I’ve stayed at this party entirely too long
I’ve stayed at this party entirely too long
Until we’re living up to this…
<snip>The Necro, on the other hand, should be the dude you CANNOT get away from. It’s an attrition based class, so the idea is that if you lock horns w/ a necro, know what you’re getting into: you’re fighting a class that’s built for attrition. It can dot you, dps you, rip your boons, and severely hinder your movement. AND it also has the ability to soak up a lot of damage. So the longer the fight goes, the stronger the Necro should get. That’s the idea behind Death Shroud, but little escape ability.
…. then we’re still broken.
Debate over.
I’ve stayed at this party entirely too long
Earth traits III (free armor of earth) and V (protection on aura use)
D/D eles typically run aura share and there’s no room for more than 10 points in earth since you need zephyr’s boon, powerful auras, and at least 20 in arcane to make shares worthwhile. The most common builds are probably 0/10/0/30/30 and 0/20/0/30/20, neither of which has anything in earth.
If you’re not running aura share, you might as well run s/d or staff imo.
this is just supposition and conjecture. whether the Ele runs aura share or not would have more to do with his given role in the group rather than just merely being in a group. Ele already shares a good amount of boons just from 15pts in Arcane, whether aura share is there or not. It is not required nor do I see it being used regularly. I do however see lots of protection and Armor of Earth procs. I main a Necro these days and pack a good deal of corruption when fighting Eles because it’s a kitten to kill them without it.
Pretty sure Noctred is speaking from a tPvP perspective. Aura sharing is the strongest thing D/D Ele can bring to the table in 5v5 team play. If you’re not aura sharing, S/D is arguably better because it provides more burst/AoE damage in a group scenario, plus it brings respectable group might stacking to the table.
In sPvP, where most people are rolling around solo, no one runs aura sharing because they’re not really concerned with team play. If you’ve got 30 points in Water as D/D in sPvP, you’re probably going to be running Cleansing Water over Powerful Auras. And D/D is arguably better than S/D in sPvP because you don’t have teammates helping you CC people to land your big damage abilities.
I never bother with hotjoins and just stick to tourneys, so my frame of reference is entirely rooted in tourney play. I’m just recalling from my own experience playing my Ele as well as attempting to kill Ele’s both before and after this latest patch – which by and large requires counting 2x Armor of Earth, Mist Form, and their water attunement going on CD before attempting to lock them down and finally take them out.
I’m not trying to begrudge Ele’s the one thing that makes them viable, but it does seem a bit overboard. The primary reason it’s so popular is because there really aren’t many other Ele builds capable of competing with it due to some lackluster traits littering the Fire and Air trait lines in addition to the steep drop off in survivability/functionality by forgoing the Earth, Water, and Arcane traits. To say that there are only two “auramentalist” builds being utilized at the moment though is pure conjecture as is the shared auras being required in a group – uber combo fields/finishers, attunement bonuses, and water traiting already offer quite a bit to a group and reside at the core of most Ele builds – because Ele in not limited to fulfilling one role within a group.
I’ve stayed at this party entirely too long
Earth traits III (free armor of earth) and V (protection on aura use)
D/D eles typically run aura share and there’s no room for more than 10 points in earth since you need zephyr’s boon, powerful auras, and at least 20 in arcane to make shares worthwhile. The most common builds are probably 0/10/0/30/30 and 0/20/0/30/20, neither of which has anything in earth.
If you’re not running aura share, you might as well run s/d or staff imo.
this is just supposition and conjecture. whether the Ele runs aura share or not would have more to do with his given role in the group rather than just merely being in a group. Ele already shares a good amount of boons just from 15pts in Arcane, whether aura share is there or not. It is not required nor do I see it being used regularly. I do however see lots of protection and Armor of Earth procs. I main a Necro these days and pack a good deal of corruption when fighting Eles because it’s a kitten to kill them without it.
