Warlord Sikari (80 Scrapper)
Warlord Sikari (80 Scrapper)
For anyone saying not jumping will pseudo fix it, thats also not true. It can happen when using a leap skill.
Warlord Sikari (80 Scrapper)
I always thought like a healing bank (call it what you want) that absorbs all healing you take in DS then heals that much over say 5-10 seconds when you leave DS would be really cool. Baseline, of course and still allows ample counterplay if they are close to death when entering DS a d exiting.
Warlord Sikari (80 Scrapper)
I think what he’s trying to poke fun at is how big windup animation attacks like the reaper is supposed to focus on are totally unbalanced by the asuran player model. see asuran axe wars
Yeah but if he’s MM he can also hide in his horde. So, technically what I suggested works with his evil schemes.
Warlord Sikari (80 Scrapper)
Hold out for the new Blood magic. I still think some power might like the ranged dps and support of playing Spite/BM/SR. Some MM builds might also prefer DM/BM/SR. Etc.
Excuse me: I mean, AS IT STANDS, every necro will want to take reaper. I hope that the bloodmagic rework is good, and i hope that they do carefully look at all the comments people made in the other thread.
Well “as it stands” doesn’t matter much. We know blood magic will be getting a very needed rework, so theorycrafting beyond that doesn’t really mean a whole lot. Also, i still see certain builds taking blood even without major updates. Some people flat out prefer the old DS.
Warlord Sikari (80 Scrapper)
I think if anything, you are being welcomed to continue playing core necro if you want to, that’s why Reaper Shroud only comes in with the elite line. Reaper shroud is revamping the class and the implementation means you don’t have to use it if you don’t want to.
The question is: is there ever a build for which you WONT want to. Power will want to take it. There are spvp bunker builds that will enjoy it. I believe many / most condi builds want it? I havent seen anyone take spite/curses/soul reaping for example. Most builds that dont currently incorporate reaper can drop one of their current lines, pick up Reaper, and be better. And that is a problem, because it means every necro will have to buy the expansion to do well.
Hold out for the new Blood magic. I still think some power might like the ranged dps and support of playing Spite/BM/SR. Some MM builds might also prefer DM/BM/SR. Etc.
Warlord Sikari (80 Scrapper)
Can you make it MM? MM is the best necro.
Warlord Sikari (80 Scrapper)
It’s melee. Which is better in a lot of ways, I guess. Has some great uses. But normal DS will still have it’s place mid-back-lining as it always did. Theres some things being ranged has its advantages for. Plus, Reaper is designed well, maybe they will go back and add a little love to base DS, but that’s not really any fault of Reaper/RS. Best to wait it out and see what happens. As it stands, I can easily see builds that don’t use shouts, doesn’t use GS and would prefer ranged DS over melee.
Warlord Sikari (80 Scrapper)
Turning with your camera when standing still with right click should turn your body as it does while casting or moving instead of mimicking left mouse button camera controls when still. It makes life hard when immobilized for no reason.
Warlord Sikari (80 Scrapper)
Personally, and not to speak for anyone else, I’d take a significant drop in total LF (upward 20%) if they unrestricted healing so I could be properly supported by allies and all of my mechanics work in unison. Even if they had to rework some of the leeches or toy with the numbers so allowing it wasn’t OP. I just want the class to stop having so many hidden rules and allow us to play with the full unique potential Necromancer has. It has the ability to be a greatly unique class in terms of fighting with and fighting against, but it gets held back by fear of being “OP” when the answer is simple. Design first, balance second…
Warlord Sikari (80 Scrapper)
I really hope all leeching skill/rune/sigil/trait will work in DS/RS.
As for SoV, it hard to say it will work since it is the current general rule that all Utility is turn off during DS/RS. Well unless they are willing to change this rule to some extend.
Yeah, I realize some rules would have to change, but that’s why I bring it up now. SoV is somewhat of a centerpiece to a vampiric build, and is otherwise not very powerful as an actual heal outside of static PVE situations, it could be a cool way to bump vampiric bunks and maybe give them something to use other than Consume conditons 100% of the time.
