Your blood magic line is all wrong, should be middle, bottom top.
He definitely should not use Quickening Thirst.
Even is he was using a dagger (which he shouldn’t and neither should you), the trait gives you movement speed that you don’t need because zergs and/or your warhorn give you perma swiftness, and it reduces the cooldowns of skills that you’re never going to use in zergs anyway (#2+3) or shouldn’t use (#4+5) because a warhorn is better.
Wow, 1.2k Life Blasts with zerker critical hits, that’s pretty lame.
On the other hand, if you really wanted to kill your opponent there are better skill rotations than LB spam.
Actually not that true with power necro, when you’re free cast you want to spam DS1 as much as you can. Only that now its useless.
If you want to kill them you need to debuff and stun them, rather than simply try to out-dps their sustain. It’s no surprise that LBs alone won’t kill a tank build like a cleric tempest.
Wow, 1.2k Life Blasts with zerker critical hits, that’s pretty lame.
On the other hand, if you really wanted to kill your opponent there are better skill rotations than LB spam.
And yes, it was a starting heal
You’re right.
This type of info doesn’t seem to be written up anywhere. Took me ages to finally come across a character creation video of a necro with that skill.
I did occasionally create a new necro myself, but somehow I missed that WoB window.
2. Nobody cares about Well of Blood.
So much this.
Since Reaper + whirl finishers there’s actually a decent chance to match the cleansing potential of Consume Conditions. And with Vampiric Rituals you could actually get a decent amount of extra healing and protection.
However, all of this is very unreliable and would more often than not force you into some awkward positioning. Like, both you and your opponents need to stand in the well for as long as possible, where you can either choose to be healed by the well pulses while in turn face-tanking melee hits that are guaranteed to do more damage than you’re healed for, or you go into Shroud and try to whirl cleanse your condis away but in that case the healing pulses don’t work anyway.
In short, WoB just isn’t worth the hassle.
Side note: Ritual of Life might actually see some more use if it worked though Shroud, after all: Shroud rez > normal rez.
I will say though, that since they lowered the cooldown again, I’d definitely take a traited 28 sec WoB over Blood Fiend or Vamp Signet.
Epidemic copies the remaining duration of the conditions it transfers.
There’s no interaction with the necro’s duration stats at all, and it has always been this way.
Well of Blood was never the starting healing skill for new characters, and even if it was, that would’ve never been the reason for a balancing change like this.
Also, only WoB had its duration shortened, which btw also came with +50% base healing value (patch September 9, 2014).
As for reverting the change back to 10 seconds, there are 2 issues with that:
1. The duration doesn’t matter as long as those pulses don’t heal through Shroud.
2. Nobody cares about Well of Blood.
You’re clearly lacking experience when you’re uncertain whether the cause of your death was your build or how you handled yourself. In this case it was most likely a mix of both.
Anyway, the very first thing you need to change is your guild.
He asked how do i die so quickly when i am a necromancer with tons of hp.
That statement is pure ignorance, so if it’s any consolation, your guild “mate” isn’t just bad mannered but probably a bad player in general.
Sigil of Blood seems to work now. You can see both numbers for healing and damage pop up on screen, but neither is registered in the combat log.
Sigil of Leeching, however, still only heals but does no damage. Its healing shows in the combat log though.
Are there going to be replacement amulets for condition builds with just one minor defensive stat, like Wanderer’s?
Now, here’s how to really balance things…
Improve core professions
Reduce cool downs on all core slot skills.
Because elite builds can’t use core skills?
wow lol necroing 3 yr old thread is so necro
Should turn this into our own little sport. Who can necro the oldest but still relevant thread.
I don’t want to necro it, but this is currently on the very last necro forum page
https://forum-en.gw2archive.eu/forum/professions/necromancer/Only-1-Underwater-Elite-Skill
I have to defend the axe a little…
For PvP its kinda bad cause it deosnt have enough dmg/utility, …
The auto attack doesn’t. Ghastly Claws and Unholy Feast both have good enough utility to make up for their mediocre damage. (Although they’d be great candidates for a whirl and blast finisher)
…but its the best WvW option because as you said reapers “safely” cleave with Shroud while doing ranged pressure with axe.
