Showing Posts For Tim.6450:

Deathly Swarm graphical effect gone?

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Tim.6450

What kind of dagger do you run, some weapon transform projectiles into the weapon?

EverythingOP

How does it feeling destroying necros?

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Tim.6450

Ohhh I didnt try it out. I dont play guards. But several experienced players have stated meditrapper to be a counter for necros. Both sides, necros and guards.
Mb only states ‘power based builds’ as counter, so I guess there is some truth to it.

Funny my experiences were the opposite but I ran cpc for a long time. Even when I didn’t I had a good chance because I just placed a wurm on the traps and they triggered without problem. Still meta was low-cleanse high boons (rev and scrapper are the clear examples ele the exception) and people complained reaper was OP. And now I have to hear about counters.

EverythingOP

(edited by Tim.6450)

How does it feeling destroying necros?

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Tim.6450

They are far from gone, they just work differently now.
You are playing:
a) What many considered to be the direct counter for necro.
b) The single strongest dueling class.
They moved from ‘slightly op’ to ‘lower average’ so ‘hardcounter or ’completely broken’
has an easier time destroying them.
On my thief I found fighting them actually to be a little harder (still possible) since we cant cleanse one of the main damage sources on every dodge anymore.

Do you know what is really funny necro was a a (hard-)counter on a basic lvl, I mean how do you fight low cleanse, boon reliant builds? You apply condi’s and corrupt their boons maybe?

EverythingOP

why not just reduce chill damage?

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Tim.6450

Many of us have been asking for chill damage to be replaced to “applying a condi whenever applying chill”. Most of us suggested torment but well… This was actually the best way to balance it.

It has some downsides (one application of chill results in only 1 stack of bleed) and some upsides (multiple applications like RS 4 into ice field is a nice condi burst, 2 reapers can stack their bleeds, one more condi to cleanse, etc…). It is not anymore a one or nothing condi, it can stack now, and I believe that is a good thing.

Another thing to note is that in the grand scheme of things, I still hope that the insane HoT power creep continues to get reduced. This is definitely a step in the right direction. Even if this means reaper is temporarily a bit weaker than some others (condi mes, tempest and revenant for example), it just means that hopefully they are the ones who get nerfed next.

So despite being a reaper player, I do think very positively of this change.

Oh come on , I really hate this HoT power creep nonsense. Do you know how HOT could not create power creep? Not releasing any new skills or releasing very weak skills, because meaningfull choices->better choices->power creep. Would people like that in their expansion? NO, they would complain and whine that it would be the worst expansion ever and that the devs couldn’t handle the game or didn’t care.

Now with this whine of HoT power creep , we got major nerfs and guess what? People are thinking reaper has no grandmaster, our theme/aesthethics (chill) is getting gutted (our longest chills are actually in the core spec so much for specialising in chill on top of that reaper now has lost its special chill for more bleed like core) and you want even to go further?! When will you be satisfied? When reaper becomes core v2?

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Messing with Reaper's Onslaught + Dhuum

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Tim.6450

I’ve tried in the past (season 1) with life steal. Not that great, because you lack too much damage even in berserker. Still it was nice to fight diamond-rank, “Diamond skin” scrubs and own because they thought they could simply eat my hits.

EverythingOP

Axe/GS Help?

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Tim.6450

Ghastly claws blanced ever seen a ranger’s rapid fire? While you are busy doing ghastly claws and charging up life force , the ranger is not only doing more damging (1.28 dps vs 1.5 dps in coefficients), is damaging from much further, is stacking vulnerability which means even more damage . That is all without considering that a ranger has a 70/30 split for damage with his pet.

I don’t think a death spiral fix will help greatsword (either suggestion) I think the problem with greatsword (not used that much in pvp though) is getting a hit in. It is a problem with a lot of slow moves but a lot of classes migitate it in different ways. You can use an instant teleport to get that hit off (guardians, thiefs do this), use a cc to chain the hard hitter in (warrior did this with hammer greatsword) or stealth to get that hit off (mesmer,thief). Reaper can pull none of these reliable: it has a pull but compared to cc hammer brought it is peanuts.

EverythingOP

The explanation, enough?

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Tim.6450

Dhuumfire 2.0

Chill durations broke PvP with perma-chill, not condition damage.

/15 char

why was power reaper then not op?

