(edited by Tobias.8632)
If you want to get the attention of the devs this is not the place to do it, the last time an anet employee made a post in this forum was on page 29
Nerf to necro wasn’t that necro itself got nerfed particularly badly but now literally every other class has so much ability to clear or ignore or transfer condis that now many classes can faceroll the boon corruptor that used to be their hardcounter. kittensux.
Provide one single justification for necro staff auto not doing as much damage as ele fire staff auto
The change to shards was completely unnecessary. Having 1 or 2 shards drop for groups that are just learning the fights was fine.
I’m sitting here, 20 shards away from cap, having already cleared the raid, now trying to find pugs that can actually beat vg. This is a bad time.
elo matchmaking guis its gonna b gret
This looks like a thrown game but they were really trying to contest points
I don’t see what the issue is, and here is why:
1) MMR tries to give you a 50% win-rate by matching you with similarily skilled players (in a broad sense as a team).
2) This means that to advance in a division you need to have greater than 50% win-rate (i.e., you generally beat out the other members of your division).
3) If you cannot attain higher than 50% win-rate, you belong in that division: you should not advance.
4) If two players with different MMR’s are in the same division, presumably they will be matched against a similar pool of players, and the better player will be able to advance through the division.
I don’t understand why people view the divisions as something to be grinded so you can advance as high as it can go…we’ll all find our place in the division that fits our skill level. It’s a tiered system that eventually will be a visual indicator of your MMR…and isn’t that what we’ve all been asking for for years?
Except the win rate of someone who solo queues for like 1000 games has nothing to do with personal skill. It depends on the luck of what players you get matched with and what players get put on the enemy team. These factors are entirely out of soloq players hands, and are in the control of a demonstrably flawed system. A system which has been proven to actively seek to give you unwinnable games until your w/l ratio approaches 50-60%.
There is also the problem that the new league mechanic is tied to tiered rewards that players are supposed to work towards.
From my POV it looks like, that everyone with a 50% win rate will end up on the top. No matter if he plays with at a low or a high mmr.
I’m not finding that to be the case. My overall winrate is around 60% and in the first day of leagues I had 4 good games and 11 unwinnable disasters. I mean jesus anet I know I’m a literal god and the best necro NA, or least matchmaking seems to think so, but not even I can win a match when I’m fighting 1v3 on mid for over a minute and a half and my team somehow manages to lose home and far. Over half of the games I played yesterday ran out like that.
(edited by Tobias.8632)
Anyone been able to find this thing?
“Acquire a Soul Mirror and use it to capture spectral energy from the lit ghost sconce at the exit of the Spirit Woods in Spirit Vale”
Well look at that, maybe people will stop saying Epidemic is overrated now.
But it is overrated unless you have a very specific niche team comp
I want to try it with 4 burnserkers and 6 condi reapers. Pull the boss to the wall, burns do their field combos, reapers call a target, and epi bounce 6 times.
Just saw someone mention Superior Runes of the Chronomancer. 6th bonus is applies 2s of quickness when you cast a well. New BiS for reaper?
I think they pretty much already did.
All I see is spoj talking about some exploit he’s not sharing, and nemesis saying he got some average condi dps, specifically mentioning 5k bleed, the 40 second cooldown poison whirl burst, and 10 torment stacks which is consistently mediocre compared to a burnzerker.
I don’t think anyone is saying raiding is impossible as a necro, but any content that is this challenging is going to come down to path of least resistance style strats. You always want to bring as much overkill as you can to account for the several people in your raid group who are going to be bad and need carrying. Overkill is the best kind of kill.
Still hope that someone will come up with a crazy build that really shines in raids though.
What’s becoming more and more apparent as I’ve fought against gorseval with one group and sabetha with another after beating vale guard is that while raids are largely about actual player skill, the DPS gating is so ridiculously high that even me, a necromancer main, am picking up people to raid from my guild and thinking “I don’t want him, he’s a necromancer”
It’s dungeon meta all over again. For the gorseval fight, you need to bring a bunch of eles and burnzerkers for the aoe. Necro has some wells and cleave but it just isn’t good enough. For the sabetha fight, you need high damage on one or two targets, but necro can only provide mediocre damage on up to two targets.
The problem is in the way that necro is balanced around being a much more survivable class then most others, but that survivability almost never benefits you in raids particularly ones like gorseval where the key mechanic is “do enough damage to not run out of updrafts”, or sabetha’s “don’t stand in the fire, don’t get hit by the flamethrower”. Having the highest HP pool and a secondary health bar does nothing for this and certainly does nothing to offset mediocre damage.
