The whole point of rampage is to spit in the face of necromancers with a better version of lich form.
axe would be pretty much identical to dagger, then. chain melee on #1, long channel #2… just the #3s different
That’s why they should rework it into a burst-y weapon.
As it stands, Daggers are our defensive weapon.
Life Siphon is no reason to call dagger defensive it is dps,GS is supposed to be melee burst and staff is no power weapon so axe needs to become/stay ranged.
An advantage would be that Axe doesn’t use projectiles. Which would be nice for a power build, because our other weapon set (D/X or GS) would be melee. Which means we have to charge in and hope for the best. So being able to cut past any reflects would be very nice so that we don’t always meet our opponent when they’re at full health. Also, another thing separating axe and scepter is that it takes time for a scepter attack to hit. Axe just hits, regardless of distance
It cuts both ways. It has no projectile but it is also not a projectile finisher and it cannot be traited to bounce/pierce multiple targets.
For that reason an autoattack that is stuck hitting a single target should be considerably stronger than an ele’s fireball that hits 3+ targets.
Axe #2 needs the rapid fire treatment. Also, scepter and axe need to give life force on autoattack.
There are a remarkable number of glass builds in PvE. Even I run one. Being a resurrection machine has some value. Ask thieves about that. Factor in event scaling and one-shot AoE and I find the two traits more useful and appreciated in PvE than Necromancer used to be. Of less use is BiP because might is even more frequently spammed than it ever was.
Might and vulnerability have become commodities.
Consider also that lack of utility in PvE was a major obstacle for Necromancer …
Maybe in zerg pve content where the people that practice said content are used to autoattacking things from range and collecting a loot bag after 5 minutes.
In dungeons, unless mechanics FORCE players to be downed, this utility will generally be a waste.
Another problem with these rez centric traits don’t matter much in actually challenging content.
When in Molten Duo or Volcanic fractal, as with any bosses in general, as soon as a player goes down this game has a nasty habit of bombing the downed body with lethal aoe that will down anybody nearby.
If a downed player gets a molten alliance firestorm’s fire zone landed on them, little short of a warbanner or some quick instant rez utility will get them up.
I’m fully aware of the ability to stack might on PS warriors. It isn’t like it is news to people that they do that amazingly well. I’ve also been very clear that this trait shouldn’t be compared to PS. It is a master tier trait that provides might to a group. Not everyone runs in a group with a PS warrior at all times, and this trait evaluated on merit alone is quite strong.
If you’d like to make an argument for nerfing might stacking with PS, I’d certainly be willing to hear that as I think it is absurd that one class can singlehandedly keep up 25 might on an entire group without sacrificing a ton of DPS to do so.
I’m also in favor of gutting banners as they exist today, because as long as they are the sole source of those buffs, any group that doesn’t have a warrior dropping banners is going to be significantly sub-optimal (which will be a big problem if we ever see truly challenging content). That means any group attempting “challenging content” will basically be comprised of 20% warriors for the buffs they provide.
Fair enough, although I’d say the position of a trait is meaningless. Whether it be adept/major/grandmaster, you are committed to the entire traitline now so as long as you choose the line, you are getting 3 traits.
I don’t know about you, but after 3 years of stale content I understand why people are off doing other things.
I’m saying there are a ton of skills and traits that a rev can use to do “stuff besides applying might” that will allow them to stack up a non-trivial level of might on themselves AND the party. This trait isn’t intended to replace a PS warrior. It is more analogous to Empowering might for a guardian, which it looks pretty good when compared to. If anything, PS warrior is too easy to stack might on, and could stand to be brought down a little bit so they can’t cover the might stacking needs of an entire party.
If you look at Shared Empowerment without comparing it to the massive investment in PS, it is a single trait that can pretty easily stack up 5 might on the entire party. That makes it roughly equivalent to Empower Allies AND a +150 condition damage boon on everyone around. That is quite strong for a master tier trait.
Would it be more effective if it had a 15s duration? Sure it would. It would also be more effective if my F2 skill just instantly killed every hostile target within 3000 range, but that doesn’t mean it would be anywhere near balanced.
So long as PSEA warrior exists, any class won’t take any trait to stack might on PvE, warrior makes them redundant.
I mean, a warrior specced that way does maximum PvE damage, stacks 25 might stacks permanently with a single button for the group, brings 170 power, 170 condi damage, 170 precision, 170 ferocity (banners), and 150 extra power from empower allies.
That is just an absurd amount of group utility. No class except elementalist can compete with that. Warrior stacks easy perma might, ele stacks easy perma fury with persisting flames.
Either PSEA warrior and ele need to be brought down in terms of boon generation and uptime, or the other classes need to be brought up.
And it’s not like the warrior speccing for those lines sacrifices anything in PvE. The other traitlines are useless from a damage perspective. The warrior in a PSEA build gets all his required damage modifiers, might stacking, and greatsword traits.
P.S. It is not remotely equivalent to Empower Allies. For one, might has a cap, which means the revenant trait is useless with a PSEA warrior or eles around. Empower Allies, however, stacks with might capping AND the 170 power bonus from banners.
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This trait works differently then Phalanx Strength as that is personal applied might, this is any boon you apply triggers it. There needs to be an ICD since you can have many facets on at once pulsing out many boons, plus boons from traits. that would mean it would trigger multiple times per facet and with multiple facets active it would mean potentially like 20-25 might stacks AOE every 3s. If anything, we could tweak duration or stacks if it doesn’t feel good enough when you all get a chance to play it.
All it takes a warrior is a single 100 blades and the group is sitting at 20-25 might stacks permanently as the might doesn’t run out before the next 100b is up.
I don’t think you guys understand how overpowered forceful greatsword with phalanx strength is, especially with a warrior wearing runes of strength.
And while you guys are happy to have the nerf bat hit heavily on the Chrono, the Tempest get another boost on almost everything, and not by small numbers…..
Er you really should read the Ele forum.
Ele are always going to be unhappy.
I mean, how farther up can you go after sitting tightly on god tier for pve, spvp, and wvw all at once.
I mean, if we introduced a specialization that improved on ele, it would have made the number one class in the game skyroicket into its own supreme league of power.
Behind the target lol. The sides will do.
To be honest I’ve had worse experience with cleric staff guardians. Just did a fractal 50 cliffside where the guardian was not using the greatsword pull on the cultists near the seal on the final archdiviner encounter; he was just individually killing each one.
A zerker pug might be bad and die occassionally, but he did damage while he was up.
A cleric/pvt guy still often dies in my experience and contributes virtually nothing.
The worst thing about fighting thieves are the Runes of Vampirism…
You realize mesmers are sole reason why every single thief is forced into this rune in pvp? Before patch i wouldn’t even touch it, now i have no choice.
The point is that they shouldn’t be allowed to have it. They should just die. This goes for all classes.
