Tooltip damage varies depending on your power. So using damage numbers like the ones on the wiki doesnt make much sense. Its best to use the coefficients. As they are always constant.
https://docs.google.com/spreadsheets/d/1aI9lEpPZLiNVf7ibEeVzV1h_-aWWt-JEGW0suFgaewM/edit#gid=0
These are current coefficients. Id suggest tweaking your feedback to reflect coefficients. Or at least list the power you have with these tooltips.
I still disagree with your coefficients, and actually the link of OP agrees with my values. It is a very small difference, but I don’t see the point of carrying weird numbers instead of the actual round ones.
People have been asking for years improving necro for team fights by making scalable defense (among others). Reaper is exactly that: GS has low LF generation against 1 enemy, but amazing vs a group, the shouts are better the more enemy you fight.
I had my best experience with the reaper using tanky gear and jumping in the middle of a large fight. The LF is very easily full, the damage remains strong despite the gear and you just don’t die.
Augury is the best trait you could ask for this play style. Your heal can be on a ridiculously low CD.
@Nova Stiker
Actually, with chrono you can bring an amazing support to the team (think bunker guardian glowing pink)But it’s still shatter spike 2.0
Well that’s the thing, the bunker build I have in mind (similar to https://forum-en.gw2archive.eu/forum/professions/mesmer/bunker-chrono-theory-craft/first ) does not use shatter for damage. It uses it for healing, condi cleanse and boon support (incl. quickness). I don’t think “ooh let’s burst him down” I think “ok, my party needs might, let’s provide it”.
It feels amazingly different to play than all the mesmer builds I have played before.
@Nova Stiker
Actually, with chrono you can bring an amazing support to the team (think bunker guardian glowing pink)
Since it was the first time I played a really defensive build, I got surprised about how active this is! In a mesmer zerker, you do have an active fight for a few seconds, you rarely want to keep things longer. With this one, you can be under pressure from 2 or 3 for a VERY long time (I have managed to sustain a few times 3 people, but most of the time it goes bad) and with so few HP, the first mistake you do may be your doom.
Also, paying attention to not only your survival but also your allies around is really interesting.
Overall, I love the build. As you mentioned you do need a decent team for it to shine, if they just leave you alone, your support potential is wasted and sooner or later you will do the mistake which will kill you.
@Zenith
And if you’re using chronphantasma, you finally have a good reason to take Mental Anguish.
To some extent I think the reaper does address those issues.
We need to generate life force when we are getting hit and that needs to scale with the number of people attacking us.
How about in RS, the more enemy you hit the more LF you build. How about a heal that grants LF per enemy struck and recharge faster as well. This is not invuln/mobility, but this is scalable defense.
Here is an outrageous idea make chill half all movement abilities.
It used to be the case, they fixed it. So now the fun part is that chill is only efficient vs classes who have no leap/blink etc… How wait, that’s only the necromancer
My variant is more shatter-oriented. So I take seize the moment (good for stomp/rez). I also prefer blink to go back on point fast after I’ve been knocked of.
I give up the glamour trait for more boon share + additional protection. The protection on phantasm is quite good because despite not living long with my shatter style, the shield can proc 2 of them more or less in a row. So if I shatter the first one, I can still proc the 2nd one fast. This allows to keep my protection uptime when out of the staff (because you admit the shield chaos armor is hard to proc).
For the heal, I typically activate it, blurred frenzy and get healed back. Good way to survive even when you’re close to death.
I haven’t tried soldier, but because I shatter more often, I get a lot of heal, so cleric seemed like a good choice. I agree that burst conditions are the best things to kill me, so I would probably need more HP. Maybe cele is the way to go…
(edited by Silverkey.2078)
i am pvp players and hope anet dont nerf us by pve game play
ahaha, it’s one if the first time I see this sentence it that direction
The fact is even 30 stacks confusion still does lower damage than a standard ele, while the ele can sustain the damage (while here, the chrono gave all he had)
I had a blast in WvW with a frontline reaper and it worked very well even in small fights (vs 2-5) but in PvP, I just couldn’t get anything good with the reaper.
Out of despair, I actually put my frontline build in PvP… and it worked. So the idea is very tanky (soldier amulet, rune soldier), 4 shouts + spectral armor, GS/staff, blood, SR, reaper. Then go to mid, and jump in the middle of the fight and spin!
