Warlord Sikari (80 Scrapper)
Warlord Sikari (80 Scrapper)
I think thoughts are for other classes to give it to tempest or even ele may be putting too much on one class.
But isn’t ANet’s moto for every class to be able to do everything eventually. That’s why they’re introducing new weapons and I just don’t see what other weapon/utility would be able to grant these two boons (as it fits Shouting and Wind Blowing much more)
Lol their motto is to be able to fill any role (dps, support, survival/bunkery) with any character. Not water them down into oblivion… Theme is still very much a thing. Necromancer is missing a majority of the tools everyone else has all because they are thematically “slow and selfish”.
Warlord Sikari (80 Scrapper)
I think the chill should be 3-4 seconds tbh.
Too low of a cooldown for that. 2 seconds is about as good as the cooldown/energy cost could justify.
Frankly I think it’s fine as is. The idea is PT will close gaps, Precision will help you maintain the closed gap, and so will Unrelenting Assault. I think it’s a perspective thing. You throw it when semi-close to make it easier to land an auto chain or UA, of you need to actually close a gap, teleport, axe 4, or taunt.
Warlord Sikari (80 Scrapper)
Well let’s start the feedback now:
Please make offhand torch be included in the “Duel Wielding” trait.
Thanks!
feedback is based on experience
this is not a feedback
Some feed-up-front then? :P
Warlord Sikari (80 Scrapper)
Cast time should be halved to .5 second cast +.2 after cast (effective .7, doubling the cast speed from 1.4 seconds.) while reducing damage by 40%, resulting in significantly lower burst damage, but a higher sustained output. The “super slow at everything” niche is dated, and slow, hard hits can remain a Lich Form niche that you can opt into.
40% reduction is too much more like 25% dmage reduction and all will be balanced
40% damage reduction while reducing the cast time to .7, versus 1.4 seconds is a net DPS increase of 20%.
(100%- 40%)x2 = 120%, plus reliability. I’m not sure if Life Blast needs a 50% dps boost, unless you’re suggesting a smaller cast time reduction too, which sort of defeats the purpose. The overall goal is to increase reliability of Necromancer skills and somewhat “normalize” DS and RS.
Warlord Sikari (80 Scrapper)
Personally, I think a hit can get too high. What I believe, and I realize this differs a bit from Bhawb here, in terms of how Life Blast’s cast should be handled, but here’s my list of thoughts:
- Life Blast damage is too high to cut the Cast time in half.
- Life Blast DPS is too low, and as a resource driven class mechanic, much like the soon-to-be Berserker, it should feel rewarding to trigger, even if that means a minor dps drop on weapon skills (I have little sympathy for those who think Dagger 1 spam should maximize DPS, playing both to their maximum utility would be best, though, more Greatsword with Grave Digger being used at optimal times as dagger is purely sustain).
- Cast time should be halved to .5 second cast +.2 after cast (effective .7, doubling the cast speed from 1.4 seconds.) while reducing damage by 40%, resulting in significantly lower burst damage, but a higher sustained output. The “super slow at everything” niche is dated, and slow, hard hits can remain a Lich Form niche that you can opt into.
- Rather than making it a two-hit channel, as a few are suggesting, to allow some traits to hit twice and others only once per cast (likely Reaper’s Might being the biggest issue), those traits that are seen as too strong when coupled with a faster speed (RM, possibly Unyielding Blast) need to be “nerfed” (see: rebalanced) to have lower durations instead.
Note: The reason this needs to happen is because Reaper already has this faster attack speed. If it’s a problem with a .7 cast Life Blast, it’s an issue with Reaper as well. Not to mention Reaper’s Might vastly over shadows Chilling Victory as a might mechanic, holding non-spite reapers back. Plus for a minor adept, its just a touch too good anyways, especially if Life Blast were to be a stronger DPS option.
- Lastly, Life Blast needs to have a baseline pierce. Piercing is already harder to control than cleave and Life Blast is currently lacking in DPS single target, let alone on multiple targets, this limitation and added Soul Reaping semi-mandatory trait should just be taken away. Also, with the piercing part removed, the trait would no longer appear to be half-effective for Reaper and future shrouds.