EverythingOP

I'm glad condimancer is nerfed in pvp

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Tim.6450

During all of season 2 I would be fighting 2 reapers almost every match up and having a total of 6 reapers per game was not an uncommon sight.

You honestly thought reapers would not get nerfed ?

Well to be fair all other classes (except ele ) ran condi cleanse on a lvl of a pre hot engi , which was considered and accepted to be weak against condi combined with lots of boons. Do the math. But yes I expected a nerf but not a complete gutting of the entire reaper specialisation: power reaper , which was considered a lot more balanced, got hurt as well.

EverythingOP

The explanation, enough?

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Tim.6450

pvp whine. Basically everybody complained about the reaper. From the chilled does to many things people, to the elite specs are op people, to the condi are op people , to the reaper has too much chill people and the reaper has too much stab people. Anet listened to them all and nerfed all that and some.

EverythingOP

I'm glad condimancer is nerfed in pvp

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Tim.6450

Well, I was on a power reaper and wasn’t applying any bleeds.

But you transferred them back, right? They send those back and the stack count remains the same. Any other foe will remove them and therefore the stack count will be lower even if they transfer also deathly chill made reaper damage more prone to the removal of bleeds.

EverythingOP

(edited by Tim.6450)

Deathly Chill Rework

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Tim.6450

First class specific mechanics < global mechanics so don’t try to change chilled just because of reaper.
Second restore the chill acces: the problem was never power reaper and they got nerfed by these changes as well, they also disempower reaper chill based profession theme. Master of chill? yeah right not with these durations.
Finally modify reaper to apply some other damaging condition on chill with some duration and stacks 2 stacks of 6 torments are suggested. Reaper needs to be different from core and more bleeds does not help.

EverythingOP

I'm glad condimancer is nerfed in pvp

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Tim.6450

Guys there’s a reason power reaper became unviable after the Nov. 4 Deathly Chill Buff. A nerf to condi reaper (and the introduction of the destroyer amulet) are buffs to power reaper.

HAHAHAHA. Thank you for the laugh. If condi necro was the problem what will stop condi mesmer or condi rev from destroying power reaper?

Talent?

Then why doesn’t it stop condi reapers from destroying power reapers?

1) Condi reaper has ~100% weakness uptime, gutting power reaper’s damage into the ground. Rev and Mesm don’t have that kind of weakness application.
2) Shroud and Rise are huge damage reductions to power damage that Mesmer and Rev don’t have access to (except for their long CD auto-procs).
3) It’s really hard for a power reaper to build up LF from strength sigils/BB with weakness (see 2). Without mightstacking, we’ve entirely negated the reaper GM, which is the core of power reaper sustain.
4) It’s really hard for a power reaper to stack might and build LF with BB if the condi reaper pops shroud above 50% health. Mesmer and Rev health fluctuates enough that this isn’t usually a problem.
5) Condi reaper can corrupt power reaper stability on-demand. Rev and mesm can’t.
6) 100% chill uptime made it difficult for power reaper to stay in melee range. Rev and Mesm already stay in melee range and don’t have that much in the way of soft-cc.
6) Condi reaper had an easily applicable 600-1000 dps condition (deathly chill) that required zero ramp-up time. Rev and Mesm have to ramp up.

Fair enough, let’s hope you are right though.

You and me both. I think there’s a lot of promise in the destroyer ammy. It will allow axe to be useful (to replace scepter) without gutting our toughness like in marauder.

Axe was never that usefull to begin with (believe me I tried), it lacks damage for the range it offers and has no burst whatsover. It lso offers little to mantain that range especially against teleporters like rev’s, thiefs and mesmers. The difference between marouder is not that big since we still spent a lot or our defense/sustain in shroud and that scales with vitality.

Can report after playing tonight: power reaper as useless as ever. Hardcountered by scrapper. Condi necro remains a big threat. The Deathly Chill nerf wasn’t as bad at it initially seemed; I looked over and saw I had 26 bleed stacks.

I wouldn’t count the bleed stacks either: necro fights are transfer fights and therefore are quite binary. You either die horribly or win spectaculary.

EverythingOP

Gutting the condimancers? (PvE)

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Tim.6450

Yep. Its not surprising that it needs changing for that reason (lol Terror), just bad implementation.

To be fair with terror, it was not a pve thing and it was quite hard to reach 100% fear uptime. But I aggree with the bad implementation.

