It’s strength is it counters EVERYTHING. There is no build that is a threat to Signet Necro’s. The only weakness is it’s not as strong in teamfights, that’s it.
Seriously: have you played it?
Cele signet counters:
- boon-heavy classes (guardian/elementalist)
- condition heavy classes, especially the bursty ones (burn guard/elementalist/condi mesmer etc…)
That’s all. On the other hand, they are easily hard-countered by CC (warrior/ well played engineer) and have absolutely no immunity nor anyway to escape the fight. In high tier PvP, they are always the ones to go down first. And it is not because of the “target the necro” mentality, it is just the only class who cannot escape when it gets +1-ed. (Also it does not do that well bunkering outnumbered).
Just for the sake of argument. I went through the Go4Gw2 tournament since 26th july and in average here are the percentage of classes (based only on what they showed on stream, not counting the many unshown matches) :
- ranger 3%
- necro 7% (who said they are OP???)
- engineer 9%
- warrior 9%
- guardian 12%
- thief 13%
- mesmer 15%
- elementalists 32%
An equal repartition of all 8 classes would mean 12.5% each. I am not claiming those stats necessarily reveal the balance because there is also a question of “roles” and “counter”, but I still think the results are quite clear…
Only reason why Necromancer isn’t up there is because Signet Necro wasn’t popularized yet, that ‘statistic’ was from 3 months ago. I’m seeing more Signet Necromancers than cele ele’s now.
If you only look at Go4GW2 (if you have other sources than your “personal observation”, please show me) the cele necro rate is extremely constant. The difference you may have is that I averaged EU and NA, and while NA has a few necros, EU has basically none. In general, NA has more elementalists and necros than EU, EU has more guardians and warriors than NA. And in any case, never more necros than elementalists even in NA.
The necro build is not amazing; its strength is that it is one of the only counter to D/D cele elementalist. I suspect that if D/D elementalist gets nerfed, the cele necro will also go down in popularity.
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Just for the sake of argument. I went through the Go4Gw2 tournament since 26th july and in average here are the percentage of classes (based only on what they showed on stream, not counting the many unshown matches) :
- ranger 3%
- necro 7% (who said they are OP???)
- engineer 10%
- warrior 10%
- guardian 12%
- thief 13%
- mesmer 14%
- elementalists 32%
An equal repartition of all 8 classes would mean 12.5% each. Note that mesmer dropped pretty hard around the beginning of august (a bit after the nerf), to approximately 10-11%. I am not claiming those stats necessarily reveal the balance because there is also a question of “roles” and “counter”, but I still think the results are quite clear…
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Most builds are not functional when stated for pure condition cleansing.
~ true storyBurning is widely recognized as broken by even top tier players, in it’s current state.
Stop arguing about it and start proposing ideas for balanced fixes.
But the question is: is burning too strong or is it that some professions apply it too easily? I personally think the problem is more the latter. I think burning guard is very balanced, but D/D fire elementalist is not. I don’t think there is much to change about burning but simply tweaking the burning stacks or duration of a few skills.
the issue i see with the condi damage right now is that condi damage is supposed to be SLOW applied over time damage, but very high overall damage. (it never really was this… it was always applied WAY too fast for this concept)
any condisetup which will fully kill you in 10 seconds or lesss, is not slow :Pcondi damage in my view is suppose to be the opposite of the “direct damage” it is suppose to SLOWLY weather your opponent down while you defend yourself.
but at the same time it is suppose to last for a LONG time, so just moving away won’t stop you from dying 30 seconds later.
without condi clear you will die after fighting a condi-specced class, even after you win.so the downside should be it takes a loong time for the damage to ramp up.
upside should be “the damage ticks last Forever” (ofc. not forever but for a LONG time 30-120 seconds), forcing you to get condi-clear to continue.
I disagree. I think the design is that all classes have SLOW conditions and BURSTY conditions. Mesmer: slow = torment, fast = confusion. Necromancer: slow=poison/bleeding, fast = terror/dhuumfire, revenant: slow=torment, fast=burning, ranger: slow=poison/bleeding, fast= burning, elementalist: slow=bleeding, fast=burning
All the “fast” conditions are on “burst” skills (scepter 3 and shatter for mesmer, fear for necro, mace 2 for revenant, torch for ranger) and the slow ones are the ones you have on AA (mesmer scepter, necro all weapon skills really, revenant mace).