People talking about how revenants don’t consistently hit 25k dps on raid bosses somehow seem to gloss over that necros suffer from the exact same dps losses in situations where they cannot be attacking the boss at this moment.
The only possible fix for this would be something like replacing Spite’s 3rd grandmaster (if you can’t remember what it is, don’t worry neither could I, it casts axe 3 when you enter death shroud, most irrelevant and useless thing ever) with something that removes death shroud and gives you a 30% damage bonus.
You can literally sit there with just toughness food and berserker gear. So i dont see why you wouldnt be able to with cavaliers.
I highly doubt that without the sustain from parasitic contagion, just based on how much I was having trouble surviving without that and the death magic traits.
(edited by Tobias.8632)
Can you literally sit there and facetank the boss with that cavalier build? If you’re kiting, the entire rest of your team is losing dps because the boss is walking out of their fields.
Alternatively, you can play this build, which can facetank the value guardian almost completely unsupported. If you’ve got an engi in the raid they can drop their heal turret to blast you with water every so often without sacrificing anything. This allows you to run 1 tank 9 full dps and beat that enrage timer more easily. Not to mention you, the tank, do reasonable condi damage. Not as much as if you were playing a full glass dps, but easily around 3/5ths of that.
Full rabid gear
traits:
death 332
curse 312
reap 222
Scepter/dagger, don’t really need anything in weapon swap, maybe bring greatsword in case you need to contribute to a break bar and flesh golem is on cooldown
Tuning crystals and koi cakes, since your damage is your sustain
Skills are consume conditions, signet of spite, blood is power, corrosive poison cloud, and flesh golem. If you really need even more survivability you can trade the signet for rise, but this is unnecessary.
Try to rotate through corrosive poison could then soul spiral and you’ll jump up to 6k poison ticks for a few seconds
I’ve been running with +20% bleed and +20% poison sigils because I’m not willing to spend 30 gold on the global condition duration and damage sigils, but if you like to go balls deep then that’s an option for you.
The only reasonable explanation was that using spectral walk to reset your fall damage would somehow break HoT maps.
Turns out you can use glider to break your fall damage at any time. Multiple times per fall even.
There is literally no reason for spectral walk to not be able to be activated in midair.
Take back what I said about necro not being BiS tank after today’s raiding session. We tried without a healer and found I was able to almost completely sustain myself with occasional spikes from our two condi engis water turrets. Frees up an extra dps slot.
CtD not affecting condis? Man I love misleading tooltips. Might give the dhuumfire setup another go.
Lich form for jagged horrors is an interesting idea, but you really need golem for break bars, especially since that guy has a really long leash, if you’re in split phase and one of the other teams has a downed player and they can’t quite get the break bar you can send him over and have him deal with it without exposing yourself to the color polarity damage thing.
If you’re playing condi reaper, you need to be taking dhuumfire and reaper attack speed. You can turn that 1k chill into an easy 3-4k burn consistently. Be sure to get your mushrooms too. Not to mention the auto attack damage not being half bad in its own right. Not to mention minion and life siphon ticks.
In order to take dhuumfire, you have to give up either spite or curses or reaper. You’re not going to give up reaper because dhuumfire on normal shroud auto is terrible. If you give up spite, you’re losing a huge damage bonus when the boss is under 50%, and losing one of your longest chill applications that is a passive on hit. If you give up curses, you’re giving up reduced cooldowns on corruptions and your biggest sources of extra condition damage.
Furthermore, conditions are a sum of actions over time. Every second you spend in shroud applying burns is time spent not applying bleeds, not using the rest of your skillset on cooldown, etc. Dhuumfire does not give you more condition output, it just gives you different condition output.
You say a Reaper can’t tank as well as a “dedicated tank revenant or scrapper or guardian”. Can you define “well”? Are you taking about the ability to take damage? If we’re talking min-max, you’re going to want a tank that puts out as much damage as possible while still surviving.
It’s tiring seeing a lot of generalizations and comparisons, but no data or much explanation.
I’m talking about the ability to literally facetank and hold the boss in place so that people can do their field combos and not have every second melee attack whiffing.
Do I really need to put a disclaimer that I am talking out of my kitten about my thoughts on my own personal experience raiding?
As for the video, just because something is possible, does not mean it is a good idea.
After the past two days, 20+ hours of raiding, I feel like necro/reaper has literally no place in a raid group.
