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Suggestion: Unholy Martyr/U. Sanctuary swap

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Posted by: Tim.6450

Tim.6450

I’m not really a fan of this, death magic centers more around defense and is already restricted by haing 3 minion traits. Especially considering how many types of defenses there are. I would like a an anti-burst in DM with this being my favorite: “Rest in peace: when entering shroud your life force will not decrease for 2 seconds. Exit shroud’s cooldown is increased by 2 seconds.” .

Basically, Unholy Sanctuary is an anti-burst-trait, don’t you think so? The enemy isn’t able to down you a single time, cause if he would, you get in shroud and while you are in it you regenerate health.

Or what is your definition of an anti-burst-trait?

An anti-burst trait is a trait that can deal with a huge amount of damage in a short time frame without putting you in a disadvantegous situation for taking those hits. Unholy sanctuary is certainly not an anti-burst because only the killing blow is stopped, a lot of bursts come from multple hits (like shatter burst), making a big part of the burst come through. The damage not only lowered your life forces it also lowers the amount you can heal up.

Why is it OP? a lot of classes have high amount of Iframes which includes thief, revenant,rangers and mesmers (i’m talking about evades here). Also this trait is still lower then an Iframe since conditions can be still applied, stuns can be done,… . Making it a block could even be considered a buf. Also the trait gets less effective the longer you stay in DS which is a nice trade off.

As much as I dislike equating Shroud to an actual healthbar, we do have 30-50k effective HP in most builds. A potential 2s damage negation every 10/12s on top of our natural bulk is ridiculous.

I do think Necro needs a skill or trait that gives actual damage negation, but it should never be anything even remotely spammy.

That’s the thing with this trait, the statement "2s damage negation every 10/12s on top of our natural bulk " is not true by coupling the damage negation through the shroud, well unless you get bursted so hard that your 30K shroud is evaporated (which would the situation this trait should work against anyway). The more life force you amass the longer the effective cooldown your damage negation will have so our shroud bulk is working against the trait. It’s not like while a lot of other traits/skills where using one of the defensive effects helps you cross the gap to the other defensive effect since the 2 are tied to the same mechanic.

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Why throw matches in unranked?

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Posted by: Tim.6450

Tim.6450

I was not clear in my initial post: The other team completely threw the match. They stood around and let my team win. It was a guild team, they all had the same tag. What do they get out of it?

Less playing time on a losing/unfun match? More time communicating and socialising == having fun? More fun matches?

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Suggestion: Unholy Martyr/U. Sanctuary swap

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Posted by: Tim.6450

Tim.6450

I’m not really a fan of this, death magic centers more around defense and is already restricted by haing 3 minion traits. Especially considering how many types of defenses there are.

Well I was thinking of traits like Putrid Defense and Reaper’s Protection in the same line which sort of promote being hit, the trait wouldn’t be any more of a minion trait than Transfusion.

First these traits do not promote getting hit, they merely accept getting hit as the fate of the necromancer and try to reduce its impact. A trait that promotes hitting is radiant revival. Second the point I was making was not that we don’t need another minion boosting trait but that we don’t need another non-defense trait in DM.

I would like a an anti-burst in DM with this being my favorite: “Rest in peace: when entering shroud your life force will not decrease for 2 seconds. Exit shroud’s cooldown is increased by 2 seconds.” .

This is far too strong. Having iframes on shroud like that without a 1min+ icd would be incredibly broken. Maybe if it was Blocking since that has counterplay.

Why is it OP? a lot of classes have high amount of Iframes which includes thief, revenant,rangers and mesmers (i’m talking about evades here). Also this trait is still lower then an Iframe since conditions can be still applied, stuns can be done,… . Making it a block could even be considered a buf. Also the trait gets less effective the longer you stay in DS which is a nice trade off.

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Suggestion: Unholy Martyr/U. Sanctuary swap

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Posted by: Tim.6450

Tim.6450

I think it should stay a supportive trait.

What if it caused a small AoE heal around you whenever you are hit in Shroud, no ICD? That way it stays in theme with DM being the minion line since it can be used for healing minions while also providing some nice support for allies.