Sorry if its a bit wordy, I plan to make a write up following BWE2 and will have it cleaned up and discuss with some other Necromancers before hand, but I want to test some things first with Reaper before I get too deep into suggestions, but these are my general thoughts right now.
TL;DR: Baseline Piercing, Double Cast speed of Life Blast, Reduce damage by 40-45% to bring it in line with Reaper’s capabilities, rebalance non-reaper Traits to compensate for the new speed that fits both Shrouds.
Warlord Sikari (80 Scrapper)
Will Flames of War inflict some sort of damaging self-burning condition on the warrior?
Probably not, since it removes conditions. Would be a bit unituitive as a condition cleanse as the first one cleansed (unless under heavy condition fire) would just be the burning it applied, so it’s safe to say probably not.
Warlord Sikari (80 Scrapper)
They’d have this if Unyielding Anguish was more easily controlled as to where people would get teleported.
Warlord Sikari (80 Scrapper)
You can’t kill what never existed. Dhummfire is still terrible on base shroud if it’s not going to proc on both hits there is no point of making it a two hit skill in the first place.
Not a suggestion anyone is throwing out that I can see, but someone brought it up.
I think he was confused thinking you said Dhuumfire trait would only proc on the second hit. (The first guy) Which would, of course, defeat the purpose of trying to bring DS traits in line with RS trait utilization, Dhuumfire needing it the most. Then it cascaded into more confusion.
Either way. It’s probably just safer to make it a faster attack and not a 2-parter. A 2-part channel makes it unnecessarily useful against stealth, and I can’t think of many other cases where it causes a power issue that isn’t already an option in Reaper’s Shroud. Chances are, Reaper’s might could be toned down in general (like to 12 seconds) as it basically has Might dominance for Necromancer as a whole (more specifically if Life Blast is sped up), and Chilling Victory needs its might duration extended (to 8 or 10 seconds).
Warlord Sikari (80 Scrapper)
On the topic of increasing the cast speed of Life Blast: I think we would need to lower the damage multiplier if we wanted to increase the cast speed. The damage per second on that skill at its current cast time is already about as high as we are comfortable with. It’s a tricky skill to balance because we’d need to also look at adjusting all the traits that affect it.
Hey Robert Gee,
While I appreciate that the devs are finally addressing Death Shroud, I do raise the concern that a Thief simply using Dagger autoattack (not even flanking or might!) will do more damage over time than a fully traited Necromancer with Life Blast and Runes of Strength. That’s pretty pathetic, considering an effortless autoattack completely outclasses our profession mechanic.
Basically, our maximum effort, with highest might possible, and 25 Vulnerability, does LOWER damage than someone else’s autoattack with no might.
I know this, because I recorded a video and took down numbers what happened over the course of 30 seconds. Never uploaded it online, but I am willing to re-record just to show how low damage our Life Blast is.
If ArenaNet is satisfied with the damage numbers, then I have no idea what we are doing wrong with Death Shroud, but it’s pretty low damage.
The biggest reason I can think of is simply that it’s because our DS AA is ranged and therefore puts us at a safer distance than the thief who is as brittle as glass trying to AA us down, but said thief is also incredibly evasive and can port, stealth, and teleport all over the place, and be out of range of our LB as quickly as he can get in our face.
DS is also our only ranged option (unless you count staff…) as far as real ranged power DPS goes, and actually is punished for being beyond 600 distance.
Similarly, Staff Ele was (is? Not sure anymore) the highest pve DPS in the entire game. Thing about this game is, since most buffs are very close quartered, you still need to be close to the action to maximize potential.
Also, I’ve always said this. Losing DPS by going into your resource, class-based mechanic just feels really wrong to me. :T
I could see its’ sustained DPS being lower than a weapon skill, I guess, for the sake of argument, but it also doesn’t have any frontal burst to justify that off-set either. It’s just a bit disappointing I guess, always thought Deathshroud DPS builds should have been something more because shroud form is awesome. :P
Warlord Sikari (80 Scrapper)
Erm two things. One, Elementalists are actually one of the more problematic burners in pvp, even if their pve burn dps isn’t the same as the others.
