He trade the block duration and the f3 buff for more condition application via passive (aoe) virtue of justice plus cover condition so the damage it’s ok and only more sustains tools are needed.
Purging Flames it’s more required for core guardians for the group support (cleanse) and the burst from active f1 to suppress foes while cced, core guardians take more advantage from radiance for the f1 reset on kill, DH don’t really need it.
Here a “outdated” discussions about burning guardian/DH pre patch
Just go into I win reaper form, if you are lucky there are more than 1 opponent and you can down them all in one go.
*triggered
My two cents: Proc when hitting foes under 50% and 1s of retaliation for each foes struck
a decent necro has no chance to lose against a rev in 1v1, no matter if the rev is condi or power.
To me at the same skill level a power reve have the upper hand against power necro.
After the recent game update i’m experiencing some lag spike, never happened before.
The lag spike happen like 4-5 times per match and i should litterally try to read my foes action 6-7 seconds before to actually have a chance to hit them.
There’s anyone with my same problem?
No download, no hidden program and only gw2 working.
And a curiosity: ther’s a way to escape from a texture encasement?
Cause peoples now use the unbound gaterer instead of the watchwork one.
1) home instance node: https://wiki.guildwars2.com/wiki/Sprocket_Generator
2) gems pick (chance): https://wiki.guildwars2.com/wiki/Watchwork_Mining_Pick
3) Trading Post
Every class have to rely on team in a 5vs5 game mode.
Jormag’s freeze its stronger than ever! Characters who don’t move for 1 min while in the forest will be turned into an ice block (transformation)
Or making the Wololo-spider to turn minions against players
Shroud needs it’s cool down removed completely.
This would actually solve many of the Reaper’s problems concerning:
- 1v1 prowess
- general survivability
- reluctance to shroud for #2 for mobility, in fear of being picked off during CD.
https://wiki.guildwars2.com/wiki/Spiteful_Spirit
https://wiki.guildwars2.com/wiki/Life_from_Death
https://wiki.guildwars2.com/wiki/Foot_in_the_Grave
Who cares about reaper? I want a f1-f1-f1 rotation!
Things that could help:
Your Superior Sigil of Concentration
food and nourishment
https://wiki.guildwars2.com/wiki/Magnanimous_Tuning_Crystal
https://wiki.guildwars2.com/wiki/Loaf_of_Candy_Cactus_Cornbread
traits – Chaos
https://wiki.guildwars2.com/wiki/Chaotic_Persistence
rune
https://wiki.guildwars2.com/wiki/Superior_Rune_of_Durability
youre using death perception on a condi build? I’m sure this is a mistake.
He use weakness from Weakening Shrod as cover condition, in shroud he easily achieve 100% crit chance and he can also gain some bleed from Barbed Precision.
It’s an interesting build!
Take the poi, vista and waypoints with this build
http://gw2skills.net/editor/?vZAQJAVVn8lCFmilOBWOB0PhFqiaO77+yvLCCgDwLE+gBA-e
Use this traits to fight
http://gw2skills.net/editor/?vZAQJA8an8lCFmilOBWOB0Phlqiq7BuuCYe63+w37D6gAA-e
Seems nice, but for the stealth attack?
New freature maybe: with the mouse’s wheel the ability to rotate the wall before place it (with a default fear direction) and all the others similar effect
It’s time for guardians to shine again.
Aegis: now grants 1 second of invincibility when consumed. Invincibility now counts as a block for trait activation for Guardians.
Traits: Shattered Aegis now extends the duration of Aegis by 1 second.
Discuss.
A: no
Q: but why?
A: cause https://wiki.guildwars2.com/wiki/Fragments_of_Faith
It took two weeks to realise this was updated?
It’s hard to notice when afking
Guardian’s greatsword + Judge’s Intervention,
Dragonhunter’s traps (expecially ToF) counter thieves,
Spear of Justice prevent stealth and with the pull can interrupt dodge roll.
So.. Guardian and Dragonhunter counter thief.
Necro’s traits suggestion:
1) https://wiki.guildwars2.com/wiki/Fear_of_Death
Your fear effects have increased durations.
Inflict fear on foes when you are downed. (90 sec cd)
Gain 10 energy when you inflict fear on a foe.
2) https://wiki.guildwars2.com/wiki/Soul_Eater
Reduces recharge on greatsword skills.
Gravedigger steals health if it hits.
When above the life force threshold your greatswords attack steals energy.
Life force Threshold: 90
Energy stealed: 5
Play necro against this trait and show me how far you get with l2p…
Also where do you get the idea from that druid is supposed to be a cc and sustain build? It’s supposed to be a support build in the very first place and not a godkitten cc machine.