EverythingOP

Gutting the condimancers? (PvE)

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Tim.6450

I don’t why people are so offended by this change. The damage from Chill was NOT that good to begin with. That’s not to say what they changed it to was better though …

The whole rotation feels so less natural now, unless you main Necromancer you would not understand this in a PvE setting. Deathly Chill was nice because you could swing it with Dagger 4 swarm for a beautiful combo and get some damage out of doing so. Now? it’s like you apply a blind and a short duration of chill only to lose time you could have been damaging, it’s like when Blizzard removed Rend from warriors in World of Warcraft – it breaks the flow.

I play a Necro very often in PVE but I don’t understand your reasoning. You are going to get damage from Dagger 4 and Deathly chill through a long duration bleed instead of directly from the short duration chill (resulting in more damage over time that stacks with other bleeds as opposed to over time like chills). To me, that ability to get upfront stacks of bleeds is significant for PVE play because the main weakness of condi builds is the buildup you need to get the good damage from them.

Furthermore, Deathly Swarm got a reduced CD this patch, so you can apply it more often. There is literally no effect on the flow … other than the ‘problem’ of spamming Deathly Swarm MORE often.

Now, you might think 1 bleed is a little weak for a GM … but no ICD … if you apply 3 chills in the same instant, you get three bleeds and they do damage over a longer period. With the right build, you spam chills a ridiculous amount. I’m going to give it a go but just testing now, I was getting my 3 bleeds very easy on trash mobs. Can’t wait to see what I can do when I’m actually trying to apply chills.

first deathly swar did pre patch 2400 damage (unless you overstack chill which you shouldn’t) now it does 1800. So we lost 600 dps there. Also no cooldown reduction we instead got a cast time increase → lower dps. Finally in this patch getting 4 bleeds every 16 seconds is kinda because it is only optimal to do this when your cast time multiplied to the amount of chills you place is lower then the cast time for the scepter auto and no of yourcondi skills are off cooldown. So yeah this patch is pve disaster.

EverythingOP

Chill damage replacement for future balance

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Tim.6450

I would love to see them increase the stacks or change the conditions, but they won’t because RS5 and RS4 exist. Why do you think RS4 also got nerfed?

Probably because somewhere in this entire pvp forum there probably was a post whining about RS4 applying too much bolts and the devs listened to it.

EverythingOP

I'm glad condimancer is nerfed in pvp

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Tim.6450

Guys there’s a reason power reaper became unviable after the Nov. 4 Deathly Chill Buff. A nerf to condi reaper (and the introduction of the destroyer amulet) are buffs to power reaper.

HAHAHAHA. Thank you for the laugh. If condi necro was the problem what will stop condi mesmer or condi rev from destroying power reaper?

Talent?

Then why doesn’t it stop condi reapers from destroying power reapers?

1) Condi reaper has ~100% weakness uptime, gutting power reaper’s damage into the ground. Rev and Mesm don’t have that kind of weakness application.
2) Shroud and Rise are huge damage reductions to power damage that Mesmer and Rev don’t have access to (except for their long CD auto-procs).
3) It’s really hard for a power reaper to build up LF from strength sigils/BB with weakness (see 2). Without mightstacking, we’ve entirely negated the reaper GM, which is the core of power reaper sustain.
4) It’s really hard for a power reaper to stack might and build LF with BB if the condi reaper pops shroud above 50% health. Mesmer and Rev health fluctuates enough that this isn’t usually a problem.
5) Condi reaper can corrupt power reaper stability on-demand. Rev and mesm can’t.
6) 100% chill uptime made it difficult for power reaper to stay in melee range. Rev and Mesm already stay in melee range and don’t have that much in the way of soft-cc.
6) Condi reaper had an easily applicable 600-1000 dps condition (deathly chill) that required zero ramp-up time. Rev and Mesm have to ramp up.

Fair enough, let’s hope you are right though.

You and me both. I think there’s a lot of promise in the destroyer ammy. It will allow axe to be useful (to replace scepter) without gutting our toughness like in marauder.

Axe was never that usefull to begin with (believe me I tried), it lacks damage for the range it offers and has no burst whatsover. It lso offers little to mantain that range especially against teleporters like rev’s, thiefs and mesmers. The difference between marouder is not that big since we still spent a lot or our defense/sustain in shroud and that scales with vitality.

