Timelord to Lillium Honeybuns, IoJ
Forever together, or not at all.
The reason i wish to build for sustain is due to the roaming meta. Professions such as revnant, thieves, and mesmers have many sources of damage mitigation such as blocks, stealth, evades, teleports and strong healing/condition removal. If i build full zerker as you would have me then i’d be dead in short order after not being able to damage them. Blighter’s boon doesn’t do anything against people who can out maneuver you. The fact that our defensive lines arn’t as effective as other professions is worrisome, especially when we have to trait for it and most of their sustainability comes from weapons and utilities.
Concerning the sustain of a MM, in SPvP they have no trouble. In WvW it’s as easy as one soul spiral to kill their minions. Minions a majority of the time do not work. Even so, the healing coefficient on siphons is still extremely low.
40 damage going through toughness is laughable on base siphon, especially seeming a revnant can do atleast 6 times that, all be it on a 1 sec CD ( which is still more).
True that doesnt help with the fact that our deathmagic and bloodmagic lines are not the best for a sustain based playstyle (to say it in a nice way) but you are wrong if you say that playing a attrition/sustain style on necro is harder then before HoT when infact it is now easier.
If you have the time i’d like you to explian how please. I primarily WvW roam/zerg, with the addition of HoT it has become easier for many classes to go full damage due to their profession. I would argue that it has become harder due to everyone doing more damage with added suvivability.
Doesn’t also the fact that you yourself admit that our defensive lines are not the best for an attrition/sustain style of play speak volumes?
#ThatsAnetForYou
#Knowthisafter3years #Stillhopenowandagain
Our siphons were always bad for the sustain type play. Honestly if you really want to play the sustain typ builds run blighters boon and spite with some boon generating sigils/runes.
That doesn’t help the problem, telling someone to play something else shouldn’t be a response to every argument. There are reasons that there are multiple trait lines, those focusing on offense, those focusing on condition, those focusing on minions and damage reduction and those focusing on healing rather than just the same for everyone.
Guild Wars 2 has always been a play your own way kind of game and i find it unfair that not all play styles, especially one befitting our profession, is not represented as strong as the others.
As like any thread, this is my person opinion.
Necromancer sustain, primarily in SPvP and WvW needs a rework. With new profession abilities and damage as a whole being increased, it has felt harder than ever before to play an attrition play style. It has always been easier for other classes to invest more into offensive stats and keep the same base survivability than a necromancer.
Siphons are not as strong as they need to be. Healing from siphons in shroud was a step in the right direction but more can be done to make them viable. Heart of Thorns has increased everyone’s damage but yet our siphons have remained low.
Let’s take a look at the numbers at 0 healing power:
With 1200 healing power ( cleric amulet):
Let’s compare these to other classes siphons(not all may be listed):
As you can see by the numbers, other classes siphons scale better with Healing power than a necromancer’s. Basic life siphon only gains an additional 7 healing with 1200 healing power. What’s even the point of this? (One can argue that we can have multiple additional siphons at once but at a maximum only three can be applied at the same time. I feel that minion siphons, well siphons and shout siphons are mutually exclusive. They cannot all be implement effectively at the same time. This still doesn’t account for the ridiculously small affect that healing power has on Siphons) A necromancer who chooses to invest in healing power should be able to have that healing power increase all healing by a reasonable amount not just a few select skills.
I propose this question, would a 5% healing coefficient be over- powered? I personally don’t think so. With 1000 healing power it would increase siphon heals by 50, making a 90 healing per hit total. With this much investment into healing power, it would be offset by the reduction in damage we’d deal, if that investment was into offensive stats. An argument could be made for even 10% healing coefficient but i feel that’d be to much.
Mark of Evasion compared to other dodge skills ( wearing a celestial amulet for comparison purposes) doesn’t warrant it’s cool down cost. ( Information taken from http://en.gw2skills.net/editor)
I would like to add that the 10 sec CD on Engineer’s Evasive powder keg (518 damage) is also not warranted. Why would this trait have a 10 sec CD when the warrior’s Reckless Dodge does exactly the same damage but doesn’t have a cool down?