Unless Ghastly Claws is off cooldown, you’d be doing way more damage by randomly hitting 5 targets in a zerg with Necrotic Grasp.
Is there something really bad about axe that I don’t know of? I mean, the auto does decent damage and is fast enough to proc the on crit sigils often enough…
Fast enough? Maybe. Decent damage? No, terrible damage, and it doesn’t even cleave.
On top of that, the only utility you get here is 1x vulnerability per hit, which is way too little when you’d have to account for the huge drop off in damage. Also, considering that anyone who’s ever used an axe probably had Spite, the vuln application from that specialization alone is stronger with any other skill rotation anyway.
In short, the only reason for using Rending Claws is because everything else is on cooldown.
… suffers from many terrain and LOS issues.
As opposed to what other weapon?
The lifeforce generation is also low since its a clunky sidestepable skill.
Still better than the scepter’s and dagger’s lf regen.
Theres only 2 builds that have “i want axe for it” in them.
A valkyre vuln stacker since its our only reliable vuln source.
And a corrupters favor defensive build, since each vuln stack counts on its own and with aoe cripple – it is the easiest weapon to maintain the buff.
Like I said above, Spite traits stack vuln a lot better. Are you saying that there’s a valk/axe build that doesn’t use Spite?
Also, there’s definitely no such thing as a corrupter’s fervor build. Either you have minions or you don’t use Death Magic. Basically, you might as well pretend that any non-minion DM trait doesn’t exist.
I lol’d @ Worst Teleport EU
Cool build, slick video, well played.
Also, charr powaaar!
As metabattle states Necros are pretty viable in raids as condi damage dealers, whereas it’s recommended to play with zerker stats in Fractals and dungeons.
Is zerker really still the best and only option for fractals? I’d imagine Viper would work there just as well as in raids..?
Asc armor is only helpfull for wvw if you want to get hit a bit less.
Easily the best selling point for ascended armor in WvW is the infusion slot.
6 vital infusions means +300 hp and a respective amount of life force.
Oh sorry, now I get it. You were talking about tooltips. Yes, it’s strange that tooltips of chill skills don’t reflect this trait. On the upside, if there’s one thing Anet fixes rather quickly, it’s tooltips.
Anyway, I believe Akrasia was actually asking for a separate condition floater.
Here’s your question from the other thread
Is there a reason for Bleed damage from Chill not showing in popups description for skills?
And the answer is: Because it’s bleeding, not a separate condition.
I get why you’d want to see exactly how much of your bleeding is done by Deathly Chill procs, but there’s no reason it should display any different for this trait than it does for any other bleeding application.
We know it’s there but it should show up when traited like any other bonuses from traits.
Like what, Barbed Precision? Weakening Shroud? Mark of Evasion?
I guarantee I’ve made it further in high tier competitive pvp than you have.
lol
I don’t know what point you’re trying to make
That you are overreacting to a completely harmless post.
unless you think that rs3 is carrying reaper as well, in that case I have no words.
Just a reminder, the only person here to ever even mention “rs3 carrying reaper” is you.
Holl said: less stability makes it harder to play.
Then you come in here with drama-queen-mode turned all the way up to 11 and say everything Holl does is worthless, based on your very own misinterpretation of what he actually wrote.
stability nerf (#3 in RS)
Nothing has changed…
…makes it harder
You talk like rs3 is the only thing carrying power reaper.
This is why I discredit all your videos and pretty much all info you put out.
… is it really worth discrediting everything that I make/say?
How dare you question the flawless logic of Jealous-ki?!
A sigil’s price on the trading post is hardly an indicator for its fixing-priority, especially when that sigil is used in a lot of pvp builds where it doesn’t cost anything.
On topic:
Sigil of Leeching doesn’t do any damage, but the healing works. In fact, the healing part of it now seems to scale with healing power.
Sigil of Blood, on the other hand, doesn’t work at all. No damage, no healing.
Patch July 28, 2015
- Corruptions: Self-applied, nondamaging conditions from these skills no longer have their durations increased by condition duration stats.
