ANet can fix the match making system but can’t fix stupidity
I tried the Reaper in full Valkyrie gear with Spite, Soul Reaping and reaper, dealing a insane amount of damage.
With vulnerability you reach 54% of critical rate (+fury and banner to add if you’re in a team), simply enough to solo play and deal insane damage with Grave Digger. Then go in RS and if you’ve traited for 50% critical you don’t need anything to reach 104% of critical rate, with incredible power and ferocity stats. You’ve also a really high vitality, making your LF pool bigger and able to stay more in RS. You can also chose Dhuumfire to add burn damage if you’re in a team that grant you fury and/or banners.
To deal direct damage in PvE the Reaper is a Monster!
In sPvP I tried to spam poison with the cloud of putrid corruption and the skill 4 of RS and that was awesome. 20-25 stack of poison on the enemy (or more than 15 stacks on multiples enemies), something great! XD
Plus burn by AA XD
Blighter’s really good but only if you’re in a team that spam boons. Out of that you’re not able to use it properly to be “unkillable”.
I’ve tried it in sPvP and when the enemy team (or 2 dps) focused me I don’t felt the difference to have or not that trait XD
but in PvE that trait can be really good, expecially to reduce the problem that the DS and RS block every single heal from other sources than your traits.
But also Deathly Chill is a really good traitline, I really like it.
More or less they had to be “OP”.
Wait a month and they will tuned down.
And that all can be like the big patch that changed all the traitlines and conditions.
At the begin there will be the chaos why no one was able to fight the new condition builds and the really high dps killed a large amount of players accustomed to the old bunker meta.
But now burn has been toned down for the ele, that was the main and only problem about burn (against guardian burns is only a l2p or teamwork issue).
I see a sPvP really balanced (the thief is lesser easy to play than ever but a good thief can do great things) and the new "meta2 make the matches fast and funny.
Wait one month after the HoT release and everything will be toned down where needed and everyone will learn how to fight the new specializzation builds.
Actually I think that the Tempest ir great!
Hust see: attune on fire, wait X seconds, active the warhorn skill 5, active the fire overload, blast insane might and burn, active the warhorn skill 4 to apply more might and what you obtain is a enemy with 15-20 stack of burn and allies with 15-25 stack of might.
All that with 3 skills.
Yeah, the tempest is bad. really really bad.
In PvE solo the druid is still able to deal big damabe with it’s pet (try beastmaster traitline).
In Big boss events in HoT there’s situations where a lot of heal can help why some mobs deal high damage, but with the time that can be mitigate by experience.
In the new kind of dungeons the mobs deal very high damage and a healer can save the situation. A friend sayd to me that the druid work very well there and every Squad will desire to have one or two, making it really appreciate.
The damage will be dealt by the pet, that in all that AoE heal will finally not die istant against big bosses AoE in dungeon, granting to the druid a lot of damage.
In WWW it will be a good new why that heal will add a good survavibility to your zerg and in roaming don’t need of swiftness to run fast and a good combination of traits and new pets can make you win in 1vs1 (someone posted images of 10k of damage dealt byu the pet and 3k/hit of critical by pet).
In sPvP I’ve faced a druid in the Forest map, stainding up the mid and healing the team with very good results. And the pet deal good damage and the wyvern can make a big AoE firefield that burn, granting damage and might if blasted.
The Druid can change the meta but no more than every other specializzations will do.
In theory the condiitons have to use also condition duration, but no one use it why it’s already in a large amount of runes and no one need to add more of it, focusing all on the midbunker condi build, obtaining both damage and defence.
Anyway for dps builds the reaper give us a % of free critical rate based on the enemy vulnerability, making us really able to play stats like valkyrie or cavalier, obtaining not more damage but more defence.
In a “balanced” game there would be no class that was unbeatable to another.
Wrong.
In a balanced game every class is countered by another but with a good playstyle you can mitigate a little that and win some times.
Be 50/50 with every class/build against ever class/build is a pure utopy.
Anyway, the reaper is good, really good, but it’s not a perfect build.
In true it’s easy to counter and actually I’ve no lose a single time in 1vs1 against a reaper with my personal necro MM build (that in theory is hard countered by a reaper why the massive AoE damage).
I’ve lost only one time why in skyhammer that necro grabbed me down into kitten XD
out of that I’ve never lose against a reaper.
But the reaper can deal high direct or condition damage and can survive well, if well played.
And sometimes I fought a 1vs3 winning gainst 3 bad pugs and they was a thief, a mesmer and a guardian but really bad. I don’t mean that you’re a bad mesmer, but sometimes your build can be hard countered by the opponent and/or used against other players.
For example I can use the conditions of a mesmer against a thief, killing him in a second why it’s weak against them. And more tactics.
I’ve tried the Reaper and it’s really not OP.
It’s good, can survive well, but I’ve not find actually a OP build for it. Expecially in sPvP.
I still remember that the Necromancer+Reaper have not a single defensive skill out of the DS/RS, making him easy to be killed by the enemy if have a lot of dps, expecially ranged dps like a mesmer, that can run away easy from the melee range of the reaper, making it’s RS more or less useless.
The Reaper is strong, but not all that strong.
I’ve tried it, but is a personal problem or Parasitic Contagion don’t heal whyle in RS?
That will make that trait useless with a gs/staff build why your condition damage wil be at it’s top only in RS, where you will not be able to heal with this trait.