If this is how game would get balanced we would end up with only mesmers in game and it would be very boring
Oh please, thief hero. You’ve erased every single berserker spec in the game from the meta before mesmers got buffed and now that there’s another apex berserker in the game you’re in “buff thieves” propaganda mode again.
Shouldn’t you be in the pvp forums telling people on stealth abuse/spamming backstab on blocks/blinds “l2p” instead of polluting our forums?
If only my mindwrack refunded its cooldown and clones whenever it was blocked/blinded.
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People get a room, stop ruining this thread.
I Geelive.
People, even if having a heated discussion, are discussing the merits of traits/utilities/weapons, and offering suggestions for them.
And all you have to contribute to this thread is “I Geelieve”. There’s a Robert Gee appeciation thread over at the mesmer forums or you can start one right here, but this thread is to discuss the Reaper.
stuff
I can’t read worth kitten. It’s your fault.
#1: Foot in the Grave isn’t bad.
Yeah, I’ve used it so much in all the dungeons and fractal 50 runs I’ve done. How could I make such a silly mistake.
#2: Your entire premade build structure idea is flawed. I’m not sure anyone should bother taking reaper into a premade, because the utilities it offers are redundant and already covered by other classes. Since “trash” is irrelevant, greater cleave isn’t needed. You wouldn’t need shroud knight to stack might because you’ll already be capped. Shroud knight won’t stack vulnerability because you’re not taking Soul Reaping. So what is left? Decimate defense is nigh redundant, chilling force is redundant, blighters boon is useless, augury of death is useless, relentless pursuit is useless, chilling nova is too weak, the minors are all “bad traits”… that leaves Soul Eater, Reaper’s Onslaught, and Chill of Death. Soul Eater is meh at best, and Chill of Death is exclusive with Reaper’s Onslaught.
Yeah, who wouldn’t take soul reaping in pve. It’s not like a 5% damage modifier at the life force threshold is one of the few damage modifiers necro has, and death magic is so useful as an alternative if we’re not using Curses.
So, funny bit of trivia: the dagger auto attack outdamages reaper shroud’s auto attack, even with onslaught. The greatsword AA is only 0.66% (that is less than 1%) weaker than shroud auto with onslaught. Throw in signet of spite, and the gap widens. There’s only one reason that someone would use Shroud’s AA over the other weapons, and that is the might and vulnerability stacking from Spite and Soul Reaping respectively. Without soul reaping and with pre-capped might, there is no advantage to using Shroud AA. The only skill in reaper’s shroud that is higher than its AA is Executioner’s Scythe, which you’ll just pop in to and use every 30 seconds or so, which means onslaught contributes almost nothing to the skill. Regular Death Shroud already has a burst skill: Tainted Shackles. Its fast cast time means it has relatively high DPS, higher than Executioner’s Scythe at 25%+ health, before factoring in torment. This is also sacrificing the damage bonus from Weakening Shroud.
As it did Greatsword before the 20% buff to the greatsword skills and the 50% buff to Gravedigger. Who knew, a beta period introducing new features might have some of them undertuned that take feedback on simple numbers tweaking. Shocking.
Guess I should stop asking in my previous posts on this feedback thread to give reaper shroud the greatsword treatment. We can only fix one thing and that’s it!
But lets assume that we’re going to sacrifice all of the goodies in Curses for what is in Reaping.
And by “goodies” you mean weakening shroud, which you can’t flash effectively with reaper shroud thanks to the 1 sec icd, the also redundant fury on death shroud since you’ll have permafury from ele’s Persisting Flames, and Target The Weak.
Wow, I’m missing so much.
Yes, Decimate Defenses will cover for Target the Weak. You have to pick chilling force or reaper’s onslaught for damage. At maximum might, Deathly Chill will inflict 314 damage +50%, and 471 damage below it, for an average of 392 DPS. This can be tacked directly onto the greatsword auto, meaning 73% uptime until gravedigger spam. This isn’t including chilling nova, chill of death, or executioner’s scythe, which push the numbers up a bit, or any additional sources such as Icebow or whirl finishers. You can stop right here, since that extra 392 DPS is being tacked onto the sword, which given Signet of Spite is already more damaging than Onslaught Shroud.
392 DPS sounds just fantastic for a grandmaster. Let’s keep them that way.
I guess the short of this is, I don’t trust your judgement on what is “good” or “bad” at all.
The feeling’s kinda mutual.
#3: You’re not hypocritical. You’re inconsistent. I’m not sure if you’re talking about either under my changes or your changes or the current setup, and you change this up from point to point. Now, to talk about Dhuumfire, this is largely a PVP oriented issue, where Spite/Soul Reaping/Reaper will be frequently used. With this trait setup, a shroud focused build will be able to pick decimate defenses, reaper’s onslaught, and dhuumfire at the same time. This build isn’t overpowered, so the rantings about dhuumfire come from thin air.
Yeah, now I’m pretty sure you can’t read worth crap. Point to where in my posts I said dhuumfire was overpowered.
The rantings with dhuumfire come out from the fact that originally it was a 4 second burn on a 10 sec icd on crit. A necromancer could do his normal rotation and the burn would come in it, which was also good for condition necromancers since death shroud was pretty much garbage for them with life blast.
Thanks to spvp, it was nerfed in duration, then moved over to life blast with a shortened duration. It’s been like that, considerably quicker for most necromancer builds until the advent of reaper shroud auto. It’s still crappier than before since for condition necros it involves dropping their condition build up from scepter and go into death/reaper shroud to have access to burning, essentially trading their bleed/poison stack upkeep for burning upkeep.
I didn’t say it was OP. I said your “worry” that reaper with these announced changes would have to be reeled back would be a repeat of the mistakes made with Dhuumfire.
The end.
It is an unfortunate effect that my change will necessitate a swap, but this isn’t just a loss. You get to use Deathly Chill and blighters boon alongside of Onslaught instead of exclusive with it. You also can use Decimate Defenses with Soul Eater at the same time. The only issues that really prop up are when you are using a power focused Spite/SR/R shroud-focused build. If you aren’t using that particular playstyle, then there are already obvious choices to go for that either lose very little, or gain.
Which brings us again to my whole point, why swap? Why not buff what isn’t competing in the grandmaster tier? We have so many weak/niche traits, and your answer is to justify their status by swapping them around tiers.
You just said above, you’re not sure why anyone would bring a reaper to a meta premade. So make the kitten changes (aka buffs) on the deficient traits and weapons/shroud skills.
#4: Sigil of Night doesn’t always work. It is only good if you’re running specific dungeons, in which case general builds might as well go out the door. Besides, I suggested Sigil of Accuracy as a general example. There’s more than that. I balanced on the current stats of my necro, but it goes further than that. Calculating out a full zerker ascended with precise infusions, this sits at 56% crit chance. I also noticed that a sharpening stone is only a 2.7% damage increase at max might, so if I switch that out with a maintenance oil, that comes to a 61% crit rate, resting. So, add fury, 81%. Add banner, 89%. Add Target the Weak + 5 conditions, 99%.