Absolutely no LF generation problem (shroud CD is 7s, it is usually more than full by that time), the GS always hit something in the mess and the heal gives very good LF. As soon as you put your shroud, with the crits from traits you actually are painful despite the defensive amulet + heal allies around. Always start the DS with 3 for the stab else 4 just does not work.
I can’t pretend it is the best reaper build, but it’s the only one where I really thought I was using the reaper essence and didn’t feel “restricted” by it.
The idea of Wells is that they pulse the same effect (with Chronomancy Wells having an ending effect too). I don’t think Anet would be willing to let Gravity Well break the mold, so suggesting a pull or whatever on cast is unlikely to happen even if it is a good idea.
Some wells break stun on cast and add 1 stab. That is not exactly the same but still a special effect on cast. And before chronomancer you could have said “wells pulse the same effect, so I don’t think Anet would be willing to let chronomancer wells break the mold by having a special effect at the end”.
Like Life transfer, the RS AA regens more per enemy hit. But life transfer could be done from range while you don’t take too much pressure and thus actually regenerate the shroud efficiently. With RS, if you hit 5 enemies you’re probably taking massive damage.
So yes, the AA should have a higher sustain.
I’m neither playing nor dying from it (I’m having a lot of fun and a bit of frustration with a chrono-bunker build). I just realize that GS AA would proc well while I know it is rather easy to land.
So please let’s keep this to actual player experience. Theory crafting on dummies doesn’t really help now does it? Asking for nerfs based on possibilities helps no one.
I did start this thread precisely to avoid bad nerfs. And the best way to avoid bad nerfs is not to claim everything is fine if it isn’t but putting the finger on the things that are a bit too strong and keep the rest.
The trait “Lost Time” is a tough one to balance. Slow is powerful, so this trait can be made OP or absolutely pointless very easily.
Reaper along with chronomancer are probably the best elite speciailzations shown off compared to thier base classes. So I don’t think a complete rework is necessary, I’d just like to see more damage, and more debuff pressure from reaper traits.
Tempest and dragonhunter need far more work than reaper though, some of their traits are utter kitten.
this!
Also, I have played reaper in WvW the whole evening and I can’t remember having had that much fun in WvW ever! Love the concept, not so happy about the numbers, but that’s an easy fix.
Are you people complaining about Slow being OP actually doing this in spvp, wvw, or fractals?
Because while you can do this on dummies for sure, is this helping you against actual players?
In PvP, just GS AA (which is not so hard to land) is procing crits fast enough to slow a lot. So yes, it does help against actual player.
You are personally killing players with this yourself to know this is over powered and not easily over come. You’re not dieing 1v1 and killing players 1v1 with this?
I’m neither playing nor dying from it (I’m having a lot of fun and a bit of frustration with a chrono-bunker build). I just realize that GS AA would proc well while I know it is rather easy to land.
Are you people complaining about Slow being OP actually doing this in spvp, wvw, or fractals?
Because while you can do this on dummies for sure, is this helping you against actual players?
In PvP, just GS AA (which is not so hard to land) is procing crits fast enough to slow a lot. So yes, it does help against actual player.
I kinda feel like Gravedigger should hit a lot harder with the windup it has. Or hit more than once. Even if they doubled the number of hits I feel it wouldn’t be great, let alone OP.
I would really love a second spin immediately following the first with the same damage coef. Because avoiding it is one thing and I think it is part of the design (high cast but high power, right now the power is missing) but it can also be blinded/blocked so easily, which would be fixed by the second turn.
This reminds me of someone the first day of beta who says he will report me for cheating because “speed hack”…
As far as scaling defenses, I found Reaper to be a quite powerful frontline WvW class, camping shroud and relying on Blighter’s Boon (as your defense which scales in larger groups) to keep your health full while in Shroud and your Shroud full when out of it. In the testing I’ve done in an organized guild setting, the Reaper’s Shroud 2 skill and Flesh Wurm are both great initiation/escape tools, and my Reaper was most always the last frontline to go down when the boons from Guardians and Warriors stopped sustaining its health and shroud after they’d go down. Combined with the number of enemies dying outside of Shroud to sustain my Life Force and Unholy Sanctuary to keep my health up, I almost never had anything but full health or full Life Force. I advise everyone to try out frontline reaper.