I’ve tried a Carrion build and it is very funny, but the numbers that a Valkyrie build give tickle me more than burn+poison.
Anyway try the combination of staff 3 or corrosive poison cloud + RS skill 4. that make you able to stack a insane amount of poison, the damage that combo can deal, expecially with CPC, on a single target is incredible!
(something like 20-25 stack of poison)
That youtube videos is old and the pet AI was fixed a lot with the last patch, making things like that no more happen (or just sometimes).
Anyway, if the skill is the one mentioned before (pet skill 3-4), the only way to evade it is dodge/block/immune because it’s a multi-teleport attack that hit’s a lot of times.
if that skill hit every time for 3k the total damage on a single target can be higher than 21k, in 2 seconds.
It’s a little too much also for a full buffed pet, don’t you think?
And it’s not even the activated skill, that skill cna be the one that hit you for 10k.
Activated+pet skill = 31k in 3-4 seconds?
That has not to happen.
The main problem of a similar fix is that when you’re OOC in a sPvP Tournament match you will be allowed to swap weapon.
Is like if a class that is not a engi ro a ele will be able to go OOC and change all it’s defensive weapons with dps weapons to readapt to the current tournament.
What if a cele ele will be able during a tournament to change from melee D/D to Staff to be able to make more AoE damage/support in the mid why the team don’t need it as a melee in the fight?
That will change completly the situation.
Engis and eles (expecially eles) can obtain a incredible amount of skills just swapping attunement or equipping a kit.
Eles can’t change between melee or range, but in range have a large amount of AoE to fight also in melee and in melee have a large amount of movement and fedensive skills to fight also against ranged enemies.
Engis can simply use they’re ranged weapons, that work very well also in melee (expecially the rifle with all it’s bleed/CC that work better in close range than in long range) and if they need a melee or a defence swap to other kits, expecially if they need ranged AoE they can swap to granade or melee AoE to mines.
And what’s all that problem about open for a moment the inventary, double-click on the weapon and equip it? You take more or less 3 seconds to do that!
I really think that there’s no need or a fix like a OOC weapon swap for eles and engis and that will only make troubles to fix it between pve/www and sPvP.
Yes, in sPvP it’s really funny why no one see it XD
That skill make me easier fight rangers why they can not burst me easy from distance and I have the time to reach them casting CPC between us.
It’s also ery good in a 4vs4 fight in the mid point to counter elites like Lich Form, rangers, condi mesmers and engis.
But yes, it need a little more visive effect, expecially in PvE.
MM now work really good with the new fix on them.
I play MM in sPvP (not the metabattle build, it’s not the best one) and it work really good.
Anyway, in PvE they do good. I’ve tried once in pve but not so much because I don’t exp and use it against big boss is a waste of skills why the AoE attacks that will kill my minions instantly. In dungeon, if you’re not against a boss that AoE kill your minions in a second, they can work good.
To exp it can work well, in map exploring. But every mob you find you’re “forced” to kill him why your minions will attack him XD
But they’re strong.
You can try something like that. Half berserker half rabid.
Rabid weapons on scepter+dagger for more condition damage and berserker on axe+warhorn for more direct damage.
It’s a hybrid build that will make you survive a lot and deal good damage.
You can unlock Spike and Curses before Blood Magic with no problems.
I used exotic gear for make an example but you can make your personal build and chose your personal equipment, more berserker or more condition, like you want.
About the elite, for PvE the best is the Lich Form or the Flesh Golem
It destroy all the class mechanics, not only ours.
I play the Mm and if a mesmer or a engi use the moa I’m barely dead why I lose all the minions. If i remeber right, the engi don’t lose it’s turrets while in moa.
But, anyway, it’s made to literally destroy all the enemy skills mechanics, and it work as intended.
Seriously: is you use the scepter as a direct damage weapon you have to find another build.
And finally we have a real condition weapon, please don’t try to bring back a direct damage skill only why you’re not good enough to use the direct damage weapons to deal direct damage.
Sorry but I don’t see the nerf on the Scepter, only a buff.
Dragon’s Tooth will be used still out of combat to blast firefields and more easy to use to combo that skill with Fields of any kind, making it more viable for different situations, still in spvp to catch the enemy. before you wil never be able to catch a enemy that make 2 step forward why it go out of the area of damage before the skill is casted. Now you can play it to catch the enemy by looking to it’s direction, or casting it on a field to stack might or blast water.
About your nerf on Vigor… oh my… you will never be able now to obtaina perma vigor! OMG how will you be able to fight now?? How will you be able to evade the enemy burst with lesser energy than before?
You can do something like all the other classes and adapt to have lesser vigor? is that hard for a class with immunity skills, healing skills, water fields+blasts, movement and more?
I think that the scepter has been buffed and the nerf on vigor isn’t all that bad like you said.
Now the ele is more balanced with the other classes.
Stop cry and learn to play.
The insane damage of mesmers and thief (expecially mesmers why they don’t need to come malee to deal they’re insane burst damage) make different classes more focused on celestial or bunker.
The insane amount of damage (look at 1 month ago posts) made some classes to chose a more dps build in both direct and condition damage.
Actually I see more dps builds in spvp than before the big patch. Seriously.
Before the patch you was able to see only DD ele in celestial, bunker guardians, soldier hambow/axebow/shoutbow warriors, cleric/sentinel engis that heal and CC you till the end of your life, no necromancers, only few pewpew rangers and few mesmers and some dps guardians.