EverythingOP

Cooldown reductions...

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Posted by: Tim.6450

Tim.6450

Ddidn’t they lower the cd of all but the standard power necro wells?

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I'm glad condimancer is nerfed in pvp

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Tim.6450

Guys there’s a reason power reaper became unviable after the Nov. 4 Deathly Chill Buff. A nerf to condi reaper (and the introduction of the destroyer amulet) are buffs to power reaper.

HAHAHAHA. Thank you for the laugh. If condi necro was the problem what will stop condi mesmer or condi rev from destroying power reaper?

Talent?

Then why doesn’t it stop condi reapers from destroying power reapers?

1) Condi reaper has ~100% weakness uptime, gutting power reaper’s damage into the ground. Rev and Mesm don’t have that kind of weakness application.
2) Shroud and Rise are huge damage reductions to power damage that Mesmer and Rev don’t have access to (except for their long CD auto-procs).
3) It’s really hard for a power reaper to build up LF from strength sigils/BB with weakness (see 2). Without mightstacking, we’ve entirely negated the reaper GM, which is the core of power reaper sustain.
4) It’s really hard for a power reaper to stack might and build LF with BB if the condi reaper pops shroud above 50% health. Mesmer and Rev health fluctuates enough that this isn’t usually a problem.
5) Condi reaper can corrupt power reaper stability on-demand. Rev and mesm can’t.
6) 100% chill uptime made it difficult for power reaper to stay in melee range. Rev and Mesm already stay in melee range and don’t have that much in the way of soft-cc.
6) Condi reaper had an easily applicable 600-1000 dps condition (deathly chill) that required zero ramp-up time. Rev and Mesm have to ramp up.

Fair enough, let’s hope you are right though.

EverythingOP

MoC bug

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Tim.6450

Hasn’t this always been the case? Can’t say I ever used this terrible trait, but this is exactly how I thought it would work.

I think there was something about non-damaging conditions not scaling like with revs.

EverythingOP

Gutting the condimancers? (PvE)

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Tim.6450

Reaper just lost most of what made it worthwhile.

Hyperbole : /

It’s actually not, reaper is designed for it’s chill and melee. The chill is being nerfed directly and the melee style is being nerfed by the stability loss.

EverythingOP

Gutting the condimancers? (PvE)

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Posted by: Tim.6450

Tim.6450

While a lot of people don’t like the change, and I think they could’ve made it better, like nerfing other aspects of condi reaper or making it a different condition than bleed, I still think it was a necessary nerf. The power creep HoT brought has really hindered pvp imo. All of the elite specs needed things nerfed to various degrees as they are all so much better than the core counterparts which everyone can agree with. And reaper was easily debatable as a top 3 profession in it so I’m not surprised by how we got hit harder than others.

People have to keep in mind what also get nerfed or hit, it’s not like reaper is totally useless and everything stayed the same as it was. Except mesmer and rev. Idk how they avoided so many nerfs.

And we really do need seperate balancing for the game modes. And while I do feel bad for PvE necros if it does hurt them there, we all know Anet balances it off PvP so you shouldn’t be taken off guard by it.

If you think you can balce core and elites to the same lvl and have meaningfull elites then you are wrong. More meaningfull choices->better choices->stronger.

Well I still think our core mechanic line (Soul Reaping) and other professions’ should be turned into an elite spec as well so it can be brought in line with reaper and future elite specs. It’s silly if you think elite specs should be default better than core specs as it just means each elite spec we get will be better and if it makes the core spec obsolete what’s to stop them from making each previous elite spec obsolete? The point is to have build diversity not have 1 mandatory trait line that’s superior in every build.

So now every elite spec that has mechanics that are enhanced in the ‘elited’ core spec will have to be addressed in the new elite spec leaving less space for novelty. On top of that in order to create a balnce between the two elites the core elite will have to be made so powerfull (since it still is less diverse then the elite) that you remove any build diversity in the core. Great job now we have 2 viable specs instead of one->progress. And what about certain traits for core skills?
I’m not saying elite pecs should be overpowered but with current design, they simply can’t be meaningfull and balanced at the same time.

