say that the reaper is really really strong…
I need help to play that kitten ed specializzation class.
If you fight a Tempest and have any kind of condi build (expecially Carrion or rabid) you really can’t kill a good tempest why you will never be able to deal damage or deal enough damage and conditions to make them unable to clean them all and turn back over the 90% of hp.
With viper is possible to kill one, but is really hard.
Someone sayd that can kill them while in Celestial, waiting for the moment they will go out of heals to stack conditions, but if the tempest is good in that time you will be already dead.
Actually only a direct damage build with a lot of corruption skills can kill a tempest.
GS skills out of gravedigger are useless when the enemy go under 50%hp, you will only spam it.
over 50%hp the dagger is way better, under 50%hp the GS is better. They’re more or less compared in damage. But for that I prefer a weapon that grant me the max damagr from the start of the fight, not from the half.
And yes, you can move when using gravedigger, following the enemy and hitting him.
But if you dodge or miss why you have to move away from an AoE your skill go in cooldown (also a little 2 sec by dodging) and that reduce the damage of the GS more than the damage of the Dagger, that can immediatly start to deal damage after the dodge, while a gravedigger have 2or8 sec of cooldown if you dodge or miss.
I like the Necromancer and the damage that can output, but for shure is the class that give lesser to a team.
No best damage (a good one, but not for whure the best), no best survavibility (but a really high one for shure!), no offensive or defensive support (that other classes can’t do at the same way or even better).
Actually the only reason someone want a necromancer in team is for the Boon Corruption in raids. Nothing more.
But is better than pre HoT, where no one wanted a necromancer why can not even be useful in that way.
If ANet buff a little the damage of the necromancer in general, a totally selfish class that don’t give anything to the team, making it paragonable to other classes, I will be really happy. But Anet think that the necro/reaper is good like it is, then there’s nothing to say about that.
I think that after 3 years of playing at the cost of 50€ I can give another 40 to ANet to buy the expansion. If you play others MMORPG you have to pay every months and also buy expansions. I spent 90€ in 3 years against people that spend 400€ and more in 3 years.
I think that it’s good, don’t you?
If you’re using a direct damage build I’m like you and feel like the Reaper (or necro) have a mid-low damage compared to other classes. Our best dps weapon is still the Dagger, with it’s good Auto Attack. The GS is good but only when the enemy hp go under 50% and if you can spam Gravedigger all the time, that mean that the enemy don’ move, don’t do high damage and more. The dagger can deal it’s max damage from the start of the fight and you can stop and restart to deal your high damage whenever you want.
But if you try a Sinister or Viper build it’s different. With conditin damage combined with direct damage your dps go up.
It’s not the best dps class, don’t give anything to the team and can only be useful to send back some conditions or remobe boons from the enemy.
One or two reapers in a raid team can be good, but there’s better classes to deal dps to a boss.
There is a semi-invulni panic button for the reaper – spectral armor. A smart reaper will pop that right before shroud to gethimself some solid survivability uptime. If his overall defense is strong and enemy’s burst comes in multiple hits rather then one big one it may ineed seem reaper pushed 0 damage button. Well except he didn’t and it won’t work well against condi spam.
Shroud disables the LF gain from spectral armor, which means popping it going into shroud just gives the reaper the prot buff for the first ~6 seconds of shroud. That’s not even remotely a semi-invuln.
Well you are wrong though. Shoud doesnt remove the SA buff and you get the lf from the buff even in shroud. And before anyone says that shroud not removing the SA buff is a bug, sorry to disappoint you, it is working as intended. Just look it up in old balance change notes (sorry i am currently too lazy to cite it properly). So dont take the in correct tooltip too seriously.
I just tried and Spectral Armor actually give LF also when in Shroud.
I think it’s a bug, nothing more. ANet will fix it quickly. (we’re not supposed to have a defensive skill, for ANet Devs XD)
If the necro use Corrosive Poison Cloud is possible that your projectiles can’t reach him why that skill destroys projectiles.