Actually you can see: more dps guardians than bunkers (direct or condition damage), direct/condi mesmers everywhere that burst you down really fast, dps warriors, pewpew/trapper rangers, thiefs with insane dps (if they know how to burst), necromancers with dsp/corrupter build (and some MM, but more dps builds than bunker MM), condi engi that burst you down in a sec (with only few bunker/CC engi). And now with the DD cele ele nerf on burn you will see lesser DD ele deal insane damage, making them lesser viable for dps and with the buff on the scepter with the Ground Target skill 2 the Flash Air will be more used, adding DPS to the meta.
Actually there’s much more dps than before the big patch!
I frequently find premades with a insane amount of dps.
But the Conquest system in the matches force us to have at last 1-2 bunkers to defend the points why it’s the better way to win.
I play a MM necro in a personal build that can kill a large amount of classes in 1vs1 and when I play with my friends my role is hold the close or help at the mid if there’s not other bunkers. But if there’s someone that can do my role I swap in dps and kill the world with the dps of the necromancer.
But, for example, in Countryard I always log my dps ranger to deal damage why when there’s no points to hold a bunker is useless.
It’s all about the map and the win system.
A good thing will be make more maps with different win systems (death match, conquer, strnghold, more…) and make us able to chose what kind of match we want to play, like for the stronghold.
That will make us able to chose between different playstyle, make different builds and edit new metas for all the different maps.
If you want a hybrid weapon try the staff with the mark n°4, it deal good damage.
I played a hybrid build and that fix reduce my direct damage but increase my condition damage, making me happy anyway.
But that fix reall ymake the Necromancer to have a Condition Weapon.
Every class have a condition weapon, exception only for the Necromancer, that haven’t a full condition weapon (and guardian but with the virtues every weapon can become a conditionw eapon).
Actually the condition damage finally don’t have a useless Power based skill on they’re main condition weapon, making it really good.
If you want a midrange dps weapon try the Axe, actually deal more damage and have more range, and with the skil 2 it deal a really high damage.
Or the classic Dagger that is always good.
im’ happy expecially for my sPvP condi build why finally have a “complete” way to deal condition damage wit the scepter, expecially why I play a Mm build, then that condition damage can increase my damage by a lot.
The Scepter is the Only condition weapon we have, let us play it in a full condition damage way.
You can try a rabid signet build.
The best condition damage a necro can deal is with the conditions and the boons of the enemy.
Send back and corrupt is the best way I found to deal condition damage as a Necromancer in spvp.
The scepter is a little better but not enough to make us a real condition class in pve, but if you add all the corrupted boon and transfered conditions you can deal good damage and be a bad guy enough to kill the enemy.
If you talk about the common guardian, there’s actually not a class taht can be a defensive support like the guardian.
The Druid will be a healer, not a defensive support, why don’t give any buff to defend your allies, something that the guardian do.
If youtake the example of the Dragonhunter is slowly beconing a dps specializzation more thana backline supporter.
But it can be a backline supporter if you play the DH with the actual common guardian support build + longbow to attack the enemy by range.
Blighter’s Boon is the answer!
I’ve played in beta and will play at the release a valkyrie build (I can at last change it in carrion for burn in RS and Scepter/x build -I discovered the scepter and I love it!-).
Every single might you obtain give you 1% of LF or 133hp (without healing), making it a very incredible chance to charge fast your LF or heal yourself while in RS (while in RS you will recover 266hp/sec + 133/266 while hitting a enemy under 50%hp). Actually I don’t remember why I usually don’t play the dps build, but if you hit more enemies you obtain more might stack, right?
That make you able to grow up LF and restore HP easy overstacking might by yourself.
At last, almost all teams use a phalanx warrior, a ele to blast an stack might or a guardian, no need to have one more to do that.
A burn guardian have lesser defences than the dps guardian, with only a single burst attack to take you down. Survive the first 5 seconds of burst cleaning burn or evanding/blocking/blinging the attacks and you’r fight will be easy to win.
Then, there’s some good guardians that can kill you anyway, but more or less every burn guardianyou find is a bad one that try to win with the “OP” build of the moment.
The only moment I find hard to fight them is when I find 3 burn guarda at the same time, bale to stack a very high burn damage AoE.
But with a skilled and balanced team it’s not a big problem. Always lesser than if they was direct damage.
The problem is more that there’s 5 class on 8 that can spam burn, making it really dangerous when the enemy stack it AoE.
And the ele, that will be finally nerfed, that can put down that kitten fire field, tht is easy to avoid in 1vs1 but hard to avoid if there’s 2 eles in a 4vs4 fight, where you have to move to stay alive.
From tonight you will see lesser burn in the game, making it lesser dangerous.
If you play as a Reaper you have to stay all the time you can in RS to deal your max damage, making you 50-66% of the time in RS
Comparing Reaper and Druid, if you see that there will be a really hard PvE in the HoT future, you can see that the Druid will b eloved in every team and will kick the Reaper out of them immediatly.
Reason: The new PvE meta will probably be no more Berserker (1-2 x team) if they keep they’re promises of a “hard PvE mode”.
Then a healer will be needed and the Druid seems to be the best at that. It look like a Tome of Knowledge Guardian’s Elite but working and frequently activable. He can spam waterfields and blast them every second cleansing conditions in Celestial Avatar, with more and more healing stuffs with staff and traits.
keeping that in mind think to have a Reaper in team: the reaper can’t be healed while in RS, making all the other classes advantaged by reciving the heal they need and at the same time keeping they’re basic mechanics to be at the top.