EverythingOP

I'm glad condimancer is nerfed in pvp

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Posted by: Tim.6450

Tim.6450

Guys there’s a reason power reaper became unviable after the Nov. 4 Deathly Chill Buff. A nerf to condi reaper (and the introduction of the destroyer amulet) are buffs to power reaper.

HAHAHAHA. Thank you for the laugh. If condi necro was the problem what will stop condi mesmer or condi rev from destroying power reaper?

Talent?

Then why doesn’t it stop condi reapers from destroying power reapers?

EverythingOP

I'm glad condimancer is nerfed in pvp

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Posted by: Tim.6450

Tim.6450

Guys there’s a reason power reaper became unviable after the Nov. 4 Deathly Chill Buff. A nerf to condi reaper (and the introduction of the destroyer amulet) are buffs to power reaper.

HAHAHAHA. Thank you for the laugh. If condi necro was the problem what will stop condi mesmer or condi rev from destroying power reaper? Also take a look at the balance changes and see how much power reaper was nerfed as well.

EverythingOP

Gutting the condimancers? (PvE)

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Tim.6450

While a lot of people don’t like the change, and I think they could’ve made it better, like nerfing other aspects of condi reaper or making it a different condition than bleed, I still think it was a necessary nerf. The power creep HoT brought has really hindered pvp imo. All of the elite specs needed things nerfed to various degrees as they are all so much better than the core counterparts which everyone can agree with. And reaper was easily debatable as a top 3 profession in it so I’m not surprised by how we got hit harder than others.

People have to keep in mind what also get nerfed or hit, it’s not like reaper is totally useless and everything stayed the same as it was. Except mesmer and rev. Idk how they avoided so many nerfs.

And we really do need seperate balancing for the game modes. And while I do feel bad for PvE necros if it does hurt them there, we all know Anet balances it off PvP so you shouldn’t be taken off guard by it.

If you think you can balce core and elites to the same lvl and have meaningfull elites then you are wrong. More meaningfull choices→better choices→stronger.

EverythingOP

How many just dumped your chill builds?

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Posted by: Tim.6450

Tim.6450

I want to play reaper not necro v2.-1. So yeah I will probably dump condi for the time being.

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MoC bug

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Tim.6450

That’s not a bug it is a feature , you can transfer the extra duration. /anet logic

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I'm glad condimancer is nerfed in pvp

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Posted by: Tim.6450

Tim.6450

Oh, lighten up now, lad. This is a step in the right direction even though the nerfs do feel quite nonsensical. Now if every other class also gets the same amount of nonsensical nerfs we’ll be at an even playing field again and some of the power creep will have been reduced.

No, what you will get are useless elite specs. You see I always argued that elite specs are OP because more meaningfull choices -> better choices->power creep. Elite specs were a prime example for that since no elite specs ran every skill they were offered in fact they were a strong mix between core and elite. The reaper still ran mostly core, the only thing changed where the traits(which was obligatory and not that good I would have loved to run some curse/spite traits in my reaper build) the elite (because the alternatives didn’t suck) and the shroud. The weapons and utility/healing skill were still core.

So to remove the power creep you basically have to remove meaningfull options and that is what happening. That is not good, but allas pvp whine.

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Gutting the condimancers? (PvE)

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Tim.6450

It’s a healthy change for the game overall

It’s not a healthy change for the game overall. GW2 =\= pvp. Specialisation thematics are being erased is not good for the game.

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4/19 Balance Patch

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Tim.6450

With that being said, there are a few areas that we feel need to be balanced, specifically chill application and survivability.

Question, How do I more damage over time if they nerf both my damage and my survivability?

Necro Reaper was doing to much dmg and surviving too well?

Actually what people were complaining was a capped 600~800 dps not that high and surviving if you mean praying you didn’t get focussed yeah then we survived.

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RIP chill damage

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Tim.6450

Now each reaper can put 30 stacks of bleed on a target instead of all just increasing chill duration.

Now all we need is one condition cleared to negate most of our damage. one step forward three steps back.

You have a valid point about the damage becoming more concentrated in bleeds. On the plus side now every single time you apply chill you now apply two condis, making it that much easier to makes it easier to bury condis. Additionally , in situations where you have multiple reapers their damage will actually stack now.

However since you are scepter necro/staf (probably with curses) you already have bleed on your foe . So you don’t have any extra condi. Reaper stacking was never a thing higher lvl pvp (not high lvl pvp, just not low lvl pvp) since stacking reapers means that you can be easily out manouver them.