Necromancers have the least access to Vigor and endurance regeneration out of all the professions but yet is one of the only ones that has a cool down on their dodge trait. The added regeneration added by a no CD mark of evasion would put us more inline with a more attrition based game play.
As stated many times before by many people, Necromancer’s would benefit heavily from Vital Persistence being made baseline or Strength of Undeath being increased. As a base Necromancer i never felt a need to have these increased before HoT. After HoT i feel that life force drains faster than ever before due to the increased damage of every profession. I propose that Reaper Shroud has an additional 15% increase in life force over Death Shroud, reason being that in order to use Reaper Shroud one must be in melee range while Death Shroud can be effective up to 1200 range.
These are just a few of my thoughts i’d like to share at this time, has anyone felt the same way? ( that necromancer sustain needs an increase when playing an attrition based play style ).
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sorry, walking dead is on >.>
On paper it looks good, to me atleast but it just under performs so badly.
Even with all the defensive stats, defensive traits, chill, blinds, dodges… they do nothing.
THE GOGGLES THEY DO NOTHING
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Oh we’re talking WvW? No idea then, I only play Ele there.
should have specified shouldn’t I… PvE is cake, anyone can do that. Just keep getting wrecked in WvW roaming since HoT drop but before i was all over people.
Guess its just time to either adapt, wait for them to balance or just play another game.
All classes can survive easily in Berserker if you trait properly and play your class right. Necro…
Should come face the roamers in my tier…
Immortal warriors that can kill you in seconds, thieves that regain 100% hp no matter how long they stay in stealth or how many times and mesmers that burst continually, the list goes on,
doesnt help the fact im trying to roam on a bunker build against opponents that can buidl with full daamage stats and ignore defensive ones, on a server with no zerg against a queued map…
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So you’re a chill reaper thats dying in a few seconds and you want the game to fix that for you?
Chill reapers can live indefinitely vs pretty much everything.
Cant see how, i always built to have the maximum defense and moderate/high damage i can but it just seems i cant survive whats being thrown at me even with all my defense and cooldowns.
Not to mention anything i throw out is either negated, dodged or healed up right away. maybe my whole spec is wrong. The ability for others to out heal, out cleanse, to appear everytime out of stealth with full hp even though they went in with 10%, every time is insane.
Guess i should just reroll to a warrior, mesmer or thief
Since HoT release i cannot survive, my armor, vitality, protection, life force, reduced damage from chilled enemies etc etc cannot keep me alive. My life force is eaten within a few seconds just by one person. I have 3300 armor, 3480 in Reaper Shroud, 23.4 hp and 18.6k Life Force. In the past i was able to out tank the damage done to me, now…i die as fast as if i were in beserker gear. Compounded by the fact i can’t hit anyone, i know im crying a river here.
Do you think toughness and vitality are able to withstand the increased damage of all the new abilities and toned up old ones?
Should toughness reduce crit chance against the wearer?
Or is it that there is little no balance at this moment?
1)Fix bugs that have existed since launch ( Spectral Grasp for example)
2)Increase life force of Reaper Shroud, drains so quickly compared to Death Shroud.
3)Increase damage of Reaper Shroud 1, hits like a wet noodle on anything but low armor targets.
BLs are empty, EB has server blobs against our 20 people max, most of the time.
Fun times.
Lol if Anet looked at every skill that way, Reaper would be removed.
My point exactly, so you can’t see it as 10 second fear.
I’d rather they just fix all our buggy skill like Spectral Grasp only pulling by 0.1 or people being able to jump grasping darkness but just pressing the space bar.
It doesn’t pull the target to you a large percentage of the time either, the entire time i’ve played a necromancer i’d say ive only seen it work maybe all but five times.
Just another thing to add to the long list of things wrong with this game that they won’t correct. You’d think I’d just learn to accept it by now.
Rev Hammer skills will go through wvw objective walls and gates.
True, but Anet seems to balance things around best case scenario and not something in the middle, so I’m sure they’d look at “holy kitten, ten seconds of fear output? nope, can’t have it.”