Why do you want a member of your team that you can’t heal and that die before all the others why it’s mechanic make him unable to be healed and easier to kill why have not a single skill to defend himself still if it’s made to be a frontline melee fighter?
And compared with all the other specializzations the Reaper is the one that give lesser things in terms of playstyle, teamwork, damage and support. The only thing the Reaper is more or less good to do is spam vulnerability and chill. Actually everyone spam vulnerability, making that aspect useless and chill reduce only by a very little amount the enemy’s breakbar, making the reaper unable to play with it’s main mechanic and give any good condition to the enemy (mob from elite and above)
Anyway it’s all to be tested.
I will play the reaper why it’s really cool and I’ve the equipment and the build ready, waiting for the release of HoT, a really powerfull build.
But it’s soo cool that everyone want to pley it XD
Actually the only thing a necro bring to the party is Vampiric Aura, that is a not-really-good aura why it’s situationally and don’t bring all that heal ti should and don’t increase the damage output by a significant %.
Then, the Reaper will really bring nothing to the team and become a problem if you have a healing class why it’s so much selfish that in DS can’t be healed, making it unable to obtain heal and, probably sometimes in HoT, survive like all the other team members why the lack of heal obtained by team members.
Reaper don’t give us more damage (the damage of the GS skill using Gravedigger is mor eor less the same as the dagger AA), more survavibility (some low healt and defence minions that adsorb a little of damage and die can’t become our defence) and the only support it can give is kitteneless aura and a heal good only if you use a full cleric set and still bad compared with every other healing skills, but that move the downed ally in another spot to be easy ressed. But that don’t give us a chance to be a support class, only a good effect to ress an ally every 40 sec.
The Reaper gives us a chill that is only good to remove a little of the Break Bar of the enemy but at the same time can’t be stacked on them (elite, champion and legendary mobs), making a large amount of our traits useless and all our strategy a dump.
Tge GS and RS damage is high but just a little bit more than the dagger and the GS have a lower damage and utility than the dagger ybtill the enemy fall under 50% hp, giving low LF, making us also unable to access frequently the RS. (we will be forced again to chose staff or dagger if we want to use the RS frequently, making the GS imemdialy a second-choice weapon).
The reaper give us only 2 good things:
1) enough traits to obtain a 100% critical rate in a complete tanky build
2) the chance to use a condition based build like Carrion, while we’ll be able, expecially in team, to obtain high burn and direct damage and 50% of critical rate by vulnerability
Then, we’ll be the bunker able to deal damage like a dps but that will not be healed by the healers, making us again lesser useful than a dps build.
I will play the Reaper because I like the idea of a Gs on a necromancer and the RS look very cool, but at the actual time there’s noting more that will make me chose the Necromancer /Reaper instead of any other class/specializzation.
Really Nothing.
There’s only a single thing that you’re all missing: Cestial Avatar can still deal damage!!!
Seriously.
Dont’ you see something big, bad and hungry near the Druid? It’s called “Pet” and it can still be used to deal a lot of damage.
Yes, the Druid itself in CA can’t deal good damage (everu 10 sec can use the skill 5 to deal damage) but the damage will be easy dealed by it’s Pet!!!
It’s still there! And it can attack and active skills while the Druid is in CA!!!
That can make the Druid in CA a big and bad enemy why you’re still facing not one but TWO enemies at once still in 1vs1!
And the Druid can still use it’s utility skill in CA, with glyphs powered in a team support variation (and the pet count as an ally).
Then, a Druid in CA can’t inflict good damage by itself but can keep it’s Pet alive while it attack you, killing you still while using not a single offensive skill.
And a Druid can Daze you for 3 seconds every 5+1 seconds! Cleaning all the time every conditions on the pet spamming the seed, healing it with the seed and the skill 1 and 4.
You can still add that the skill 4 generate a Water Field every 8 seconds that last for 4-5 seconds and every single Seed are a Blast Finisher, making tha Druid Heal it’s pet and itself better than with the skill 1.
And the skill 5 inflict a lot of bad conditions and high damage, immobilizing and bleeding you, making the pet able to catch and hit you.
Now, do you still think that the Druid in Celestial Avatar is a pure defensive healer build unable to deal damage and kill you?
Heal, waterfields and condi clean AoE everywhere that make the Pet and the Druid unkillable while the Druid’s Pet kill you and the Druid CC you.
A really nice combination, guys.
(it need a good charge of the Celestial Avatar pool to work in a long fight but if done it will be very powerfull)
I will see a lot of Druid Petmaster (+condition?) kill enemies in 1vs1 in sPvP after the HoT release!
(edited by Silv.9207)
If you take the example of another class with a problematic mechanic (necromancer) you can see a lot of things:
1) They don’t changes it’s basical mechanic problems, only changed it in something more cool that “increase” the efficence of it. They “powered” the DS in a melee version buth weakening it against ranged situations.
2) They don’t gived him something to fix it’s basical issue like assence of defensive skills, only giving him a stability while in RS (out of RS you will not have stability, exeption for the elite, that is a situational stability, more good for the stun than other things). No block/immunity/evade skills added. Only a sort of little situational minion with low hp that take half of your hp, easy to kill with a single aoe.