Tooltips always include condition duration, but the actual self inflicted non-damaging conditions are not extended, with or without MoC.
I may have actually found a way to make the previous meta build somewhat competitive at the cost of about 4000 hp and almost no lifeforce gain in comparison to before.
…
Maybe it’s not that terrible of a nerf after all.
So… same build, but -4k hp and no life force?
Sounds like the definition of a terrible nerf to me :P
I was going to wait with replying here until after the patch because the Axe auto attack was probably going to be buffed by then… (lol nope!)
Due to the nature of axe, it’s a hard weapon to buff. It’s a ranged non projectile based weapon, making counterplay limited. [PvP]
Nonsense.
The only counterplay it is not susceptible to are projectile reflects. You can still dodge, block, LoS, blind…
Also, there are a ton of other ranged non projectile weapons in the game, one of which being our own scepter. And the scepter’s auto attack wasn’t just stronger than Rending Claw’s to begin with, but it has seen some pretty significant buffs in recent patches.
I would add smth like cripple on Axe#2 or swiftness on Axe#3 so it has more synergy with reaper as a gap closer.
Seems redundant. Axe 3 already cripples and you’re likely to have a warhorn, which means more cripple and a lot of swiftness.
Yet another instance in which PvP takes a crap all over PvE usage.
Yeah…. no.
The axe is one of the least popular weapons in PvP.
And this probably wouldn’t change if the auto attack got a +100% buff for both damage and attack speed.
I don’t agree with all of the pessimism towards core builds, but it really is a shame that they didn’t make any adjustments to Death Shroud.
From the patch notes:
Baseline necromancers will be seeing some off-hand weapon updates as well as well recharge reductions.
- Well of Power: The recharge time of this skill has been reduced from 50 seconds to 40 seconds.
- Well of Darkness: The recharge time of this skill has been reduced from 50 seconds to 45 seconds.
First of all, the explanation to this is phrased like off-hand weapons and wells are exclusive to core necro builds, which of course they are not. Those are simply general buffs.
Death Shroud is the only distinct feature of baseline necromancers, and in that regard they were completely ignored in this patch.
The only true buff to core were the Reaper nerfs.
Secondly, what’s up with Well of Darkness?
Thanks for the buff on the already super nice Well of Power. 50 to 40 seconds, awesome.
However, Well of Darkness only gets a 5 sec reduction to 45? Are they implying that this well is somehow stronger than WoP and can’t possibly be balanced at 40 seconds or lower? (even then I’d probably not take it)
What is the rational behind this? I honestly don’t get it.
You’re complaining that Reaper doesn’t have the same brain dead ez mode gameplay as before, that’s all this is.
It’s a healthy change for the game overall, and if you don’t just spam your skills randomly the new trait will actually have the potential to surpass the old one.
You have ZERO idea of the scope of this change. “Put some effort into your skill rotation” What? You want me to spam 1 more and apply more bleeding? Yeah, no thanks I dropped reaper and picked up Dhuumfire already
Yes, by “Put some effort into your skill rotation” I clearly meant “spam 1 more” -_-
Guys, relax.
This change really isn’t as much of a nerf as you make it out to be. In fact, if you actually put some effort into your skill rotation you will be able to surpass the damage of the old trait.
Also, nothing is easier to cleanse now. Chilled is still there, the damage part just moved to a different condition, one that is applied a lot more frequently now. So if anything, you get better coverage for your overall condition pressure.
And let’s be honest, the strongest part about chilled wasn’t the damage anyway. It’s the movement impairment and the tripled cooldowns, which still works the same.
Tapping a key repeatedly to use a skill the instant it comes off CD is not spamming.
Using every skill the moment they come off CD or using just a few skills all the time is spamming.
It can mean both.
I live in Hawaii, with a 150ms average, it’s more than l2p
lol, i will attempt to re re re re inform you what the problem is. its lag.
Lagging means you have a huge disadvantage over non-lagging players in general. Implementing a feature that circumvents double tapping a single skill by accident would not solve that problem. It’s like you have a broken leg, ask for a band-aid and then expect to be able to run a marathon.