This video shows you how to beat the trait the trait as a necro
Long story short: Reapers are able to defeat rangers only if they let them close the distance (and in WvW only if the reapers its builded specifically to duel rangers).
This is a WvW video, where we can have traibrazzers/viper mix and we get 3 stack of bleed on chill, making the fight easier versus power build.
-Necro’s Plague Signet have 1200 range
-Reaper’s best projectile destruction skill it’s locked in shroud
-Ranger’s Point Blank Shot have 1200 range (knockdown)
-Rapid Fire have 1500 range
-Hunter’s Shot + Ancestral Grace = guess where i am?
Conquest have the advantage of the point holding philosophy, so if a ranger want to bunker a point you can destroy it, if it don’t try to kite.
In WvW a good ranger will use the knockback only after the Reaper have popped shroud if it notice it’s have Foot in the Grave (or to interrupt the heal), and swap pet to make it waste the immobilize transfer of Plagua Signet, if the reaper want to use it on the pet the second time, cause if the reaper can’t reach the ranger it’ll try to break immobilize by transferring it to the pet.
The ranger in the video it’s very good, but it don’t have tryed to kite.
Actually the other way around, warrior was nerfed a bit but power DH is totally broken. Burn DH still works reasonably well.
I’d say power necro is a bit OP now. Axe buffs in the last patch were insanely good. Atleast the build I’m using can 1v1 on point against pretty much any class, and 1v2 vs most classes around the point as well. The only 1v2 you will definitely lose is vs another power necro and a support/ a +1’er.
Here’s the build if anyone is interested:
http://gw2skills.net/editor/?vRAQRBHbhG2JHNQtNYNNg5mA9mYBXwo6CthvA0VLAcAiridxwIA-TZROABAs/g7HEAYPBAn/EA0uMAAIt’s a strange build, i’ve never tried to run a power necro build without ferocity
With the build you don’t really need Ferocity, as your damage comes from sitting on a full stack of Might. Additionally, both weapon sets are really good for racking up LF, and shroud is mostly used for relieving pressure, as you regain health in shroud while attacking. It has a ramp up time but what necro build doesn’t?
Your only true counter in this build is another necro as you effectively cancel each other out. You do gain lots of Might but it’s relatively easy to get stripped of it since it’s pretty much the only boon you have without support.
I’ve tried the build with Marauder and Demolisher but they don’t cut it as you go down before you have a chance to do anything substantial. Paladin really does enable you to survive the initial teamfight focus. Or at least outlast the guy your own team is targeting.
I personally don’t like it, but if work than it’s ok.
As the signature boons from guardians i thought about retal and aegis lately. What if retaliation can stack in intensity and aegis can stack blocks?
Retaliation would be easyier to handle and would have some impact, 5 stacks would be enough (5*0.075*power).
Aegis is a rather delicate idea but 3 stacks would be reasonable and it would give guardian the tanking capabbilities we wanted.Opinions?
Radiant Retaliation + Hallowed Ground = good bye WvW
@OP
Q: Did you count as skill picking the right build, changing traits and utility after watching the team’s composition?
Dodges and interrupts are already important and ther’re ways to punish who make a bad use of dodges or try to use some move without protect himself with stability.
Our necromantic power has just increased!
Picking the PvP version could be enough, without CD reduction.
For PvE the VoJ active effect isn’t powerful as the passive, even with the possible shared guardian’s condition, while in PvP this could be overpowered.
In PvP the burning stacks are 3, and this can lead to a oneshot-burning chain in team fights, where you can active VoJ and then focussing a target (from 3 to 15 burning stack applied) and recharge VoJ via Radiance three on every kill.
While this can be actually possible only if there are more condition build in the guardian’s team.
To make condition guardian viable I hope (sigh!) for a Spirit Weapon’s rework, to make it permanent like Necro’s minion or useful like engi’s Kits.
Actually the other way around, warrior was nerfed a bit but power DH is totally broken. Burn DH still works reasonably well.
I’d say power necro is a bit OP now. Axe buffs in the last patch were insanely good. Atleast the build I’m using can 1v1 on point against pretty much any class, and 1v2 vs most classes around the point as well. The only 1v2 you will definitely lose is vs another power necro and a support/ a +1’er.
Here’s the build if anyone is interested:
http://gw2skills.net/editor/?vRAQRBHbhG2JHNQtNYNNg5mA9mYBXwo6CthvA0VLAcAiridxwIA-TZROABAs/g7HEAYPBAn/EA0uMAA
It’s a strange build, i’ve never tried to run a power necro build without ferocity
No, it’s called Guardian now has a condi build like every other class in the game.
You are talking about pve?