So as an enemy player, you’re supposed to take the slow conditions and cleanse the bursts. So basically, you should only clear confusion and burning. The bleedings and poison are only here to apply constant pressure between the bursts (the same way all AA usually do) and is not meant to be cleansed (except cleaning poison just before a heal of course).
I quite agree with the lack of invuln/escapes. It was not too bad BWE1 with RS 2 going straight in front, but this time RS 2 just went randomly and it seems I could not NOT target someone… So yes, when things went bad, I died… It is sad but at the same time didn’t remove the fun I had playing this
I personally love that the reaper shroud does have this 1s CD. This probably comes from the fact that I play with 300ms ping and 12-16 FPS at best (6 FPS at worse…).
I have the feeling that shout reaper does work well in zerg frontline… I would personally go for soldier. I played it with “Death Perception”, giving up on “Foot in the Grave” for the extra crits. By doing that, I think the reaper is the highest damaging class in the frontline while still fairly survivable.
Core necro is better in the back line, with mainly zerker armor.
Chaos Armor has a vestigial 35 second cd because people in beta complained that it was garbage, so they gave it 4 seconds of guaranteed protection upon activation.
Then came the PvP human sewage with the usual PU whine, and the protection was removed from chaos armor activation.
Ta-da, a skill returned to crap state for all other builds just because a niche 1v1 dueling build was strong with it.
Welcome to PvP balance, where builds are not balanced on team fights but on the whims of sore losers who whine at the latest 1v1 loss they experience.
But it’s fine because we have chaotic dampening which significantly reduces its cooldown!
hum.. wait, what?
As I mentioned, this will be fixed in a near future.
But in general, there is an obvious design flaw of PvE which hurts particularly necromancers: why are buffs ok but debuffs aren’t? Why can you use aegis to protect yourself (except against unblockable skills) but not blind (against ANY skill)? Why is party-wide protection ok but enemy weakness isn’t.
I understand that they don’t want to lockdown a boss, but each time a debuff is nerfed against bosses, the corresponding buff should be nerfed too!
Then necromancer will give essentially as much support as a guardian.
As for the replacement suggestion, I think this is the right type of mechanics (loosing sustain to gain damage) to make necro balanced in PvE.
Yeah, that was what i was going for, We ARE insanely tanky even when not built for it, and that is probably why we aren’t allowed to be super DPSy atm (PVP balance and such). I think the only way to up our damage fairly is to make tradeoff traits, there are some in the game (retaliation depends on condi dpg instead of power is a simple example) and I think there should be more, because they provide a HUGE difference in builds
The closest thing i could compare it to was methamorphosis in WOW for demonology warlocks. You stack a certain force (demonic fury/life force) and when high enough, release it for,a transformation(meta/shroud) that lasts a short amount of time where you are a lot stronger. Then go out of it again and start restacking that recourse.
Yes indeed. On the other hand, one thing bugs me a little with the idea that “we are not DPSy because we are tanky” is that some of the traits seem to be designed to make this worse. For example, instead of giving us damage multipliers, we get crit chance increases. We can reach 120% crit chance without precision gear, which allows us to go for Valkyrie and get more sustain without loosing damage. So those crit chance increase our DPS if we are tanky, but not as much if we are glass cannon (where we already have high crit and just go way over cap). This is like the worst design idea ever for necromancers…
If they changed Death Perception to a 25% damage increase while in shroud, it will be as good as Death Perception for a build without crit nor ferocity, but allow full glass cannon in PvE to actually deal decent damage in shroud too!
I perfecly agree with you on VP baseline, and I would use as a comparison a similar problem amongst mesmer: illusionary persona. This trait was mandatory in shatter builds, and most PvP builds relied heavily on shatters. At the end, all shatter builds were 44006, so all PvP builds were 44006. The only people not using it were PvE mesmers because they didn’t use shatter.
VP is in almost the same state: near-mandatory in PvP, dispensable only in PvE where the dagger build provides the theoretical best DPS (though shrouds provide more utilities).