Most of the shroud flashing traits got improved, not taken away. I can’t think of a single one we lost.
there was that retal one in spite. coulda swore there were others, guess not. i think when they redid the trait system any sort of shroud flash build was destroyed cuz the traits were spread out more.
“That retal one in Spite” was Spiteful Spirit, which is now a better version of what it used to be.
Also, Shroud flash builds have never existed in the first place. There was never a way to get more value from a high uptime of on-Shroud-traits than actually using Shroud for what it is.
Flashing Shroud, however, is something that people have done and still do because it is a valuable tool for cooldown and life force management. Nerfing that with a 1 sec (or however long) icd might seem like an awesome idea to a few people, but it would really just be training wheels for something that clearly works better without.
spaming a skill will give faster results than clicking it once
wrong
…while your having to pay attention to everything else
Learn to pay attention to your cooldowns and “everything else”
Not a l2p…
Yes, l2p.
Deathly chill was nerfed by 15% Feb.23, missed that announcement and spent March trying to figure out why I wasn’t as effective.
Really? I’d be surprised if anyone noticed that change at all without reading the patch notes.
The trait wasn’t nerfed by 15%, just the condi dmg multiplier. Before it had been 30%, since then it’s been 25.5%. So a 4.5% reduction, and that is before factoring in the 202 base damage.
Basically, we’re talking about half a bleed tick here, this nerf really makes no difference at all. And that is supposed to be the reason you felt less effective in the past month? I highly doubt it.
there is no argument against this now that most of the shroud flashing traits are gone. i think a 1 sec icd is fine. ele has an icd and they have tons of traits that encourage attune swapping. as for the dont spam f1 argument, thats always going to happen from time to time because thats what pressure does to people. if you say well dont feel pressured, then you a fool.
Most of the shroud flashing traits got improved, not taken away. I can’t think of a single one we lost.
Actually, since the specialization system was introduced we got a lot more of those.
Beyond the Veil and Life from Death trigger when leaving Shroud, Blighter’s Boon for every boon applied by entering or leaving, every “when in Shroud” trait (Rending Shroud, Shrouded Removal, Unholy Sanctuary, Unholy Martyr) triggers its pulsing effect immediately upon entering, and we gained some flash-worthy features by having Shroud trigger swap sigils.
Also, comparing Shroud to attunements is ridiculous.
And accidentally double tapping f1 literally never happens to me, ever.
The “don’t spam suggestion” is ridiculous and yes it was discussed, f1-f2 is the best solution.
Let’s get one thing straight here: failing to press a key just once and at the right moment is a clear l2p issue.
A cooldown or a separate key for leaving Shroud would be nothing but an imposition for those who don’t have itchy trigger fingers.
after spamming f1
Don’t spam. Problem solved.
They hate us cause they ain’t us
Also, imo chilled is too strong.
Not because Reapers can trait it to do damage, but rather the fact that chilled tripples cooldowns and that Reapers can maintain a very high uptime even against classes with frequent cleansing.
It’s ridiculous what this class can do. Harder to kill than a kittening necro, port is insane utility, double moa shuts down anything, does not lose any 1v1s. Not to mention a baller teamfighter too because of ridic moa.
They are definitely beatable 1v1, and in a team fight setting they aren’t any more or less killable than any other class.
However, I absolutely agree on one thing: moa + portal.
Not only is moa basically a 10 second stun that can’t be stun-broken (= a guaranteed death sentence in team fights), but combined with proper portal play, a Mesmer is able to turn a 3v3 mid fight into a 4v2 while simultaneously capping/contesting/decapping a side point.
The value this brings to a team hugely outweighs anything other classes could bring to the table, and in that sense, yes: definitely overpowered.
So imo mesmers don’t need buffs or nerfs in general, but it would definitely be healthy for the game if Anet defused that moa one-trick-pony.
A solution to this would be to reduce the duration of moa to ~5 sec (the engi’s version is just 2 sec…) and/or let players end the transformation with stun breaks.
Am i right in assuming the only source of stability for a reaper is in Chilled to the Bone?
So avoiding that, they have no stab and essentially are susceptible to interrupts regardless of DS or not?
Reapers will always have Infusing Terror (pulsing stability) in Reaper’s Shroud.