I’ve stayed at this party entirely too long
I came across a Mesmer last night who’s clones & illusions were able to chase me over and around terrain at the same pace as me with my swiftness up. Any idea how that happens? I thought maybe he sat in his timewarp shelling out AI and trying to shatter while I was kiting his illusions/clones trying to avoid the shatter, but I’m not sure . I thought I had outlasted the timewarp haste since I counted to 10 and made my way back to him to try keep contesting the node, only to have him actually drop the timewarp, stun, and burst me down behind that lolinvul blurred frenzy.
The whole thing smelled fishy to me as I’ve never before seen this from a mesmer. Not to mention the fact that he dropped a Moa on me only a few moments previous. I didn’t want to call it a hack, but it definitely seemed odd. When I commented on all the haste he just gave me a “<3”.
Just curious if there’s something that give clones/illusions that kind of swiftness or if Timewarp can let them put out perpetual shatters to keep them moving that fast and tracking the target.
I’ve stayed at this party entirely too long
Before the last patch bugged out the leap finisher on magnetic grasp is was pretty easy to get 30 seconds of protection. Even now just cycling cooldowns in the mist I can maintain 100% protection duration. That’s just using earth attune, shock and frost aura, and armor of earth.
http://wiki.guildwars2.com/wiki/Leap_Finisher
Please show which of those fields gives protection?
At maximum by using rune of earth and elemental shielding trait along with 30 Arcana you still reach max 22s protection by using all your high CD skills; but pls tell me how is unfair to other professions to reach 22s protection after using a : 25-45-90s CD skills.
To have 100% protection unpkeep is a pure lie, even with 30 Arcane the attunement swap is at 9.5s min and earth attunement protection boon last 4s max treated, the above mentioned skills have long CD so where you’re getting your 100% protection upkeep is unclear
I have to go with Arhuendel on this one.
Getting 20+ seconds of protection is VERY hard and requires speccing into it, blowing almost all your cooldowns (some as high as 90s), and cycling attunements JUST to obtain high protection duration, i.e., they’re neglecting doing ANYTHING else in the fight quite simply to stack prot.
Not something folks should be worried about.
Swiftness, on the other hand, can be stacked indefinitely to an infinite amount (I ALWAYS travel with full swiftness uptime) and doesn’t require anything special. Again, though, you’ll be blowing cooldowns and cycling attunements to do this, so it’s not practical when in combat.
it’s incredibly easy to keep protection up. D/D for 2x aura’s, Earth runes for +Protection duration, + protection proc on hit, + 6pc Aura proc, Earth traits III (free armor of earth) and V (protection on aura use), + points in Arcana for +boon duration (at least 15pts in Arcana being a must for any Ele build). On top of which you can keep solid dmg going through might stacking, fury duration, along with uber avoidance from all the vigor and cantrips, as well as cleansing from Water. Survivability on an Ele is just amazing.
Do you guys actually play an Ele?
I’ve stayed at this party entirely too long
posted this in your thread on the sPvP forums:
Outside of Plague or Lich elite transformation, Necro’s only have access to 3 sec of stability thru a 30pt GM trait and is only applied upon entering Death Shroud. While we do have Stun Breaks like every other class this won’t help you against chain CC builds such as the ones you mentioned since none of our SBs provide stability or invulnerability. So expect to be frequently stunned and knocked around by D/D Eles, Guardians with spirit weapons/hammers/bubbles(those will stun you twice without stability)/hammer warriors/Engis of all flavors… so yeah, it’s an issue for us atm, as those classes/builds are rather prevalent in tPvP.
I’ve stayed at this party entirely too long
Outside of Plague or Lich elite transformation, Necro’s only have access to 3 sec of stability thru a 30pt GM trait and is only applied upon entering Death Shroud. While we do have Stun Breaks like every other class this won’t help you against chain CC builds such as the ones you mentioned since none of our SBs provide stability or invulnerability. So expect to be frequently stunned and knocked around by D/D Eles, Guardians with spirit weapons/hammers/bubbles(those will stun you twice without stability)/hammer warriors/Engis of all flavors… so yeah, it’s an issue for us atm, as those classes/builds are rather prevalent in tPvP.