Virtue of Justice
reduce cd to 16 seconds
Unsplit the pve and pvp versions
When you use the active, the burn damage should scale with your own condi damage like Thief’s venoms, not the ally’s.
This is madness, you know?
Cheap starting build for open world stuff with some mobility and sustain
Sword/Pistol it’s a very good condi setup
Only one question: why did you use Misery sigil?More condition duration. We have bleeding and poison with a long time effect. The torment is the only one don’t have a long time effect. Only for that ^^
I have a similar build with with rome room of change, maybe i could drop Impairing Daggers, wich can burst and cover condition wery well, to have a double movement-impairing effects remover and more fighting option with Roll for Initiative
http://gw2skills.net/editor/?vZAQNAsaVn8lCdmiFOBmOBkmiFYCz7LsoGRzhwTYKULBEAKAA-TJxHQBD8QAAgjAA8OBAGpMAA
my build option changes:
Rune – Adventure (to stay safe) or Krait (better burst)
Sword’s Sigil – Venom/Doom/Energy
Sword/Pistol it’s a very good condi setup
Only one question: why did you use Misery sigil?
Sword/Pistol it’s very good for condi builds
I would rework the trait to not only recharge GS skills faster but also halve their casting time. The life siphon on this trait always felt…out of place
But.. the life siphon, the name of the trait! Soulnomnomnom..
Plaguelands/Spectral Wall combo, some boons removal and condition management
http://gw2skills.net/editor/?vRAQNAW3Yjc0Q5N2dD+2A/NWMGs4dYQ8IG9zCAbLqmQUYIA-ThSAQB/T3AAOCAfU5UJVyITlgO8BAot9HUwBB4hXAgIq+DpA6bZF-e
or corrupter/chill spammer (the GS should be Traiblazer)
http://gw2skills.net/editor/?vRAQNAnYRnMbCtbid2AmbC0biliBjaIMFKCRBgvVBIeHOETiA-ThSAQB/TPQHOEAlUJzDV/BAPBAFcCAComAEu/wHVOJTlgkCovlVA-e
I’ve tested couple variations of it and Berserker runes with Smoldering/Geomancy look the best indeed.
The one missing thing from the qT guide is the fact that you can run second Axe/Mace on other weapon set with Hydromancy sigil on to proc double swap sigils for that extra bit of damage every 10 seconds.
On swap sigil didn’t proc only for the new set swapped?
Revenant, much like Necromancer, has access to double swap. Activating main profession mechanic (F1 Invoke here) triggers weapon swap sigils on your current weapon set, then you can swap weapons to trigger sigils on the other weapon set.
As long as the swap sigils are different, both will trigger. You simply do Invoke->weapon swap. Hydromancy is the second best sigil after Geomancy because in addition to solid direct damage it will also trigger Abyssal Chill trait and apply Torment.
I’ve seen people mentioning Doom sigil instead, but it’s single target and can easily get wasted by hitting random mob with jalis’ hammer for example. And it does no direct damage.
Why then they don’t put a Hydromancy sigil in necro’s set?
Could it be a dps increase or a waste of dps for the actual rotation?
Make the life siphon work on all the greatsword’s move and reduce the recharge time of all the greatsword moves by 1 second for each critical strike you deal while wielding it (5 second ICD, Single attacks can activate this trait more than once before recharging.)
I’ve tested couple variations of it and Berserker runes with Smoldering/Geomancy look the best indeed.
The one missing thing from the qT guide is the fact that you can run second Axe/Mace on other weapon set with Hydromancy sigil on to proc double swap sigils for that extra bit of damage every 10 seconds.
On swap sigil didn’t proc only for the new set swapped?
Unholy Feast have get a nice situational damage boost at the cost of the more reliable Retaliation buff, that was better, but Axe were lacking in AoE damage and we can still get Retaliation from Spiteful Spirit.
Necromancer survavibility don’t got any buff from the nerf to sigils and few nerfs to random damage skills.
“focus necro first” -cit
Without on crit damaging sigils that usually were proccing on us at the start of every fight necros have gained more survivability, now we have the time to gain some life force and react. No positioning could have saved us from teleporting ToF pin/push guardian’s combo +2 proc, now we can survive with a stunbreak.
Necromancers were using Plagueform to obtain a defensive way to survive, doubling the toughness and granting a Blind Spam (still if totally useless against warriors and ranged builds). That change made the necromancer survavibility even worst than before, and also his group “support” (spam blind in a team fight is really good).
Under this aspect you’re right. Core necro have lost it’s best PvP elite skill.
A lot of classes don’t need sigils to kill you with burst damage (like thief, guardian and warrior) and they’re damage now is lowered by only a small %, granting to the necro more or less nothing in terms of survavibility.