There’s also Foot in the Grave (stability on Shroud entry) but usually Reapers don’t take this trait. And sometimes people use Well of Power, which has 1 sec of stability to cover its cast time and there’s a chance for fear to be converted into 3 sec of stability.
Run dash OR (not both) unhindered combatant [would recommend dash imo] and you’ll be fine. If the DoTs still get you, pick the trait in the daredevil lines that removes a condi on evade and you’ll be fine lol.
Also, pick the heal that pulses and gives vigor and evades back so you can continue to cleanse condi.
Not sure if this post was serious or not, but just in case:
Unhindered Combatant is the trait that turns your dodge into Dash.
Also, there is no healing skills that both pulses and evades.
… a condi bomb from signet of spite i think with a condi geared neco is a literal death sentence, considering there’s no real tell for it to evade.
There is actually. The signet pops up over their head during the cast time.
any build that limits mobility is a thief hard counter and boy do we limit mobility
Not necessarily. Most thieves run Unhindered Combatant these days, and that makes even the reaper’s absurd chill uptime a non-issue.
@larocca:
Aside from the obvious (good cleansing), the key to beating a necro is to starve them of life force. And by that I mean try to not get hit by life force generating skills, if possible don’t trigger marks at all (not even by dodging through, because necros are usually running Soul Marks), don’t hit them when they have Spectral Armor, don’t kill their minions, and generally bait them into depleting their lf pool naturally.
All of that means you have to be extremely patient, keep your distance, resist the temptation of duking it out in a slugfest and only look for openings that allow you to land damage without being hit yourself.
Also, keep in mind that in regards to PvP, this type of stategy usually means you can’t fight on, contest or hold a point against a necro.
And last but not least, be aware that necros can only defeat an evasive type of build like sword thieves by trying to land stuns in between their dodges and follow up with a condi bomb and life force regenerating skills. So from a thief’s perspective, save your Shadowstep and/or counters for those moments.
Good video, but what happened to your charr? :P
Pre HOT the majorit of condi necs ran Rabid gear, and Carrion wasn’t really touched
Rather the opposite actually.
2] More vit is great. But with enfeeble/curses combined with wanderers youll have near 100% uptime off weakness on ppl that u hit. + with the extra condi pressure u force ppl to play defensive quicker.
If you have Curses with either of those amulets you’d have to factor in Furious Demise and Target the Weak. So even with just 4% base crit chance, you’ll be able to get the occasional 30-40%, enough to reliable proc weakness or Plague Sending. Also, you’re casting Enfeebling Blood on Shroud entry and you can corrupt might into weakness.
All of that combined means there’s no reason to assume wanderer’s improves your weakness uptime over mercenary.
The only true upside of an innately high crit chance is Barbed Precision because it doesn’t have an icd. Also, Barbed procs are short enough for wanderer’s extra condition duration to make noticable difference even against classes with frequent cleansing.
However, in terms of overall damage, the extra power of merc easily adds up to more than wanderer ever could with more reliable crit procs.
Pulls, and minions.
So, you’re recommending Greatsword, Spectral Grasp and/or a MM build?
Translation: for the sole purpose of beating one class 1v1, become non viable for the entire game mode.
Anything else is a waste of time against a good evasive thief
First of all, no, pretty much any necro build is currently stronger than thieves in a straight up duel. I’m not saying it’s always easy, but necros definitely have the advantage.
Also, thieves can’t fight on points. So unless they kill the necro, the one wasting time would be them.
@Sabtah: Experience is everything. Get a decent thief as sparring partner and practice.
The problem with a finishing well is that it may be thematically appropriate, but it’d be a slap in the face to Thieves since their special features keep getting pillaged by other professions.
Thieves? Why? Safe stomping was never exclusive to thieves.
… and still not take away the Thief’s special thing.
In case you’re referring to their elite Impact Strike – Finishing Blow, that doesn’t make them any more special than classes that have invuln stomps or stuff like the horrendously op Function Gyro.