More importantly this is a very slippery slope of an argument… “Why aren’t Elementalists the best with burn, we control fire itself,” could be extended to every element…
“why aren’t we best with chill, we attune directly to cold and water.”
“How are we not the fastest class. We control air and LIGHTNING.”
“How are guardians tankier than us? We can literally control bolders and stone shields/barriers of rock and metal elements.”
Theme often has little to do with potency and power. Also, guardians burn from light and radiance. Light is very powerful at burning.
Warlord Sikari (80 Scrapper)
It wasn’t overpowered because there was little difference between 10s of burn and 10 minutes of burn. Both would get cleansed shortly.
Now that burn stacks in intensity, any skill that can spam apply stacks of burn is a killer.
Also, it seems ANet mostly balances the skills by throwing them at target dummies and checking how much damage it causes. That’s no wonder they never saw how messed up that ring of fire is when you cross it :p
“Still dummies pretty much never get hit by it, unless you knockback through the ring, which takes incredible skill and precision, otherwise the skill does almost no damage! We should raise it to 10 stacks to really reward good placement and team play.” :P
Warlord Sikari (80 Scrapper)
I’d go back to MM in a heart beat if we could use just about anything but these ugly things. I’ve gotten super attached to the idea of Minion Master, and even after 2.5 solid years as a (well known) MM, I’ve never gotten attached to a single minion via-looks (except the one that’s unusable… Love Blood fiend… RIP). To me, as a summoner niche, its very disappointing. That’s half the fun of being that archetype, getting attached to your kick kitten looking followers.
Warlord Sikari (80 Scrapper)
Maybe don’t take all the lines that all do similiar things, I e been having great success lately incorporating defensive traits. Found one really weird cleric build using a mix of wells and minions.
That was essentially my goal. Only issue I hit with that is it seems like Chilling Victory is balanced around Reaper’s might so it can’t be used as a good alternative…
Chilling Victory desperately needs a might duration boost…
Warlord Sikari (80 Scrapper)
Still no reason as to why burning is literally 4-5x stronger than other conditions…? If burning went down and others went up it would be a buff to Engineer/Necromancer/Ranger/Warrior condition builds and a nerf to the biggest abusers, Burn Guardian and D/D Ele.
“Burn” Guard needs something in consideration probably, but I’d opt for adding more sustained burn~ not more burst burns, to their kitten nal after said change, while allowing conditions to be closer in usefulness and allowing Elementalists have their well deserved burn reduction.
Warlord Sikari (80 Scrapper)
A topic with 19 post doesn’t show the assumed huge population!
But if you want to show how popular and easy it is to implement why don’t you first try to organize your own 2v2 event. There won’t be any reward sure but since you say it will be much more fun than anything else it should be enough to start.
Show how big the interested population is, show how simple it is, show that there are no bad meta emerging from this activity. Then you prove your point.
This, over the years, has been one of the most asked for game modes, you’d have to be living under a rock to not notice the amount of threads asking for it. In fact, Justin once commented on one and said they had it in the back of their mind and recognized the desire for it, but this was well over a year ago. There used to be 2v2 custom arenas, but only 2 teams could play at once and even now, there are weekly 2v2 tournies. Problem is it’s all confined to small time frames and huge commitment to organization and that’s literally defeating the purpose of 2v2 being a fun jump-in-and-jump-out pvp mode when you want low commitment matches.
Also, there are a lot of Arena lovers who either left or just haven’t came over from Wildstar/WoW etc because conquest alone isn’t that great of a draw for pvp. Pvpers everywhere look for solid mechanic small scale pvp that doesn’t require grinding the best gear and is competitive. Gw2 has all the ingredients to have the best Arena mode in the entire MMORPG industry at this point but they still snooze on it.
Warlord Sikari (80 Scrapper)
Burning is by far the biggest threat to lack of condition removal, and over time, Removal has actually gone up significantly. I’m not asking to increase the application of bleeding, but simply make it slightly more impactful. Even in regards to June 23, most classes saw a power creep including condition removal, where Bleeds actually took a nerf due to a poor rebalance of scaling when they decided they wanted base conditions to deal less damage.