3) They gived to the necro shout skills that will not be used in any spvp/www build and will be more or less useless still in PvE why there’s a large amount of better utilities skills (wells for example).
4) They don’t add anything to the class, only gived to necro a old really bad build trying to make it seems good. We steel need to see if that will work or not, expecially in spvp and www, where in PvE we can still see that if the mobs will not be affected by chill because it’s a CC and they have a breakbar all the strategy of a reaper will fall down to inutility if you fight a boss with the breakbat (more or less every single elite rank mobs still have the BB and every mobs more than a elite will have it for shure, making chill a useful to take the Bb down but useless for the reaper to make it’s combo and damage on it).
But we can see that the Reaper will be a great specializzation, cool and with a lot of efficent builds that you can build on it. Hard to see it’s future (expecially about chill in spvp/www and HoTpve) but we can really hope in something good.
Or Druid can be lucky like the warriors with the Berserker that will make them able to build up a new build on condition damage, making the Ranger able to focus in a total new playstyle.
Or, at the top of the top, you can hope to be like the Tempest: in 2 skill you obtain 15-20 stack of might and inflict 15-20 stack of burn. Plus a very great effect on the new kind of attunement system called Overcharge, that grant them very good AoE skills in damage, defence or heal.
You can find the Druid be a incredible change for the ranger or an incredible waste.
(something like the Dragonhunter that someone love and someone hate)
Anyway your mechanic will not change. You will still have a pet near you and you will command it in more or less the same way you do now.
The more probable thing about the Druid is the access to a new kind of pets catched around the Maguuma Jungle, nothing more.
Also, just by skimming through pvp forum threads, there are way more complaints against mesmers than they do necros
True but I want to help condi builds fight necros so that necros are forced to evolve. And people will stop thinking that necro is naturally > condi builds.
Excuse me but what do you exactly mean with “Evolve”?
Because we’ve been evolved so much in this time following the “meta” trend that we finally find a single kitten ed spot why we’re good to kill eles by corrupting they’re boons and sending back they’re conditions and you say that we have to Evolve?
WTF?
Seriously: in what do you want to make us evolve exactly? HOW?
You’ve made a list of things that we can do to be the best pg ever without considering that we have only 2 dodges and a blind that tranfer conditions that you’ve perfectly explained how to evade.
How can we evolve to be more “active” if we haven’t a single active defence out of that condi transfer and boon corrupter skills/traitedskills?
I play necromancer and I play MM in a personal build. Then I can say to you that I have to play better with that build than with my dps guardian and I have to active more skills and with better timing with that build than with my dps guardian, that have a large amount of block/immunity/blind/movement/clean skills to survive and deal damage.
The necro haven’t a single defensive skill out of DS that is both our defensive and offensive power, making it the worst mechanic ever.
is like if the warrior to active it’s endure pain have to consume 3 bars of adrenaline (why a complete DS can “block” lesser amount of damage than a Endure Pain, expecially in some focused situations, the reason why everyone focus on the necromancer: they’re easy to kill but if you let them the DS they will deal high damage, then focus-kill-bye bye damage). That will make the warrior chose between active it’s adrenaline to attack or spend it all to survive a little longer, exactly like necromancers do.
(that’s only an example)
Then, I’ve dodged a burst, dodged a condi burst and then the enemy is attempting do active another burst skill. How can I protect me? I can active the wurm ang teleport away (if there’s nothing in the line of sight of the wurm that waste my skill) or simply take all the damage, hoping it’s a condition damage to send it back and don’t be insta-killed. or I can chose to sacrifice my LF to obtain more health and survive that boost, losing my damage DS AA source.
And to “force the necros to evolve” what do you do? Explain some mysterious hidden skills and traits that will help us to be more active and obtain finally a sort of defence?
NO!
You explain to everyone how to kill us!!!
How to make useless the only build we have! The only reason we are not kicked out of every team we found!
Thanks, EremiteAngel, Thanks!
You’re the guru of the Necromancers! The chosen one that will make necromancer finally move they’re a** and be more active, why we have a incredible amount of active-style builds that wait only to be used that will bring us to the victory!
Seriously, what’s the point in all that?
How will you help us writing how to kill us with the only kind of builds we are good to defeat?
Guy, your’ post is totally against necromancers and focused on destroy us more than make us better.
Why actually the Necromancer Can’t “Evolve” in anything better than that dps/corruption meta that you tried to destroy.
Then, please, play with your mesmer condition, kill your necromancers and be happy by yourself, don’t try to help us, we don’t need your help to “evolve” in anythyng.
Thanks for your try.
But when the Reaper will come up, the “meta” in HoT will change and some new builds will come up, please, don’t try to make us evolve. You’ve done enough for us. Go to help other classes. Bye.
Leave some water, but add more ships.
Remove the cap points.
Add 1-2 extra cannons.
Add stormy weather.
Let us swing on ropes between the ships.Bring the map back as an all-out mayhem 10v10 or 12v12 deathmatch. First team to 100 kills wins.
I like that!
In spvp if you play dps you can’t give any kind of buff and if you play support/bunker you will not deal any good damage (unless with some special condi hybrid builds).
But they’re really good in 1vs1 and 2vs2.
Actually there’s a lot of teams that use the duo elementalist+thief. The ele can deal a insane amount of damage by direct and condition and at the same time CC you and heal itself and the thief for a high amount, stacking might. In the same time the thief can hit you with very high damage with also might, and without the problem of it’s low hp why the ele will heal him all the time.