Although, i suppose technically it could be looked at the same as CttB, but with less damage and no other CC, soft or otherwise
If Anet looked at every skill like that then you could say that warrior hammer does something along the lines of 10 seconds of knock down.
It’s still 2 seconds on 5 enemies, thats not over powered at all.
1 sec of fear per boon? that’d be way too strong.
It only strips 2 boons.
*10, potentially, because it’s up to five targets that you would make flee from you
Thats still only 2 seconds of fear per enemy.
Consume Conditions is not as amazing as you’re making it out to be, Soul is Mine is on a very short cooldown with max targets and does just as much, If you’d rather be near-immune to cripples/chill/immobs Sure, go consume conditions, but i’ll argue that the Soul is Mine/Augury of Death combo is better even just for the cast time in most situations.
And you’ll find Suffer almost never works in a actual fight, so IF ANY condi clears, run Well of Power even though most would consider it atrocious, it at-least will do more than Plague Signet or Suffer (both fail in a actual fight almost 60%+ of the time, it used to be the primary complaint of Plague Signet until the cooldown was reduced and people stopped caring as much) and Suffer still needs buffs to actually be useful.
Do you run in NA or Europe? Which Tier do you run in?
My server, IoJ, jumps between tier 6 to tier 8. We go up against servers with much higher WvW populations than ourselves. For Reset last night there was a maximum of 30 players on the map against a full map cap blob. I’m use to fighting outnumbered fights, not even ones. Thats why i throw in the extra defensive stats.
Suffer has never failed me, has always worked to get me out of hairy situations. Are you not hitting the 5 person cap every use? It’s the only way it really does anything great. Consume conditions is our best heal, even at it’s 30 second cool down. a Full condition clear in a condition heavy pirate ship meta is a life saver.
Boils down to different strokes for different folks. It seems like in your zerg situations that you’re primarily kept up by those around you, it’s not always so easy to have that situation.
Necromancers have always been able to be in the front lines, just don’t go beserker and expect to live. Been doing it for years.
Going full cavalier may seem like a good idea but you’ll need added vitality to live through condi-bombs. Mix in some soldier gear to be more effective too, what point is added crit damage if you’re dead. Yes, even with the Shroud cleansing you’ll still need more defense against condi-bombs.
Consume conditions is a must, in the condition heavy WvW we find ourselves in , anything else just doesn’t compare. Combined with " Suffer" and you basically have two full condi-clears.
Play smart and realize that you’re not invulnerable, no matter how tanky you build yourself, it means nothing being focused.
I main a Reaper and have several Guardian Alts. Guardian is by no means my main profession but that does not mean i cannot play the class effectively. I’ve always like the idea of Guardian as a support class, if that’s not your thing then didn’t you read the title? All lame jokes aside, i created this build and have been testing it out in Spvp to a degree of success.
This build is about staying alive and keeping those around you alive, the longer you can keep the others around you alive the more damage they can deal to the enemy. The crutches that makes this build as good as it is is are Block and Absolute Resolution. You can chain an incredible amount of blocks with each of them healing and each block removing a condition on a 1 second cool down with Hunter’s Fortification.
The best places for this build are of course in team based combat. The build can easily keep 2-3 other players alive as well as the Guardian themselves. Most 1v1s will become stalemates so you should avoid them and move to your team.
There seems to be a misconception in the whole GW2 community that when taking an elite specialization you have to use the weapon and utilities. We should all know that this is not the case and hopefully this build can serve well for people who wish to try something different.
Attached is a screen shot of the team healing i was able to do in a quick match. ( was a 5v5 but the two left after game completion)
WoW have been making capes not clip with tails for years, Anet can’t?
Just have a different model for each race, they already do it with outfits.
Sorry for this nonsense
I accept your apology.
lol, cute.
You really want to do this? Right meow?
Let’s go! RIGHT MEOW!Meow, meow, just calm down. No point overracting, meow is there?
You telling me to calm down clam down? How about you calm down calm down!
=p
Sorry for this nonsense
I accept your apology.
lol, cute.
You really want to do this? Right meow?