A necromancer can tank, but not as well as a dedicated tank revenant or scrapper or guardian.
A necromancer can power dps, but not even half as well as a zerker revenant who also puts boons out over the whole party as well as the ridiculous 50% boon duration buff.
A necromancer can condi dps, but it is generally poor. I’ve spend most of my raiding experience as condi dps or condi tank because we just couldn’t find people with other classes to fill those roles and I’m like “please someone else condi so I can play zerk rev”. At the hight of a condi rotation, the bleeds are ticking for 5k, the poison is ticking for 1k, the torment is ticking for 1k, and the chill is ticking for 1k. A grand total of 8k damage per second at best, which usually averages more around 5k while signet of spite and other stuff is on cooldown. This is less damage then you could do with a power build, let alone a good condi class like engineer, warrior elite, or elementalist.
I’ve been maining and defending this class since launch, but that was for anet’s “you can play whatever” content strategy, which does not apply to raids at all. If you want to get anywhere close to completing a raid, you are FORCED to minmax your party composition, roles and classes, or you’ll hit the enrage timer when he still has more then 25% health left, and this is just the first easiest boss in the raid, you won’t even get to look at gorseval.
(edited by Tobias.8632)
Also LFR, I play every necro build, also have a revenant built for minmax top deeps.
Everyone who doesn’t like Tangled Depths needs to go away and rethink their approach to video games.
The fact that it’s difficult to navigate and punishes people who try to just run past world mobs in order to get to an objective combined with how godkitten beautiful it is are the things that make it not only the best area in HoT, not only the best area in GW2, but the best area in any MMO ever made.
My initial reaction on reaching TD and exploring for a bit was “it was totally worth the full price of the expansion just for how amazing and cool and beautiful and interesting this area is”, and I still agree with that 100% two weeks later.
It’s not the game’s fault that you suck and need a minimap.
Patch notes “fixed an issue related to map completion”
Just hit the last vista in verdant brink after reading that, no cache.
Been working for almost two weeks to get my elite spec ascended weapon, and now I find out I literally cannot until anet gets around to fixing this two year old bug.
Could not be more angry and disappointed. I thought we were almost past anger and disappointment being the primary emotions associated with guild wars 2.
(edited by Tobias.8632)
I don’t feel like greatsword is unusable in pvp, gravedigger offers some of the best downed cleave in the game. If I was playing a marauder build or something I would probably take it. It’s just that I play cele signets and you need the shroud generation from dagger and staff.
That’s odd because before Necro was a short range melee brawler with a focus on AoE and it’s been replaced by the revolutionary new Reaper who is a short range melee brawler with a focus on AoE.
Was worth the full price of the expansion for Tangled Depths alone.
But then dragon’s strand sucks and the whole map consists of 3 linear paths.
If you average it out they make two normal decent maps.
Noxious pods are all over the map, they are just rare.
So they don’t depend on events or day/night? You can just run around trying to find them and ignoring the meta?
Maybe they’re only around near the end of the event? Literally every strand map I get into goes “this map is low on players please move to a new one” as soon as the meta event gets underway.
Just now I got about halfway down the map but then the game crashed. Was holding ctrl to highlight stuff and looking around the whole way, didn’t see a single pod.
We definitely need three additional tabs “Heart of Thorns” “Raids” and “Seasonal Events”
That doesn’t mean it shouldn’t be GW1
Since when was negligible damage on a non-stacking condition with only like 80% uptime assuming the enemy never cleanses conditions a grandmaster trait?
All I know is that noscoc was favoring a cele reaper build in the beta and from my experiences playing it, it feels very strong. It’s worth trading everything curses gave you for shroud skill 3 being literally plague form on an 18 second cooldown.
(edited by Tobias.8632)
Also I just thought of something.
What if you lowered the base heal, but increased the amount it scaled with healing power.
This would make it still a great sustain skill, but only if you sacrificed one of your 3-4 attributes for healing power. The skill would fit its intended purpose of making a tanky supported reaper, without making zerker-wearing reapers immortal.
too much survivability, especially with the amount of boon output that Heralds and Tempests can provide. (This is especially true in WvW and large PvE Zergs)
But boon outputs can only go to up to 5 targets, so there is no difference between the amount of boons a reaper can get from a stack of 5 people vs a stack of 200 people. I experience this first hand when I go to tequatl and stand in the middle of a zerg that is blasting might and get maybe 5 stacks total.