Or there can be the situation that a Chronomancer use the well to give blur to the team (twyce with the F5), making not only the necro but all the team untouchable. Added to the CPC it can give you 15 sec of “invulnerability”, but only if you use projectiles, like the ranger with LB.
Out of the CPC or the teleport of the Flesh Wurn the necromancer have not defensive skills to “evade” attacks, only a bad back-teleport on spectral walk or protection on spectral armor.
If you was unable to deal damage to him can only be why the Corrosive poison Cloud (and you’re using projectiles all the time, with weapons like a LB, granades, pistol,,,,) or why they had one or more chronomancer that buffed he with Blur.
Or he was hacking. Sometimes happen.
A necromancer can’t counter a tempest just building LF why the problem is that the ele will never fall down that 90% hp unless the reaper is a direct damage build, a build week compared to the condition one and good only to kill a tempest (if the tempest isn’t a good one).
LF is not Damage. Why while you’re in RS your damage don’t increase if you’ve more LF, you can just stay in RS longer, but the time the tempest need to strip you away from RS (whi Tempest don’t only survive for ages but also deal a really good damage with sills and overcharges) you really can’t take him down that 90% if is a good tempest.
Then if you’re not a pure bunker that will anyway never win against a tempest, yes, you can build again LF and survive a little longer before die.
LF don’t counter the tempest why in Reaper Shroud if you’re a condition build you can’t kill a tempest why you can’t deal any conditio damage or even stack chill or use fear.
And at the end the problem is not who have who to counter him. The problem is another:
A TEMPEST WILL NOT COUNTER BUT NULLIFY YOUR CONDITION REAPER/CLASSBUILD AT ALL!!!!!!!!
But the next time I was fighting I will for shure follow your suggestion.
“ehy, guys, I’m in mid/close to defend but my teammate is dead why the tempest focused him while I was unable to do anything to him and killed him. Now I leave the point why I can’t sistematically kill a tempest why I can’t deal damage to him”…
Yeah…. I will for shure be regrouped by that team again for another match toghether… shure…
If I was unable to kill a tempest but able to deal damage to him I will never be so mad and I will never start to write about all that in the forum.
It’s trye: some builds counter other builds. (p.s. temepst can counter celestial builds like do to carrion builds why the direct damage output is more or less the same, only a little higher, just to know).
The problem is that 2 traits combined totally destroys a entire build.
No brain needed to kill a condi reaper with a tempest, he simply can’t deal damage to you. just sit in front of him ans overcharge your attunements one by one, active 2 whout at random and gg, you’ve win with 100% hp.
If that tempest is able to kill me 100% times but I’m able to Fight him, I’m ok, no problem, is a counter build like there’s for every build.
The problem is that is a build that simply make me Useless.
If there’s a tempest in the enemy team si better to me to reroll to another class why I know from the start of the match that I will be useless.
There’s a reason why there’s always 1 or 2 tempest in every matches you play in spvp. Always. In that days I’ve never found a team without a tempest. Never. Sometimes 2 tempests.
I think there’s a reason for that…
Really hard to kill still if focused (immunity to condi, and to direct damage if use the focus, AoE heal condi clean, AoE damage (a lot of damage).
A good tempest can make you win a match by itself.
I find that the necromancer, expecially in Reaper, have not a burst damage combination of skills.
Other classes can burst down you more or less easy like mesmer, guardian, revenant, elementalist, thiefs, and now also a marauder scrapper can burst you down with soe chains, expecially why can stun you a lot, making you unable to respond to it’s attacks.
The ranger can use the power build to deal really high damage with LB and GS. The ele can use dps builds but also the actual build can output a really big damage by both condition and direct damage. The warrior can use the funny build with Rifle and burst you down at the right moment with F1, activabvle every 4.5 seconds if in Berserker and dealing a really big damage (is not really efficent in the current meta but is good for examples).
The Reaper have…?
Gravedigger? it deal lesser damage than the DH LB skill 4, need more time to be casted and is melee. And the GS is a really bad weapon for spvp. Sometimes someone come out finding a good way to use it but it’s really a bad weapon in sPvP.