Personally I won’t go into PvP without the stability trait anymore. It’s only 3 sec but it’s better than nothing. I’d suggest getting used to recognizing the animations and whatnot that precede the heavy CC chain so you can try to avoid getting locked down right off the bat. Spectral Walk can help as well since it’s 2x Stun Breaks in one skill, though it won’t help much if you’re immobilized or already caught in the CC chain.
I’ve stayed at this party entirely too long
1. Casting Times – everything takes far too long cast. Combat is faster than this. Long casts also are not helped by…
2. Lack of Stability – and boons in general, though stability being the biggest factor. Our long cast skills are easily interrupted, and we’re very susceptible to chain CC. This is one of the bigger reasons why Necro’s are mostly limited to niche condition control roles in PvP groups.
3. DS is a Slow Mechanic – I’ve probably been beating this notion to death lately but it bears repeating IMO. The LF accrual rate doesn’t match the rate at which it is expended. Starting a match at 0% LF makes sense but the rate at which we accrue (and I spec for max LF gain) is still too slow which leaves us without our primary defense and a third of our overall class functionality for far too long. This is definitely not an issue for any other class.
I’ve stayed at this party entirely too long
Current #2 Player on the tPvP QP Leader boards is a glass cannon Necro
just thought I’d mention that
I dont suppose you happen to have his build anywhere? I want to switch to a glass cannon build as I am getting tired of my current condition/tanky necro (Rabid gear).
Necros are for sure one of the best WvW classes, Epidemic alone will ruin a whole squad if you get lucky with the timing and have some focus on your target (so that they have tons of bleeds/poison/vuln). Staff with Greater Marks has a silly range on it due to being able to lay the center at 1200 and the aoe radius will hit them further out than this. You have plague form which is a moving aoe blind. Basically you should do Condition damage and just spam AoE attacks, between 4 staff skills and 2 aoe on S/D PLUS life transfer in deathshroud all you cast are AoE attacks that stack conditions.
here tis
I’ve stayed at this party entirely too long
Current #2 Player on the tPvP QP Leader boards is a glass cannon Necro
just thought I’d mention that
I’ve stayed at this party entirely too long
10-20-10-0-30
0-30-10-0-30
0-20-20-0-30That’s what I use. Mix and match with the traits but I’ll tell ya what if it isn’t already abundantly clear, I trait for DS — since the soul reaping core trait (30% more life force) was fixed it has been far more worth it than it was previously.
I use Dagger/Focus/Staff; I rune for Divinity; sigils of Fire/Rage/Bloodlust, yes I keep multiple sets in my bags. I take 50% death shroud CD, lose condition on DS, gain fury on DS, gain retaliation, cast enfeebling blood. As you can see, a lot happens every time I DS and I DS every 5s. Get that down and you’ll see the boons of this build.
Oh if only Gluttony worked!!! And if healing power scaling saw some love. Think about the ‘heal in area when exiting DS’ with the 5s cd… yeah, possibilities.
the build you’re intending is probably a good indication of why LF accrues so slowly at the moment. A 5sec DS with all those bells and whistles creates a lot of potential balance problems. If this is true then it would be just another prime example of the Necro design fighting itself.
Only that the optional traits have a internal 10 second cooldown, right balance problem…
Is that actual fact? I wouldn’t know if there was an ICD, I never spec for 5sec CD, always for stability. If there is a 10 sec ICD on DS traits though, then why in the hell would 5 sec DS be a GM trait? Why even have it at all if you it only means you get your buffs every other use?
I’ve stayed at this party entirely too long
10-20-10-0-30
0-30-10-0-30
0-20-20-0-30That’s what I use. Mix and match with the traits but I’ll tell ya what if it isn’t already abundantly clear, I trait for DS — since the soul reaping core trait (30% more life force) was fixed it has been far more worth it than it was previously.