Plus skills that remove/reduce movement impairing skills wont effect the damage aspect of the trait.

Never did really matter in the pasr since reaper stacked chill above 100%.

Sure it did. Just one example:
https://wiki.guildwars2.com/wiki/Riposting_Shadows
Now the skill will be able to remove the chill but will still have the bleeds applied, instead of just cleansing everything.

I was actually talking about the duration matter.

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I'm glad condimancer is nerfed in pvp

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Tim.6450

If only power reaper wasn’t nerfed as well.

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Gutting the condimancers? (PvE)

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Tim.6450

Yeah, it’s pretty sad..1 stack of bleeding applied for 8 seconds after applying chill ? Yep, that’s a dead trait now.

So now reaper has only dead grantmasters? /necrobalance

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4/19 Balance Patch

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Tim.6450

My power Reaper got an almost pure buff, I’m not even joking.

The issue isn’t that we didn’t get some buffs, its that the changes make very little sense. They don’t really address the issues, they’re just haphazard changes to try to fix Reaper being at least perceived as OP (I’m not sure if it is or isn’t), and Core Necro being terrible.

A thousand times this, they seriously need to bone up on their balance team, and for the love of all that is holy separate PvP and PvE!!!!! Ruined an otherwise great patch for me anyway.

Multiply this another thousand.

Normally I’m against separating PvE and PvP but patches like theses remind of the arguments of the pro side.

EverythingOP

RIP chill damage

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Posted by: Tim.6450

Tim.6450

Now each reaper can put 30 stacks of bleed on a target instead of all just increasing chill duration.

Now all we need is one condition cleared to negate most of our damage. one step forward three steps back.

Plus skills that remove/reduce movement impairing skills wont effect the damage aspect of the trait.

Never did really matter in the pasr since reaper stacked chill above 100%.

EverythingOP

I'm glad condimancer is nerfed in pvp

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Tim.6450

And because condi necro was nerfed now magically power necro will be viable? NO!

No it will still be awful. But now I can feel less bad about playing a bad build because its not quite as bad compared to condi anymore.

hooray for smal victories. /sarcasm

EverythingOP

why not just reduce chill damage?

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Tim.6450

The problem now is, how can players buy into future Elites if they know any of their chief mechanics can be removed at any time, making them no longer unique.

This is an intersting point, the change to reaper is toning down the chill and we were promised a chill based specialisation. Now with al these nerfs I think we are moving back to towards a normal necro which is against the specialisation principles.

EverythingOP

I'm glad condimancer is nerfed in pvp

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Tim.6450

And because condi necro was nerfed now magically power necro will be viable? NO!

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Gutting the condimancers? (PvE)

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Tim.6450

This is just what pvp whine results in: people complained about chilling doing 3 things, too much chill application ,too much chill duration and too much stability. So now we are back to being the slowest profession with the least out of combat utility (like portals) and weak in combat presence.

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the only balance problem

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Tim.6450

Reaper op? Well if people didn’t run the amount of condi cleanse as previously established and accepted condi food, then there would be problems. In short you pit a boon reliant, low condi cleanse build against a condition damage, boon corrupting build and expect to win?

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PvE players in PvP ranked arenas ...

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Posted by: Tim.6450

Tim.6450

How does dumping the PvE players in unranked help in any way? They will still use the same strategies, same metabuild and will still be just as clueless as when they get out of unranked since there was no need to change strategies/learn anything.

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The Ideal Way to Implement Profession Balance

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Tim.6450

2) is impossible with the way elite specs are created especially if you want to enforce 4). The reason is that for the elite spec to be on the level it has to be the 3~4 stongest trait line (so much for being elite) and every utility/healing/weapon/elite skill of the spec has to be weakened dratstically to the point of not being used because the added vertical progression created by the horizontal progression.

EverythingOP

pvp matches u see atleast 2-3 necros

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Posted by: Tim.6450

Tim.6450

Well the next reaper OP thread. Ok let’s do logic exercise, would you put a high boon uptime, low condi cleanse build against a boon eating condition applying build? Because that’s what most matchup with a reaper are, much boons low condi cleanse. A symptom of HoT, low condi cleanse in exchange for elite specs.