Then…
Someone know a Burst combination of skills for the necro? or is really the only class that can’t output a burst damage?
I know the condition combo of Corrosive Poison Cloud + RS4, but is easy to avoid and frequently you don’t stack more than 10 poison on the enemy, dealing not so much damage.
Have I to remove my few defensive utility skills (the only things that keep me alive in the fight) to chose a well? But then how can I deal good damage if the Direct Damage build of the Reaper deal lesser damage than the Condition one?
Can the Reaper have a Burst damage?
Condi spam is a thing, be totally Immune to and automaticly win against a condition class is another thing.
The main Necromancer build is actually Pure Condition Based for one simple reason:
We NEED Reaper Shroud to fight why it give us (finally!) a Stability Source and a Stun!
But then we’re facing a big problem with the RS:
it’s direct damage is really bad compared to the Risk you take to go into the middle of the fight in Melee without any kind of defence from both direct and condi damage! (not a heal, not an active condi removal, not a block, not a immunity skill, the leap have an aftercast that make it barely useless if at the end of it you stay in RS and the team can’t heal you). Then we discovered that if you play it in condition damage you can deal good damage and also use a Carrion/Rabid/Celestial/X amulet that grant you a defensive stat to survive just a little longer. And if you’re not in RS there’s a really small amount of reasons to use the Reaper Specializzation. The heal (if you don’t use the signet build) and the Elite (but if you play a power build you will prefer to use the Lich Form, then there’s not a real reason to take the reaper skills). Traits? Only one that make you crit more frequently also in soldier stats, but the enemy is not always with 20-25 stacks of vulnerability and that trait is frequently useless. Then we can look at the Greatsword! A weapon totally Useless in sPvP. Slow, don’t increase the range of attack making it’s slow attacks more useless, give skills that frequently don’t work or that you don’t need compared to other weapon skills, and the Graverdigger deal a really good damage (lesser than the damage of other classes weapons like the Dragonhunter LB 4) but is so easy to avoid that you can simply move away (expecially if you have a +25% speed or swiftness) to evade the attack.
Then we Had to find another way out of Direct Damage. We need the Reaper but it also Kill our Direct Damage dps by it’s lack of good skills and damage.
We find Condition damage, the only way we can do combos and stack some decent damage.
Then we fought the first Tempest and we find out that our only good build is totally countered by a combination of 2 passive traits… (DS and aura=heal trait)
And we find out that that combination don’t totally make us unable to kill a good tempest (not the best tempest of all, simply a good one) and that we spend 2 minutes to kill a bad one with the risk to die.
And that’s not only a problem of reapers, that’s a problem of all condition builds and of all the builds that use conditions like immobilize, cripple, chill, weakness to defend or attack.
Also if we play in celestial we need to be skilled and a large amount of time to kill a good tempest, the same thing if we play in direct damage why the reaper focus a lot on chill to land it’s attacks.
The problems fo necromancers is actually that any builds out of condition or celestial is barely useless for fight any other classes that aren’t a tempest, and that make forced to a choice: fight 8 classes with the only really good build we have but lose all our damage when a single tempest come out of nowhere or focus to kill that single class but lose damage against all the other classes, making us easier to be killed?
The problem isn’t DS, is the Combination of aura heals and DS that make the tempest able to stay at 100% hp all the time, becoming immune to all our damage.
Diamond Skin is good as it is. Is the combination that make the tempest OP.
I don’t want to see DS nerfed, I only want to see it Reworked to make a condition damage build able to fight a tempest. Knowing that out of that DS there’s a large amount of condi clean skills and traits that make the ele able to fight a condi build also without the DS, a rework on DS is possible and will work.
Main problem of DS is the TEMPEST.
By itself Diamond Skin isn’t a really big problem, it was strong from the start of the condi meta why made eles really strong against condition classes, but also was under control why eles was unable to spam heals just by farting, making them unable to keep they’re hp over 90% for a long time.