Warlord Sikari (80 Scrapper)
I’m not really expecting an answer, but at least the question might cause it to get brought up in the office. Will Signet of Vampirism be made to work in RS when you’re working to make our siphon skills work better with our defensive mechanic? As it stands, outside of PVE bosses because of damage (not healing), SoV heals for less than Healing Signet IF struck every 1 second on the dot. If both parts of the heal were made to work in RS however, it would have its own unique use as an attrition based heal, rather than a burst heal.
So my question is, will signets, specifically SoV be made to work in DS/RS and will the healing effect us, coupled with the other blood magic/siphoning changes?
Warlord Sikari (80 Scrapper)
Outfits literally defeat the purpose of the wardrobe and fun of GW2s endgame, which is essentially dress up. Outfits are bad. More skins please.
If they have to be generic to all weights just add more heavy/mediums/light Shoulder+Helm+Gloves sets since they can go on any weight comfortably.
Warlord Sikari (80 Scrapper)
All they have to do to fix thief is reduce the cooldown on Blinding powder to 25 seconds. Reduce the CD of cloaked in shadows to 25 seconds and remove the smoke field on pistol 5, and reduce the cost to compensate instead. Thieves would be perfect then. Push the stealth to dagger OH or utilities. Good to go.
Warlord Sikari (80 Scrapper)
I’d buy it if it was a bit more fluid too and showed its animation off more.
Warlord Sikari (80 Scrapper)
solid hp leech on #2
I kept reading after this but please don’t go so carefree with adjectives. :p
The heal on dagger 2 is quite strong. The only thing bad about that skill is that the cast time is so long.
That tends to matter though. If it was a 1 second cast and put a leeching effect on the enemy over time or was just a 2 second channel, that’d be something else, but 3.5 sec channel drags down its value significantly, especially in pvp.
Warlord Sikari (80 Scrapper)
OP is overrating the dagger.
No necromancer has ever appeared in a high level Pvp tournament with dagger. The weapon doesn’t have GAP Closers, or defensive tools to survive in melee like reflects or Stability.
Necromancers really did get the short end of the weapon stick.
I think the reason our weapons suck is MINIONS. Their DPS is figured into the overall power budget for the class, Also, their finishers. But since they suck, necromancers who don’t use them have low DPS and no finishers.
No necromancer has ever appeared in high level pvp tournaments and not been a liability.
If i remember correctly The abjured uses necro. Not sure if actual tournaments, but they win like every weekly NA cup with Nos in their team. Although it’s the only team using that class, sadly.
They bring Nosoc, but thats what they mean by liability. The whole team is good, so it isn’t hard to win anyways for them. But for tournies against other “pro” players Nosoc ends up getting trained down and they end up with outnumbered fights because it’s so easy to take down their Necromancer. If he was playing something else with the same mastery as his Necro the team would likely benefit from it in the long run.
Another way to look at it is Necro isn’t much of a center piece or focal point of a team, he’s just a zerker filler for the most part. Good for him though for playing Necro anyways. Necromancer isn’t “bad”, it really isn’t. It just has the worst scaling defenses and is too kitten slow making it get outclassed in team fights and for roaming, which are basically the two roles a zerker usually fills.
Warlord Sikari (80 Scrapper)
Just saying if fast HANDS was so OP, every class meta would have warrior runes.
5 sec swap versus 8 second swap is incredibly different. 5 second swap allows you to run twice the effective sigils by varying them, where as 8 second swap does very little. One of the most powerful aspects to fast hands is that it gets 2x the Sigil power, having better ability control, better combo control and less cool down wasting are all huge perks as well, no doubt, but doubling sigil usage is a huge perk.
Actually, warr runes give 7.2 sec weapon swap, and fast hands 4.5, if I’m not mistaken.
Either way, that 5 second break point is key in doubling sigil usage, anything above that would actually delay sigil usage if you don’t wait out the ICD on the sigils before swapping.