More than anything, Burn actually needs a nerf to its base, not necessarily its scaling so much. Base bleed is like 22 where Burning is 131… That’s crazy, lol.
Warlord Sikari (80 Scrapper)
Having condition transfer on shroud was something I was playing with when doing the trait revamp. Plague Sending originally used shroud 1 as its trigger condition rather than critical hit. I ended up changing it because shroud 1 already had several traits that affected it and I didn’t want to overload it, plus the curses line had several traits that affected shroud in some way already. I think it would be a bit overpowered though if Life Blast could transfer conditions on every hit though.
On the topic of increasing the cast speed of Life Blast: I think we would need to lower the damage multiplier if we wanted to increase the cast speed. The damage per second on that skill at its current cast time is already about as high as we are comfortable with. It’s a tricky skill to balance because we’d need to also look at adjusting all the traits that affect it.
Do lower the damage a bit, but make it more reliable. That’s exactly what needs to happen. Leave the slow bursty hits to Lich. A faster Life Balst would bring Ds1 and Rs1 trait utilization closer together.
And while we’re here, can we discuss Life blast having a base pierce? That has been a pretty hot topic, fairly one sided too. Reaper’s shroud simply makes Shroud 1 traits reliable and worth taking, where as with the current Ds1 there aren’t all so useful, namely Dhuumfire.
Also, and I might get hate for this, but Reaper’s might should only give the boon if it hits. Spamming Shroud 1 pre-engagement for free boon stacking is almost as kittenignet-cancelling if you ask me… ducks
Warlord Sikari (80 Scrapper)
I hope Geemcones out of his shell a little bit so we can talk him into a shadowy dodge roll for Necromancers next.
Gee, friend!
Roy, get Gee!
Warlord Sikari (80 Scrapper)
2v2 and 3v3 doesn’t even have to split the player base. They already have the perfect system in place… Have all mode defaulted on, so anyone pvping could get called in for 2v2, conquest, stronghold etc, but opt out of any given mode, so you could just do conquest or 2v2. Have the options for 2v2 or 3v3 automatically grey out when quing with more than the maximum participants for the smaller game modes.
TADA! Everyone is happy, and people who like all types of play get tons of variety in their game play! Hire me.
Warlord Sikari (80 Scrapper)
“We’re happy to announce gemstore dodge skins!”
“I’m happy to announce I’m buying a gemstore dodge skin!”
Warlord Sikari (80 Scrapper)
A burn guardian applied 14 stacks on me but I managed to survive long enough to beat him. I may have gotten lucky but builds that could stack high burns are squishier. The only somewhat problematic burn skill is elementalist ring of fire. Balancing should be done on a per class/build basis.
Still doesn’t handle the situation where Burning is 5x stronger than every other condition while also being one of the easiest to stack consistently. It’s actually easier to tack burning in many cases than even bleeding in many cases. Something is really not right with this picture. Burning needs to go down a bit and be compensated with duration. Certain skills that are too weak then can be given an extra stack (as see fit) or more duration. But burning should not be 1:5 in terms of bleeding. Like wise, most other conditions need to be bumped up. This patch was meant to help conditions but mathematically nerfed bleeding, where the break even point is somewhere close to 2.1k condition damage from pre-patch bleeds.
Undeniably, regardless of your siding of how powerful Burning is, you must be able to admit that Burning is currently essentially the “meta-condition”, and vastly out powers any other.
Warlord Sikari (80 Scrapper)
again for all the people with random crap ideas and no idea how to balance, here a real balance suggestion…
drake’s breath:
burning duration of each tick reduced by 1 secondring of fire:
make this skill more consistent, sometimes it bugs out and applies 6-9 burn stacks instantly. the skill by itself is fine as you won’t take a single stack of burning if you just fight inside the ring or dodge through it.cleansing fire:
burning stacks reduced from 3 stacks for 4 seconds to 1 stack for 8 seconds.
instant burns that deal 3k+ damage are bad for the game, especially if they’re offered as passive traits.burning fire (trait):
either reducing the might stacks from 3 to 2 or reducing the might duration by 50%.blinding ashes (trait):
this skill now needs 3 stacks of burning to trigger, internal cooldown removed.these changes should help fixing d/d ele. having said this, d/d ele is not the only broken thing in the game right now, so are all instant burns that deal “burst damage” and PU.
oh and buff ele scepter
Crap ideas and no idea how to balance, yet, doesn’t realize that this could increase rate of blind AND makes it AOE.