Please share your experience here:
https://forum-en.gw2archive.eu/forum/professions/necromancer/WvW-Reaper-for-BWE/first
some people do not believe in frontline reaper
Necro is rather tanky on a 1v1. But the more enemy the worse it becomes (no scaling defenses like invuln/blocks etc…). We have been complaining about it for ages and with reaper a-net actually answered our call… in a way.
They now added these shouts and this GS which are more efficient the more enemies there are. This allows to make the necro stronger in group fight without making it OP in duels. To some extent, this is a success: with GS and shouts I felt horrible in duels but “just bad” in group fights
So reaper is a-net step in the right direction without adding scalable defense… I think the balance of reaper is a bit off right now, especially the GS but with a few tweaks it will probably work somewhat better than base necro in group fights. I like a lot the design and the idea, it is mostly off because of numbers (low damage, slightly excessive cast times). I would love if they finally add scalable defenses but it seems that’s not part of the master plan.
Well there is a good chance that GS damage and possibly RS damage will be increased a bit (because they currently don’t compete with non-reaper necro in any game mode). Already right now, I would not be surprised that the reaper has a higher damage than warrior: I had a look at it, the damage coefficients are about the same, but necro can take 50% crits (I can’t see how the extra 1 stab is better than 50% crit) which is 25% increased damage while warrior only has “destruction of the empowered” as a personal DPS increase from which you can expect maybe 12% increase?
Then for utilities, I used blood magic so I have healing and rez power from RS 4 (I love this skill so much), vampiric aura… Also shouts clean conditions, which warrior and guardians also provide but at least we have it. We have some blinds, poison, chill and vuln (which even if it is cleansed fast still helps in the meanwhile)… So the might/fury we miss is partly compensated by high vuln uptime (I use “Unyielding Blast”, although “Speed of Shadows” is tempting). I also brought “Nothing can save you!” which makes party unblockable, good against guardians.
I don’t pretend it is meta-worthy, but I feel like it potentially is something which you shouldn’t feel to bad to take the place of a warrior when you have a sudden urge to jumping in the middle of a red-name sea to spin around (love that feeling).
Since there are other traits for shroud 1 (dhuumfire) I think the only way to balance would be to have the same attack speed for RS and DS, in which case, baseline piercing would make sense too.
if they slow down RS 1 to match DS 1, i’ll punch your neck
RS is what currently makes it worth taking reaper spec….kill the speed of RS1, kill the spec. they’d have to change the GM speed trait to +50%….which might be interesting…but then i have to give up blighters boon
I obviously was asking for DS attack speed to be increased not the opposite. But you’re right, I should have been more explicit
I feel that Insp-Illu-Chrono is not only a great condition build but also can potentially function as a bunker build. A high Shatter cadence allows you to heal and cleanse constantly, and you can also block very frequently with Sceptre-Shield all while applying heavy condition pressure.
The main benefit of chaos is
1) protection
2) stability
3) in general good boons to share.
When I did run chaos, insp and illusion, I liked the added might to share though. F1 could be a strong boost (guardian staff 4 allows 12 might + healing…, our F1 could do basically the same after boonshare).
I think illusion and in general condi makes a more offensive set up, at the expense of some sustain and support.
(edited by Silverkey.2078)
I think the alacrity is strong for the mesmer, it is just sad that you can’t benefit your allies with it very much. The phantasm hits only a few allies, the well does not do much on a high CD. At the end, our only good source is shatter but it is only for us since it is not even a boon you can share.
Condi benefits much more from chrono than power because condi really needs only 1 trait line (illusion) so they don’t give up as much as power which usually need their 3 lines already.
Since there are other traits for shroud 1 (dhuumfire) I think the only way to balance would be to have the same attack speed for RS and DS, in which case, baseline piercing would make sense too.
So did someone try the frontline reaper?
I personally did and it was extremely fun, mostly because it was my very first time in the frontline. However, I cannot really say if it was efficient because I lack comparison point + I was on a rather unorganized zerg fighting other unorganized zergs and the highest number usually slaughtered the other (and my server, Vabbi, is usually the lowest number, with perma “outnumbered” buff)
Still my comments:
- Reaper shroud was great. Really the main benefit of the reaper atm. The pulsing stab on 3 is absolutely mandatory in the zerg, and I really hate when it runs out. 4 is super nice especially as I traited blood magic for some healing/rez. 2 is rather useful (having some mobility is a “leap” forward for necro
). 1 felt weak.