Warlord Sikari (80 Scrapper)
Just saying if fast HANDS was so OP, every class meta would have warrior runes.
5 sec swap versus 8 second swap is incredibly different. 5 second swap allows you to run twice the effective sigils by varying them, where as 8 second swap does very little. One of the most powerful aspects to fast hands is that it gets 2x the Sigil power, having better ability control, better combo control and less cool down wasting are all huge perks as well, no doubt, but doubling sigil usage is a huge perk.
Warlord Sikari (80 Scrapper)
…Haaa..the old law of MMOs
Dear Devs do pls nerf rock, paper is fine and needs no change, it’s balanced
Regards
Scissor
To be quite fair, Cele is half of all three with no specific weaknesses.
You don’t understand.
You can nerf the cele amulet to the ground right now…in few hours people would come to the forum to complain about the builds.I can beat people with a zerker amulet d/d, using same traits and you know what people will call me?…“celestial nab”
And this brings me to the 2nd law of MMOs
Everything that beats me..is OP
This happens so much. You can play a LB s/s Carrion warrior and still get called a cheese shoutbow celestial. Mostly because people don’t have a clue wen sadly don’t WANT to have a clue. They just want to blow off steam if they die.
I still find it ironic that people who play Zerkers think they’re in the right to make calls against an amulet that gets play with 3 builds when Zerker amulet is the go-to for basically every class otherwise and the core set up for other game modes. Don’t forget Zerker has more stats than it should compared to more standard amulets and is by far the most successful running amulet in pvp.
The way I honestly see it, sure, some builds could use a little less sustain, sure. But I’d rather fight a slightly more Tanky enemy that deals damage than one that deals even more damage and doesn’t need to rely on stats for defense because they have mechanics to avoid or block everything instead. I find evasion and teleport mechanics far far more cheesy than someone who just has a good amount of regen going for them. I’d also rather hit through a wall with a pick axe than try to hit a fly with one.
Warlord Sikari (80 Scrapper)
it’s not a bug, just unfortunate side-effect of being Necromancer. If you expect things to work usually, stop expecting that and things will make more sense going forward.
Warlord Sikari (80 Scrapper)
If you have 3 useless traits in the GM spot but still felt otherwise compelled to go into the line because of a theme, there is a problem with the traits likely. Over all though, this is a balance driven design, and it’s not always bad to make hard decisions. Hard decisions are what drive diversity.
Warlord Sikari (80 Scrapper)
(edited by ronpierce.2760)
In defense of axe. Being often dodged = dodge bait. And that’s a huge value on it’s own. Especially given the reallly short cd on it when traited.
As for scepter – you have to do little better then single target, 900 range, very poor direct damage and slow condi buildup to rank as viable support in my book. Just ask yourself if you’d go scepter + dagger/staff into pvp, knowing things might get up close and personal more then once.
Erm. People go scepter+dagger/Staff in pvp more often than axe. O.o it’s called a Terrormancer. Maybe not more than dagger anymore, but for pvp across the entirety of the game, scepter staff has been one of the most used.
Warlord Sikari (80 Scrapper)
The only thing i dislike about cele is when i PLay s/d thief most cele builds crit more then what i can do.
A lot of times that has to do with might stacking. If a cele goes into ferocity line, because in spvp ferocity is weighed a bit differently, celestial can hit the softcap of 200% crit damage fairly easily. Then with 600-750 more power from might stacking, they really aren’t at a loss for stats damage wise compared to a thief. With fury a cele war can have something like a 45%+ chance to crit with 200% Crit damage and as much stats as a zerker ammy without might. So if they use a high damage coefficient with Boons up as a cele warrior like Final Thrust, it will hit hard as hell.
Warlord Sikari (80 Scrapper)
Yeah, I have to be honest, this just seems like a frustrated and biased condi Necro rant. All of our weapons lack practical defenses and things of that sort, that say, a Mesmer has. That’s mostly because it’s not what we’re supposed to do.