Sigil of the night works in 5 of 9 dungeons and 5 out of 14 fractals. It’s not some niche scenario. Dungeon runners carry the mob-specific damage bonus sigils to swap in in entire stacks, they’re virtually dead cheap to replace.
In any other case you can also afford to take sigil of energy for more challenging fractals, given that necromancer’s lacking on vigor uptime and your only other choice is endurance regen+might on dodge food.
#5
and you call them myopic, because god forbid a person who only plays PvE cares only for PvE balance, much like spvp and WvW folk do
That is the definition of myopic. Its actually worse than that. You’re talking about premade meta dungeon runs exclusively. What about overworld? What about casual runs? What about solo dungeon runs? But I digress: the reason why the devs and players are so focused around PVP balance is because it is actually a competition, with winners and losers. However, the devs and players are wrong in this. They should also be concerned about PVE as well. Them being wrong doesn’t give PVE players an excuse to be wrong themselves. That’s hypocrisy.
Of course I’m talking about premade dungeon runs in PvE exclusively. Are you under the delusion that overworld PvE is even balanced? It’s a zerg train, with little requirements for coordination or class make up. You can brute force most overworld PvE and even WvW with zergs.
That leaves us PVE dungeons and SPVP. You assume that we HAVE to make room for balancing that accommodates the formats. This is impossible, no side will be satisfied. You have one format in which we strive to do the most damage possible on mobs with tons of HP, and another format in which performance can be disrupted by opposing players who have at most 23k hp.
You can’t come up with solutions on damage output when the hp pools and behaviors of both formats are so vastly different. The mesmer’s design is a prime example of this. Seemingly great burst in spvp, and sustained damage is not so important there when you burst can do 80% of most opponent’s hp. The mesmer’s wimpy autoattacks and blurred frenzy damage are of no issue there. meanwhile in PvE, the amazing mind wrack burst is not so amazing, greatsword (and the nerfed mirror blade bounce) is not used at all, and mesmer is one of the lowest damage classes in need of damage buffs.
So split the balancing. World of Warcraft is doing that this very expansion, a PvP exclusive skillset with its own balance concerns.
And WoW is LATE to the party. GW1 already did this so many years ago, and to good effect. GW2 is a pale shadow of what people came up with in GW1, because the formats were allowed to flourish on their own without strangling each other.
The very reason mesmer/ranger/necro are where they are, is the constant struggle between spvp balancing and PvE. Spirits for rangers have always been inferior warrior banners that can be killed, but they were nerfed even more for the sake of spvp that complained about spirit rangers until they were nerfed out of the meta.
Split the formats already. I’m not being myopic, I want to enjoy my format with some semblance of PvE class balance after 3 years of waiting.
#6: Thus, my main complaint with your suggestion regarding moving around Soul Eater is that you aren’t trying to create a balanced trait line. You’re shoving personally inconvenient traits into obscure places to let them die, and not even thinking about what it might do to other game modes.
They wouldn’t be dying if they were actually worth taking. Look at Chronomancer, most of them are actually tough decisions because you WANT many of them. Because they’re good, not just “OK”.
#7: I’ll admit I misread what you meant about the shout. When you said “it becomes terrible”, you were referring to Augury of Death in regards to the bonus it gives to the healing shout. I thought you meant the heal as a whole becomes terrible even with Augury of Death.
Finally. This has been the core problem of the shouts, they are balanced in a way that makes them immediately discarded in PvE.
Let’s not fool ourselves, necromancer utility options in WvW and spvp are vast. People use wells, epidemic, corrupt boon, spectral wall, flesh wurm. And now maybe even shouts (most of them won’t be used in PvE since the benefits don’t scale weel with bosses and said benefits are selfishly defensive in nature).
Shouts were our opportunity to bring something to a group in PvE and bosses in particular outside wells, and they made ours SELFISH; they in general do less than the Tempest shouts, which are instant, provide group benefits, and in the case of feel the burn actually do more damage than any of our shouts with their silly cast times for some reason.
Lich Form was marginally useful in PvE, and it was NERFED for spvp’s sake, without fixing the useless skills outside the autoattack.
This is what drives PvE Necromancers mad, that few of our feedback about the class’s lackings in PvE were addressed. The greatsword changes signal a good direction, but our traits, utilities, and reaper shroud need rethinking to accommodate PvE concerns. And utilities like shouts and related traits like augury of death/reaper’s pursuit do nothing, as does the specialization’s focus on chill when chill isn’t even an attractive condition in PvE.
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You won’t have to go Druid if they make it like the Tempest lol
How about making Soul Spiral reflect projectiles? Nightfall could chill instead of cripple.
Problem is necro has nothing the class excels at. Ele has more chill uptime. Thief and ranger have more poison uptime.
Mesmer removes boons far better than necro ever will thanks to iDisenchanter, null field, and sword auto.
So outside making fear ignore defiance again and be a guaranteed break bar destroy ability, the necro wouldn’t excel at anything.
The necro was called a master of conditions, but the engineer absolutely eclipses him. Hell, any condi class that isn’t condi mesmer or thief is better at conditions than condi necro.
Are we even playing the same game? Lightning Hammer hits supremely harder than wells do as does frost bow. Same goes for engineer kits. Hell, thieves can hit backstabds every 5 seconds for far more damage than our 30+ sec cd wells do.
Lightning Hammer also forces you to drop your standard weapon skills while using it and Engineers don’t get a regular weapon swap. Backstab isn’t a utility skill at all so I’m not sure why you’re even bringing it up.
Once again, my point isn’t to argue numbers or current effectiveness, and it’s certainly not to argue that the professions are all properly balanced at the moment. I’m simply saying that the professions are designed to do things differently from each other, which means comparing an aspect of two professions together in a vacuum doesn’t tell you anything.
Please, pvp people, refrain from commenting on DPS. You people have no clue and assume Burst=DPS.
As you will note by reading my signature, I barely play PvP at all.
In a game with no tanks or healers, the most important utility a class can bring is DPS or some tool that enables the group’s DPS to be higher.
No, boon strip or chill won’t fulfill that role, sorry. All that matters in PvE is damage. You kill the mob before it kills you and you gain rewards as efficiently as possible.
Introducing differences in DPS dooms the class to marginalization in the format, which it has suffered for the last 3 years.
We seem to have fundament differences in how we understand game design, so I guess we’ll have to agree to disagree. ANet has certainly given themselves one heck of a design challenge by committing to breaking from a set trinity, yet I still think it might be possible to balance around that without homogenizing each profession too much. They’ve fallen short so far, but hopefully they’ll get it right eventually. I’m heartened by how they’ve listened to our feedback on the Reaper after the first BWE.
In their hype when they announced the game before it was released, their big selling point is that all classes would be able to fulfill most roles. Some would be slightly better than others, but have something else to make up for it.