With the 23rd june patch, illusionary persona became baseline. This is one of the main reason why mesmers suddenly got OP in PvP (they could now abandon the “illusion” trait line and get, for example, PU…). But this temporary OP-ness is already partly fixed (the damage of power shatters have been decreased) and the only thing left is a nerf to PU (which was also insanely buffed on 23rd june update). These problems aside, this change has been amazing for mesmers in terms of build diversity. There are now 2 main burst shatter builds types (66600, 66060) and 2 or 3 condi shatter (66006, 06606, 06066), with each several little variations. I even managed to run very viable bunker/support mesmer which would not be possible without this change.
So yes, VP baseline may be strong, but even if it becomes OP for a while, this can be fixed and leave necromancer in a much better spot in terms of build diversity.
As for the replacement suggestion, I think this is the right type of mechanics (loosing sustain to gain damage) to make necro balanced in PvE.
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stuff
Very impressive prose . You are good at selling it
I think xadine gave a good description of PvE situation. I will just emphasize on a point (s)he said: necro is not meta… and for most practical purpose it does not matter. The “meta” concept really only makes sense to the top 5% players. If you mostly play casually, all classes are sufficiently well balanced to work fine. Actually, for casual PvE, necro is one of the best classes I believe because it does not rely as much on the party to survive and do damage.
For PvP, one build is actually considered “meta”, and there are a few other good builds, in particular good builds for beginners (minion master) which are still good even for non-beginners
For the role, necromancer is a tanky and steady source of damage but has also a lot of team support by “debuffing” the enemy: applying weakness to reduce its damage, applying blinds to negate the next attacks, applying vulnerability to increase damage against the enemy and one thing almost unique to us: corrupting boons into conditions. This last role actually is the main reason why the main PvP build is considered “meta”: it nullifies many of the offensive and defensive boons that makes some enemies so strong (elementalists in particular). The reason why those strong abilities do not help in PvE is because the current PvE content does not use boons very much + most bosses are immune or not very sensitive to necromancer’s debuffs (blinds/weakness/ etc…)
Finally, a small word about world vs world (WvW): necro is also meta here on big group fights thanks to his very strong area of effect damage and boon removal (wells).
But I cannot stress that further: all classes are sufficiently well balanced that your priority when starting the game is to find a class you like, more than finding a class that works supposedly better than the others in high-tier end game content.
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I think the problem isn’t the range as much as the damage.
The weapon is a total glass cannon (GS4+ 5 offer next to nothing defense, life force, and kiting), but the damage isn’t really above what anybody else can do either (and it’s typical damage is far below the classes that easily might stack).
At a minimum, #3 should feel more rewarding and the autoattack chill duration shoud be longer.
Necro is actually one of the best classes in the game in terms of might stacking… Which is why it is so hard to use anything but spite-soul reaping-reaper…
I think a range extension on RS 3 would be great because the current cone is really small; an improved reliability for RS 5 which still fails more often than not (which is I believe the main reason why a dash is so much more useful). Finally, the reduction of a few after casts which makes skill chaining clunky.
When in a team fight, the GS is really not bad, I don’t think much need to be changed to make it spot-on.
- Chaotic Dampening trait makes Warlock damage instead scale off of condition damage stat
Yes please! I would even be ok if the took out the protection on chaos armor and kept the crappy CD recharge with this change! Assuming they MUST slap this to a trait instead of making it baseline like it should be imo.
The protection on chaos armor is an excellent tool in many builds.
Staff is not “only” a condi weapon, it is more of a utility/support/defensive weapon, like for example the staff on necromancer. Many power builds use it (e.g. double ranged shatter), most defensive builds use it.
The problem I believe is that condi (staff) clones are actually valuable: they do some decent conditions. So either you kill them and get punished, or you don’t… and get punished. I don’t think the devs thought it would become the core of a build but rather made it as something to make up for clones dying fast in an otherwise active playstyle. But combined with stealth, it was just a gameplay they didn’t like.
On the other hand, what is sad is that it destroyed yet another way to play which does not involve shatter spam. I find it sad that there are so few viable builds where shatters don’t constitute the main source of damage.
Epidemic is not so useful in WvW:
- roaming is usual duel
- zerg usually clean condis too fast
On the other hand, if you play condi PvE, and in particular, if you play with a friend engineer or guardian, epidemic can be devastating. Currently on core necro (not reaper), we do not apply that much conditions on our own. Good news is that some changes should come soon that may improve that!