I’m not really a fan of this, death magic centers more around defense and is already restricted by haing 3 minion traits. Especially considering how many types of defenses there are. I would like a an anti-burst in DM with this being my favorite: “Rest in peace: when entering shroud your life force will not decrease for 2 seconds. Exit shroud’s cooldown is increased by 2 seconds.” .

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Why throw matches in unranked?

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Posted by: Tim.6450

Tim.6450

You don’t have to play a frustrating match, I don’t do it but I have seen some matches where it could be justified. After all you play to have fun.

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How is ele ever going to beat reaper?

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Posted by: Tim.6450

Tim.6450

bug /15 char please fix

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How is ele ever going to beat reaper?

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Posted by: Tim.6450

Tim.6450

Right now I don’t even care about ele beating reapers…we just need a hardcounter for reapers like an unwinnable 1vs1…right now there is nothing

I suppose thiefs don’t exist.

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How is ele ever going to beat reaper?

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Posted by: Tim.6450

Tim.6450

BUT…if you’re telling me that it takes any kind of skill to press one button every 5-6s and apply 5-6 condi on a target…I don’t know what to say, I must be having a nightmare

There are exactly 2 necro abilities capable of putting 5-6 condis on a target.
Signet of Spite and Plague Signet. Sig of Spite has a 48 second cooldown with traits, and Plague Signet has a 24 second cd and only works if you’re dumb enough to condibomb a Psig necro.

You should try to be more truthful when posting..I know it’s hard to admit how broken condi mechanic is because you rely on it to accomplish anything at all in PvP but….there must be a limit to the lies

Instant activation…from 1200 range and ofc…you have to be dumb to be hit by this as you can dodge 100 times during a fight and the 2m CD on the skill surely helps a lot
-_-

Just signet of spite and Plague signet to apply 5-6 condis in an instant? Are you bloody kidding me?

Chill does too much freaking dmg and the upkeep is stupidly high , saying otherwise is delusional

Running Spite and Curses plus Sigil of Torment, having already popped Blood is Power with, my guess, Aristocracy runes (that Might lasted a while) in a Viper amulet.

It was also a single hit that procced every single on-crit effect that could be mustered into the build, since it got Barbed Precision, Weakening Shroud, and the Sigil of Torment. Combined with my assumption on Vipers amulet, that is a 4.95% chance of happening. If it was a Wanderer’s amulet, it’s an 8.91% chance of happening. And this is only if every ICD lined up just right.

TLDR: Such a hit doesn’t happen enough to worry about in PvP as a balancing factor.

EDIT: Something just isn’t lining up. There was also a Sigil of ice proc in there (making that particular hit only a 2.673% chance of happening on Wanderer’s Amulet), but there is 3 Vulnerability that I can’t place. It was too high health for Death’s Embrace (plus only 1 hit). Only thing I can think of is Chilling Nova proccing, but the target wasn’t chilled before he got hit, which is a requirement for that trait to work.

That was a chilling nova proc, which then critted which procced the torment sigil and procced chilling victory as well. How this occurred can be a coding issue. If sigil of ice is applied by the game first and then the “test” for chilling nova is done then you can proc it even when your target.

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pls rousing resilience remove condition too

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Posted by: Tim.6450

Tim.6450

https://wiki.guildwars2.com/wiki/Rousing_Resilience
Rousing Resilience
“Gain toughness and health when you break out of a stun.”
Healing: 2,536 + (0.50) Healing Power
Rousing Resilience (8s): Gain up to 1,000 toughness based on your level.

^ while i appreciate that rousing resilience has received some buffs, it still does not remove conditions and activates open using a stun breaker. furthermore, the healing power multiplier is way too low for a grand master trait.

it should be like this instead:

Rousing Resilience
“Remove conditions, gain toughness and health when you activate a stun break skill.”
Conditions Removed: 2
Rousing Resilience (8s): Gain up to 1,000 toughness based on your level.
Healing: 2,536 + (1.50) Healing Power

discuss!