Fast forward to now, and it’s not a “little better”. It’s “incredibly better”, as in an ele/thief is so far ahead in dps from necro/mesmer, it’s not even a question of viability.
And necro sacrificed DPS, sacrificed mobility, sacrificed the group utility of ele, and for what? It got nothing of value to make up for it.
That’s what angers people.
I will grant you your points. I can even agree with your view that necro can do slightly less DPS. But man, the differences are too large for what we get in exchange.
Some classes like ele and warrior are so absurdly overloaded in boon share/utility while maintaining top tier damage, while classes like necro/ranger are far behind and bring so much less utility.
Something’s gotta give. How can you balance a PSEA warrior. Our Chilling Force gets murdered with an ICD, and meanwhile a warrior comes in, does 100 blades and the group sits at a consistent 20+ stacks of might from a single trait with no meaningful ICD. Then you add to that banners, which are warrior exclusive in that they give raw stats, stats fairly equivalent to spotter, except a warrior with 2 banners brings 4 auras (power, condi damage, precision, ferocity) plus his own power aura (Empower Allies) that stacks with the power bonus of his own banner.
It’s just unacceptable how much boon generation and blast finishers/fields a warrior/ele bring, when boons are the largest contributor to DPS increase for a group (nothing approaches the boost of 25 might stacks and perma fury that both warriors and eles provide for the group effortlessly with a single easy trait).
They need to balance the playing field. Hell, mesmer scepter, most ranger weapons, necro scepter, ele scepter (hell, all scepters in this game are weak), necro axe, and even the dagger didn’t get touched to bring them in line with the top tier specs. Just the traits got changed. Why add new specializations and traits/utilities before fixing the base ones that have been so weak for so long?
Well, except for ranger, whose 1h sword is better at both autoattack and burst with offhand axe than his greatsword.
I don’t even see why GS being better than dagger is a bad thing. The dagger is bad, it should be retooled to be good, and then people will use it. Life Siphon and Dark Pact need buffing.
What’s more, if GS is able to substitute for dagger, I consider that a good thing since in content where you might need a revamped axe/staff/whatever and can’t always melee, you can equip a ranged weapon back up in this new HoT content without gimping your DPS.
Take it like the warrior with greatsword, it’s such a complete weapon that the mainhand axe becomes a niche feature.
It’s a mistake they chose to do when implementing weapons that would end up overshadowing each other. Quite frankly a way to make all weapons wanted would be to balance their DPS to be fairly close/equal across all of the weapons in the #1-3 slots and then have choice on usage depend on the utility of the #4-5 skills (and offhand weapon skills for the 1h weapons).
If you make the deciding factor DPS, then one weapon will be used and the others will be discarded in PvE completely. WoW learned this lesson with talents and revamped them to be utility talents instead of damage boosting ones.
GS is perfectly viable and the dps loss is negligible at best since the last patch. it would still be a good idea to learn sword andh ow to play within the bounds of how it works. use gs in situations where the leap could kill you like harpy fractal. dagger oh evades break the leap animation so you could use that until you’re used to it. and turn off auto attack.
The DPS difference is not negligible. Stop this myth.
It’s a convenient weapon to use over 1h sword, but it’s a notable DPS loss.
It is easy to tell in parties if everyone is zerk or not or that every one is putting on max DPS or not. Sadly, it’s still not worth bringing a Ranger into high levels. Until the 100% of the DPS is given to the Ranger and it brings more utilities. Right now I do like some pug zerk parties 2 ele, 1 guard, 1 ea ps war, 1 thief… but everyone has to be on point, but it does allow for some forgiveness… maybe swap the thief for a mes because time warp.
I’ve done scale 50 fractals with none of the above professions, and they’ve been smoother than most of the “zerk meta DPS” pugs I’ve been in. I’ll take an experienced player over a zerk meta bot any day, regardless of his profession.
Nobody’s asking you to choose between either, a false dichotomy. Why not take an experienced zerker, who’s both?
People are not telling you to run zerker to be mean. It just works, you are really hurting yourself by not doing so.
And now if you hate zerker you even have the sinister condi spec options for ranger, guardian, and engineer.
So it’s no longer a bias against condi, just the clerics/shaman/pvt people. And this is not a hatred for people who like those playstyles, it’s just that Anet needs to find a way to make those playstyles/stats relevant. They’re just a liability now and it’s kinda selfish to force that liability on the group.
It’s like going into a MOBA ranked match and purposely choosing a hero and build completely counterproductive to the goals of your team.
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Necro is 100% dps regardless of weapon. Axe has always been/still, viable.
yeah ok lol
You can justify any change you want if you compare specific profession X tool to specific profession Y tool. That’s not a logical approach and I not once have I ever read a dev say “we buffed this because this other profession does …”
DPS is not a tool. You either have it or you don’t. And it’s been quantified rather well over a period of 3 years.
People can try to obscure it away all they want thanks to the lack of DPS meters, but people notice. Things don’t die by magic, you bring some frostbow staff eles to your group and the difference between that and a group with 2 rangers/necros in place of the eles shows you the vast difference in DPS.
DPS class balance in PvE just has never been good, the differences are so vast as well as in terms of amount of utility brought. And any attempt to buff classes with low DPS in PvE like rangers, necros, and mesmers has been met with spvp/WvW tears flooding the forums, so these classes never get fixes. Mesmer is lucky to be a utility/reflect bot, but necro and ranger don’t even have the utility to become niche, one-dimensional class with low dps like the mesmer. They’re just low dps classes with no utility and little dimension.
This does nothing for PvE. Nothing is going to compel a staff or dagger ele to put the only attunements that have good autoattack sustained damage on cooldown, fire and air.
If you put fire or air overload down in PvE, you murder your damage since earth and water autoattacks and skills hit like wet toilet paper.
A mere 20-30% buff isn’t going to change that.
And then there’s the traits.
And then there’s the healing power scaling with the water overload, as if anyone otehr than celestial elementalists ever used healing power as it’s a terrible stat.
Just merge healing power with vitality or something. You keep pushing healing power as a solution when nobody in their right mind in PvE wants to come near that stat as it costs the user far too much offensive power for the small and infrequent healing returns.
A 20-30% buff also will not overcome the damage loss in not autoattacking/putting down a lava font for the long time it takes to channel these skills.
It has high auto attack damage, which is nice but that is only auto attack damage. If all other profession’s rotations were just auto attacking, then it would be very powerful.
Other professions don’t have utility skills that hit as hard as Wells do, though, nor do they get a second health bar as their profession mechanic to help with defense.
Are we even playing the same game? Lightning Hammer hits supremely harder than wells do as does frost bow. Same goes for engineer kits. Hell, thieves can hit backstabds every 5 seconds for far more damage than our 30+ sec cd wells do.
Please, pvp people, refrain from commenting on DPS. You people have no clue and assume Burst=DPS.
THing is Necro doesn’t bring much to the table in PVE outside their damage.