I think the problem is that dying from a condition load feels more frustrating than dying from a damage burst because you have this “clock ticking” effect.
Burn guard is I believe a very balanced condi build. It is only one condi, meaning it is easy to cleanse in 1v1 (and in 5v5, AOE cleanse would solve all problems anyway) + it is a burst. So you die in 5s from a condi guard burst? Well you could have died in the same time from a power thief or mesmer burst too. And condi guard is usually on a carrion amulet, which is far from tanky (it mostly fixes the low HP pool of guardian). Also, contrary to thief or mesmer, the guard has very few disengage. So the burn guard is very fragile between his bursts.
And clearly I don’t see how someone can say condis have less counterplay than power. The only real problem is that you can run high condi damage and be tanky, but usually classes doing that are not that bursty, so it makes up for it (D/D elementalists is a know issue)
I actually played mainly condi reaper this BWE. I really loved it. It is a clear upgrade over condi necro.
I perfectly agree with your statement about curses. After a few unsatisfying attempts at running curses/SR/reaper, I ended up on spite/SR/reaper…. on a condi reaper signet build…
But I really loved it. I felt bursty (have never felt bursty on my necro, certainly not in a condi build), and decently efficient on 1v1 or even group fights. My burst looked like:
focus 4/5 for vuln + chill, staff 2,3 for damage + chill + poison field, RS 3 for stab, RS 4 for massive poison + poison bolt, continue with dhuumfire.
Using RS 5 before RS 4 works too by preventing the burst to be avoided, but replaces the poison field by chill field which reduces the burst. The chill on focus + staff normally already helps landing the RS 4.
The problem I had mostly is that while this burst is efficient, it requires life force. So I could not go into a (semi-) glass cannon amulet (carrion) because I needed to first survive an attrition fight to build LF before I could start bursting (I ended up on rabid/dire, but I would have preferred carrion to make use of decimate defenses)…
About deathly chill, I don’t think increasing its damage is the right solution. I think there should be a way to make chill stack, to allow more bursty chill use + allow more than 1 reaper (or other classes applying chill) to work on the same enemy without diluting the chill damage.
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Well being honest, playing against a PU mesmer is not fun. Especially as a mesmer since we have like 0 AOE and always need a target to create our clones (though they at least follow the target out of stealth).
In PvP, I usually love duels. I just don’t have that against PU mesmer.
Now for the cheesiness, I do think PU makes things cheesier. Mesmers have decent active defenses to sustain a fight without stealth, and it is way more entertaining to do. With PU, you don’t need to think as much, since stealth will almost always save you if you’re a half-decent player.
This post is literally exhibit A of ‘some people label anything they don’t like as cheesy’.
You’ve just said that you don’t like PU builds, therefor they are cheesy. That’s neither logic nor reasoning. That’s you taking your personal preferences and attempting to use them to tarnish other players, which is disgusting.
I’m not a hard-core gamer, so maybe I just missed what cheesy means. I thought cheesy meant: “disgustingly efficient without even needing to be skilled”.
Tobascodagama assumed I was saying that because I don’t like it. So in the beginning I explain that INDEED, I don’t like fighting PU mesmers. I don’t deny it. But then, I say that I think this is ALSO cheesy because you don’t need to be very skilled to hide in stealth between your bursts, and even if things go wrong, just kite in stealth.
So the build cheesiness and my dislike for it were 2 distinct statements, although obviously its cheesiness is part of what I dislike. I main mesmer, and I play many different builds INCLUDING condi PU (in WvW). So having been on both sides, I think I can fairly say it’s not just a l2p issue. I am definitely not the best player and I get wrecked by builds/skills that I should be able to counter if I played better. But not being the best player, I can also see when things are too easy to play.
Well cheesy PU clone-death got replaced…
…by cheesy PU shatter (condi or power).
I guess that means the cheesy part was really PU all along, so they actually buffed the cheesiness.
OR, people like to call anything they don’t like “cheesy”.
Well being honest, playing against a PU mesmer is not fun. Especially as a mesmer since we have like 0 AOE and always need a target to create our clones (though they at least follow the target out of stealth).
In PvP, I usually love duels. I just don’t have that against PU mesmer.