Fire doesn’t need blind,
Simple as that. Ele has two and a half incredibly defensive trees, there’s no sense in having a defensive utility like this in their DPS line. A better idea, if they really want to keep it, is Increase the CD to 10-15 seconds but make it per target and add a more offensive pirmary perk to the trait instead.
Warlord Sikari (80 Scrapper)
Burns do like 4-5 times the damage of other conditions… Meaning with how condition removal works and how frequently they are washed away, burning significantly overshadows the rest. Burn needs a damage nerf (and to compensate, some added duration) and other conditions, especially Bleeding and Poison need to be brought up a bit. Burns being the “burstier” condition should be closer to 1:2 burns to bleeds, rather than 1:4. That gap and niche has been taken much too far.
Warlord Sikari (80 Scrapper)
Mesmer isn’t in a bad state.
PU needs nerfed, staff needs looked at, and Blind on Shatter/Boonrip on shatter is still a bit too strong. Blind being because Mesmers really didn’t need it in the first place (feel free to argue, but Blind isn’t what mesmer is supposed to be about, yet after June 23 they’re one of the strongest blinders all of the sudden). And Boonrip trait is strong enough to be a GM trait easily. Confounding suggestions… Probably could use a 10 second ICD, or swapped with Furious Interruption so it was a choice between it and boonripping and leave both in master, but the tears would be immense if they did that. x.X
Warlord Sikari (80 Scrapper)
Elementalist would be perfectly fine if they removed Celestial amulet.
^exactly this if u ask me.
Cele necro is also too bunker’ish if you ask me, takes forever to take one down while able to pressure alot.That’s called being a balanced fighter. Notice how, unlike Cele Ele, Necro also can’t burst you down like crazy either. That’s how it should be. (unless you’re high on condition damage and little removal, they can make you burst yourself down lol.) nothing wrong with a Balanced fighter, so long as it’s just that. A jack of all trades and not able to still literally melt people. Celestial is the only way many builds can even work due to lack of stat customization…
I don’t really feel its balanced if you can survive 2v1 for over a minute while pressuring them, eventually making one of them disengage to reset few seconds..
Erm. Who is having troubles 2v1ing a Cele necro? They don’t have the evasion for that type of thing… They should be fairly well locked down at that point.
Cele Ele? Yeah, we’ve established they’re OP. That’s not a Celestial issue. It’s an issue with Elementalist capabilities (blind spam, high condi removal, perma regen + water hot + signet + perma protection + Fire-field area denial, and high evades. AKA too much in one package). Celestial… pretty much anything else isn’t an issue, as most do very little damage and don’t have great sustain, kind of what you’d expect of a celestial user.
Warlord Sikari (80 Scrapper)
This actually illustrates the problem with soul reaping for me. Basically, every single build needs vital persistance, and last gasp along with wanting soul marks. For reaper that means you’re automatically locked into 2 trait lines, and since most might generation is in spite you probably want that too. It would be nice if the reaper line provided enough damage, life generation or might to not take spite or soul reaping, but they are pretty much both required.
Agreed, it would be nice if theb2% life force defen was made baseline, or we were given unique utilities in shroud that drained life force and Vital persistence just reduced the cost of using them.
Maybe the 2% degen per second should be made base line for RS only but then people would still take vital and soul reaping line anyways making it a1% degen which is just tooo strong. I would like to have a baseline 2% degen though. But it would only make another useless trait necro would have like Unyielding blast
I don’t honestly think unyielding blast is useless with reaper, simply because of decimate defenses. With the amount of but you can put out simply from that one trait, you’ll have so much crit chance. I wanna try to make a decent death magic reaper, just going to have to see how I can.