Actually 0 class can use the old sigils and the burst still exists.
The sigils simply were extremally helpful to burst.
Necromancers also obtained a 20% damage reduction on both direct and condi on the RS3 (maybe to compensate the Plagueland?) is not enough to save you. Necromancers now have weakness, 20% damage reduction, protection and Rise, but all that don’t grant them to survive to a burst (expecially in a team fight).
There’s a Huge difference between damage reduction skills and Block/Immunity/Evade skills. Blocks don’t only block incoming damage (both direct and condi) they also block incoming conditions (damaging and CC) and effects like Stun and KnockX, that is what make them really good.
Coordinate burst will always be necro’s Achilles heel.
If only they could make the wurm more reliable..
The reason a lot of players chose power instead of condition is only for obtain a little more survavibility on a class that don’t have any way to survive.
To me power can simply apply more pressure without beign forced to enter in shroud.
(edited by Vitali.5039)
Axe autoattack: 10.834 (with axe trait)
Axe auto + 2 on cd: 14.029 (with axe trait)
Axe’s AA it’s absolutely to avoid when possible.
We can say that casting Ghastly Claws and then enter Reaper Shroud (with dhuumfire) is the way to go for Axe users.
Isn’t Necro’s survivability improved after the update?
Less bursty sigils (and we were always the first to get focussed)
Many other classes get nerfed, hardly enough to give us more survival.
- give the old axe 3 skill back
WTF?
- give necros a reflect like warriors have on their shield, maybe on focus or warhorn
To me the most suited skill for projectile reflect is Death’s Charge (reaper only), and Spectral Walk for projectile destruction, i don’t see a possible reflection in our weapon’s skill.
I’ve disabled the auto target in my first conquest, after i’ve tryed to leap away from foes with my reaper.
lol, axe don’t have ranged penality so you can use it melee.. if you know how to not interrupt Ghastly Claws.
Spite/Soul Reapering/Reaper
Do your normal GS rotation and use Axe/Warhorn paired with shrouds combo, wich is a nice dps increase if you spin in a useful field: Locust Swarm, Ghastly Claws, Enter Shroud, Soul Spiral, AA chain with Burning ‘til 2 sec before weapon swap (finish the chain), Exit Shroud, Ghastly Claws, Weapon Swap.
Try to place your well an let it work while you are in shroud to gain Advantage of Reaper’s Onslaught ferocity.
The most important thing is to not being locked in Axe for the bad AA and use Unholy Feast only when you can proc the second effect on min 3 nearby foes.
New (fake) specialization leaks: thieves gain f2 ambidextrous skill, 9 sec cd, that allow them to swap weapon’s moveset MH>OH OH>MH.
This skill will active on swap sigils and talent.
New weapon: off hand sword!
What’s wrong about spear? There are much worse underwater specs. Ranger for example.
OP was talking about this spear
https://wiki.guildwars2.com/wiki/Spear_of_Justice
-> https://wiki.guildwars2.com/wiki/Hunter%27s_Verdict
Dagger or Axe for levelling.. why not both?
Burst from range with axe and then switch to dagger to kill mobs while your minions keep them busy.
Once you unlock reaper go with Axe, Warhorn and Greatsword (berserker) if power and Scepter, Dagger and Greatsword if condi (viper).
- Rune of the Warrior – Playstyle involves swapping weapons on cooldown for endurance gain. Vitality makes you tanky. Power helps pulmonary burst.
Sigil of Energy have 9 sec ICD
Give a shot to this build if you want (Sigil of Venom can be changed for Sigil of Doom)
http://en.gw2skills.net/editor/?vZAQNAsaVn8lCdmiFOBmOBkmiFYCbOEeCThaJgAQBw7LsoGRA-TpxBQBA4BAghDBACPBAb8IAcj9H8SZAA
Decapping points and stealing beast is not supporting your team in combat. Its quite the opposite.
Does it support your overall team’s score? Yes. But anyone with 1st grade level reading skills can see that Cynz was clearly talking about combat.
Forcing foes to waste time to retake points and stealing beast (other time wasted) it’s support.
While one player it’s forced to stay close the thief can fastly go mid and help his team bursting down the squishy one and then roam again. It’s combat, you see.Is Thief the only one capable of this tactic?
No, but it’s the more suited.
So they’re more suited for this, but they lack team-fight presence and effectiveness to be more suited for this. Whereas other professions are more effective in a team-fight and have stronger presence there, but lack the mobility to contest beasts or decap points as efficiently as thief.
I don’t see the problem here.
Neither I, in fact I was only answering to Cynz, that was writing about thieves bringing nearly 0 team support.