You’re joking right? The healing from this can easily run up over 4K , removes 2 conditions ands a 1000 toughness to the warrior for every stun break usage not even the breaking itself especially when you have something like outrage available.

Also you’re trying to add to much stuff to one trait as well strong condi removal+strong healing+high amount of extra toughness. You’re making the" jack of all trades for tanks" trait here which will push out the other options in defense. So my suggestion is forget the condi cleanse since defense already has that option and focus on the anti power aspect. Lower the requirement from breaking stun to activating the stunbreaker, add some healing power ( around 0.5~0.75 but not a whole 1!!!!!) and if it hasn’t reached a balanced point yet add a bit duration(2 sec) and/or some toughness (200).

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QQ Wars 2: Heart of Tears

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Posted by: Tim.6450

Tim.6450

Aggreed. “DH traps & true shot op, Druids bristleback op, thiefs op , necro corrupts & chill op, Scrapper damage & sustain op, … . " Half the classes are OP -_-.

Lol learn to play all classes you named are easely counterable

Clrµearly you didn’t understand my meaning here, I wasn’t complaining about the classes. I was complaining about the players here or at least a lot of forum posters.

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Necro Staff

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Posted by: Tim.6450

Tim.6450

Can we just stop using the word “spam?” It gets so overused on these boards that I feel like the word has lost all meaning.

I mean really we have people complaining about:
Condi spam
Boon spam
Evade spam
CC spam
DH trap spam
DH trueshot spam
Autoattack spam
Boon corrupt spam
Chill spam
AoE spam
etc.

It has no meaning: this entire game is based around skill spamming.

Isn’t every game about skill spamming?

Rock Simulator?

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Necro Staff

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Posted by: Tim.6450

Tim.6450

Can we just stop using the word “spam?” It gets so overused on these boards that I feel like the word has lost all meaning.

I mean really we have people complaining about:
Condi spam
Boon spam
Evade spam
CC spam
DH trap spam
DH trueshot spam
Autoattack spam
Boon corrupt spam
Chill spam
AoE spam
etc.

It has no meaning: this entire game is based around skill spamming.

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Winstreak (season 2) and soloplayers

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Posted by: Tim.6450

Tim.6450

I didn’t think it did, does it even matter? Winstreaks bonuses are meant to shift people into their appropriate division faster . I mean matchmaking tries to match teams of equal size together if I recal from my experiences since I did both “premade” and soloqueue with various team sizes.

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QQ Wars 2: Heart of Tears

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Posted by: Tim.6450

Tim.6450

Aggreed. “DH traps & true shot op, Druids bristleback op, thiefs op , necro corrupts & chill op, Scrapper damage & sustain op, … . " Half the classes are OP -_-.

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Necro Staff

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Posted by: Tim.6450

Tim.6450

^and has no 98% uptime

Actually it is ~45% for one Skill with zero trait investment unlike the chill uptime which requires multiple skills and multiple trait investments.

Most skills require zero trait or skill investment to do high damage. For example:
Guardian GS 2, Guardian hammer 2, DH longbow 2, Rev hammer 2, Rev sword 3, Necro GS 2, Necro axe 2, Scrapper hammer 3, Ranger longbow 2, Ranger sword 2, Ranger torch 5, etc. I’ll stop here.

So highly telegraphed, highly telegraphed, highly telegraphed, highly telegraphed, higly telegraphed, higly telegraphed,… . Oh and some long channel/pulsing skills as well.

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Necro Staff

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Posted by: Tim.6450

Tim.6450

Because it does the same amount of damage as 2 stacks of burn? ok

Apparently an extra 300 damage output per second (a pretty dam long time in this game) is over the top nowadays.

It’s actually 600~800 in most cases (the 800 is due might and vuln stacks from), still my scepter 3 skill does more damage/second most of the cases and requires less trait investment.