Let’s go! RIGHT MEOW!
Sorry for this nonsense
I accept your apology.
Zerker amulet gets you to 47% crit chance…. that together with DP is just enough crit chance.
It’s entirely possible to completely disregard crit chance as a Reaper come HoT. With all the vulnerability being thrown around, not just by the Reaper themselves but by other professions, you can easily get 50-100% crit chance.
If you factor in “Target The Weak” from the curses trait line it’s even more added crit chance into the build. Curses will be a good trait line to take as a reaper, being able to remove two boons every 5 seconds is really strong in a boon heavy environment (guardians, warriors, elementalists, revenants, might stacking necromancers and the list goes on).
Im no PVP expert but that wee devil seems to be running with 4 boons most of the time. Wouldnt Corrupt boon/condi sending be much mure useful vs him than the wurm/well of suffering ? That would force him to try and cleanse rather than do anything else. Also wouldnt a scepter be better vs such a nimble target than a staff ?
I think there are things he could’ve changed to better himself against the DD too, but if this is his general PvP build it would be best to do the duels with the build he’ll actually be using.
People don’t use corrupt boons in Spvp?!?! >.> <.< >.>
Greatest leg up you can have is stripping the boons from boon heavy classes ( which there are more and more).Literally nothing you said had anything to do with what I said.
Go back and actually look at both quotes i used, necessarily it wasn’t focused on your comment but the conversation in general.
You also stated about general Spvp builds and i found it crazy that corrupt boons wouldn’t be a given in the boon heavy environment that GW2 is.
Would you like me to read to you what you wrote again?
(edited by Sororita.3465)
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
Main stats: Power/Toughness
Secondary stats: Vitality/Ferocity
Im no PVP expert but that wee devil seems to be running with 4 boons most of the time. Wouldnt Corrupt boon/condi sending be much mure useful vs him than the wurm/well of suffering ? That would force him to try and cleanse rather than do anything else. Also wouldnt a scepter be better vs such a nimble target than a staff ?
I think there are things he could’ve changed to better himself against the DD too, but if this is his general PvP build it would be best to do the duels with the build he’ll actually be using.
People don’t use corrupt boons in Spvp?!?! >.> <.< >.>
Greatest leg up you can have is stripping the boons from boon heavy classes ( which there are more and more).
But if u see, nearly all necro builds uses this line. .
Woot, I’m the 1%
Beserker has too much wasted crit % when paired with Necromancer traits. This leaves you with a few options, celestial which is always great and then soldier or cavalier, though cavalier will die very fast versus conditions.
Personal favourite is soldier just because Spvp has a stupidly low variation of stats.
Went up against a few Daredevils in the beta weekend, never had much of a problem.
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Very disappointed in the new staff.
There isn’t many dark armor and weapon choices to choose from in the game, the majority of them having bright glow effects or too much skin showing.
Just bring out Grenth’s Shoulder and Glove skins already, it would be a start.
Take some inspiration from Chaos in the Warhammer 40k universe!
It’s a bug that happens from time to time, i never seemed to have much of a problem with though.
I would expect to see an elite specialization in the future that focuses on support. Changing our death shroud skills into heal abilities much like the druid’s celestial form.
Considering numbers alone, many of course would discount the necromancer. It’ll depend as it always has, the player behind the character.
I’d rather bring a team of hindered classes with competent players than the best with the worst.
Depends on whether or not our , and our allies, soft CC conditions will affect bosses. If conditions such as immobilize, blind and slow will have any affect will increase our chances of being a tank dramatically. It is true that we don’t have the active defenses like other classes but it doesn’t mean we arn’t fit for the role.
I plan on being the " main tank " for any raid me and the guild enter. Let’s not forget that its not like you will have to rely on just your own abilities to keep you alive. We’ll be receiving boons and healing from our allies as well.