Now with the auramencer and the tempest they’re able to keep they’re health over 90% with a large amount of little heals by auras and can spam auras all the time.
That combined with the really good amount of condi clean ability of the eles make the DS/tempest combination really OP, granting to tempests a permanent immunity to condition damage.
Different ways to resolve the problem of DS/Tempest:
- When you recive a condition while above 90% hp obtain immunity for conditions for 5s (CD of 7 sec), that will make eles immune to conditions but also grant a window to deal damage and force the tempest to have an active gameplay to clean conditions and heal.
- Make DS able to protect only from damaging conditions (poison, burn, torment, confusion, bleed) and let him still susceptible to all the others (making also traited conditions to don’t deal damage -reaper fear and chill- but still active they’re basic effect
- Set a CD of 10-2 seconds on Element Bastion Heal, making the Tempest unable to spam heal just by crossing a firefield with a leap or activating a shout or with a passive trait
- Reduce the heal of Elemental Bastion, making tempest with celestial unable to heal for 1k every aura they active (50% reduction can work for a trait that also give you a really good defensive aura for free every 30 sec) and add a internal cooldown of 3-4 seconds to not make it spammable
The problem of DS is the combination with Tempest traits.
We don’t have to nerf Dimaond Skin, we have to nerf (to a good but not OP level) the DS/tempest combination, that is the thing that make eles more than OP against condition classes.
A condi reaper can’t kill a tempest that use diamond skin in 1vs1, frequently also in 2vs2.
Any fart that he do give him health. Dodge, Active an aura (and he active a lot of them really easy by leap combo, traits and weapon/utility skills), overcharge water (or any other attunement why them grant him an aura) and when active his heal.
There’s really a insane way a tempest can heal himself for that 1-2k that need to stay up that 90% hp.
That make it Unkillable for any reaper that use conditions.
It was good if they was unable to deal damage but they can stack might and spam conditions and direct damage AoE, giving you really good damage, expecially compared to the fact that they’re with a pure bunker build and you’re spamming all your skills just trying to take them under 90% hp without any result.
A condi reaper can kill only a Bad empest but can’t kill a good tempest (not a pro or a really good one, simply a good player that know 2-3 combo and repeat them all the time).
Actually I still play as a condi reaper why I love conditions and the reaper is really funny to play. For shure not the best class for spvp, but good and funny.
If you’re a direct damage reaper try to attack him with dagger and immobilize him when go under 90% of hp, making him not able to move around (why the tempest have also a really good mobility, like he had not enough self sustain…) and you able to strike him.
If you take him down 90-80% of hp try to active the RS and double tap 3, activating the fear and blocking whi, then skill 5 and 4 to stun and spam chill.
At 90% of cases he will simply teleport away and turn back with full heal (just a dodge and an aura and he’s up 90% hp), granting you new troubles to take him down that kitten 90% hp again.
Actually there’s not a real way to kill a tempest as a reaper. Too much heal, mobility, damage (by both condi and direct damage + lot of might stacks) and ways to clean/immunity to conditions to make him really killable.
Still before the HoT release DS was a good trait, now is a trait everyone want to have. That’s not why he’s been more good, it’s effect is still the old one. It’s why the Tempest obtained a incredible and easy way to obtain heal and keep himself up to 100% hp for all the time, making all the conditions (not only condition damage) useless against him.
Actually there’s aonly a single way to kill a tempest: be more than him in number or have a really good teamplay and fight always with at last another teammate.
Never fight a tempest as a reaper, you will only die.
(I’ve killed some tempests as a reaper condi, but that’s why they was really bad players unable to do a simple aura/utility chain to keep they’re hp up the 90%, any good or barely skilled player will be never killed by a condi reaper and will make any other reaper build unable to kill him easy)
It’s more or less the same solution everyone propose to “fix” the DS problem: rotate, do teamwork, don’t fight alone.