Well, there are number of skills in the game that do the same or more damage. It’s a meaningless comparison without context. Your scepter 3, which is on a 10s cooldown, requires you to actually think to maximize the damage (and torment is easy to mitigate by being stationary anyways). In contrast, Deathly Chill provides 6-bleed-stack-damage from all sorts of sources, ranging from auto-procs such as spinal shivers, sigil of ice, rune of grenth, as well as aoe skills such as chillblains, cttb, suffer, infusing terror, etc. You can only use your scepter 3 at a maximum of once per 10 s (single target), while keeping your foe(s) ticking with chill damage throughout the entire CD.

So yeah, comparing a skill with a build-defining trait doesn’t make sense to me. And frankly, even after all of that, I think Chill uptime is fine. Chill uptime was never a problem before Reaper, and never a problem before Nov. 4. The only thing that changed was how the Deathly Chill trait works. Blighter’s boon was (rightfully) nerfed, Deathly Chill was (wrongfully) buffed, and here we are.

Well chill has to be applied through skills or some cases procs. Most of these procs or skills do very little to zero condition damage. Deathly chill applies a stacking in duration, condition damage modifier to theses skills. From the perspective of these skills not the trait that boosts them is the condition damage from thes skills less scary then the damage of feast of corruption.

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Necro Staff

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Posted by: Tim.6450

Tim.6450

^and has no 98% uptime

Actually it is ~45% for one Skill with zero trait investment unlike the chill uptime which requires multiple skills and multiple trait investments.

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Necro Staff

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Posted by: Tim.6450

Tim.6450

Because it does the same amount of damage as 2 stacks of burn? ok

Apparently an extra 300 damage output per second (a pretty dam long time in this game) is over the top nowadays.

It’s actually 600~800 in most cases (the 800 is due might and vuln stacks from), still my scepter 3 skill does more damage/second most of the cases and requires less trait investment.

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Promoting lazy gameplay

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Posted by: Tim.6450

Tim.6450

Plz learn to play, yes some builds counter each other this is how its supposed to be trivalising condi’ would push vs power builds only. If you cant deal with condi’s switch up your build so you can

okay so you play condi I get it… that was one point I had. That conditions are already trivial… what about the other two? I can counter condi fine I just think the payoff to skill required ratio is absurd. I’ve run condi builds and they are soooooo boring and easy. Im not saying make them do nothing…. just balance the payoff somehow.

Also it wouldn’t be power v power if they balance bunker rather than removed it.

you forgot to mention condi builds arent just condi builds thanks to stuff like Viper and Mercenary amulets giving not only almost max condi but almost max direct damage as well so condi builds get the best from both dps worlds while sacrificing nothing while power build relying professions need 3 stats to be effective and sacrifice something either sustain for max dps or dps for some sustain

Well first condition builds have to invest in at least 2 and most even have to invest in 3 to reach max dps: Condition damage, condition duration/expertise and precisison. Secondly if abuild invest both in power and condi it is not a condi build but a hybrid build.

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A balance patch per month.

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Posted by: Tim.6450

Tim.6450

I think a balance patch a month is very hard to work with. It takes a while to let the meta settle down and then they need time to handle it appropriatly since every decision affects a lot of builds across all game modes. On top of that it creates an instability during the pvp seasons. I would prefer a “big” patch every end of the season and a very small patch at the beginning to tone down the truly OP.

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Condi Reaper dmg pressure is absurdly OP

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Posted by: Tim.6450

Tim.6450

The Reaper build I play takes maybe one or two seconds to ramp up, then pound out a healthy hard to cleanse (near impossible) 8-10k condition damage per second. My condi engi can’t match that in its dream.

Can you show me a build and the (2 second) skill rotation of that build? Statements like these are very enlightening.

Stop defending something this strong. When I land a power skill, you never get a 50% damage reduction. When I land a power skill, I never make your abilities queue 50% slower.

Tell me what is a “power skill” by your definition? Is fierce blow one? Blade trail? spinal shivers?

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DH Point Defense Ability.

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Posted by: Tim.6450

Tim.6450

Instead of complaining, adapt and counter it.

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How to combat necros this patch?

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Posted by: Tim.6450

Tim.6450

Shroud 2 always did corrupt boons before this patch,didn’kitten :O

Only if you took a trait in curses what a lot of people didn’t since they took spite for the traited signets.