The Necromancer can be a really good partner in 2vs2 with it’s really high dps and/or ability to convert the enemy boons in conditions, making it more vulnerable. But in 1vs1 isn’t the best class ever. i’ve a good MM build with I can kill almost all classes exeption for good eles and mesmers (both condition and direct damage, why they stay ranged and can spam high damage while running evading my minions XD).
Then, every class can be a good class to play.
Classes like thief, necro, ranger and warrior can be better in 2vs2 than in 1vs1, but also depend on the build.
Good classes for 1vs1 can be Ele (best of all. Seriously), Mesmer (more or less with every build but I find really powerfull the condition one), Guardian dps (direct more than burn because burn si more depending on the enemy than the direct dps build).
I don’t know about engis. Sometimes I find them to be really unkillable, sometimes I find them to be longer to kill and made to decap, sometimes I find them in condition burst build (with that build you can deal a insane amount of damage, really insane, but you’re more expesed and can die quickly if you miss a skill). Then there’s the old but gold healer support engi, that can make waterfields and blast them with incredible amounts of heal for all the team.
Actually the two best classes for almost everyting are: Elementalist (first of all) and Mesmer.
I’ve read only some of your proposed changes, but a large amount of them is more a nerf than a fix.
From the dagger that you want to make his slower, making it worst, expecially why it’s the only weapon we have to obtain “good” health with Vampiric Aura andi is our only chance to obtain a kind of heal while in dps mode.
Then something like that:
[Mighty Shroud]: Toughness bonus increased from +180 to +250 in order to earn its place as a taken trait choice.
[Dead Skin]: Toughness bonus per stack reduced from +300 to +150 in order to better balance it with [Mighty Shroud’s] toughness-to-power conversion effect.
Will really be a nerf. Expecially about your Death Skin (I can think that is Corrupter’s Fervor, right?), that change will make it a really worst trait to chose, making the traitline really a worst one, expecially for a MM. obtain +70 toughness while in DS and lose 150 toughness both in DS than in normal play? When the Scrapper specializzation will obtain a similar trait that will give him a +500 toughness and 20% condi reduction? Simply, why???
There’s some little (very little( good things, but all the other things will be a nerf more than a fix or a power up.
I know a large amount of players that they’re rank really don’t fit they’re ability.
I’m R80 and frequently I fight against R80 players (in that sometimes the MMR work) and seriously: sometimes when I see a really bad player reach to stomp me in a teamfight with the Dragon Finisher I end like “What? That n00b is at my same rank? Seriously?”
Then I remember that there’s a large amount of insane players that play in specific Hot Join chambers where they stay all the day farming points for the rewards (level rewards of sPvP have a chance to find ascended and exotic equipment and T6 crafting components)
Then, no, the rank isn’t actually a good way to know if a player is a good one or a bad one.
I’m near to reach the rank 80 and when I go in ranked solo I find frequently well balanced teams in terms of classes.
Then, about builds and players, if you find a team of full berserekr against a team with the same classes but with more balanced builds the MMR can’t do anything, the same about players abilities.
If you find a lot of noobs there’s nothing that MMR can do about that, only look for class and rank, nothing more XD
Chill can be good.
But only if you chill your enemy for a long time (6-8 sec minimum) and he don’t clean it.
It’s good to increase the recharge of it’s skill but if he have it for 3 sec it’s skills recharge 2 sec later and it’s not so efficent as a damage mitigator, just a little annoying.
Some time ago some necromancers tried to build up a Chill Build. It work great to stack chill, the meta at this time was with low condi clean skills why there was no one able to shoot you down in 5 seconds with a burn or confusion+torment build.
The enemy had chill for a lot of time and it’s skills recharge 5-6 seconds later, with low movement speed.
After some try against different classes and builds, in different situations and against different kind of teams, everyone noticed that chill is a really bad condition in sPvP and actually no one use it or try to make a build over it.
1) Is really hard to make it last longer without a full build to do that, losing potential in dps and support. (weapon choice, utilities and traits)
2) Don’t give you a real defensive asset why if the enemy recharge it’s skills 5 seconds later (more or less 7.5 sec of perma chill, that actually can’t happen why every “meta” build have condi clean skills) don’t mean that he can still bust you down fast with all the other skills that aren’t in CD
3) If you find a ele with Diamond Skin, a warrior with Berserker Stance, a meditation guardian, a mesmer with condi clean shatters (sometimes you find them, but only some times), a shout guardian that clean conditions for all he’s team…. your build is a total waste and is better for you to relog another pg before the match is lost.
There was a more large amount of reason why Chill isn’t a really efficent condition for sPvP but there’s no reason to make a larger list.
That’s the reason why when Necromancers heard that Reaper will be Chill Focused they all screamed at once: “WHY? IT IS INEFFICENT FROM YEARS!!! WHY?”
I’ve tried the Reaper and it’s mechanics makes him able to spam a lot of chill everywhere, but if you find a build that can clean it easy, like an ele, a guardian, a ranger or a warrior, your chill will be totally useless.
There will be a really useful condition in HoT that will be really efficent in sPvP: SLOW.
It will increase the casting time of every single skill and action, making it a real damage mitigator. it really reduce the damage why the skills come with a increased delay of time from hit and hit, is easy to evade a slow-motion skill, block a slowed player that try to ress or stomp, and more.