Necro has its issues across the board, but trying to be another class isn’t really the answer. Also, axe isn’t what I’d consider “fine” nor would I ever rate it over Staff, which is one of the most mandatory pvp weapons for necro, as it’s a (yes, nerfed) utility weapon.
Warlord Sikari (80 Scrapper)
The issue here is not Cele Amy Per Se, it’s those 3 classes that can maximize its effect because of their class design.
Wish people could realize this… Shoutbow and Ele can be tanky regardless of the cele ammy. The only reason cele is best for them is it allows them to do damage as well as survive well because their base has a lot of healing and defenses (boons/shouts) and they both deal with hybrid attacks on most of their attacks, so they get a lot of benefit from stacking might and having a pure mix of stats. Celestial is a symptom, not a cause of imbalance, and there is a very big difference…
If Cele was REALLY broken every class would have a strong means to use it, but generally speaking it’s not optimal for Necro/Ranger/Thief/Mesmer, though they can get some use out of it, they’re not problematic.
Remember, Celestial was buffed because it got no use, a very small percent. Now they’re wanting to nerf it by a larger percent than they previously buffed it because Shout healing, Elementalists and Engineers were buffed along the way. It should be fairly obvious that the issue isn’t an amulet’s weak balance of stats, but that certain classes were made to get too much benefit from stat mixing.
Warlord Sikari (80 Scrapper)
I want an amulet like this:
932 power, 650 toughness 451 ferocity and 331 precision. Give me that and you can do whatever you want with the rest.
Just alter Valkyrie. No body’s shooting for the moon on 331 Healing Power.
Warlord Sikari (80 Scrapper)
Just use one of your 900 interrupts before you stealth if you notice you’re being latched into. Can’t have more of a tell than already having been hit by a channel.
Warlord Sikari (80 Scrapper)
Nope, in fact things are getting worse.
First of all we still have no release date.
Second, the WvW changes have already got player complaining. If anet still refuse to listen then all is lost.
That’s a matter of perspective.
Personally, as specializations come out. I’ve gotten MORE excited because before everything was too vague to care. We have as close to a release date that we need based on NC’s financial projections. They might just be playing it safe, no problem with that, especially with how touchy people are with “False” information.
As for WvW changes; WvW and sPVP both are more complex than many veteran players realize. Down the road, no one is going to miss having to click to add their points. Simplification is often good because it is less confusing to new players, and just less burdening for others who don’t want to juggle points, and really only affects a few hardcore WvWers who like that interaction, and most will come to accept it anyways.
It seems they’re taking this opportunity to streamline systems (wvw, traits, etc) to make them more intuitive which will help retain some of the player surge. And in case of the trait change, it was a good opportunity to do a polish pass on the old parts of the game. Same with the skill unlock system.
They’re doing good, its all a matter of perspective.
Warlord Sikari (80 Scrapper)
Because leap and blasting dark fields is lame, they should add a Dark Aura that leeches HP from allies that hit it (1 sec ICD per target, maybe 150-200 hp) and reduces incoming condition duration by 20%. That’d be sweeeeet. Of course, blasting and leaping it would cause it instead of a single blind each. Then they could give back Dark Armor as “Entering death shroud removes 1 condition and gives 3 seconds of Dark Aura”.
Who is with me?! 
Warlord Sikari (80 Scrapper)
Point is, we’d have 3x the leap power of a guardian’s GS. It’s a 15 sec CD 600 range leap. Even salvage leap is 8 sec cd with 600 distance, and hambow works fine without the leap at all.
With a staff alone we’d have fine uptime on a ranged chill and ranged CC and condi transfer. Once in melee range we’d be better off in RS than DS IMO because we’d have anti-cc on a very low CD, as well as very fast application chill when comboing Rs5 with Rs4, which would really require a teleport to safely escape or some other high defense like Defy pain.
Warlord Sikari (80 Scrapper)
@ezeriel.9574
so you mean the Necro like it is now will be better for pvp then the elite Spec?it’s looking like it.