- when we managed to do proper push/regroup phases, the shroud lasted basically long enough for the push and blighter’s boon + nearby deaths allowed to refill most of it during regroup. That was really great…
- … because GS itself was not so amazing. I clearly preferred it in WvW than in PvP because more enemies + you usually hit at least a few with 3 to build LF. But I still tried to stay out of it as often as I could.
- can’t say much about shouts. The stun break is on one of the best shouts, which is nice. I had hope for the heal to regen LF, but it just does not heal enough and the LF gain does not make up for it.
So overall, I would say promising, but GS really needs some boost.
With only 1 CC, it won’t do much against the enemy. But I guess the stability can be welcome.
Basically, being a chronomancer means coming up with ways to use the variety of tricks to compensate for raw damage and durability. Everyone who is complaining about how op it is are just seeing the tricks and assuming that’s just more powerful. What they don’t see is that under the hood, those extra shatters aren’t hitting as hard. And that the chronomancer is more vulnerable than other mesmers.
Yeah, it sounds like Chrono has expanded our 6/6/6/6/6 build into a 6/6/6/6/6/6 build, to hear some people tell it.
… and we can take a few GM per trait lines!
I think it comes mostly from the fact that it is based on a design for a standalone class. I perfectly agree that so far all the others are tweaked versions of the original class. I love the style of the reaper (but am not convinced by its efficiency), but it is just a tweaked necro. Chronomancer is still a mesmer in some aspects but plays so differently! I love it
And yes, F5 is probably the best skill. So many ways to use it well, and so many ways to use it bad :p
i am so amazed of the mesmer community
you scream op when ppl around dont yet familiar with the chrono concept
Well that was my point, I don’t think chrono is OP, but if it is I want to avoid “bad nerf” (MtD, chaotic dampening, harmonious mantras, just to name the recent examples).
Staff is bad. I was using it a bit today, and after a while I went back to axe and, much to not my surprise, it was a massive improvement. That’s saying a lot, as axe is in desperate need of help as well. Staff just doesn’t provide much, whenever you swap to it you instantly lose any meaningful pressure, the utility it provides is really weak compared to our other weapons, and on top of that it is boring with very little interplay with our mechanics.
You should just not use the staff for DPS. Honestly, I was very skeptic with the staff in my beginnings as a necro (mostly because of PvE where dagger/warhorn rules). But now I love it and I think this is the best weapon of the necro. It just has everything… but not really damage.
I was thinking for the well trait of something reflecting more the duality: clear 2 conditions from allies and 2 boons from enemies. But that feels a bit strong and somewhat going on top of null field.
I will say something weird maybe, but I’m very happy the GS does so bad in PvP. The life force generation is just too small except in “optimal” situation (i.e. every enemy nicely aligned for your nr 3) and the skills are just too slow to be efficient in melee range.
I am happy because I am optimist. I don’t feel like the overall design is bad, I just feel that the damage is just too low (and maybe a tiny bit faster would be good). I believe that we can safely ask for as high as 25% increased damage (in particular for gravedigger) to have any chance of being used in PvP.
And that would mean that both dagger and GS have their niche: dagger = fast LF + “safe”-hitting, GS = if you do a bad move and get caught, you’re dead. And that will mean that GS can be used in PvE to increase significantly our DPS without breaking the PvP balance.
For the F5, if I understand well, it is 1.5s with IP only but adds more time for each clone shattered. Would it make sense if it does not scale that well with the number of illusions? I feel like 1.5s is a reasonable window (basically 1 long cast skill), but 6s (3 clones) is too much. Then again, if you use 3 clones, then you have wasted 3 clones…
But I really love this skill because there seems to be an unlimited number of possible use of it, both offensive and defensive. I even tried for fun to jump out of Skyhammer and shift back safely. I can see people trolling in WvW, followed by a group of enemy and “faking” a jump.