That is an entirely separate issue. If any changes need to be made, it’s to emphasize each profession’s differences and give everyone different ways not shine, not to homogenize everyone by turning us into identical DPS machines.
In a game with no tanks or healers, the most important utility a class can bring is DPS or some tool that enables the group’s DPS to be higher.
No, boon strip or chill won’t fulfill that role, sorry. All that matters in PvE is damage. You kill the mob before it kills you and you gain rewards as efficiently as possible.
Introducing differences in DPS dooms the class to marginalization in the format, which it has suffered for the last 3 years.
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whining
It’s kind of hard to argue with someone so devoid of honesty that they resort to strawmans just because they don’t like your point of view.
For example, I “whine” about the Dhuumfire nerf, but take it because it’s the best option we have for a Soul Reaping grandmaster trait with Decimate Defenses available. Not exactly exciting to get burning procs as a power spec, but you either take foot in the grave (useless) or deathly perception (redundant). You grab that “whine” on the nerf of a trait, and then take it to mean that I’m hypocritical because I complain about that nerfed trait while taking the trait as if we had the option not to spec soul reaping and that wasn’t the only option to have if you specced for decimate defenses.
The other alternative of course being your suggestion to use deathly perception instead of Decimate Defenses, which again ignores the fact deathly perception doesn’t work outside shroud and you’ll spend a good amount of time outside shroud after these buffs to greatsword (and especially Gravedigger).
Then we have deathly perception and reaper’s onslaught. Decimate Defenses benefits Reaper’s Onslaught just as well as deathly perception, it is a more flexible trait by boosting your crit in all forms, and the reason why I quarreled with you on reaper’s onslaught is because it’s our only good grandmaster trait and then you’d think you’re making soul eater more attractive by moving our powerful major traits into grandmaster to compete with it instead of buffing the already existing ones so we don’t have to sacrifice traits in our major slot just to make the grandmaster seem more attractive.
Decimate Defenses isn’t even useless, I just made a suggestion to improve it. Taking your figure of 93% crit with full group buffs, that’s 7% extra crit from the trait at a loss of oof 5.5% crit overcapping. Your suggestion is to switch out some other sigil, be it our 5% damage or 10% sigil of the night for a sigil of accuracy to cap. Why do that when Decimate Defenses guarantees the cap at no damage loss, and is particularly effective in lapses of fury uptime?
So, yeah, I’m done trying to talk to you as if you ever intended to discuss in good faith.
When you’re in the mood to stop putting words into people’s mouths and getting kitteny because people won’t agree with your changes (and you call them myopic, because god forbid a person who only plays PvE cares only for PvE balance, much like spvp and WvW folk do), you can come back and have a discussion.
P.S. I never said the shout heal was not enough, I said it was the only shout we’d ever use. Do you even bother reading, or do you go concocting statements and attribute them to people just for giggles? In what part of my post did I even argue for more healing?
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It’s about time the mesmer gets some balancing for the PvE side instead of being constantly nerfed due to pvp.
This isn’t about PvE balance vs. PvP balance. This is about the fact that a 2s Float is kittening useless in PvE, while 10s of group Quickness is extremely powerful. There is no iteration of Gravity Well that Pulls and Floats stuff and is also useful in PvE, because all PvE encounters to date explicitly invalidate CC application as a useful thing to do. Even if Breakbars change that, applying one big CC on a 3s delay and a 90s cooldown is still completely kittening worthless.
I can live with a very short CD on IR, I’m talking 2s max, but I also see some good points made in favor of the 2-illusion rule. Still, I have to say I believe the 2-illusion rule is unintuitive, unreliable, and basically strongly favors DE builds whom can more easily get those 2 illusions in order to reliably proc IR.
The “Keep It Simple Stupid” principle has got me thinking that a 2s ICD is the better route. It fixes the problem we’re trying to address in a simple and intuitive way. It prevents shatter spamming while providing reliable & intuitive clone production.
This is my feeling as well. A clone-generation trait that only generates clones if you already have clones just doesn’t make sense.
Which is why maybe Well of Gravity needed a PvE/PvP split. Make it a 30 sec cd, with nice exploding damage, and good CC break count for the break bar so basically it’s a guaranteed break.
Keep the well un-nerfed in PvP but at 90 sec cd. Voila, useful in both formats.
Balancing this burst class to satisfy both pvp and pve just won’t work. It will be a rain of nerfs on a class that isn’t even at the elementalist/PSEA warrior status.
Man, I just wish they’d resolve mesmer burst so their sustained damage could actually afford to go up and illusions could have uptime in pve without being casually murdered by cleave/aoe without a sea of pvp tears.
I dislike just being a reflects/utility bot with negligible dps in PvE.
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It’s an academic discussion though. Even in its unnerfed form Well of Gravity would NEVER be used over Time Warp in PvE.
Right. Given that WoG cannot possibly be better for PvE than Time Warp, then it should be balanced to provide something useful for PvP. Three Pulls are tremendously useful for PvP, where a 2s Float that enemies can walk out of by accident is not.
In which case if we are to follow down your logic hole, I propose Time Warp be made a PvE exclusive elite by changing it so it has a 500 second cooldown in pvp and half the duration.
I mean, we already have Moa as yet another exclusively PvP elite, it’s only fair that if you get 2 elites solely balanced for your format, we get our very own PvE one that is so horrendously bad for PvP and that no efforts be made to improve it for PvP.
Oh, and since you got 2 already reserved for you PvP folk, we’re taking Mass Invisibility too by switching it to a 5 second cast and half the duration with 6 seconds of reveal while in PvP to remove your OP stealth and keep it balanced for PvE.
It’s about time the mesmer gets some balancing for the PvE side instead of being constantly nerfed due to pvp.
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Them thief tiers about ele make me so happy.
They need to boost revenant defensive capabilities, period. If you boost energy consumption in a blanket you increase their offensive/utility capabilities, which is a problem for PvE.
So simply do drastic cuts on the energy costs of survival/mobility skills.
They also need to address Revenant condi clears. Shiro is too one dimensional, doesn’t have enough utility, and he simply just does not synergize well with the other legends if you want to play a berk revenant.
A mesmer/thief/ele will crap all over a berk revenant. Still too squishy and it doesn’t bring enough group utility.
Glint could be a good combo if it didnt completely destroy your ability to use your defensive/mobility skills more freely.
I don’t understand the preference of float on gravity well from some players. I think pull fits the theme much better and pull is a very useful effect in PvE.
A single pull suffices in PvE, the rest are redundant, especially when the float achieves the same effect of keeping a target on lockdown, but better since ranged attackers are stopped from attacking with a stun but not a pull.
It’s an academic discussion though. Even in its unnerfed form Well of Gravity would NEVER be used over Time Warp in PvE.
Now it’s just way easier to swallow that pill since the skill is now garbage in PvE.
NO.