The GS is god-awful slow, and the reaper is melee…. the only melee classes in this game that are successful have large amounts of gap closers.
A guard with his GS leap, meditation teleport, sword teleport….
A warrior with sword/warhorn and GS charge…Even now, a melee necro relies on DS/lich for range.
A 5.1 second cool down 600 range leap finisher and poison doesn’t seem like decent enough mobility? Staff being fairly standard in pvp, and having 170+ range (bonus range) on their melee attacks I can see reaper squaring up just fine. GS’s use is questionable, but nothing about reaper requires it. DS was already best when used under 600, reaper has good mobility and stability and an Aoe fear as well as splash damage. I wouldn’t be quick to write it off.
That said, I want SO MUCH to love GS… But I think it will be too slow.. Dagger (or axe)+ focus/WH and staff may end up more useful unfortunately.
Warlord Sikari (80 Scrapper)
(edited by ronpierce.2760)
Will eles have to spec into tempest to deal with reapers? Am I missing something?
Erm… Opposite. Assuming the tempest weapon is sword and melee the general thought was all current eles will be fine against them, only a melee Ele might have some real issues. But even then, an elite specialization doesn’t automatically equate to having to use the unlocked weapon.
Warlord Sikari (80 Scrapper)
I plan on running GS/Staff on my Death Magic/Soul Reaping/Reaper MM build. This gives access to both greater marks and Soul Marks. With reaper that means there are 2 chills on Staff, one being fairly lengthy on only a 16 sec CD, and a very wide area. Plus it gives us some ranged LF Regen and soft CC to allow us to get into range that we would otherwise not have.
Warlord Sikari (80 Scrapper)
This isn’t anything new, so chain bumping it won’t get it fixed… They aren’t going to work on a trait combo that has never worked, this late in the game, when Hidden thief is going away soon completely.
Warlord Sikari (80 Scrapper)
RREEEAAAAPPPEEERRRR.
Warlord Sikari (80 Scrapper)
“Dyeing” weapons would really make no sense.
We could do it in GW1 just saying, granted the dyes didnt effect much usually, and really i dont see them changing it this late anyways.
Well i never played GW1 so idk. Just kinda stupid to dye weapons in my opinion. How would having people with red, blue, orange, etc weapons running around?
That’s weird but the Dreamer isn’t?
Warlord Sikari (80 Scrapper)
I think we should get utilities in DS. It’s like our own personal kit. We can already use spectrals and go in it (arguably one of the stronger mixes of DS+Utility), and have pets pre-summoned. I don’t think it would be excessively broken to be able to use our utilities.
Not heal though. Maybe they could add a unique DS/RS #6 so it covers our heal. And Transform elites would just disable DS so that’s not a problem either.
And depending on what the #6 is, I wouldn’t be opposed to losing a bit of total LF in return for the access to utilities and #6. Might even be good overall to do that.
Then what about signet heals? If signet of undeath works in DS, why shouldn’t signet of vampirism. What is your take on that?
Two-sided. One, I could see it EASILY becoming very very broken. On the other hand. SoV blows currently… I still think it shouldn’t, we don’t really need to heal ourselves in DS so much as we need our heals/regen/external support to affect us. I’d rather SoV just not be terrible outside of DS/RS. SoU doesn’t maintain your real HP and is slower than other sources of DS/RS life force generation. The problem with making heals 100% work in DS is that they negate any reason to drop shroud. I think it’s good to make the decision to drop shout for a moment’s opportunity to heal. It also makes us more vulnerable to interrupt our heal and burst us, which I also feel is necessary. (Of course, the new Stability move in reaper will make healing much more easy anyways.)
Warlord Sikari (80 Scrapper)
I think we should get utilities in DS. It’s like our own personal kit. We can already use spectrals and go in it (arguably one of the stronger mixes of DS+Utility), and have pets pre-summoned. I don’t think it would be excessively broken to be able to use our utilities.