I use Dagger/Focus/Staff; I rune for Divinity; sigils of Fire/Rage/Bloodlust, yes I keep multiple sets in my bags. I take 50% death shroud CD, lose condition on DS, gain fury on DS, gain retaliation, cast enfeebling blood. As you can see, a lot happens every time I DS and I DS every 5s. Get that down and you’ll see the boons of this build.
Oh if only Gluttony worked!!! And if healing power scaling saw some love. Think about the ‘heal in area when exiting DS’ with the 5s cd… yeah, possibilities.
the build you’re intending is probably a good indication of why LF accrues so slowly at the moment. A 5sec DS with all those bells and whistles creates a lot of potential balance problems. If this is true then it would be just another prime example of the Necro design fighting itself.
I’ve stayed at this party entirely too long
Think you need to give it a bit more a chance than a couple games. It takes time and practice to get used to each classes downed state abilities and how your class can/should respond accordingly. Not only that, it takes time to be able to immediately gauge whether it’s better to stomp, let them bleed out, or burn them down with dmg, and only gets more complicated when your teammates successful revival is hanging in the balance.
In the meantime:
Tip for downed Mesmers: they will be the 2nd one to appear after they stealth, the first being a clone, and can be identified by the skull above their head as opposed to the regular arrow indicator.
I’ve stayed at this party entirely too long
Tournaments are regional ques, not server based. You will fight against groups/players from all servers within your region. Once you que for a tourny it will indicate how many teams have been registered, once full it will start. Takes a few minutes to pop but you can go do anything in that time you are waiting – PvE, WvWvW, Hotjoins, etc.
I’ve stayed at this party entirely too long
Why would it be completely OP? We rely on DS heavily in PvP and start every match at 0% LF. Other classes have a full mechanic within the first few seconds of combat. I usually don’t have full LF until after the initial fight is over.
LF and DS NEEDS to be a fast gain and fast expend mechanic to be able to keep up with the pace of combat. Additive 5% to every attack is a step in the right direction IMO.
I’ve stayed at this party entirely too long
I’m actually pretty underwhelmed by the 30% LF pool. I’d much rather they change this bonus to increase effectiveness, or increase LF gain, or reduce CDs, or something/anything else to make DS a more fluid combat mechanic.
I’ve stayed at this party entirely too long
Traits I use for DS in PvP
- Spite V – 3 sec of retaliation when entering DS
- Curses IV – Cast Enfeebling Blood when entering DS
- Soul Reaping III – 15% CD reduction on DS skills
- Soul Reaping XI – 3 sec of Stability upon entering DS
If we’re supposed to use it defensively and frequently might as well make it as useful as possible, right? I can’t play my necro in PvP though without the stability. So many classes run high control builds that it makes me rage getting tossed around without being able to do anything about it. 3 sec of stability doesn’t do much but it can make a world of difference if you recognize when to use it. Not to mention Shroud Stomp/Revive (even if they’re not 100% reliable, it’s better than going without IMO).
I’ve stayed at this party entirely too long
Necro has a lot of ways to take that debuff from the corruption skill and throw it on the enemy along with the effect. Specifically Staff 4, OH Dagger 1, Plague Signet, and can also Consume Conditions for a bigger heal.
They also have a high base HP to help soak up condition dmg.
I’ve stayed at this party entirely too long
Plague Signet is a demanding skill which makes it somewhat unreliable in the heat of things. Not the best Stun Break choice IMO – great on paper, just not in practice. Spectral Armor and Spectral Walk are both a bit more reliable and will help in gaining LF.
I’ve stayed at this party entirely too long
I’ve actually won a good number of tourneys while pugging. Not nearly as many as I’ve lost (or won with a group), but still, it does happen. At least once a session for me on average. I’m always a bit amused though at the chat afterwards with how surprised everyone is. Sometimes I’m equally surprised. We had a comeback win the other day with a pug against a decent premade. We literally won by 2 points as we were slugging it out on the decisive node and ultimately the decisive kill after falling behind by 150pts or so. They were gracious enough to say that we “deserved the win”. Those are the moments when I really love this game.