I think people underestimate the potency of being able to stack close to 6 vuln every 2 seconds. RS can reach 16-25 vuln stacks alone with that, it’s a quick way to boost your hybrid damage especially. Vulnerability is pretty potent these days now that they can add to Dhuumfire (also stronger with RS), plus the advantage of, which is always ignored, condition coverage which is very useful to maintain pressure.
Warlord Sikari (80 Scrapper)
Will need to see how this will interact with Adrenal Health AND Clensing Ire.
Nerfing our already lacking passive healing and or condition Cleansing makes this a non starter in pvp.
They already said the 1 bar acts as a tier 3 “as far as traits go”.
No they said the burst skill counts a 3rd tier burst.
““If you were worried about the shorter adrenaline bar having a negative impact on those traits that scale according to adrenaline level fear not, as the primal burst skills are all considered Tier 3 burst skills.”
Is what they said. So maybe your concern is there with adrenal Health, but as far as Cleansing Ire goes and other tiered traits off of burst skills, this should answer your question fairly easily.
I’m sure 1 bar equates to 3 in terms of AH and Peak Performance, too. But something to look out for either way.
Warlord Sikari (80 Scrapper)
Elementalist would be perfectly fine if they removed Celestial amulet.
^exactly this if u ask me.
Cele necro is also too bunker’ish if you ask me, takes forever to take one down while able to pressure alot.
That’s called being a balanced fighter. Notice how, unlike Cele Ele, Necro also can’t burst you down like crazy either. That’s how it should be. (unless you’re high on condition damage and little removal, they can make you burst yourself down lol.) nothing wrong with a Balanced fighter, so long as it’s just that. A jack of all trades and not able to still literally melt people. Celestial is the only way many builds can even work due to lack of stat customization…
Warlord Sikari (80 Scrapper)
If I had my hand it it, I’d do something like:
- Nerf burn damage by 25%, increase durations by 25% (Net about 7.5% damage, lower ticks to bring in line with other conditions, which actually also need to be brought UP, especially in case of Poison and Bleeding. Sad day when bleeding is less stackable than Burning and deals a quarter of the damage…)
Sooo basically go almost back to what burning was before the latest patch… a useless addon damage that guards did while speccing power. gee thanks
7% burn damage nerf would not lead to that. And uh. You know. Stacking is still a thing. Stacking of such a high damage condition is what makes burning so badly overshadow the rest of the conditions because they don’t deal enough damage before being washed off, and Burn does too much. Burning does something like 4x the damage of bleeding per stack, and for some reason right now is actually easier to stack in large burst quantities! Burning was supposed to be fewer and farther between while bleeds were the stack-condition. Burning is just a better bleed at this point by far.
Warlord Sikari (80 Scrapper)
Will need to see how this will interact with Adrenal Health AND Clensing Ire.
Nerfing our already lacking passive healing and or condition Cleansing makes this a non starter in pvp.
They already said the 1 bar acts as a tier 3 “as far as traits go”.
Warlord Sikari (80 Scrapper)
If I had my hand it it, I’d do something like:
- Nerf burn damage by 25%, increase durations by 25% (Net about 7.5% damage, lower ticks to bring in line with other conditions, which actually also need to be brought UP, especially in case of Poison and Bleeding. Sad day when bleeding is less stackable than Burning and deals a quarter of the damage…)
- Ring of Fire gains a 1 second ICD per target. Reduce burn stacks from 3 to 2. (Too much easy haphazard damage.)
- Remove Burning Speed evade, another large burst that has too little counter measures and will reduce some of the unwarranted sustain, especially in their offensive attunement.
- Something with condition removal of Water. Not real sure how to handle it without killing it though. Needs some reduction.
Perfect. Would be perfectly happy. And in regards to Burning nerf, this is for a better and more fair general mechanic. If some burn skills end up too weak on other classes, it’s easy to adjust durations or stacks on an individual basis, but base burn of 1 burn is too high.
Warlord Sikari (80 Scrapper)
From what i also understand these bursts will count as 3 bars, removing 3 condi more often with ire. Guards will be jelly either way as they wont be a king of burn anymore haha.
unfortunately, i think only the “damage level” will count as 3 bars. for cleansing ire purposes i think it still counts as 1 bar.
that is what i think, at least.