The one thing this class completely lacks is a form of damage mitigation that scales with the number of people you are fighting. Seeing as we’ve established that we don’t want to give necro and blocks or invulnerability, Blighter’s Boon was an interesting alternative to that which gave you healing that scaled with the number of people supporting you.
It wasn’t even the best in slot trait, it was just a good option for making necro able to actually tank. Offensive builds still take onslaught. People who don’t know what they’re doing still take the chill damage because that trait is worthless and terrible.
(edited by Tobias.8632)
Reaper still inherited the pvp flaws that necro has. It has no hard mitigation, cannot survive being focus fired, dies instantly if any two zerker gear classes look at it. BB gave reaper a way to maintain itself in team fights, something that the class otherwise completely lacks.
Also certain other necro pvpers have voiced the opinion that spite is a badly designed traitline – strong, but very boring, very limiting. Now with this change, like others have said, you HAVE to take spite otherwise you have literally no self application of boons. This is terrible.
Every time I try to do this mission, I get to the point shown in the picture where I have to free three pact soldiers, however there are only two pact soldiers to be freed.
Run all up and down the area, checked every corner, fought mordrem for 20+ minutes, nothing continues the mission, stuck at “Pact Soldiers Rescued: 2/3”
I don’t think an elite well skill is necessary.
You have to think less of just filling out ability types and more about the actual purpose it would serve.
We already have the best power damage elite in the game with lich form, we already have a really good condition elite, we have an “always up” elite, and we’re getting an aoe crowd control elite. I don’t feel like there’s much functionality you could add in an elite well that wouldn’t overlap.
First thing you want to do is get far enough into blood to take the first trait, quickening thirst. This frees up a utility slot.
Try out both minions and wells. Maybe do minions up until you are able to use grandmaster traits at which point you have vampiric rituals and using wells will become more efficient.
Yeah so if all of your minions die on them then you get 40 poison stacks that last for 5-6 seconds in a very ideal scenario. Really gimicky, really counterable. The 20ish you get from the combo in 1 field is more than enough. You sacrifice a lot of utility to get more 1 shot potential, which might be fun, but not really strong. For that your sacrificing taking spite, soul reaping, or curses, which give you way more for a condition build.
I get the impression you think I’m talking about pvp. OP wasn’t talking about pvp and neither am I. You don’t get a lot out of soul reaping for a PvE conditionmancer, time spent in DS applying burn is time spent losing scepter dps.
(edited by Tobias.8632)
Nah Tobias, you can do the same thing with chillblains or CPC and not give up a traitline and get a more diverse utility. If your gonna spec for minions you want to be a minion mancer. That can be a condition mm but an mm nonetheless.
Whirl finisher will get you to maybe 20ish stacks of poison. 6 poison clouds gets you to 40+
I skimmed the thread and saw no mention of the real thing that makes condi reaper good.
You use “Rise” to spawn 6 jagged horrors, and then they die with Death Nova and spawn 6 poison clouds, then do a whirl finisher in those poison clouds. That’s how you get the poison stacks that make condi reaper actually viable.
Obviously you won’t always be able to get 6 horrors, but I feel like using minion skills on a condi build is an underrated idea.
In PvE, even with the amazing gravedigger damage according to Brazil’s math the dps output isn’t godlike. Good, but not engi or guardian tier. Condi-minion-mancer might be a thing if they don’t nerf rise + death nova, sort of a minion bomber 2.0
I heard that they’re nerfing dungeon rewards, so if that happens the dungeon speedclear meta won’t be the be all end all.
You really think the fact that they’re not worth taking over wells in a power build for PvE is a problem?
Spectral skills and corruptions and signets also aren’t worth taking over wells in a power build for PvE, but those skills all have their places, just like shouts do.
Looks like anet fudged it again. Guild Missions reset at the normal time of 5pm PST saturday. You can check by looking at the guild missions tab of the guild window thing. Now my guild has to organize missions sometime in the middle of the week since we can’t trust them to change the time before next reset.
This is one of those situations where you NEED to have separate balance in PvE and PvP.
Axe in pvp is really good because of the long range hitscan attacks like Robert mentioned. However this provides no benefit at all in pve because enemies don’t dodge projectiles so you have 100% damage uptime with any kind of ranged weapon.
Bring axe’s overall DPS output in line with dagger in PVE ONLY and it’ll be fine. Each weapon still has its niche of being melee cleave lifeforcegen and ranged single target debuffing. Leave the weapon where it is in PvP because it’s fine right now.
That would be a serious hole in account security, I’d imagine