This guts PvE necromancer. Chill of death and blighter’s are worthless in PvE power based reaper, making us choose reaper’s onslaught or decimate defenses is a straight up nerf to pve reaper.
What the hell? We already have a crap shoot in the adept tier with no PvE traits, and you wanna force more useless, weak traits on PvE necromancers?
How about we buff the weak stuff instead?
Hell, you can switch Soul Eater/Deathly Chill with Relentless Pursuit and PvE necromancers would actually have PvE relevant options.
The ideal scenario for a PvE Reaper would be Soul Eater/Chill of Death (yeah, Chill of Death is bad for PvE but it’s less bad than augury of death or relentless pursuit or chilling nova)Decimate Defenses (Chilling Force is worthless thanks to Phalanx Strength warriors easily capping might alone for the group)Reaper’s Onslaught (our only good PvE grandmaster).
Right now we’re stuck with bad adepts for PvE, two bad minors as well with no offensive/group utility boosts for PvE, and your suggestion would completely screw over PvE reaper.
What are you talking about? Blighter’s Boon is great for a PVE reaper. It caps off health while in DS, ensuring maximum effectiveness for the Scholar Rune’s 6th bonus, and also recharges Reaper’s Shroud much more quickly. Should you not want to go defensive, you get Soul Eater with extra damage and faster recharge on all other GS skills. If you wan to full on Shroud Knight focused, then PVE reapers already cap out their crit chance with deathly perception, so Decimate Defenses + Reaper’s Onslaught is useless.
Our adept traits for PVE are just fine. Chilling Nova adds more damage and synergizes with chilling force + bitter chill. Augury of Death is pretty good in PVE, because there you can reliably hit 5 targets with shouts. Relentless pursuit is very useful in PVP, and forcing players to have to choose between pursuit and blighters boon/onslaught/chilling force/decimate defenses is going to quite literally hamstring PVP Reapers.
Throwing us into a premade party makes decimate defenses nigh useless. You’ll already have 50% crit chance, so given an additional 20% from team fury, 8% from banners, and another 10-12% from Target the weak, and 3% from Plate of Truffle Steak. That is 93% crit rate. Go with a sigil of accuracy and you’ll cap yourself out. So, with Decimate Defenses useless, and if you assume Chilling Force is useless, this leaves you with one obvious trait line: Chilling Nova, Soul Eater, Reaper’s Onslaught. Oh look, you’ve lost nothing.
It’s bad. I don’t need it to keep scholar up, I can already do so without it.
I’m not gonna choose deathly perception. Why do that when I can have free Decimate Defenses, which works outside death shroud, and instead I can use Dhuumfire for free damage.
I’m also not taking target the weak. I’d much rather go Spite/Blood/Reaper. Curses gives you target the weak while the rest are useless traits. Blood gives me well cd reduction, group life steal on top of my own to mimic more dps than bleed on crit from curses.
Augury of Death is terrible. The only shout skill you will ever use is the heal, and it becomes useless where it matters —- BOSSES. I don’t care if I’m gonna hit 5 targets easy on trash, trash is dead to elementalists/warriors before I can even finish a Soul Spiral.
Trash is virtually pointless, I care about performance on bosses.
Chilling Nova is pretty bad. What extra damage? On a single boss you get a single extra proc every 10 seconds, which does minimal damage.
You’re telling me I should be happy about Soul Eater with your suggestion as if mine weren’t better. With my suggestion we get Soul Eater/Decimate Defenses/Reaper’s Onslaught.
Besides, Decimate Defenses can be improved by halving the effect and the other half being turned into critical damage, so you don’t overcap that badly.
And then we’re still stuck with bad Reaper minors like Shivers of Dread, still little group utility besides the wells I’ll be bringing. And I doubt even with these buffs we’ll be overtaking elementalist DPS by such a degree that it’ll override their group utility in the form of ice bowx2, water and fire fields, better hard CC, more blast finishers and the ability to do that very damage from range if need be unlike the reaper. I don’t think we’ll even be replacing a PSEA warrior either, so we’re competing strictly for 1 last spot as chronomancer is guaranteed meta and so is a thief for skips/blind spam. 1 PSEA warrior, 1 chronomancer, 1 ele, 1 thief, and then we’re competing for the last spot with other classes like sinister engineer who does pretty close to ele dps, fills the condi damage slot against physical resistant enemies, and brings plenty of blasts and even more water fields, fire, and smoke fields for the group.
P.S. And let’s not float fears about Dhuumfire nerfs when it was very clear in the long run that they made a mistake by nerfing it. It’s the very reason condi necro is where it is, the dhuumfire trait never needed nerfing, the terror chains did.
Condi engineer has been eclipsing necromancer ever since. Just like with closed beta nerfs that left the class in shambles for these past 3 years, they should learn that listening to spvp whine and doing knee-jerk nerfing only leads to bad outcomes.
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Shiny. Some of these changes are so good that I’m afraid we’ll be reeled back too far, like what happened to the original dhuumfire.
About Soul Eater: The problem with Soul Eater isn’t Soul Eater. Siphon is fine, CD recharge is fine. The problem with Soul Eater is that it is next to two titanic traits. Chilling force is excellent and reliable damage boosts and lifeforce generation. Decimate Defenses is an extremely powerful offensive boost that left unchecked will obliterate an enemy.
Both Chilling Force and Decimate Defenses synergize really well with the reaper specialization, as well as every other trait line. Both are universal bonuses that apply to multiple weapons, as well as Shroud itself. Both have powerful, build defining effects. When compared to that, Soul Eater just doesn’t cut it.
My solution to this problem is to move things around. There is another titan of a trait that can compete with those two, and there aren’t any builds that are terribly hamstringed by being exclusive with Chilling Force and Decimate Defenses: Reaper’s Onslaught. So, my suggestion is to move Decimate Defenses and Chilling Force to the grandmaster tier, and move down chill of death and blighter’s boon. Soul Eater can compete with those two.
There’s only one minor build that gets penalized by this: Spite/Soul Reaping/Reaper Dhuumfire builds. Now, instead of having the 15% attack rate with Onslaught + 50% crit rate with Decimate, that variant will have to choose to go with either. In exchange, it gets either Blighter’s Boon for more defense, or Chill of Death for more offense, so it isn’t a total loss.
NO.
This guts PvE necromancer. Chill of death and blighter’s are worthless in PvE power based reaper, making us choose reaper’s onslaught or decimate defenses is a straight up nerf to pve reaper.
What the hell? We already have a crap shoot in the adept tier with no PvE traits, and you wanna force more useless, weak traits on PvE necromancers?
How about we buff the weak stuff instead?
Hell, you can switch Soul Eater/Deathly Chill with Relentless Pursuit and PvE necromancers would actually have PvE relevant options.
The ideal scenario for a PvE Reaper would be Soul Eater/Chill of Death (yeah, Chill of Death is bad for PvE but it’s less bad than augury of death or relentless pursuit or chilling nova)Decimate Defenses (Chilling Force is worthless thanks to Phalanx Strength warriors easily capping might alone for the group)Reaper’s Onslaught (our only good PvE grandmaster).