Now for the cheesiness, I do think PU makes things cheesier. Mesmers have decent active defenses to sustain a fight without stealth, and it is way more entertaining to do. With PU, you don’t need to think as much, since stealth will almost always save you if you’re a half-decent player.
It’s not really the subject, but I feel that not putting fear on any shout (a Banshee shout) is a missed opportunity…
We have a trait that fear deals (too low) damage… but we barely have any fear outside of boon corruption. And of course the terror trait competes with a boon corruption… and not any shout that corrupt boons (they convert them to vulnerability)…
Well cheesy PU clone-death got replaced…
…by cheesy PU shatter (condi or power).
I guess that means the cheesy part was really PU all along, so they actually buffed the cheesiness.
But reaper is awesome in condition settings (reaper’s shroud).
Let’s be honest, you cannot
- evade
- be sticky
- do high damage
example:
- hundred blades: very high damage
- blurred frenzy: high damage + evade
- heartseeker: high damage + sticky
- Swoop (ranger) : sticky + evade partly
etc…
There is absolutely no meaningful counterplay to it (double dodge: seriously?)
By design the skill is sticky and do high damage: fine. This is already a strong combo. But then it cannot evade or at least not for the full duration.
Um, it is the #2. The game hasn’t been horribly broken by Blurred Frenzy , so I think it will do just find with UA which does less damage and has worse scaling.
I don’t think it does less damage or scales worse, but I could be wrong.
Tell tbat to GW2Wiki
Blurred Frenzy
Damage (8x): 808 (2.400 multiplier)
Number of Targets: 3 (Max of 24 Hits)
Range: 130Unrelenting Assault
Damage: 202 (0.715 multiplier)
Number of Hits: 7
Range: 450I believe unrelenting could be written “Damage (7x): 1414 (5.005 multiplier).”
Not to mention you can escape from a blurred frenzy, not from UA…
Burning is fine as a condition, but some skills need to be looked at. Burn guard is far from OP. Being the only condition accessible to the class, and being only applied on a burst, it is absolutely trivial to cleanse + to be somewhat effective, they need to go full glass cannon without the mobility and disengage abilities of mesmer or thieves.
A few ele skills apply a bit too much in a sustained way, while remaining tanky.
Also on the subject: bleeding needs to be buffed.
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Some cooldown reduction would be much welcome. The stability portion of skill i think its fine.
A 2 sec stun with chill elite on 90 sec cooldown is not so useful. Elites supposed to be game changing skill with high cd, for example: Rampage, Mass invisibility, etc …
A-net seem to go more and more to short CD elites (the guardian shout and most of the elite specs have 20s to 60s CD elite), and some of them are still fairly strong! But I agree: keep the elite as it is but 90s CD and I think we have a balanced skill.
I suggested the LF thingy partly as a joke, but also because I made a condi reaper build which happens to be very bursty (first time I see a bursty necro build). I would say the burst feels like a burn guardian burst. But the condi burst comes from reaper’s shroud, so half of the time in PvP, and in particular the first offensive, I just cannot burst and I have to enter a slow attrition game waiting for my LF to go up. If the elite shout (or any skill really) would give me enough LF to start the burst, that would be lovely.
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Yes they do work.
I really suspect (hope) a big balance patch this tuesday. From what I recall, Robert said he couldn’t put his changes in the next patch (but that was one patch ago) + the devs did mention some balancing of elementalist coming. Also, that was their only window before this beta week-end starts, with all the work it brings to them.
So yes, next tuesday, D/D OP-ness gone, necromancer build viability increased!
I think the lack of an invulvn skill is a problem, as is the lack of a leap weapon skill.
It seems you didn’t use blighter’s boon. I personally loved it as a way to fill LF during regroup phases. For short push/regroup rotation, I was just in shroud for the whole push. Else:
- engage in shroud, go down to 50% LF
- go out of shroud, fight with GS, when life is low: heal
- back to RS
- regroup: refill RS with blighter’s boon procs.
I tried to keep at least 50% shroud, as a safety net if things go wrong.