But the only class (expecially with it’s specializzation) that will be able to use it will be the Mesmer! The only one that really don’t need a powerfull condition like that… but wtf, Anet had chose that and here we’ll have chronomancers that will spam Slow everywhere.
Actually the only class that hate Chill can be the Elementalist why Chill increase the recharge time of the attunements, making harder make combos between different attunement skills.
For every other classes (expecially why 80% of classes use ranged or mid-ranged dps weapons and skills), chill is only a bad thing that go away quickly without so much problems done.
If reaper will really make it spammable like a fire into a barn, it will be good and will work. If not… it’s better to focus on other aspects of the specializzation to deal damage and be the bad guy…
Anyway, the short answer to your question is:
Low efficence and against a really low amount of classes/builds with a expensive cost in traits and skills.
We’re waiting the Necromancer’s Reaper Specializzation for something better and a little of hope.
That can be a thing, but in a large amount of situations you’re lesser than 600 far from your enemy (spvp, some pve situations and some little cases in www).
I think that it’s ok like it is.
I think that the Druid will be able to tame the new mob species of HoT areas.
That will be good.
You can only hope that it’s not all the thing you will recive as a “mechanic variation” for your class XD
Why if you look at engi, thief, mesmers… it can be really happening XD
ANet: “ehy guys we have a new core mechanic for the Druid: HoT new Pets!!! Nice, right? But no, you will not have a new AI for pet or commands, only new cute and powerfull pets!”
Thief is the king of decap and ress.
Give AoE stealth with Shadow Refuge (or pistol skill 5 and SB blast, for example, used also to obtain stealth with dagger skill 2 leaps).
If a good player use it can kill another player in 1vs1, but actually there’s a lot of builds that make him unable to kill that enemy in 1vs1.
For example I play a necromancer. When I use my dps build a good thief can kill me, if I use my bunker Mm build a thief can not kill me.
But the thief is a god to take down a enemy that have 50% or lesser health (high dps and a lot of traits make him able to do that quick), making him a very useful class to end a fight. But also in a team fight can be killed easy by AoE skills.
There’s a lot of roles the thief can do really good but the best one is the roamer decapper/resser, able to take down a distract enemy fast and unseen.
Actually the Minion AI had been fixed quite well.
Two reasons:
1) Engineer new minion devices
2) Druid (ranger specializzation)
And I can’t wait to see what they do for the rangers. It has to be really big!!!!
The Ranger will take a twohanded weapon, then he will recive a total rework on the Fx and pet system I think.
What?
I frequently see a warrior or a ranger in the ranked arena.
Expecially warriors.
They’re good, not only for Rampage. They can deal big damage and have very good defensive skills that let them play berserker/marauder without big trouble still in a mid team fight.
A good warrior with GS/Hammer can really do great things, expecially in team.
The better teams I fought had a warrior in theyr ranks.
About ranger, it’s a veru good dps, but depend on the map and on the team. I play with a friend that use the ranger dps very well and can output a insane amount of damage but it’s good in teamfight and lesser good in 1vs1. If you know how to move you will do great things, if you don’t you will die quickly.
Into a team fight a ranger or a necro that know where to go to not be easy to catch can deal a very high burst damage. But if the enemy team focus the ranger he have 6 seconds of life ith the signet and then he will die really quickly why everyone play it in berserker/marauder.
But actyally I see always at last 1 or 2 warriors in the match (talking about both the teams = 1-2/10 ppl).
It’s not the more chosed because ele’s OP, mesmer can survive and flee everything dealing a insane ranged dps, necromancer can deal a very high dps in a team fight (but die quickly if focused, frequently more quickly than a ranger), the guardian.. is the guardian.
I see lesser engineers than warriors.
But you have to see them while there’s not they’re daily to know if someone is really with it’s main/second pg or only there to do a daily.
Anyway I see a lot of them in spvp.
Why do you need to make a condi build when you’re already to deal the same damage as a condi build when using the D/D cele build?
It is perfectly fine and balanced. Only the new players do not realise how to avoid it. Plus it only lasts for like what, 5 seconds?
The problem of RoF is not only the damage (why you can force the enemy to cross it with Updraft, knocking him back), it’s it’s duration and recharge rate.
A lot of cele ele now use Pyromancer’s Training and Persisting Flames, that make you able to active it every 10 sec and lat it 7-8 seconds (in the calculator it’s 8 sec but 5+2=7).
That make you able to take the opponent always on a fire ring, making it unable to move unless he want to wast a dodge or be damaged (3.3k damage in 5 sec without might stack, in celestial, that’s a lot of damage for just a barely passive skill).
And it’s a Fire Field, making you able to have always a field to blast to obtain might or leap to obtain the fire aura.
Here we need a nerf not in damage but in Duration.
Solution:
Increase the recharge of the skill pu to 24sec (16 sec if traited) and reduce the RoF duration to 3 sec (5 if traited).
That will make the skill not be dangerous like it is (actually IS OP by it’s AoE effect, radius, duration and recharge) and make eles unable to stack all that might that make them OP with a celestial amulet.
Seriously: a ele can stack and mantain in a fight up to 25 stack of might, making it deal in Fire Attunement the same damage of a berserker build (with a large amount of passive effects by traitline) and the same damage of a condition build.
Nerfing the duration of that skill we can find the solution to all the problems of the OPness of the eles in spvp, making them forced to chose between bunker, condition damage or direct damage, without making them always able to take them all at once.