How did this patch allow reapers to take spectral armor more efficiently than before? :O

Well, the need for traited signets in the previous meta was incredibly strong due to its reliable boon corruption. With the addition of the additional boon corruption you are not “forced” to take signets allowing people to take other skills like spctral armor.

In short the necessaity of traited signet prevented people taking other options. With the patch this necessaity is gone allowing these other options some play.

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Condi Reaper dmg pressure is absurdly OP

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Posted by: Tim.6450

Tim.6450

even as a necro main I have to say you are right.. the deathly chill trait is way over the top. it deals 30%-50% of the total damage output alone and thats ridicolus.. I really hate saying this but this necro trait needs a huge nerf..

but it is just this one trait look at power reaper no complains there

So? My power damage output when I ran the carrion frostfire build ranged from 25% to 50%. I never heard somebody complain about that.

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How to combat necros this patch?

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Posted by: Tim.6450

Tim.6450

I just came back and am slowly learning all the new changes, been playing a warrior and I feel the ones that give me the most trouble are necros and druids. I can do damage to them, but once reaper shroud is up it can turn the fight pretty fast.

What would you say is the best way to combat a necro on mesmer/warrior?

I’m sorry but….if you’re struggling with necro/reaper shroud NOW you have been struggling with them before the patch as well.

As far as I know not a single thing was done to RS in terms of nerfing or buffing.

Or have I not read the right patch notes guys?

It’s not that shroud has changed but shroud is the culmination of a lot of skills and traits. The patch removed the reliance on signets and spite, allowing the option of going curses for instance which means shroud #2 corrupts boons now. The patch also allows the reaper to take spectral armor which means much more life force → a strionger shroud.

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Revert Nov. 4 Deathly Chill buff [Balance]

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Posted by: Tim.6450

Tim.6450

Oh god, 600 damage with zero ramp up time, the horror. It is so OP. Surely there doesn’t exist a lot of skills that can simulate the same thing like: traited combustive shot, close range fan of fire, pin down, skull grinder, zealots fire, judges intervention, purging flames, symbol of energy, throw torch, close range spitblade, close range poison volley, … .

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Suggestion: Unholy Martyr/U. Sanctuary swap

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Posted by: Tim.6450

Tim.6450

It is a good idea, unholy sanctuary has nice synergy with last rites and life from death.

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Necro 26 Jan patch notes

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Posted by: Tim.6450

Tim.6450

I dislike the changes on the daggers, it seems a bit unthoughtfull. Why does dagger offhand get boon corrupt instead of life force? Why does dagger mainhand even get boon corruption? I also don’t get what the icd lowerage on chilling darkness will do.

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Why is necro healing so underrated?

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Posted by: Tim.6450

Tim.6450

I think it has to do with the illogical interactions in the build that should use healing power. Ok we start by looking at blood magic.

Last rites boosts healing power when the player has low health and vampiric heals the player so looks like a good combo but vampiric scales so badly with healing power it results at best in an increase of 3 health per hit and it only gets worse when tghe player has higher health.

Life from Death has a strong healing coefficient and so has Transfusion but Transfusion lowers your Life from Death healing output since you are using the shroud for at least 2 seconds. Vampiric rituals has no negative effect on Life from Death but has poor scaling with healing power.

Ritual of Life the rezz trait does not increase Life from Death/Transfusion rezzing and the extra effect is a well of blood. Transfusion and Vampiric Rituals compete. Speaking of well of blood and Vampiric Rituals it has a great healing power but its boosting trait Vampiric Rituals has not.

Now lets add a weapon to the Life from Death, shroud flasher to this, staff seems like a safe addition but Speed of Shadows and Soul Marks compete. Another weapon set is dagger warhorn, dagger has life siphon and warhorn procs lots vampirc procs, but both generate a huge amount of life force which you don’t need since shroud flashing.

These are not all strange interactions but I think it is enough to show that the synergy is not there. This lack of synergy will make the dedicated necro healer not viable.