Honestly, having it just tick damage and do more to downed players, then have any player finished (regardless of how) while the Well is in effect could explode in poison and bleeding (or poison and a minion that lasts a brief time but has very high dps)
That would make it terrifyingly effective if you got it in the right situation and finished multiple enemies at once as well as just being kitten cool.
That would be absolutely useless.
There are tons of other ways to cleave or poison downed players and those who attempt to revive them, non of which are as reliable or effective as an actual stomp.
A new well needs some unique utility, and simply adding more damage would neither be creative nor a useful solution.
An elite well that finishes downed enemies would be the dream!
Adding stability to Death Shroud is obviously the first and most important thing that should happen.
As for the suggestions in this thread so far, Tainted Shackles is clearly a better place to have stability than Life Transfer. If you had stability in DS you’d want to cover more skills (or even stomps/rezzes) than just a single 3 sec channel, especially when this is supposed to be an effort to balance it against more than 50% uptime of pulsing stability on RS.
When questioned whether-or-not axe would receive substantial buffs, Robert Gee (I think) claimed that due to it’s nature as a ranged weapon w/o a projectile, it can’t be buffed. Ergo it’s impossible to balance and probably deserves a partial rework.
Here’s what he said:
One of the reasons we are more conservative about axe when it comes to balance is because axe uses a unique attack action in our game that cannot be avoided using positioning. Normal melee attacks have an attack arc and normal ranged attacks use projectiles. Enemy players can use positioning and movement to avoid these attacks. Axe 1 and 2 by contrast just hit you when you are in range regardless of your positioning. While some utility skills (like Corrupt Boon) also use this targeting method, it’s rare on weapon skills and thus we are wary of buffing it too much.
Of course this explanation doesn’t make sense.
Axe 1 and 2 don’t ignore line of sight so they can definitely be avoided using positioning.
The only advantage of a non-projectile ranged attack is that it can’t be reflected.
But this is neither a “unique attack action” nor is it “rare on weapon skills”.
The first example that comes to mind: our own scepter’s auto attack chain:
Not only does it have the same attack mechanic as Rending Claws, but it was continuously buffed during the past half year:
- poison stacks in intensity
- Putrid Curse inflicts bleeding in addition to poison
- Putrid Curse corrupts 1 boon
To put this into perspective, even before those buffs the auto attack of the scepter (a condition weapon) did more damage in a power build than the axe’s Rending Claws. Naturally, gear optimization made this discrepancy even more ridiculous.
However, all Rending Claws got during that time was +10% damage and +300 range.
So basically, the axe was buffed to have the same range the scepter had had for years and it got a damage buff you wouldn’t even notice if it didn’t say so in the patch notes.
Anet’s reasoning: the axe can’t get buffs as significant as the scepter because of its “unique” attack mechanic, which is the exact same as the scepter’s.
What?? Yeah…
In conclusion: yes, the axe deserves (more) buffs. Will it actually get some? Who knows.
(edited by flow.6043)
This suggestion is exactly as old as the trait itself.
Also, add regeneration, Blood Bond, Spiteful Renewal… and we’d be almost halfway there to getting a properly working class mechanic.
Seriously, requesting a trait to not fail half the time isn’t as much a plead as it is stating the obvious.
The real question is: if it worked, would you take it over Weakening Shroud, especially now that it was buffed to corrupt boons?
The fact that people can walk out of wells doesn’t matter when you know when to drop wells on a committed engage
This is true even in PvP.
Not just because you have to stand on points, but also, people tend to underestimate wells as something that opponents can just walk out of. Good necros, however, adept skill timings to match their opponent’s attack patter.
Well of Suffering is a standard pick for most PvE builds and zerg fights.
Well of Blood is trash as long as it doesn’t heal through Shroud. And even then it would probably be underperforming compared to other healing skills.
Well of Darkness is too weak. The cd is too long, the duration too short and pulsing blindness isn’t enough, it needs some additional feature.
Well of Corruption and Well of Power are both great, especially when traited. However, if you don’t use Blood Magic the opportunity cost in passing up other utility skills for them becomes too high.
Bottom line: most people play Reaper these days, which usually doesn’t include Blood Magic, therefore most people don’t use wells.
Cool build, cool gameplay. Very enjoyable watch.