Necromancers by design are built sturdy, though many it seems disagree with this assumption. Of course a berserker necromancer will fall flat on their face, the lack of passive defenses in the form of toughness and vitality play a huge role. In order to be a good tank, one must take forms of both. Yes it’s true that vitality is one of our best stats, as it not only increases our Health Pool but our Life Force as well, but toughness cannot be overlooked. There’s no point in having 30k health, for example, if a hit will still hit you for 10k. Is it not better to have 25k health and enough toughness to reduce the hit to a more manageable amount?
The best gear for a Necromancer Tank, in my opinion, would be a mix of solider and cavalier or soldier and Valkyrie, both have their merits, it’s a pick your poison kind of deal.
To answer the question at hand, yes. Yes, i believe that Necromancers can play the role of tank, though i make this assumption without having raided. Time will tell whether or not we can. It would involve a lot of shroud dancing and soft CC though!
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Can I see your build and how you got that much stats? I’m curious since I’ll be running valk on my armor with soldiers on trinkets.
Not to mention additional WvW stats, Boarderland Bloodlust and then guard killer/defense buff. ( Dont forget Bloodlust Sigil stacks).
Before even watching i knew you’d have a warhorn with Spectral Walk and Wurm haha.
Always good to watch.
Nice for PvE, i always prefer more defensive stats in addition to offense stats for WvW. Celestial gives both as well as giving you a bigger total in all to work with.
I play tanky power builds so i can’t stand anything too squishy. I run around with 3200 armor for instance….( 2800 power, 3200 armor, 25k hp, 200% crit damage).
Greatsword is a power weapon through and through, though it does work well in hybrid builds. In order for it to shine, it really needs to have precision and ferocity as well as just pure power. For this I would personally use celestial gear, there’s just enough time to get all the time gated pieces required to make it.
During the beta weekends i tried this build out:
http://gw2skills.net/editor/?vRAQJARWnc0AN3gN2Am3A0biljBLOHGEPiULhnwsKqnttCAA-w
The main strength comes when fighting boon heavy opponents ( Guardians, Elementalists, some Warriors, Revenants, Rangers etc etc).
With Path of Corruption, you’ll be able to corrupt two boons on a target into conditions every 5 Seconds, coupled with corrupt boons and you can pretty much devastate boon heavy opponents.
I would use Superior Sigils of Blight and Torment in your staff, they give a chance on critical hit to apply AoE poison and AoE Torment respectively.
Do not waste your whirl finishers in your Ice Fields. Chill is all nice and good but a lot of classes have traits that either reduce the duration of it or out right remove it. Use them on your poison fields ( Corrosive poison cloud and Chillbains). Everytime you use your whirl finishers in them, you’ll sent out poison bolts resulting in some nice stacks of poison.
GWENR
Will there be any plans in the future to introduce arenas to GW2?
I’d prefer an additional game mode, on top of the current three, where you could fight 2v2,3v3 or 5v5 much like the arenas in World of Warcraft. Each team would have their own team rating, personal rating and rank on a leader board.
Everyone has one life per match, including down state mechanics of course, and once a player is defeated they are auto released from their corpse to stop people chain resurrecting. Maps of course would be much smaller than current Spvp maps with different vertical tiers ( such as a bridge or a small two storied structure) and objects to provide line of sight obstructions.
Players once attaining different ratings would have access to different gears or a system much like the Spvp reward system could be introduced. Personally i’d like unique armour skins added, as well as ones added for current Spvp.
Probably never going to happen but i’m sure i can’t be the only one that would look forward to such a game mode.
Hey Rangers,
I feel bad for you son,
9 specializations and you’re the last one =(
It’s already powerful enough. If it plays a special finishing animation when you kill a downed guy with it though, it would be aesthetically pleasing.
1 hit skill is too much, thats why i said like 3 hit combo. for example if used on downed enemies, you do an uppercut a swipe and then the stabbing
One slow hit really goes well with the Reaper theme, same as with the 3 fast hits that go well with Daredevil. I believe they take the same amount of too no?
When we first heard about Reaper Shroud i suggest changes such as these , caused an argument against it for some reason though. I would really like these changes implemented.
I have a pair of incinerators and a twilight, i’d really like to have them affect Reaper Shroud.
I will be using this build come the expansion.