“If you were worried about the shorter adrenaline bar having a negative impact on those traits that scale according to adrenaline level fear not, as the primal burst skills are all considered Tier 3 burst skills.”
Sounds like it will be more frequent full cleansing ire to me.
Warlord Sikari (80 Scrapper)
I wish all classes had a unique dodge… Would help with visual ques in PVP (especially with Asura in the mix) and overall would just be more fun, so long as none of them were too flashy and overbearing.
I want my necro to turn into a shadow (like flashing Death shroud) when he rolls.
Warlord Sikari (80 Scrapper)
Frankly? I say Baseline the Vital Persistance degen, make utilities work in DS (so Signet speed just works in shroud), Add the Speed of Shadows cooldown Reduction to VP and make Vital Persistence (or Keep Speed of Shadows name) a Master Trait that reduces Shroud and Shroud Cooldowns by 20% and add a new adept.
That way, we can finally opt out of Soul Reaping in PvP. That’d be neat. (Numbers may need adjustment due to balance.)
Warlord Sikari (80 Scrapper)
This is the one and only time I wish FH was baseline just because Strength/Disc/Zerker Hammer/Mace+Torch interrupt build would be fun as hell. Might still try it regardless. Celestial Flame Legion type stuff.
Warlord Sikari (80 Scrapper)
Torch seems good for cond espec, lets see those burns tick
Real curious as to what a “Rage” heal would be that would be different than Healing surge (generates adrenaline already)… Hm..
Warlord Sikari (80 Scrapper)
ele and guardian just “BURING” that kill someone, need no skills, just bur burn and burn ,
is this BBQ War 2? learn to play? you’re kidding right?
may be we should start a new thread on how much burn damage we managed to take before biting the dust xD
Gotta love the damage per total amount of hits…
26 Poison ticks? 3k damage.
30 Torment ticks? 4.5k damage.
43 Bleed ticks? 8.6k damage.
49 burn ticks? Pirceless… Oh, I mean 50.7k damage…
Warlord Sikari (80 Scrapper)
Yea I can see it now. Bunkers bunkers and more bunkers. How exciting.
Super hard to have game mode rules, right?
Warlord Sikari (80 Scrapper)
RoF wouldn’t be nearly as good if Conquest wasn’t the mode people cared about (even though Stronghold is still trying to be there).
…Actually I think the same crowd who hated Combustive Shot shifted gears to RoF since Warriors have dropped pretty far.
RoF is pretty kitten OP in Stronghold too. Poor NPCs are dumb as hell, D/D ele are godly defense players because they can pretty much brainlessly AOE the poor critters while having close-to-unmatched Sustain, and are no longer bound to a node for survival, allowing them to utilize their mobility better. Of course a lot of things are OP against those buggers, ROF ranks up there very quickly.
Warlord Sikari (80 Scrapper)
Please 2v2s that can climb the League Ladders. I would never play another game. Ever.
Warlord Sikari (80 Scrapper)
I can neither confirm or deny that I have leveled up my mind-reading skill .
Glad you enjoy it!
It’s that third eye… You listen to us through the mists… Conspiracy.
Warlord Sikari (80 Scrapper)
I mailed Gee about that. I really wish VP degeneration rate was baseline. It alone makes build diversity really hard. The rest of the tree is give or take no big deal, still good but not mandatory, but VP in pvp is so hard to not run.
Warlord Sikari (80 Scrapper)
High tier players don’t frequently post lengthy threads on the forums because the stream, and trust me, they vent there frequently, and have a direct channel to communicate with Developers. There is little reason for them to get caught up with (in their mines, likely) “lesser pvpers” when they can just talk back and forth with Developers directly. I’ve done it myself, though over the years, many of the developers have become a bit more closed off.
Warlord Sikari (80 Scrapper)
As in topic. Is there a solid reason not to go into that specialization? I wasn’t playing BWE but i heard that it was a blast to try out Reaper. Would our other lines be competitive/interesting enough not to end up with all Necros playing as Reapers?
As of LAST BWE (things could change), Reaper was actual sub-optimal to standard Signet Necromancers believe it or not. Also, Reaper is very melee-oriented, so if that is not a personal goal, chances are you will find yourself not wanting to play Reaper, and I’m sure that will be a decently common thought process.