Right now we’re stuck with bad adepts for PvE, two bad minors as well with no offensive/group utility boosts for PvE, and your suggestion would completely screw over PvE reaper.
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Again I find the off hand benefits to be more of a factor than the damage, Fury/might from warhorn and reflects from axe will benefit a group more than 11%+ damage.
I agree with this wholeheartedly. Ever since I dropped my longbow and picked up a sword, I’ve felt much more versatile in group scenarios. Having a reflect alone is a tremendous asset when dealing with those “meta pug” zerker groups that consist of nothing but warriors and eles. (I’m aware that warriors and eles do have reflects, but more often than not, they refuse to use them)
I really wish whirling defense worked with quick draw, but having a 5 second reflect on a 9 second cooldown does seem a bit extreme when you look at it objectively.
I don’t. For one, warhorn is obsolete with PSEA warrior and ele in a group. psea warrior makes any outside sources of might obsolete, and ele gives the group easy perma-fury.
Not every group runs with a PS war and/or Ele. Though yeah, warhorn isn’t all that great.
In that case the group is already gimping itself.
There really is no substitute for Phalanx Strength, Empower Allies (the strongest of the auras, compared to precision or ferocity), 2 banners which are exclusive to the warrior and grant power/condidmg+precision+ferocity (so essentially 4 extra aura effects for 5 group auras total and easy 25 might stacks gathered by a single person in the group).
Then you have ele, which is simply unmatched dps, thief comes close but doesn’t have the immense utility of ice bow, glyph of sandstorm, permanent fury from simply putting down lava font, access to water fields and easy blasting of them, glyph of earth elemental.’
It’s the reason they need some nerfing or the lesser classes need significant damage buffs and utility.
Again I find the off hand benefits to be more of a factor than the damage, Fury/might from warhorn and reflects from axe will benefit a group more than 11%+ damage.
I agree with this wholeheartedly. Ever since I dropped my longbow and picked up a sword, I’ve felt much more versatile in group scenarios. Having a reflect alone is a tremendous asset when dealing with those “meta pug” zerker groups that consist of nothing but warriors and eles. (I’m aware that warriors and eles do have reflects, but more often than not, they refuse to use them)
I really wish whirling defense worked with quick draw, but having a 5 second reflect on a 9 second cooldown does seem a bit extreme when you look at it objectively.
I don’t. For one, warhorn is obsolete with PSEA warrior and ele in a group. psea warrior makes any outside sources of might obsolete, and ele gives the group easy perma-fury.
In fact, those classes need nerfs to those boon uptimes if other classes are to become useful. Why bring a warhorn ranger when classes with better damage bring much more uptime and far more might stacks to boot, not to mention banners and ice bow. I mean, something like necromancer’s Blood is Power comes off horrendous, 8 might stacks for the group for 8 seconds is nothing next to a warrior who spikes 25 might stacks for the group for longer times without sacrificing a utility slot.
In the same vein, Quick Draw should work with Whirling Defense. For one, the skill makes you stationary, it does horrendous damage itself so its a significant personal DPS loss.
Ranger should have the highest reflect uptimes with Quick Draw compared to mesmer or guardian who can instantly lay down a reflection bubble and continue to do their own attacks and other utilities without DPS loss.
Water Spirit should simply not have an ICD, or lower it to something like 3 seconds. Each proc should remove a condition, and the active ability should cleanse 2 conditions and grant protection+vigor.
What about turning Shivers of dread so we do 10% additional damage to targets under chill as well?
Let us be honest with one another, 10-20% damage increase on a single character in any particular dungeon will not be noticed unless the team members involved are speed run specialists and do that particular path all the time. I routinely run GS 100% of the time for CoE 2/3 because of Subject Alpha’s attacks there and the actual DPS change is unnoticeable. I wish people would stop worrying about such small DPS values and actually extrapolate that DPS over time to see how small a difference it actually makes in real play. It may be just me, but I hardly notice it.
This is so silly.
When ele and thief and engineer dps get moved out of the picture, ele in particular, an 11% DPS difference is significant.
You just don’t notice the difference because your class is already getting carried in damage significantly by the ele.
2 eles alone melt any boss in under 1-2 minutes.
When we have real raid fights that last any amount of time, and frostbow/meteor shower get a rightful nerf to multi-hit large hit boxes, your 11% best case scenario difference is noticeable.
This is why this game’s pve is gone to hell, it’s like we don’t have any real raiding scene and the kind of playerbase we have thinks an 11% output difference is remotely acceptable.
11% under ideal circumstances is NOT marginal, ever.
How about this?
- Shield of Absorption cooldown goes from 30s to 24s baseline.
- Shield of Judgement cooldown goes from 25s to 20s baseline.
Added to the release notes maintained in General Discussion.
Edit: For clarification, the shield recharge trait is still there on top of this. It brings the cooldowns from 24>19s, and 20>16s.
Changes nothing for PvE. The shield bubble knocks back enemies, and knockbacks are despised in pve as it spreads the mobs out.
The bubble would also be better if it reflected projectiles instead of absorbing it.
Alternatively, the skill can be changed so the guardian can use his own actions while the shield is up.
Remove the knockback, add protection upon the bubble’s spawn or maybe even Resistance.
For the other skill, make it grant aegis for those it passes through.
With staff you can start every fight with AoE weakness and then immediately swap to dagger. That is much better than having two offhands to swap between.
It definitely is not. Focus 4 and Warhorn 5 are both valuable for dps. You get plenty of Weakness from Weakening Shroud when you flash as well, not that it is needed. Staff is quite useless for PvE.
Staff gives you more damage vs 4-5 targets since dagger only hits 2.
Dagger hits 3 I believe because its a cleave or am I mistaken? And I would doubt staff does more damage for 5 because it’s damage coefficients are very low, it’s a utility weapon not to mention of course you’re 5 target attacks are on a cool down if we assume it’s hard to get the #1 projectile to pierce all 5 targets but again that has a low damage coefficient and is very slow so that again would bring the dps value down.
The staff autoattack pierces up to 5 targets as well, and yes dagger really is 2 target.
using staff is horrendously dumb. for multitarget damage you got your well of suffering and corruption+ piercing life blast on death shroud.
Now with reaper staff becomes even more useless as you got either reaper shroud or greatsword for aoe.
Staff has better base damage for wells + shroud.
Sure. GS does the same job better since it also has good base damage. There is one problem. It’s not out yet.
Shroud builds is a DPS loss against dagger build.
And the tiny extra damage on wells does not override having to use staff skills over a d/wh+d/f rotation.
The whole point about greatsword is academic. It’s gonna come out, so there’s no point in discussing this.
Staff is a hybrid condi/power/support weapon, it’s simply mediocre at all 3 and excels at none. Much like scepter and our traitlines trying to mix conditions with power.