I agree with most things said before about Robert Gee so far improving the class (blood magic, reaper). But I also want to restore the truth about some stuff:
wells.
their wells are useful and they pull enemies into them/knock down
necro wells LOL walks out of it…
There is literally 1 well which pull enemies. That’s all. And it is the elite, on a 90s CD. All the others are 3s well where most of the effect is AT THE END, so even easier to avoid than necro’s wells. I won’t say they are worse or better than necro’s well, both are balanced in a different way. For example, the mesmer forum agrees that wells won’t be as good in WvW as necro’s.
cast times and animations.
mesmer.. basically none and sometimes literally none when stealth is involved low cd on important defensive skills.
necro. slow as kitten!! everything has a gigantic tell cast times out of this world and cooldowns that make you want to walk away get a coffee and come back to find it just finished
True mostly for greatsword, death shroud and lich form. The counterpart is that mesmer’s damage come either from phantasms which take 1s to cast and can be killed or from shatters which you can also see running to you + you can still kill the illusions.
Mesmer stealth is broken: fact! Playing against a PU mesmer is boring as hell: fact! Most of the mesmer community is hoping for this to be nerfed: fact!
mobility.
mesmer… you can run away from anything and get to places fast
necro. why even bother you have swiftness thats about it
true: class design but indeed a bit more necro mobility would not hurt.
defences.
you have stealth, invulns blinds up the a teleport knockbacks interrupts regen protection on mesmernecro.. you have deathshroud that requires hitting your opponent with select skills to charge or in the case of reaper waste cooldowns to spam boons and always have a pet guardian by your side. other then that its just build tanky and facetank and hope your oponent is stupid and doesn’t interrupt your skills/range you to death
Necro has more passive defense and can have very high regen (LF regen with dagger/warhorn, life regen with vampiric + dagger 2 + minions etc…). Mesmer has a few active defense (including an excellent one on sword 2) but outside has fairly low regen. I have played both classes tanky, and surviving is way easier in necro. Stealth is broken as said before, but in PvP it prevents capping which is not great.
Now again, I hope necros will get a few invulns (I hope for invuln on traited spectrals).
It can even be a new effect (“frost”) which applies on top of chill, for the same duration but stacks in intensity! Making it an effect means you cannot cleanse it, but we cannot add tons of chill anyway. It would not be OP, but allow some small condition damage to be ticking despite cleanse.
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I haven’t tried DH but I was wondering: a part of DH’s concept seems to be ranged support. Therefore “Wings of Resolve” allow to jump from the backline towards your frontline allies in need. Shouldn’t it offer a jump back for a few seconds after you activated the skill (like thief Shadowstep) to reposition yourself at range after you successfully healed your allies?
Also I do agree that the traps seem very weak for their cooldowns!
Ground targeted skills usually require ground. So when you’re floating in a three dimensional environment there can be some complications with that.
Time Warp is ground targeted, yet it’s usable underwater. :S
explanation 1: Time warp used to be only benefitting allies, as such putting it on you made sense. Null field could be used offensively or defensively, so it was not as easy…
explanation 2: this is random because devs did not invest that much time underwater; example: all necro minions can swim… except flesh golem…
I do like the skill, but let’s be honest it does not need such high CD. While it is strong, it does not turn the tide of a match. It is more a good engage. Compare it to head butt for berserker on a 20s CD… Sure Chilled to the bone is better, but not “6 times better”.
90s is a good start. With the shout trait, it would be reduced to less than 60s in the best case scenario which sounds perfect.
now if it did recharge death shroud to full like head butt does for berserker…
I also have a question: does alacrity increases thief initiative regen (or revenant also) since those classes do not have cool downs in the same way?
Had a rev friend use 3 glint channels to have zero energy. Alacrity didn’t change it.
Ok. Should this be changed? This is essentially “unfair” for thieves and revenants.
I also have a question: does alacrity increases thief initiative regen (or revenant also) since those classes do not have cool downs in the same way?
So, a friend of mine logged into his necromancer and it seems necro wells can be used underwater but the wells from mesmer can’t. Is this intentional or would mesmers be able to also use wells underwater upon release?
HoT content is still in development so you’ll notice various features not yet in the game. Some classes dont even have underwater skills. Thief get’s no steal skill from revenant. That sort of thing.
Ah, true. So most likely mesmer wells will be usable underwater (Null Field still isn’t usable in underwater?! WHY???).
Ground targeted skills usually require ground. So when you’re floating in a three dimensional environment there can be some complications with that.