Lastly, and this is just my current feelings, but Reaper doesn’t have the same level of inner synergy with the other traitlines, and taking Reaper breaks up a lot of the synergy that already existed like the synergy between Spite and Curses, where S/C/Reaper is not much of an option due to Soul Reaping dependencies to function well in PvP.
Warlord Sikari (80 Scrapper)
As I’ve said a million times, the problem with Ring of Fire is both that it hits super had (4.5k in total, some of which being up front every time it affects someone), which makes it a strong hitter, but the bigger problem is that it’s a Ring (much more powerful than a wall, as it covers more area) that can be maintained 50% of the time. As easy as it is to say “l2p, don’t stand it in!” You also have to consider Ele is one of the highest Sustain classes in the entire game and people don’t have the amount of necessary evades to always avoid the ring of they want to have any type of pressure on an elementalist. Elemebtalists already have a 300 distance mid-range, so it’s very easy to use RoF defensively and maintain pressure at a safe distance from most 130 ranged melee.
Overall point is, for some reason RoF is an unfair “l2p” issue for everyone else, but Elemebtalists don’t seem to take notice to how much haphazard damage they get as well as pressure defense due to this single skill. One could argue because of RoF the Elementalist doesn’t have to L2P because they have such easy fire-and-forget damage that allows them to sustain themselves while still dealing frustrating damage. Not to mention, burning Speed +RoF makes standing and fighting in a point nearly impossible, which is why D/D are Conquest gods right now. Easy Haphazard damage that is empowered by the game type. There’s no good reason to have the skill as strong as it is, and in defending it you’re admitting that you don’t want it nerfed because it’s incredibly valuable to the Elementalist.
Warlord Sikari (80 Scrapper)
(edited by ronpierce.2760)
Stop walking in and out of ring of fire.
Problem kittening solved.
Instruction unclear, put 40 stacks of burn on myself.
See those wells from a power necro that tick at 3000 damage? Do you enter those? So don´t enter ring of fire…common sense…
The problem isn’t the damage per se (that is a l2p issue) It’s the blindness you get from burning.
So what you’re saying is Wells should be increased to 4.5k damage (the damage a single cross over of ring of fire will do) and have their cooldowns reduced to 10 seconds? Cause in game for that.
Warlord Sikari (80 Scrapper)
Death Charge 2016
Warlord Sikari (80 Scrapper)
Also I have to add that this build has a lack of movement speed due to now warhorn, locust signet, or blood traits that give that as well, which is generally a build turn off for me since I hate being too slow to rotate well, although your chilling victory (this is the new name) usage seems powerful enough.
True. Lack of swiftness is a meh-point, but at the same time, I have a feeling D/WH would work just as well with this build. Also, at the very least, we do still have RS#2 over base-necromancer as a slight boost in mobility. More often than not though, this won’t be your first choice for rotations. Also, I intend to use this more for Stronghold Push or Defense than necessarily strictly conquest where mobility won’t be quite as mandatory.
Warlord Sikari (80 Scrapper)
Okay, being one of the highest unexpected (at least in terms of D/P) or relatively unpredictable burst is a role. Not all “roles” have to be tanky and super self sufficient to be a “role”. Unfortunately, Mobility and objective completion IS a role and team beneficial and goal oriented. Toker basically carried WTS to the win. It is a role, you just don’t seem to like or agree with that role.
To sum it up:
- Mobile objective executer
- Unexpected Spike team fight winner (including stealth stomps when necessary)
This is a generalized role D/P thieves fill and yes, they contribute HUGELY to a team, hence why they’re still ran in WTS. The simple matter is Thief is entirely build around a role you don’t seem to agree with. So wait for Daredevil, and hope it brings back the melee stealth fighter who can go toe-to-toe, or reroll…
It’s insane to be upset that the thief fills the mobile objective and team spiker role… I can’t imagine what you even thought it’d do… Like you example of a rogue “finding traps”, being the team unexpecter Spiker (aka Assassin) is a role that has been around for ages.
Warlord Sikari (80 Scrapper)

Glad you enjoy it!