I have had a very good time with my first day of chronomancy, but I didn’t feel OP. This may be due to the fact that I play a weird build (chrono-bunker) but I felt most new skills were well balanced or UP (some of the wells including the elite).
On the other hand, I see people here on the forum preparing themselves for a nerf and while PvP I started to have some “chrono OP” comments (which is ironic because it came from an elementalist…). With these comments starting to spread, we can expect to play a downgraded version in the next BWE.
To prevent that from happening, I would love if you could say what you think was OP and a suggest a solution to fix it. If a nerf has to come, at least it should target the right part and not some of the super fun mechanics the specialization is bringing.
The one thing I can guess is a bit OP right now is the burst after chronophantasma. For this reason, I think the best suggestion was that each phantasm continues his usual rotation but “clones” himself on shatter, and the clones run towards the enemy to shatter. This way, there is no sudden phantasm burst after the shatter burst (better than just 1s daze).
Hopefully no half decent PvP build comes out of this so this stuff isn’t instntly nerfed and the PvEers can enjoy their new toys.
From what I hear around, your prayer is not answered. I already hear “nerf chrono” everywhere. This was especially fun once, coming from an elementalist…. because sure elementalists know something about OP-ness.
So, since I could now try the actual chrono build, I have to say I love it. I really feel like this is an efficient set up. I haven’t played guardian much, so I can’t really compare, but I feel very useful in the team.
More constructive point by point feedback:
- the shield is great!!! It is now my new favorite interrupt skills for mesmer (maybe behind mantras, but in front of pistol), and with the added quickness, it is just a perfect rez-skill!!!! I also love the possible double block for a burst phantasm generation before a shatter.
- the well of action is just perfect. The healing well is very nice too: it has a very good heal + very supporty + can clean up to 4 condi . I try to always use it when I have my sword, this way I can blurred-frenzy waiting for the second heal without being interrupted (except revenant’s trolling displace).
- the quickness on shatter is very nice with the boonshare and for rezzing. However, I am sad that illusionary persona does not work with it (but thanks to “Illusionary Reversion” 2 shatters can do the job if I have an emergency need for it)
What wrecks me usually is hard condi like burning. We don’t have that much HP in clerics (maybe I need cele?) and our burst condi removal is not that strong.
Also, maybe it’s a l2p problem but I really have trouble with phase retreat. It is absolutely essential to the staff rotation (clone + chaos armor) but most PvE points are too small (except mid in foefire for example) so I so often end up out of them and start decapping. I know dread when I need to switch to staff!
But globally, I love it. As for the possible incoming nerfs, I sincerely hope they won’t disturb too much this build, because I don’t think it’s OP.
(edited by Silverkey.2078)
I felt like it was a very useful skill, but not “game-changing” as you would expect a skill with such a high CD AND high cast time. So at least one of them needs to be reduced. 1s cast on 90s sounds decent to me.
I don’t think the shield is very PvE material. It is too support-oriented, but not really the kind of support PvE needs currently. Also, alacrity is not super valuable in PvE.
The only thing I could see as a strong bonus for chronomancer is the ability to shatter with chronophantasma + maybe also the damage well and well of action to get a higher spike damage.
I believe PvE-wise, chrono will benefit condition build more (with duelist) because
- condi build really only need dueling and illusion to do high DPS, so there is a place for chronomancy
- duelist has a longer time between volleys which chronophantasma will shorten
I didn’t play it very long but I felt that seize the moment (quickness on shatter) didn’t proc with IP… Will test it further later tonight
I’ll be around doing things. I’ll also try to be on the omkitten. If there’s interest, I’ll lead a chrono raid either in wvw or eotm.
What times? Lets do it!
After work I’ll be on, though I’ll need to make dinner at some point.
Get a pizza for the whole weekend
I can bring a Feast of Mushroom Pizzas, but I didn’t know you wanted to play condi?
(edited by Silverkey.2078)
As for other classes, I am no expert in guardian, but it seems that in general, a-net is quite good at designing amazing staff skills (mesmer, necro and ele staff are some of the best weapons, I think it is fine also for guardian) but awful at designing scepter (scepter is I feel the clunkiest of mesmer weapons, somewhat same for necro and ele).
As I said, I do not complain about scepter 1 except that I would love if it does not overwrite phantasm. The clone production is a fine tool, but just prevent it when 3 phantasms are already up.