I’ve stayed at this party entirely too long
Our HP pool is so large already before even considering the secondary HP pool of DS that I rarely ever put points into vitality.
I don’t do much PvE but I will say this, toughness is better against direct dmg and Vitality is better against conditions. In the limited PvE I have done, I rarely came across a lot of conditions.
I’ve stayed at this party entirely too long
I really do like Lich form, but I hate transformations because I lose the bulk of my abilities. Lich form hits incredibly hard, has good marks, but you can’t stomp/revive, and basically hangs a billboard over your head that says “Kill me now” since your mobility is gone and if they don’t, well you’ll just nuke them kitten in a matter of seconds with #1 spam. Cast times are insanely long IMO for most Lich skills as well but that’s sort of par for the course when it comes to Necros…
Plauge form on the other hand is even more of an “I’m a punching bag” skill than DS is. Fine for bunkering and buying time but really not much use after that. Hits for nothing even in a power build and blind is an underwhelming condition as well IMO.
My least favorite aspect of both: the dreaded “double tap”. When you’re in the heat of combat and need to jump to it fast and accidentally hit the button twice, boom there goes the elite for another 3 min. That never happens with ’ol Fleshy though
I’ve stayed at this party entirely too long
I’d say Necro’s can be mobile if they choose to be. I for one feel I’ve got plenty of mobility. Am I going to catch every thief or Ele who wants to get away? No. But then again I don’t have to. The point isn’t to kill but to keep nodes. Killing is just one solution to that objective. A running foe is just as worthless to their team as a dead foe.
Necro’s are not my favorite bunker though. They lack the quantity of CC needed to push people off a point and keep them off. Worse than that though they are VERY susceptible to CC while they have virtually no stability to speak of outside of a 30pt trait that only lasts 3 sec. So no, not an ideal bunker. Sure they can make assaulters reasonably uncomfortable but as soon as someone shows up with chain CC the Necro is pretty much done for.
Condition and Power specs however can shell out some seriously overwhelming dmg. I have a couple combos I use to drop on a point that will literally down an entire team in a matter of seconds – bunkers included. And that I think is the strongest attribute of the class in PvP atm.
Currently, there are a lot of Necros in tPvP, and are becoming something of a “must-have” in the opinion of some of the more competitive groups.
I’ve stayed at this party entirely too long
Yes. And I expect a full accompaniment of “Nerf Red” and “Buff Blue” QQ posts to take over the front page of the board too.
I’ve stayed at this party entirely too long
I actually loathe the fact that I find my Flesh Golem to be so useful – even being as broken as it is. It does pretty good dmg in addition to the KD+Blowout and has an incredibly short CD for an elite skill. It’s pretty much my go-to Elite now.
I’ve stayed at this party entirely too long
I thought I read somewhere before that the Red team always wins
I’ve stayed at this party entirely too long
how about we just delete minions all together?
sorry but I just can’t stand them. I’m something of a PvP purist and don’t like AI cluttering up my combat.
I’ve stayed at this party entirely too long
Based on your criteria I’d say go with the Engi as Necro doesn’t have a ton of versatility at the moment (their traits are pretty underwhelming making build options somewhat limited, nor does their mechanic work equally well with all builds). They don’t bunker well either given their lack of CC. Currently they’re basically designed to be a punching bag, and I spend most of my trait points trying to remedy/take advantage that. My Engi though seems to have unlimited options given that there are so many worthwhile traits to choose from in addition to the kits.
note: IMO Staff is arguably the best weapon for Necros but only once you’ve grabbed the Greater Marks trait.