Keeps high toughness and vitality while not reducing your damage output by a large amount. I really like it, i usually find myself being targeted by multiple players at once so i always build to out last while still being able to damage opponents. Well of Darkness is the utility spot i swap out on the fly, whether i need added defense, condition transferring or additional boons cleansing.
Saddly there isn’t a power/toughness main stat and vitality/ferocity secondary stat in Spvp, really limits your survivability and damage in Spvp.
There seems to be a common misconception that you need to run power as a Reaper, Reaper augments both power and condition builds alike. Of course the play style changes between normal Necromancer and that of the Reaper.
With the build posted above, you can play the new Reaper specialization without having to change out much, if not any, of your gear.
Condition Necromancers use to deal most of their damage through bleeding stacks, after several nerfs to our ability to apply bleeding this is no longer the case. Treat bleeding as your auto attack, it’s there constantly but not dealing your primary damage. Poison, with the recent changes allowing it to stack, is now the main damaging condition of the necromancer, this of course is completely my opinion. Reaper allows you to consistently apply more poison than just the base Necromancer alone.
Using Soul Spiral ( Reaper Shroud ability 4) and a poison field grants you an added burst of conditions onto your target, as well as the 12 stacks alone on the skill. Combining Soul Spiral and Corrosive Poison cloud will net you around 30 stacks of poison in 3 seconds. Coupled with Epidemic and you could have an aoe poison stack of around 60 stacks. ( As a reminder, Chillbains on the staff will also apply a poison field that you may combo off of).
A conservative stack of poison will damage a target for 120 a second. With the Reaper it will be very easy to apply large stacks of poison to a target, that means with a poison burst ( 30 stacks with Soul Spiral paired with a poison field, preferably Corrosive Poison Cloud) your poisons will be doing 3,600 damage a second, 7,200 a second if you chose to use epidemic on multiple targets. Keeping in mind at the same time that conditions are not affected by the toughness of an enemy, pretty useful against high armour targets.
Not only will you be able to apply lots of poison with the build but burning is a lot easier to apply also. Reaper Shroud attacks twice as fast as our Death Shroud which means double the amount of burning applied by Dhummfire.
Hopefully this was helpful in making a decision, Reaper doesn’t mean you have to go power if you don’t wish to.
I wouldn’t mind seeing some quadruple stat combos, likely will never happen but hey we have celestial so one can hope. I guess we are half way there with Valk ascended accessories.
Dire Trinkets too. I wouldn’t mind if they started 4 stat combinations but they could also finish off the three stat combinations.
With Heart of Thorns will we see new stat combinations or varieties of existing ones?
I can’t be the only one that would like to try something new out. Personally I’d like a power/toughness/condition armor set. Of course there are many more, which would you personally like to see?
Embrace the Darkness will turn the Revenant purple with this pulsing animation. It’s very obvious when it is being used. Just so you know how to keep an eye out for it. It may not have a cool down, but it’s not something that can be spammed due to its high upkeep cost.
It is not very noticeable when used on an asuran, especially when i have a scythe as long as two norn stacked on top of each other.
New classes always get all the cool bells and whistles, shame necromancer has been gutted on their condition application. Necromancers are strong at sending conditions back, and transferring boons into them. Automatic Plague Signet sadness.
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It doesn’t have a cooldown but it does cost a lot of energy. Don’t worry. It’s not really feasible to keep it on for too long. He’s also only applying all those different conditions because you presumably applied them to him. That skill would be a lot less powerful if you applied fewer conditions.
So don’t apply any conditions at all, just run the other way until it wears off then reapply conditions when it’s on cooldo……right. Better just run away as a conditon spec then.
Well atleast im not complaining about Unrelenting assault, If anything " Embrace The darkness" is what people should be worried about but thats just me.
After further looking into it, Embrace the Darkness seems to be the skill that caused it.
Didnt refresh the post guys but thank you for the response. The revenent i was fighting keep the elite up for 10+ seconds, is this normal? Should the elite have a cool down? From what i can see from g2skill editor is that it doesn’t.
As a class that could claim Condi King in another life, i am very jealous of something as powerful as that.
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