Not heal though. Maybe they could add a unique DS/RS #6 so it covers our heal. And Transform elites would just disable DS so that’s not a problem either.
And depending on what the #6 is, I wouldn’t be opposed to losing a bit of total LF in return for the access to utilities and #6. Might even be good overall to do that.
Warlord Sikari (80 Scrapper)
Anybody have a video of this in action?
Of what, specifically?
Warlord Sikari (80 Scrapper)
So atm if I will link my GW1 account to GW2 I will not get even HoM achieve points?
You still get titles. Just can’t access the other rewards.
Warlord Sikari (80 Scrapper)
You don’t like Audience Necromancer?
Warlord Sikari (80 Scrapper)
The only necro minion worth killing is the blood fiend because it is their main heal. It is important to watch out for the cc from the pets, and otherwise move away from them. If your line of sighting the ranger, it is worth it to kill the pet.
Unless you’re really bad at kiting, if you can kite long enough and kill the flesh golem, it’ll help you a tad bit, as his autos apply short cripples which make it harder to flee the minions in general. But as you get better it should really be a non-issue. Hell, most times a guardian can face tank them and AOE them down then heal up and finish the job.
Warlord Sikari (80 Scrapper)
Anymore, just ignore them. Especially ranger’s pet. They will often die to AOE, focus on avoiding the master’s CC (especially MM) and just kill the guy, let splash damage kill the pets and keep on your toes to make the poor AI rarely touch you and you’ll be golden. On guardian, just gather them up and blow your lid, then kill the Necro easy peasy. Best thing to do is use terrain to mess them up if you don’t build with a lot of AOE or juke them with teleports, keep them moving and not on you. They make you work but if you’re willing to do that work (kiting them around) they become quite a bit easier to take down.
Warlord Sikari (80 Scrapper)
I don’t see anything wrong with making Air/Fire/Blood exclusive to one another. Seems like that alone would fix a lot of issues. You get to pick your flavor and doesn’t screw up the rest of the sigils.
As for traits, I’ve always wanted less bursty/rng traits and more transformative style traits what are predictable but influence the way you build/play (Like the NEW Dhuumfire for example). Unfortunately, they’ve already done a huge pass over and many of them still exist. Seems like a missed opportunity but, what are you gunna do? :/
Warlord Sikari (80 Scrapper)
Well, anything you build right now will be the combination of the same 3 trees because their missing 2 others, their elite specialization and 3-4 legends. That’s the biggest stop for Revenant theorycrafting. Beyond that, though, I feel like they’ve been a bit forgotten by the community because as it stands, they’re no longer the only “new guy”, especially now that we know that specializations are changing much more about how you play a class than many of us originally anticipated.
Warlord Sikari (80 Scrapper)
If I had to GUESS, F5 will probably be some sort of tempest-related core move that changes in function depending on your attunement. Could be wrong, but that’s my guess.
Warlord Sikari (80 Scrapper)
condition damage, boon and condition duration.
They also scale with level. But that’s it.
So, going for condition damage, boon, or condition duration, they will hit harder? Or their actives will?
Jagged horrors hit harder since they bleed on hit. The new Necromantic Corruption will make Minions draw conditions from you every 10 seconds, then transfers them and seemingly any conditions on them back to an enemy on attack every 10 seconds as well. So in heavy condition application environments minions with Necromantic Corruption may become heavy condi proliferators on enemies.
Transfers retain remaining duration and the condition power of their applier so the minions stats won’t really matter much in that sense.
Warlord Sikari (80 Scrapper)
Crit damage, boon and condition duration.
I’m pushing for Ferocity and precision, since glass MM is currently highly not worth it, while more tanky builds are in a good spot. But we’ll see if they consider it. I sort of doubt it. :/
Warlord Sikari (80 Scrapper)
You guys are going to get Long bow, the specialization will be called Link and your f1 will turn into a boomerang that can steal at range. GL. Spoiler alert.
Warlord Sikari (80 Scrapper)