Context
Now I won’t claim that the necro is low tier in all game mode, because this is not true. Necro is meta in WvW backline, and has an average place in competitive sPvP. But this “decent” place should not eclipsed the many problems the class has.
I don’t understand the whole point of this thread.
1. WvW: Necro is one of the 4 most important classes. It is the single largest source of damage. The class is meta.
2. PvP: Really strong right now AND has a variety of builds that are viable.
3. PvE: Is there where your concern is? If so, valid point. The issue is how to buff PvE without make WvW and PvP insanely OP. Being OP is only for eles :p
1. I said so. I do think DPS of ele may be higher, but I haven’t actually compared numbers + necro corrupts boons which is very strong.
2. I wouldn’t say very strong, I would say average. As for the builds variety, I mostly see the cele signet, the old-syle power necro and minion master (yes, I think MM is at a good spot right now). All of those are different, but all use the same weapons! Necro seems to have only dagger, warhorn and staff. That is why I used the example of axe and scepter rework.
3. I agree this is where the problems are the most severe. It is not only being non-optimal, it is the discrimination that results from this. I have seen many suggestions on how to fix that without breaking PvP, my own suggestion being to use the concept of corruption (but rework them) to remove a lot of your sustain (the main reason why necro has a low DPS) to get very high damage/offensive support instead.
Finally, you may not agree with my post in the first place, but I feel very happy (and honored) that this triggered a wave of answers from Robert Gee .
First, disclaimer: I have never played frontline in WvW because I mostly play mesmer and necro and I felt my place was in the backline. So I may be missing some important points.
However, with the elite specialization of necromancer, the reaper, I started to feel like there was more frontline material and we had a nice discussion in the necro subforum about how to do just that and I will try it this week-end.
This + the discussion with Fay about the WvW mesmer-only zerg lead me to wonder if actually mesmer couldn’t fit also in the frontline. The idea with Fay was to use the distorsion-sharing which because of its 5s ICD you can in principle chain properly with a mesmer-only frontline party for permanent invuln/evade.
But even without going full-mesmer, I feel like one mesmer in a guard/warr party has something to offer:
- currently, the frontline is suffering a lot from the stability changes. They rarely have enough stability to cover the whole push (about 10-12s). The problem is not so much the length but the number of stacks of stability. The main source of stab is a guardian with 5 AOE stab for 5s on a 24s CD. Mantra of concentration gives 3×3 stacks of 2s (so 3 stacks during 6s) on a 30-ish CD and with signet of inspiration, we can also multiply by 2 the stab from the guardian (so 5 more stacks for 5s) on a 24s CD.
- condition cleanse: 6 AOE if you use mantra heal with the CD corresponding approximately to one push. 4 more with shatters if we take “Restorative Illusions” over “protected phantasm”
- 1s AOE invuln every 5s with signets (24s CD if you take inspiration and midnight) + shatter. You also have your personal rather long invuln with blurred frenzy.
- AOE heal with “Healing Prism” (only first mantra charge though) + with shatter if we take “Restorative Illusions”.
So those 3 points seems to be potent enough to at least start this discussion. For sake of fairness, the downside:
- the damage probably much lower than guardian and warrior. If we take “Protected Phantasms” we will allow the first phantasm burst, but we don’t have that much AOE phantasms except GS and focus, but focus takes too long to do its damage. So most of our damage will come from sword mh and IP shatter.
- We are locked into domination (signet)+ dueling (mantra)+ inspiration (support). In particular no chronomancer here, which is sad because the shield would have been an interesting choice.
- I don’t know how long we can actually last in the frontline.
Opinions?
I will be testing the support one ( https://forum-en.gw2archive.eu/forum/professions/mesmer/Chrono-bunker/first ) in PvP and maybe give a try to a well backliner in WvW.
I can’t find any “serious” PvP or WvW build which includes both: GS and Staff. Because Staff is a hybrid weapon and it should somehow work with GS, right? Now we are just limited to Staff + Scepter/x and GS + Sw/x.
Edit: what about Staff + Sw/X?
Watch the NA Go4GW2 tournaments, the staff-GS was the main mesmer build used there (while in EU it was mainly sword-torch/GS)
They said they intend to put F5 on the right of F4, they just didn’t do it yet.