I’ve stayed at this party entirely too long
are you having a hard time mastering DS?
lol you could’ve just left it at that
I love DS but it does seem to be lacking a bit of dynamism. Losing the entire UI for a green version of downed state is pretty minimal, and undesirable to say the least, specially in combat situations where your awareness means the difference between winning and losing. The more I play the game though the more I really feel like we should be able to perform with full functionality (all skills and utilities) while in DS. I think LF costs are perfect the way they are for that kind of design but the LF accrual needs to be accelerated a good deal – LF should be a fluid mechanic both accruing and expending at a pace consistent with combat. As it is right now, and as useful as I find it to be, DS seems more of a ‘class gimmick’ than a ‘class mechanic’ and clearly seems to be burden to the overall class design.
last thing I want is another minion though.
I’ve stayed at this party entirely too long
Dark path seems to be working across Y axis now as well. Had someone take an immediate right turn, and drop off a ledge. DP made the same turn and ported me to him on the lower level.
That was a nice change of pace.
I’ve stayed at this party entirely too long
I believe “Juggermancer” has been reserved for Giant Norn Women. j/s
I’ve stayed at this party entirely too long
I think Chill, Blind and Vulnerability are underrated.
Fear and Grasp too.
Blind is very overrated IMO. It only causes them to miss 1 attack per application and they don’t even have to hit anything. Can just hit a skill and it clears. Which means there’s 0 benefit from condition stats. Well of Darkness is only marginally useful since it reapplies the Blind every pulse. It doesn’t fair very well against Haste though.
I’d like to be able to trait for more utility with my Fears. An option to add a Daze, or Confusion, or Chill to it. I mean we just scared the kitten out of them, right? Seems only right that they’d be a little Dazed and Confused with a Chill running down their spine.
As for whether Necros are worthwhile or not – In skilled hands that try to play the class for what it is instead of wishing for something it isn’t, it can be an imposing class on the battlefield. I’ve played most of the classes, including Thief, Mesmer, Ele, and Engi, and Necro is by far my favorite. DS makes running a glassy spec very forgiving. What other class can just decide to instantly bubble up every time someone decides to try and unload on them? The class is formidable and seems to be well represented in the tournament scene at the moment.
I’ve stayed at this party entirely too long
need to salvage rare gear. easier to get at lower ranks from gold/silver free tourny chests than from rabbit/deer chests
I’ve stayed at this party entirely too long
Well you do one and suffer it’s incredible weakness.
what’s the incredible weakness?
I’ve stayed at this party entirely too long
Staff works nicely with power builds and wells
30pts in Spite is a must. Don’t necessarily need any points in Curses unless you want to buff condi dmg.
Be sure to account for LF gain as that will be your primary defense as well as offering some solid offense for turning the tables.
Crit Dmg from Soul Reaping is a nice boost to power builds as well
Dagger for 2nd MH weapon is pretty typical for dagger 1 spam and immobilize
play around with some of the posted power builds and see what turns you on. I used to play conditionmancer but I don’t think I’ll ever go back. Love my power necro far too much.
I’ve stayed at this party entirely too long
yes you must. why? because it’s actually rather powerful once you understand it’s uses and incorporate it into your build.
as Oozo said though, you are meant to jump in and out, not just hang out in it.
I’ve stayed at this party entirely too long
did the winning ever really matter in Hotjoins? I mean no one tactically plays to win. Every time i jump in one (and I don’t anymore) people are playing it like a death match rather than conquest.
First impression of the 5v5 hotjoin is a lot less zerging and far more small skirming though I only jumped in to check out a couple matches while waiting on tourny que. a nice change of pace from what I could tell. Where it goes from here will take some time as the player base has to adjust.
Far too soon to say “it’s not working”
I’ve stayed at this party entirely too long
ooooo so the locker will eventually be able to hold multiples?
I’ve stayed at this party entirely too long
I noticed they have changed Spectral Walk slightly so that it will bring you back to the location you started from no matter what, so that’s good.
even across Y axis?