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Gray out the HP for future condition damage

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Posted by: Tim.6450

Tim.6450

This system will give inaccurate data and can be manipulated in doing so. The way conditions work in this game makes it impossible to predict the future damage correctly. On top of that it doesn’t even show how dire it is to cleanse.

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Rise of the Signet Condi Reaper

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Posted by: Tim.6450

Tim.6450

For the theory is right, but if you think about the real situation of the elementarist, it’s a Buff more than a nerf.
In 1vs1 the necro will be the only condition class that will be able to kill a tempest, and not so easy as you think.

Fo example: I corrupt all your boons (3 signet = 6 boons corrupted) and start to spam conditions on you. Thinking to what boon become as converted, in more or less 7 seconds from the start of the boon corruption activation the ele is already without any condition and your “burst” is gone before you was able to inflict a real damage (why the necro don’t have any real condition burst, expecially if you clean conditions all the time, making scepter 3 weak).

Then if you start to AA with scepter the result is that: your bleed last for 1 secon and then is cleaned. Yeah, what a big damage! At maximum 2 stack of bleed with 1/0.5 sec of duration!

If the tempest is lucky every sec will clean your spam of poison, burn, bleed or what condition he want.

I think you miss the true dangers in the DS ele vs Signet reaper. The real dangers are plague signet, locust swarm, every fear , exucutioner scythe, deaths charge and to an extent soul spiral. Plague signet does not only convert 2 boons it applies up to 5 conditions as well and is instant so can be placed to overload the ele, locust swarm applies a cripple every second for 10 seconds so you cleanse it, it is back, executioners scythe has pulsing chill, death charge does apply a blind but more importantly gives a frost aura if used in an ice field, every chill applies vulnerability which will either cover the chill or give some extra damage, every fear will not only cc the ele it will also apply chill (which applies vulnerability) and soul spiral gives 2 seconds of lowered healing due to the poison reaplication. These things will really strain the power of DS due their fast reapplication rate or condi overload. Even if you don’t take high damage the ele will be really hindered especially if a chill lingers.

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Pip Rewards Should Be Individual

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Posted by: Tim.6450

Tim.6450

No, I don’t think that is a good idea. The first reason is for instance when double capping you are not being efficient for the team but both players are increasing thier contribution amount. The second reason is that sometimes not “contributing” is very important. As an example, I have been delegated by the team to stay close because otherwise the team would decap it with their thief . Did I contibute: yes I was an essential part of the team that did his performance very well: close was protected from the thief as was my team role. Would my “contibution” look good by the measurement: hell no, I fought maybe one or two battles, killed nobody and capped one node.

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Fighting Dragonhunters

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Posted by: Tim.6450

Tim.6450

If I know that they have been standing on the point for a while then I tend to summon my worm on the point itself. It triggers all the traps without any interupts or damage to me. I think it’s a good trade.

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Condi damage 30% reduction or Weakness 50%

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Posted by: Tim.6450

Tim.6450

The point here is that if your team faces a team with 2-3 necros and 2-3 condi revs you almost certainly lose that match with a comp like 2x druid or druid ele + dps rev + scrapper + bunker mesmer just because the amount of conditions is too much and they do too much damage.

Again class problem, not mechanic problem.

Also condi builds need 1 stat for their damage and they can focus on building survivability while dps needs 3 stats to be effective.

Condi builds have different stats to boost its effectiveness: condition damage, expertise/condition duration and depending on trait setup precision. Second is that stats aren’t the only investment: traits, skills, rune effects , sigils, … are all possible investments for power or condi. Lastly even if there more options to invest in power then condi doesn’t mean that condi is more powerfull, it could just mean that power has a higher damage ceiling.

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[PvP] Strenght Soldier build, new amulets

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Posted by: Tim.6450

Tim.6450

No one believing in the power of mender?

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Scared of scepter buff consequences

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Posted by: Tim.6450

Tim.6450

It will attract QQ justified or not. It will create stupid situations due to its rng nature (revenant gets feared every 4 seconds, which then cause chill), which will create angry posts. I only hope that they just revert that change and don’t start messing somewhere else.