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Necro is too OP

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Posted by: Tim.6450

Tim.6450

Too be quite honest, I’m not surprised reapers are considered OP when most classes run around the level of cleanses as a pre hot engineer, which was considered condi food. On top of that they all run a lot of boons as well, so bonus for the reaper.

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How Is This Fun For Anyone??

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Posted by: Tim.6450

Tim.6450

If wasn’t for the fact that almost everyone is running the amount of condi counters equivalent to the pre hot engineer ,which was considered condi food, I would have some ear to these complaints. But since almost everyone does run this amount of consi cleanse + a pletoria of boons for the necro to corrupt, I’m not surprised that they are a big amount of necros with thier ‘OP’ condi’s.

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flashing shroud

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Posted by: Tim.6450

Tim.6450

@ Tim using skills in shroud
when I talk about flashing shroud I have the intent to still use shroud skill 2-5 as they have really good effects shroud 1 in the current state would rarely be used with the build.

Ok, so we are basically on the same line on what is desired/viable just a different interpretation on the meaning on flashing.

pros and cons of shroud interaction with trait
The pro of lifeforce vs health is the fact it take 2 points of damage to remove one point of lifeforce the con is it decreases over time while in shroud.
this would remove the con but keep the strength which I’m aware of and suggest balance work would need to be done.

It is more then just health conversion. It is the restriction of not using heals/utilities/weapon skills. It is the limit on certain traits (like soul marks), … .

using lifeforce with the traits
I like your suggestion, my aim with the trait is to use lifeforce, with yours wouldn’t it consume even less lifeforce?

Absolutely, it is even intentional. Remember if we are going flashing flashing shroud we are going speed of shadows otherwise we could consider speed of shadows completely useless. So we lose soul marks which is an important life force generation skill for any necro.
On top of that I tested a shroud flashing build back in the day unholy sanctuary was released in hotjoin. My experience was that you need to be offensive. So I think that you can’t really run warhorn which is not another set of life force.
Another thing what I wanted to achieve was shroud to be a last stand kind of thing where you hope to remove the last bit of health of the foe. A place you don’t want to be but have to be.
A last remark can be that if we can make a shroud limited build we can actually use speed of shadows to its full potential by using it out of combat for movement speed.

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Team>Class>Build>Gear>Skill

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Posted by: Tim.6450

Tim.6450

Matchmaking > experience/skill > class > build

From my experience most games are lost due to poor rotations. Good rotations require experience.

Gear? wat?

I think that build surpasses class. Most people just run the same build or slight variations.

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Un-fun mechanics--chain KB, CC

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Posted by: Tim.6450

Tim.6450

There is only 1 CC in this game that can fully prevent player action by itself, slickshoes.

I’m pretty sure if you stunbreak you still do actions, just don’t move. You will get knocked down again.

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Weakness effectiveness as damage reduction

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Posted by: Tim.6450

Tim.6450

Not sure why you’re over-complicating it. Damage either lands or it doesn’t.

50% chance to ‘fumble’ – ‘fumble’ deals 50% damage (also affects crits).

- 0.5 × 0.5 = 0.25

Regardless of crit chance, crit dmg or power the enemy will be dealing 75% of their damage whilst under weakness.

Under weakness if you would have crit but you also fumble, you will not crit therefore reducing more damage then the expected 25%.

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Weakness effectiveness as damage reduction

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Posted by: Tim.6450

Tim.6450

power =p
critchance =cc
critical damage = cd

Why so difficult? I mean you have a 0.5 chance to deal 0.5/0.25 damage reduction. When you redct the damage, you also negate the crits. So the damge reduction is 0.5*(p*0.5 + p*cc*(cd-1))
Since we are interested in the relative reduction we have to divide the damage (p*(1+cc*(cd-1)) which results in (0.5*(p*0.5 + p*cc*(cd-1)))/(p*(1 + cc*(cd-1))) = 0.5*(0.5 + cc*(cd-1))/(1 + cc*(cd-1))

So having 0% cc results in a 25% damage reduction and having a 100% cc and 200% cd results in 37.5% damage reduction. THe formula with dbt is

0.25*(0.5 + cc*(cd-1))/(1 + cc*(cd-1))

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(edited by Tim.6450)

Plz remove the corrupt boon on scepter auto

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Posted by: Tim.6450

Tim.6450

while i have 25% more speed movement traits

The one you have is never active when you are kiting.

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