Correct. I’m currently using it on jumping puzzles and it ports me back to the top. I use it before a difficult jump.
nice!
I’ll have to have some fun with that tonight
I’ve stayed at this party entirely too long
I noticed they have changed Spectral Walk slightly so that it will bring you back to the location you started from no matter what, so that’s good.
even across Y axis?
I’ve stayed at this party entirely too long
The change to c&d while leaving backstab and mug intact is proof positive the devs who do class balance have no clue. They took the least problematic part of the 3 ability combo and nerfed it for some completely inexplicable reason while leaving the two problematic parts untouched.
The whole point of the rogue is to be able to generate opening burst from stealth. They can’t just take the whole thing away from them.
Honestly, I didn’t have one issue with BS last night. I ate a couple when they surprised me, but it wasn’t instagib like it used to be. Same with Trick Shot and Dancing Dagger.
Thieves are far more manageable now. Devs are getting it right so far.
I’ve stayed at this party entirely too long
Also, Plague Signet is pretty bunk. I prefer the spectral skills for stun break + LF gain
I’ve stayed at this party entirely too long
yeah too many minion traits.
Try 6pc Rune of Lyssa with Flesh Golem Elite. It’ll help with your low crit rate in addition to that sweet 6pc bonus every 40 sec.
I’ve stayed at this party entirely too long
I was wondering if anyone else was noticing a dmg increase. I was definitely hitting people harder in PvP last night. Some of the numbers seemed surprising. DS skills were most noticeable to me. And when I say hitting people harder I mean I saw an extra 1k dmg on top of what I’m used to seeing. I was critting LS for 5k+ on multiple targets and LB was hitting like a truck with 4k crits while LF was above 50%.
I was having fun last night
I’ve stayed at this party entirely too long
The fixes to the culling/exploits/runes/healing made an instant impact on the feel tourneys. Far fewer gimmicky builds running around atm and far less frustrating circumstances, which would seem to indicate a potential meta shift which is super nice if not a bit overdue.
The new map seems interesting too, though I didn’t play it more than a couple times while waiting for tournament ques. Arcane converter is a nice touch as well.
Obviously there’s still some stuff to get sorted and/or refined but definitely a step in the right direction. Can’t wait to see what future patches hold.
Cheers!
I’ve stayed at this party entirely too long
Necrotic Grasp (Staff 1) Is hitting alot further than 1200 range.
It did this pre-patch aswell.
Gluttony was never broken, it’s always been such a small increase no one notices it.
Test it in the mists, count the number of Necrotic Grasp attacks it takes to fill LF pool with and without gluttony, gluttony will decrease from 33 to 32 attacks.This is indeed how it SHOULD work: honestly people, who really believes an adept trait would turn our staff 1 into 8% LF/hit? That would make it a better trait than any of our grandmaster ones…
EXCEPT, I tested this before and now after the patch and I can not reproduce what you say Kiriakulos: every hit gives me 3%, never 4 (and never 6 either).
For a light armor class that is intended by design to have to face tank opposition thanks to it’s overbearing mechanic, yes I want 8% LF on my staff skills when traited for it. Traits are supposed to make noticeable changes to your character’s performance. 5% of 3% is not even worth calculating or being considered trait worthy.
I’ve stayed at this party entirely too long
if that’s the intended design of Gluttony then chalk up another trait as useless…
Also, where are people seeing this buff to Staff 1 AA? I saw a speed increase on Spectral Grasp but not Necrotic Grasp
I’ve stayed at this party entirely too long
Was only really looking for 2 things to get fixed. Soul Reaping effecting LF pool and Gluttony
honestly I would’ve been super content with just getting Gluttony fixed
Rest of the notes were fine I suppose
I’ve stayed at this party entirely too long
I believe the answers for which you seek can be found somewhere between Elixir R and your tool belt…
Yes we already know about that but the point of this thread is our downed skills aren’t too good.
of course, but my point was that you don’t even need them
I’ve stayed at this party entirely too long