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Condi damage 30% reduction or Weakness 50%

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Posted by: Tim.6450

Tim.6450

I don’t think that was the point. If you’re loaded with condis and then go invulnverable, you’ll still take damage from the condis. Doesn’t work for power damage, obviously. In a way conditions ignore invulnerabilities.

Invulnerabity ignores the current hits, that’s all it does. There is no difference between power or conditions. The DoT nature off conditions just messes with the timing of people. If you die through condies when invulnerable, you would have been dead by power before you activated it in a similar situation.

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(edited by Tim.6450)

Condi and Crit

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Posted by: Tim.6450

Tim.6450

Crits aren’t that important as drarnor described but it is important to notice that we also got 13% of our precision added to our condition damage so some investment in precision is appreciated. It is however less important then condition duration so Vipers is still your best bet.

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New Shroud Mechanic Idea - Utility Traits.

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Posted by: Tim.6450

Tim.6450

I say this might have a 10% happening as a elite spec. It’s just too much effort for normal traits.

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Condi damage 30% reduction or Weakness 50%

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Posted by: Tim.6450

Tim.6450

Wait you are compaining about 2 classes, one of which doesn’t even make meta and you want a global mechanic change? On top of that you don’t even know how the classes function? I also assume you don’t know how mechanics like block interact with conditions since you say conditions eliminate invuls and blocks. How can I even take this serious?

Well some condition skills are unblockable and condi revs all the traits and banish enchantment goes through block. Embrace the darkness on condi rev goes through everything even while dodging or invuln.

So power skills have some unblockables as well. The rest seems more like a rev problem not a condition problem. So why need GLOBAL condition damage a nerf?

Because all the debuffs are affecting only to normal damage and because condi damage is too close to normal damage currently.

And that has any meaning how? Condition damage and normal damage are fundamently so different it is not even funny. For instance I’m still waiting for my power cleanse or power transfer (Oh the lolz that would be) or my power resistance. Different types of damage, different tools to counter.

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Condi damage 30% reduction or Weakness 50%

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Posted by: Tim.6450

Tim.6450

Wait you are compaining about 2 classes, one of which doesn’t even make meta and you want a global mechanic change? On top of that you don’t even know how the classes function? I also assume you don’t know how mechanics like block interact with conditions since you say conditions eliminate invuls and blocks. How can I even take this serious?

Well some condition skills are unblockable and condi revs all the traits and banish enchantment goes through block. Embrace the darkness on condi rev goes through everything even while dodging or invuln.

So power skills have some unblockables as well. The rest seems more like a rev problem not a condition problem. So why need GLOBAL condition damage a nerf?

EverythingOP

Condi damage 30% reduction or Weakness 50%

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Posted by: Tim.6450

Tim.6450

When I look at which builds are in meta and which are not, condi doesnt seem to be the problem.

Are there any good pure condi builds at all? So many things just shut them down that its hard for me to imagine complaints like this are real.

Only Condi Reaper is good as a pure condi build, but right now, Diamond Skin Tempests shut them out entirely.

Is condi reaper even pure condi? I mean you always have shroud which has some power modifiers and a minor investment of power due to carrion boosted by might and vuln application. Staff isn’t the greatest condi weapon either. Chill of death does a nice chunk of power damage same with locust swarm. I always considered it hybrid a bit more to condi but still hybrid.

EverythingOP

Condi damage 30% reduction or Weakness 50%

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Posted by: Tim.6450

Tim.6450

Wait you are compaining about 2 classes, one of which doesn’t even make meta and you want a global mechanic change? On top of that you don’t even know how the classes function? I also assume you don’t know how mechanics like block interact with conditions since you say conditions eliminate invuls and blocks. How can I even take this serious?

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Corrupt Boon On Auto, SAY WHAT!!!

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Posted by: Tim.6450

Tim.6450

the world of necromancers, where regeneration is liability due to no healing in death shroud.

Lol, guess i played the wrong game.

Well regeneration has no effect in shroud but still can be used in anti boon effects so at that point regeneration is a liability.