With staff you can start every fight with AoE weakness and then immediately swap to dagger. That is much better than having two offhands to swap between.
It definitely is not. Focus 4 and Warhorn 5 are both valuable for dps. You get plenty of Weakness from Weakening Shroud when you flash as well, not that it is needed. Staff is quite useless for PvE.
Staff gives you more damage vs 4-5 targets since dagger only hits 2.
Dagger hits 3 I believe because its a cleave or am I mistaken? And I would doubt staff does more damage for 5 because it’s damage coefficients are very low, it’s a utility weapon not to mention of course you’re 5 target attacks are on a cool down if we assume it’s hard to get the #1 projectile to pierce all 5 targets but again that has a low damage coefficient and is very slow so that again would bring the dps value down.
The staff autoattack pierces up to 5 targets as well, and yes dagger really is 2 target.
using staff is horrendously dumb. for multitarget damage you got your well of suffering and corruption+ piercing life blast on death shroud.
Now with reaper staff becomes even more useless as you got either reaper shroud or greatsword for aoe.
Please, take a look at the minors and adept trait tier for PvE. We just don’t have good options.
With the improvements to shouts, I’d say Augury of Death looks more attractive now. Chilling Nova, being available more often and being easier to trigger (due to higher Chill outside of it) can help you ramp up with Chilling Victory.
Honestly, Reaper’s Onslaught will still be quite handy against Mordrem (other non-HoT mobs, not so much).
Shouts are still useless in pve, nobody will run any except the heal. they just don’t do enough damage or provide group utility.
Wells will be default with maybe signet of spite if they ever get around to fixing the signet power passive not working on death shroud.
As far of the other minors, it doesn’t solve anything. Cold shoulders is still bad because you don’t want to tank hits in pve and chill uptime is bad on dps centric pve builds, and shivers of dread is even worse since you don’t want to fear mobs away from the melee clump and most importantly reaper only has one long cooldown fear unless you take staff which is a big no on pve as staff is terrible there (not a power weapon, a weak condition weapon with little pve relevant support).
I’m also disappointed they think the dagger is fine. dagger necro in pve has been out of meta for 3+ years and somehow is being used as our benchmark for single target DPS when it is already one of the lowest ingame relative to ele/thief/engi/warrior/guardian.
I hope the greatsword buffs exceed dagger’s performance because we will need massive damage increase if we are to become relevant in pve given that we have minimal group utility (no, blood line utility is pretty bad for pve, you don’t want your allies going down and lifesteal is pitifully weak in an environments where mbs hit you for 5-6k autoattacks while your lifesteals are in the 200-300 range at best).
Gravity Well is definitely an improvement that can make it worth taking over Moa for PvP, and useful for open world PvE. However, the float is really fun. How about making the third pull a float instead?
It could be an initial pull, the second pulse a Chill, the Third a Slow with the detonation a Stun.
Please, take a look at the minors and adept trait tier for PvE. We just don’t have good options.
I also think reaper shroud requires tuning up, it’d be silly for it to be a DPS loss over using greatsword or dagger considering this is a resource you build up.
You SHOULD want to go into reaper/death shroud whenever you can to beef up your offense/defense.
Any comment on Slow and the interplay of Lost Time+Danger Time in PvE on bosses? Will enemies currently immune to CC get the debuff with a reduced/no effect to allow for the bonus crit, or are those traits irrelevant for PvE?
We have a tech solution in the works CC effects like slow, chill, cripple, etc on defiant creatures. I don’t want to say too much about it since I’m not sure when it will ship or how much it will change before then but we do want your traits to work on bosses.
Can we also look into interrupt-based traits as well? The mesmer has a ton of those traits that don’t work on bosses either.
I also want to say that All’s Well That Ends Well is a great direction, but why not a 20% cd reduction with it too?
2s of alacrity on large cd wells seems still a bit low for a trait.
They keep it like that though for pvp reasons, since they don’t have the manpower ( a generous assumption on my part) to balance split pvp/pve skills.
He comments right after a post showing how the phantasms have different health in PvE and PvP.
I can’t find my WAT?!-gif right now, but it’d be appropriate.
Yup, I forgot to read past the OP and that change….1 year ago. I dun goofed.
Not that the split shown above even makes a difference. It was split over a year ago and it’s such a minuscule difference that phantasms and clones still die to single autoattacks in endgame PvE.
So the comment about the traits and signet still stands.
While we are still on this topic, has anyone looked into whether the signet of illusions immediately updates hp for illusions now, or is there still a delay?
If you’re using a staff or stacking in corners, you’re doing it wrong to begin with.
Warrior can run around with all there signets as can other classes. But if you do it in dragon stance you can’t do anything but auto attack. Upkeep skills do not work well with the class.
Just imagine having thief list initiative every second for using a signet. It does not make sense
But signets are single target. facets pulse an entire group.
The one facet that is weak is the swiftness one. Swiftness is so easy to buff for a group, and after regeneration is the weakest boon. Especially in PvE.
or maybe Facet of chaos could grants something other than protection?
Retaliation could be very useful. And I still think Vengeful Hammers should have Protection, it looks such a waste of energy in it’s current state.
NO. NO.
….NO.
Retaliation is garbage in PvE. you take that terrible boon and shove it where the sun don’t shine.
You guys are so pessimistics, it looks like deSade took over your brains !
If you wanted to main a ranger you’d be like deSade too!
All my HoM points with excitement waiting for my black moa and white raven….
Ooops, your class is garbage and so are those HoM pets.
Maybe! It’s hard to say. Short of a toughness or vitality check (ie. Boss does exactly 30k damage at some point and its fully unavoidable), there may not be a way to “force” the efficacy of tanky gear. That said, I certainly wouldn’t mind some mechanics that at a minimum make us think of using it.
I don’t think you can really do a toughness/vitality check in this game as ele literally has about 1/2 the effective HP of a warrior. This is a huge gap for a stat check.
So if you do a tank check; Warrior will have so much head room to spec into DPS that other classes that fail the tank check will not see the light of day due to them speccing heavily into tank stats and losing a kitten ton of DPS.
It can still be a stat check, just make it so if you don’t pass the stat check it does a lethal % of your hp in damage, and if you do it does, say, 70% of your HP.
If they want, they can even shorten the gap for PvE, making it a 3k hp difference from light to heavy or whatever value.
They have the tools to go in and revamp their pve system. The question is whether they actually will.
And given how long it has taken them to release new pve content, and class damage balance is still horrendously bad, I’m willing to bet the answer is no.
It’s a F2P/B2P game. They only care for frontloaded sales. You want a MMO where classes are remotely balanced and the PvE content is maintained, you go play a subscription based game.
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With such pitiful health, both signet of illusions and the inspiration trait are an absolute waste.
They keep it like that though for pvp reasons, since they don’t have the manpower ( a generous assumption on my part) to balance split pvp/pve skills.