For the theory of yours I had to flee to save myself and go to fight in mid, hoping someone else was able to fight him instead of me…
And about rotate we had rotated but the enemy tempest simply looked that in mid there was already 4 of his team members, no one at his base and that there’s not that so easy to kill reaper in the mid, making 1+1 and coming to me, killing me easy, killing my teammate after me (still if he was a good direct damage Dragonhunter trapper).
We simply don’t thinked that they was sending they’re tempest to our close instead of they’re mesmer or engineer.
That all why every tempest know that if he look a reaper is a really easy kill, that don’t need any kind of playstyle to be defeated by basicly a combination of 2 traits counter an entire build (if not an entire category of classes/builds).
That’s the problem.
Before HoT I played my great condi necromancer without all that problems against elementalists with DS. They was really hard to kill (and sometimes impossible to kill as a condi build if the player was really good), but I was able to take down that kitten 10% of hp that 3-4 times I needed and then I was able to deal damage with my beloved conditions. I also used a MM build to help me to fight that kind of enemies.
But now is really Impossible kill a noob tempest that press skills more or less at random and heal himself sometimes with auras, weapon skills or when I take his hp down simply overcharge the water or activate his main heal.
Against direct damage classes a tempest isn’t week, is strong, hard to kill, have mobility, heal, protection, permanent regeneration, insane stack of might and high condi and direct damage at the same time.
I don’t say that the DS by itself is OP. It is only if the class is able to stay up to 90-100% hp all the time!
A class that can not only be killed by a so large amount of builds, that use conditions damage, (more or less 60% of the actual builds uses conditions to deal damage or weak the enemy in different ways), but that don’t even drop below 80% hp and/or also don’t need a skilled playstyle to do that, that class is abviously Broken.
The only thing to do is reduce the effectiveness of the combination DS/Tempest, reducing by a large amount the heal of auras, inserting a big internal cooldown (9-10 sec for every aura to active the heal?), or reducing the effect of Diamond Skin to only the Damaging Conditions (making us able to inflict vulnerability, cripple, fear, immobilize, ……..). Or making DS give Resistance every time you have 3 or more conditions for 3-4 seconds every 8 seconds, while up 80% hp (reduce the effect but increase the hp range can work pretty well).
one of the main problems of DS is that you not only can’t inflict conditions for X time (berserker stance of warrior) or that you can inflict conditions but they don’t have effect (resistance), is that you can’t inflict conditions and also can’t take the enemy down that 90% if you’re a condi user, granting to the Tempest (not elementalist: TEMPEST) to be permanently Immune to your conditions, any kind of conditions, making you totally powerless against him.
I don’t want to cancel that trait, I want only to make a little change to it to make it unable to be combined with other traits in a similar OP way.
DS isn’t OP, that’s more or less true, but the Combination of Traits of the Tempest is really OP and is that Combination that had to be reworked.
Not nerfed, just reworked to grant to every class/build to fight a tempest without knowing from the start that he need to have a teammate to kill him or he will die quickly and doing no damage at all.
I just fought a tempest with my reaper. just a minute ago.
I was at close to defend it why we lost the mid after a hard fight.
I capped the close and then that tempest comes.
I was unable to call for help why I was alone in close and all my team members was fighting in mid already in 4vs4.
I find different situations like that, expecially against a good team.
I tried to hold close but all I had tried was useless. I use Carrion and my direct damage is low and not enough to overcome his passive+active heal to take him down 90% HP.
I tried everything, every kitten ed skill I have to take his HP down. I succesfully taken his hp to 80% 1 time and he just actived his main heal, healing at 100% in a moment while I was unable to stop him why he had stability.
He just stayed immobile, with no need to move, spamming random skills and overcharging all his skills easy why I had not a single chance to stop him out of 2 stun immediatly breaked out by his skills.
When I was near to take him under 90% hp he just activated a weapon heal or an aura, granting him 1000-2000 hp, turning back to full in a moment, making all my work useless.
He killed me without the need of move. Literally.
When I was near to die an ally comes to help but nothing had be enough to kill him why I dropped downed after some seconds why conditions (a large amount of burn) and direct damage (with all that might also a celestial tempest can deal high direct damage).