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Can someone explain to me

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Posted by: Tim.6450

Tim.6450

It’s a nerf, I will not deny it. I would have prefered if they made it like a semi resistance effect that supressed specific effects and maybe a global condi damage reduction above a threshold (like 80% or 75%). Would be a bit more balanced in my opinion.

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Corrupt Boon On Auto, SAY WHAT!!!

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Posted by: Tim.6450

Tim.6450

First welcome to the world of necromancers, where regeneration is liability due to no healing in death shroud.

I aggree and disaggree at the same time. I think that the standard boon corrupt is OP on an auto attack. However I do think that a “nothing can save you like” boon corrupt (remove a boon and apply a specific condition if so ) is much more appropriate.

EverythingOP

Give chill the alacrity treatment

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Posted by: Tim.6450

Tim.6450

Chilling darkness is 100% not meta. I could make an argument against chilling nova as well but I don’t know if people actually run this varaiant. Also you make it sound that traits benefit from a condition means that the condition needs to be nerfed. Which is not the case.

Either the traits are too powerful, or that chill is really good.

So what you are saying, nerf all the traits, which I’m all for that. Except that will hurt the Reaper overall.

First I’m not saying nerf all the traits only the ones that are out of line. Finding which trait is out of line is a debate in itself. The extremely powerfull ‘damaging chill’ people see is the culmination of a lot of traits. Also nerfing chill will nerf the reaper overall as well.

Chill doesn’t make Reaper powerful. Reaper makes chill powerful. There is a massive difference between the two.

It is because of this that nerfing chill in generam is not a good idea.

Weakening chill will have the least impact for the class and it doesn’t even affect the reapers ability to close targets, all it does is allow the target a slightly better chance at recovery.

Weakening chill will have the biggest impact for the class (even the game) since it affects multiple skills/traits spread over both the elite and the core. Weakening it does affect it ability to close targets since they can teleport,leap,… much sooner.

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Necroburning Engi Comic?

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Posted by: Tim.6450

Tim.6450

EverythingOP

Give chill the alacrity treatment

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Posted by: Tim.6450

Tim.6450

Necromancers has 3 traits that apply chill, 3 traits that improves chill and 2 traits that benefit from chill.

Strange classification of skills. Considering I see 4 traits that apply chill.

And the kicker is, ALL of the traits are very much meta. This isn’t Elemental Surge for Elementalist, all of the traits are very useful. Even if you are not condition, 1 or 2 of the OPTIONAL ones still work great if you are running power.

Chilling darkness is 100% not meta. I could make an argument against chilling nova as well but I don’t know if people actually run this varaiant. Also you make it sound that traits benefit from a condition means that the condition needs to be nerfed. Which is not the case.

And chill has been an iffy issue since release, Freeze Grenade used to apply ~20 seconds of chill along with it’s brother Poison Grenade which applied a full minute of poison.

This is a problem of grenades not chill.

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Lingering Curse- Boon corrupt

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Posted by: Tim.6450

Tim.6450

Lingering curse has 2 effects:
1.While wielding a scepter your condition damage is increases.
2. Conditions applied by scepter have increased duration.

Parasitic contagion has 1 effect:
1. A percentage of your condition duration heals you.

Put the Boon corrupt inside Lingering Curse instead of making it innate.

So now Lingering curse has 3 effects:
1.While wielding a scepter your condition damage is increases.
2. Conditions applied by scepter have increased duration.
3. putrid curse corrupts one boon.

and

Parasitic contagion has 1 effect:
1. A percentage of your condition duration heals you.

Then give the condi stat boost to Parasitic contagion.

So now Lingering curse has 2 effects:
1. Conditions applied by scepter have increased duration.
2. putrid curse corrupts one boon.

and

Parasitic contagion has 2 effects:
1. A percentage of your condition duration heals you.
2.While wielding a scepter your condition damage is increases.

This is what your instructions at the first sentence seem to me. If not, please specify how it should look. The bold ones are actually good for PvE condi necro and they are put in 2 competing traits.

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