So for necro wells are only put on you underwater. I guess null field and mesmer’s wells could also do that.
I think the problem of corruptions is that the self-applied condition is either too strong or too weak.
It is too weak for wasting a transfer on it, but it is very annoying if you don’t transfer it…
Also, their base effect are usually good (still kinda low) but very niche.
Example: corrupt boon is a great utility in principle, but let’s be honest, we have hundreds of boon hate skills which do something else on top (traited signet, traited DS2, etc…). Then you get 6s poison on you. Poison is a condi we apply easily, so the healing denial is already easily covered. But 1 stack poison does pitiful damage. So transferring it does not bring much while removing one potential important defensive cooldown. But keeping it denies your own healing.
Get the trait and you get 2 bleeding… Still not that impressive.
What I would prefer is if the trait boosted strongly the self-applied conditions: for example corrupt boon self-inflicts 5 more stacks of 5s poison. Then I can see myself transferring it back and the corruption theme of “high risk high reward” would make sense (I still used a defensive CD + if I get interrupted before transferring, I may kill myself).
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The stability on RS is one of my favorite thing with the reaper. However, I keep being stunned, dazed and feared while I have this stability on (I actually checked I still have my stability stacks). Did anyone notice that? Am I misunderstanding something?
On a fairly large CD though…
I feel like there are more useful things to do with F5.
But it looks fun I give you that.
I feel like the devs are struggling with iRev and CP to make it non-OP. And to achieve that, they ended up killing iRev for most purposes EXCEPT bursting people faster.
In my opinion, iRev in the first BWE was not OP, nor was CP. The problem is iRev+CP+DE. You can have those 3 traits together and have a stellar clone generation.
So my suggestion is quite bold but simple: move iRev, CP and DE so that they all compete for the same spot, like the different dodges in daredevil. It could be in the dueling GM or illusion GM. This would prevent any combination of those to be too strong while keeping all of them in a decent (non-nerfed) state.
To a large extent, I don’t think iRev and CP fit the chronomancer theme that strongly anyway.
What do you think?
The problem is Chronomancer just adds even more to what the Mesmer already has where other classes mechanics alter.
When you play Tempest, it plays much different than Elementalist.
When you play Reaper, it plays much different than Necromancer.
When you play Daredevil, it plays much different than thief.
(I have no not tried Berserker yet)
When I play Chronomancer, it plays exactly like a Mesmer and it is definitely the most underdeveloped elite class. Why don’t F1-F4 skills change? Every class has their mechanics altered, Chronomancer just gets more.
Chronomancer feels like a completely different class to me, more than any other elite specs (except maybe reaper).
They do suffer doing damage in a team fight.
So why don’t they make Chronomancer a teamfighting class rather than a king of 1v1 like Mesmer already is? Durrrr, HELLO.
It actually helps a lot. Wells do provide the extra AOE, shield provides survivability and AOE quickness/stun, the slow is a good defensive utility etc…
The problem is the clone generation and F5 increases the dueling mesmer abilities even more… or may I say too much…
I know there were already discussion about it last time, but what is the best condi reaper you made so far?
I did run that
http://gw2skills.net/editor/?vRAQNAW7dnMbCd2gVbCubC0bilgBLeIuEjiUXhtwvKKpFAiAA-TZxHABBcQAcZ/hZvAAHVGAgnAAA
but I’m not convinced on the utility side. This was supposed to be bursty, giving high vulnerability + high might on me, but it does not seem to be doing the job that well. Also, the reaper traitline is actually not that amazing: chilling nova is weak considering how weak chill is, chilling force means only 5 might at best, decimate defense is good on hybrid or power (I tried carrion amulet, but it didn’t feel that strong) etc…
Any better suggestion?
It’s interesting because the chill has the same damage as old burning. But it suffers from the same problem as old burning… it does not stack. Reaper now is more of a bursty condi damage with fear, poison and burning on RS, it is quite strong. But chill cannot stack so it becomes a slow DOT.
So I indeed feel it is weak, but I don’t think increasing its coefficient will make it better. It is the whole mechanics which needs to be changed. I think, what reaper needs is a reaper-specific-chill, which stacks in intensity or as some suggested change the trait so that instead of stacking chill, you apply torment or confusion or whatever other intensity-stacking condition (and without iCD).