The time I was downed, my ally was doomed to die why he was unable to fight in 1vs1 a tempest, expecially a tempest with more or less all his skills ready why he don’t needed to active so much of them to kill me.
NOw TELL ME THAT A SIMILAR GAMEPLAY IS A GOOD GAMEPLAY AND THAT DIAMOND SKIN IS NOT TO NERF!!!!
THERE HAD NOT TO BE A SINGLE kitten ED TRAIT THAT MAKE YOU ABLE TO COUNTER NOT ONLY A BUILD BUT A ENTIRE CATEGORY OF BUILDS!!!!!!
Seriously: how can you be able to take a single kitten ed trait and then be able to fight 1vs1 without reciving damage and killing the enemy so easy that you seriously don’t need to move and just to spam come skills and overpoer your attunements, dealing high damage and granting all the kind of boons you want???
In a big team fight that also is a problem why half of the time no one focus on a tempest why it’s a total loss of time why if there’s another tempest or a druid he will stay up to 90% hp for a very long time, making you unable to inflict conditions and reducing the efficence of more than 50% of builds to 0!
Ds for itself isn’t the best GM trait of all the time, the problem is when you combine that trait with the Tempest, making auras give you heal, granting heal everywhere and auras like you’ve never seen before.
The COMBINATION of Tempest and Dimaond Skin is to nerf.
i will be happy if I was able to still inflict CC condiitons why with that I will be able to catch him and deal my damage, and I want to be able to inflict conditions like Vulnerability and Weakness why the first will grant me the chance to not inflict damage by itself but increase my damage over him (and for example a reaper can’t stack vulnerability without stack chill, making that thing not exagerate) and I want to inflict Weakness, to reduce his direct damage and protect me (for the example of the reaper, is more or less the only defence he have against direct damage classes).
Make the DS protect from all the damaging conditions but let me still inflict CC on him (cripple, immoblity, FEAR) , Vulnerability and Weakness. But still protect from Burn, Bleed, Torment, Poison, Confusion.
That will make the ele still protected from conditions but at last make me able to fight him if I’m a Condition Damage Class.
And to who say that it’s the counter to all that condi spam, you already have a counter: Guardian Bunker with Shout.
If you want to fight without a shouting guardian in your team and with few condi removal in your build don’t pretend to be protected by conditions.
The mesmer isn’t been a “meta” class since the first months of game, where a mesmer will be able to kill you in a sec just pressing 2 buttons.
But it’s Never be a Bad class to play in sPvP. I’ve a friend that was able to kill more or less everyone in 1vs1 with his mesmer (he was able to bursat down anyone in 5 seconds before the PU build, just to say how good the mesmer was still before that patch). The mesmer had always granted to the team a lot of strategy with portal and high burst damage to take down the enemy, both in direct and condition damage, expecially after the power up of the scepter (torment everywhere).
Then there was the PU era, where every single barely good mesmer was able to instakill you from a totally safe place with literally 3 skills and a dodge. 4 buttons and you was dead (at 30-40% of hp if lucky or a bunker).
And if you think that it was “never been playable” try to look back to all the posts in the spvp forum and count how many posts had a title like “nerf pu mesmer!”. There’s a really big amount of them.
And actually the Mesmer is finally in META!!!
Then, dear mesmer player, you have nothing to say about not be in meta.
Necromancer was in meta for 1-2 months, just the time to fix traits and release HoT. Now the Necromancer is out of meta after all the pain we suffered to be viable in a team fight.
We’re still viable and we’re good, but there’s a large amount of classes that can be really more viable than us.
Actually there’s the meta classes (chrono, herald, tempest, druid and scrapper), then there’s the mid rate (dragonhunter-not in meta just why there’s the herald-, daredevil – really good but you need to know how to play to be efficent, making it lesser viable than a “press random buttons and win” class- and Reaper). Then there’s the Warrior with the unlucky Berserker specializzation, that had really bad luck to find a spot in sPvP. But the warrior was in the meta for years, both for pvp and pve, then they have nothing to cry for. And it’s still viable if well played (8k AoE every 4.5 sec with the rifle isn’t a bad thing…).