If you play in PvE as a single player RS AA will deal beter damage because let you inflict vulnerability and stack Might.
If you play in a team, then you don’t need to think about might and vulnerability, Dagger AA deal more damage because have more or less the same damage if you look on the skills but attack faster. Gravedigger can be very good but as the same problem of attack speed, the Dagger AA can deal exactly the same amount of damage, expecially if you use the vampiric aura (that’s sad).
In PvP the RS is better why there’s a lot of traits that affect it, but also the dagger have a immobilize skill, that will grant you a easy way to hit your enemy (3 sec of immobility grant you more or less 8-9 hits!)
If nothing change the Dagger AA in an organized or massive PvE grant the best DPS.
That’s one of the reasons why the GS is a really bad weapon.
My fault, I’ve read wrong the skill name. But in what Suffer will give all that troubles to the Scrapper? About the condi transfer? (the hammer don’t inflict condition damage or big conditions) Or the chill? ANet already sayd that one fo the new minions of the scrapper will clean conditions every (6-10?) seconds, making the class better against condition builds.
Anyway that can become a interesting fight.
In the past patch where they tried to nerf it making it chose between evasive arcane and the attunement that give boons
Why is it that advocates always feel the need to word it like it’s even a choice? The nerf in question would simply make it so nobody ever uses Evasive Arcana because Elemental Attunement is 100% necessary for every Elementalist in order to survive in PvP.
Dude, that’s the funcion that that nerf had been thinked to do.
That’s why actually with that 2 traits a good ele can stay all the time fullbuffed only swapping it’s attunements and dodging. And that’s not something that had to happen!
A choice between that 2 traits will make the eles unable to stay all the time fullbuffed, making them more like all the other classes: a mere mortal.
1) Burn is more or less fine. They can tone it down by 15% and increase by 10% the trait on guardians that increase they’re burn damage, making it perfect.
2) D/D ele and S/D ele have only 2 things that need to be toned a little: lesser blast (expecially for scepter), lesser might stack traits, lesser burn and the ring of fire need to last 3 sec, no more (traited it go up to 5) and the skill need to go up to 24-27 sec of cooldown, that way you obtain a firefield that last 3-5 seconds every 15-18 seconds (fire line trait), that is more than enough, expecially why it’s both a damage skill and a perfect firefield
If ANet nerf the ele like the last time, I will need to play it!
Why?
In the past patch where they tried to nerf it making it chose between evasive arcane and the attunement that give boons, they cried so much that devs makes one of them not only aviable in another tier of the traitline, they made it a Minor Trait always aviable when you chose the arcane traitline!
That’s a nerf guys, that’s a nerf!
And they nerfed the damage ability of the eles giving them the fire traitline that only give them the chance to stack insanely burn, obtain a insane amount of might, blind every 5 seconds, obtain fire auras, increase the damage with +150 power in a minor trait and 10 + 10% of damage on a burned enemy and when attuned on fire. or theu can chose to obtain a neverending firefield that inflict a insane amount of burn and fury every time they blast it.
oh, yeah, that’s a nerf!!!
Guys, i really want another nerf like that! Please, ANet, nerf the ele! Please!!!
Oh yeah, that will be great!
Suffer no longer grant stability and Infusing terror will apply stability every sec. The Reapoer hit every 1/2 sec, then the engi will still stun you if you hit him in melee with the auto attack.
Anyway the engi have still a unbeliving multiple leap skill to take the distance, equip granades and kite down our melee reaper. (if it’s a good engi).
But yes, I think that the reaper in melee will be better than the scrapper if faced in 1vs1, but Only when the necro is in RS. Uot of RS if it’s the new “king of daze and stun” like they sayd, the necro will be killed easy when out of the RS.
Who will be faster to kill the opponent?
Find it after the HoT release!
I think that Reaper is Powerufull.
Yes, I will be happy if they make us able to chose wich Shroud use adding a F2 to use Reaper Shroud instead completly change it, why sometimes you need range and sometimes you need melee (something like what is exactly happened to the warrior).
The thing that makes me more “sad” is that every single specializzation gives to the class a new mechanic, new conditons, new ways to be played.
Chronomancer obtained little compared to other specializzation in terms of new playstyle, but obtained a absurd way to obtain quickness and a totally new Condition only for him!!!! (Slow)
And that plus the shield and wells grant him a place in every www zerg.
The Necromancer obtained nothing new.
Not a new condition, not a new build (chillmancer was played times ago and deleted by the builds list why totally useless), not a new playstyle (the weapon and the shouts don’t allow us to fight into a group of enemies like Anet want why don’t gives us any defensive skill) and the new Reaper Shroud is good but it’s the only thing that change a little our playstyle, and not so much. Why in PvE it will not change so much our playstyle, in www is useless (the necromancer melee into a zerg without any defensive skills? Dead in lesser than 10 seconds) and in sPvP it will work only situationally, depending on the enemy you find, different from the actual one that work both in range and melee.
That’s the only thing that I don’t like about the Reaper: don’t give us any new role, any real new playstiyle and any reason why someone was happy to have us in team more than now (that is more or less 0 in PvE and 1/2 in sPvP, we’re welcome only in www, if we play the DS dps build)
But anyway the reaper is a really great specializzation.
Have the worst desighn ever for this game why focus on slow skills in a game of fast-combat pvp and on fight crowded by mobs without a single defensive skill.
But it’s really cool!