The necromancer is actually a mid rate spvp class and is losing positions every week with every new build and combination the players find to use the actual specializzation meta.
Using the Reaper I really feel my class losing positions every time I ook the builds that come out for all the other classes. Someone find how to deal insane damage, some other how to be totally immune to condition or direct damage, others how to be inculenrable to both of them (that kitten chrono bunker XD).
The reaper have not burst damage skill (if you try to put out the GS I will kill you why it’s really the worst spvp weapon ever)
Have not survavibility (there’s a reason why at the start of a fight if you see a necromancer you have to focus him first: he can’t protect himself why have not a single block/immunity/evade skill, making him a really fast kill)
Give nothing to the team (before was able to use the Blood traitline to give …vampiric aura… and heal a little with F4, pulling the downed players to him but now there’s no more space for that traitline if you want to be good in this kitten meta)
Is good only to corrupt some boons and inflict weakness and chill. Things that make him frequently not good enough to fight in 1vs1 against a good player with a good build. (expecially against a tempest with Diamond Skin, a good Dragonhunter or a good Chronomancer).
I seriously think that there will never be again a slot for the Reaper in the Meta.
Not untill Anet don’t move to fix the core issues of that class!
Like make the necro respown with 30-40% of LF (making him not totally empty of LF at the start of every single fights after he die and also not full of LF), make changes to make the necromancer healed while in DS/RS (for 1/3-1/2 of the total heal? I’m ok! But make him be healed while in Shroud!), give him a single really viable movement skill that make him not forced to turn back into a bad spot (spectral walk isn’t good to flee from a bad situation…) or frequently bugged and making you respown against a random wall, unable to find a good direction to flee (flesh wurm) or have an aftercast that make the Leap skill totally useless both to flee or catch (RS2), and at the end give him a single kitten ed Invulnerability/Block/Evade skill to save his doomed kitten while focused by the enemy team!!!!
Then the Necromancer will be viable for a sPvP team for real.
The problem is that more than frequently if you’re a reaper isn’t you to chose to face the DS tempest, is the Tempest that chose to stalk you till the end of the game to kill you really easy without any problem.
Expecially when the enemy team have more than 1 DS tempest.
GS is barely good for PvE and not even the best weapon for Dungeons.
Basicly have just a little more damage than the AA of the Dagger and only when the boss is under 50% of hp and you can spam Gravedigger. But for all the time you need to take down the enemy under that 50%hp your Gs is a really useless weapon.
Actually the GS is only good to have Fun in PvE doing events in maguuma.
I’m really sad about that.
Diamond Skin have to make the ele immune to Burn, Bleed, Torment, Confusion and Poison but still susceptible to Cripple, Immobilize, Chill, Fear, and more.
Diamond Skin: Whyle over 85% of HP you’ll be immune to Burn, Bleed, Poison, Torment and Confusion. (But still susceptible to all the other conditions)
That will make the Ele still immune to the condition damage but also make other players able to catch him.
That can be a good solution.
Or make him obtain Resistance for 3 seconds every 15 seconds (that go up if you have runes and amulets to increase boon duration) while you obtain stability.
OR
You’re Immune to all conditions if you’re at 70-80% or more of hp AND Attuned with Earth.
More or less like for the trait of immunity from critical damage.
That will make the ele still able to use it’s trait but is forced to stay in earth to use it, valorizing a attunement frequently not used and forcing the ele to chose between damage and defence.
The problem of the actual DS is that is used with all the attunements and make the ele able to deal insane damage, heal, move and do all the actions he want without any restriction, while up 90% of hp.
And for a elementalist fight in 2vs2 against a condition class and a direct damage class with a team member is really easy to stay up 90% hp by insane heal, defence and movement skills, expecially why he can barely ignore one of his opponents why can’t deal any amount of damage he can’t heal just by a dodge. That will make the ele fight 2vs1 against the direct damage class and then kill really easy the condition one again in 2vs1.