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Nimon.7840

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  1. Well there's two alac scourge builds that don't provide 100% prot uptime: condi alac scourge and cele alac scourge. But I don't think that anet should balance protection on scourge around those builds. That would just lead to something like herald 2.0. and I don't think that we want that. Though they definitely could improve various boons on scourge. Might: there's plenty of might with torch, abrasive grit and blood is power (or dessicate). Fury: already a "problem" nowadays many dps classes provide 50% fury uptime for a group. But the problem is, that not all of them do so. Regeneration: no problem here, healing well, dodge, serpent siphon all provide regeneration. But it can still be a problem sometimes. I wonder if you could just make furious demise from the curses traitline group wide, but I think it would be better on either a support traitline or a power traitline, best imo would be a weapon. Cause often it feels like a waste to bring dessicate. Aegis: we do have serpent siphon which is a rather decent skill, the only problem I have with it, is that it's not an instant (no casttime) skill. Btw same as warrior which makes it sometimes a lot harder to actually block the right attack. Swiftness: huge problem, that needs to be addressed imo. There's only the febe relic, which can give you almost 100% uptime if you use the healing well on cooldown, but that's not something you want to do with your main direct healing ability. And there's trail of anguish which leads me to stability and the overall problem of this skill. This skill can basically not be used to prevent a cc in a lot of fights unless you know them extremely well, because you first need to know, that some cc is incoming and then you also have to run through all your allies to actually provide stability, which takes a lot of time. So adding some of the "missing" boons to weapons or maybe even shift some healing on a weapon would be nice.
  2. So with the introduction of the new weapons, a lot of classes got some kind of support weapon. Mesmer rifle, warrior staff, engi short bow (even though it's not that good). And two more classes got one handed weapons to compliment their offhand choice for the second weapon set: ranger mace and rev scepter. So all of those classes now have at least one weapon set, with more than just one support skill on it. If we look at necros support skill options on weapons that either heal or provide boons: Torch 5, warhorn 5, staff 2 - that's it. And necro has 12 weapons it can equip, but the most number of support skills a weapon set can provide is one? Don't get me wrong. Heal scourge is very good as a healer, especially for groups/fights in which people tend to go downstate often. And it's also good as a celestial build if you feel like you don't need 2 full healers, but one wouldn't be enough either. For it's pretty annoying that on full heal scourge you only have one support skill on every weapon set. That makes the weapon choice kinda redundant. Imo there should be at least one more skill on something like dagger. And dagger 2 would be the perfect candidate for that. The life steal could just be changed, that it heals allies as well. And if the values are too high, make it heal allies by 20% of the value you are healed, and if you are full health that value gets increased to 50% or something like that. Which could in some distant future make heal harbinger a thing. And there have been several other ideas in the forum, for example giving warhorn a blast finisher and group swiftness just to slightly improve necro support builds.
  3. After playing with the swords a lot more, I definitely have a differing opinion than I had with my first impression: Open world: I still use them on a power reaper build and it's good to have a decent but not great range option. Instanced pve: they are just too weak compared to greatsword. Also if I saw it right both 3 skills and 4 skills are not affected by quickness, which I could understand for the 3 skills since they are leaps, but not for the 4 skills. Wvw: only useable for roaming and even there, there's better options. Projectiles in Zerg are just bad. The only nice thing about swords is the mobility which is unclear, if the tooltip or the ability is bugged. Having much more leap distance than the tooltip states. Overall the theme of sustain weapon that also damages yourself doesn't really work in my opinion. Especially when the flip over skills that cost health are much weaker than the original abilities. It's just not worth pressing flip over skills 2 and 4 at all. Wvw roaming meta is either one shot people with very high power dmg (for example willbender) or playing some kind of cele abuse. Now you might think, hey cele, those are longer fights right? Swords should be good in a sustain fight. No they aren't. The sustain they provide is ok ish, but the dmg they do at the same time is not good, especially on a cele build, because they don't inflict any conditions. Also by not playing axe on a power necro you are missing out on that very important burst that a power build needs. The only ok ish combination I found was axe/sword for a power build. Hitting people with the 5 and then do a higher burst with 5+2. but to be honest, just play focus. More damage, a boon rip, and isn't a projectile on it's important skill. Imo the swords still need a lot of work. They are much better than they were in the beta, but that's about it.
  4. To be honest: go with a condi build for open world. While power necro builds are fun, they aren't particularly strong for solo stuff. My open world (solo) power reaper: http://gw2skills.net/editor/?PSwAExzlVwUYHMPWJO2WnNbA-DyQYhom8fHKwZEhKoCpgMvFEkAp+AA-e Suggestion for (solo) power harb: http://gw2skills.net/editor/?PSwAExzlhyUYHsUWLOWXlxSA-DyQYhom8fHKwZEhKoCpgMvFEkAp+AA-e But harb misses a stun break and condi cleanse with this build in my opinion. You could also probably drop the accuracy sigils and use marauder gear to substitute for the precision loss, which will also help on the hp side. As soon as there's other people around you that give boons, for example map metas, you can swap traits like dread to close to death, since other people will almost always provide you with fury. With the reaper build you can solo champions, but you actually have to play good. If you want a braindead me not care for mechanics build you should definitely consider some condi/cele reaper/harbinger. Maybe you want to check out Lord hizens builds for that (just search on YouTube). Imo the big necro problem is, that you can't really play instanced content builds in open world. Or at least they are quite a bit weaker than dedicated open world builds.
  5. I played the new story with them. Didn't bother to test them on golem without arc and was in wvw for a bit: Open world: totally fine weapon. The 5 skill is great to trigger the dread trait. And gives might for every target feared. But the dmg felt a bit weak sometimes. Extra mobility is great. Wvw: solid weapons but nothing special (only tested one power reaper build yet, but I got a couple more ideas). I feel like axe/focus is still stronger. Bug: to me it seems sword 3 is bugged in some way. Either they increased the leap distance and forgot to change the tooltip, or the leap distance is bugged. I used the distance rings from blishhud and reaper shroud 2 as a reference. Sword 3 almost travels as far as RS2 and that says 600 range in its tooltip. That being said: the swords feel a lot more fluid to play than they did in the beta. Especially the increased leap distance is very nice. Will they make it into reapers instanced pve kit? - probably not, since the numbers aren't quite there -yet (from what I read in SC discord).
  6. The problem is, that this greatly limits build diversity if you basically have to play Wurm, Walk and speed relic on every single build to get mobility that still can't really keep up with the mobility of other classes. Even swords don't really add much mobility. 450 range leap? - I mean common And for the second one you have to pay health.
  7. While I agree that boon all meta is super boring I have to say, that anet wont just nerf corrupts/boon removes. They basically obliterated alacrity in wvw, so that only few sources can still give alac. Which will overall lead to less boon spam already.
  8. Exactly. Gs isn't a pure pve weapon. In wvw Zerg play it's very good and even in roaming it's useable. You just have to know, how to use it. Imo in roaming it's more of a utility weapon rather than a dmg weapon.
  9. While I think that this would complete the fashion wars, I see problems with it as well. 1. Technical problems: since we don't really know, how GW2 is programmed we can't judge if it's possible to easily add dye channels. 2. Balance/visibility problems: to be fair this point mainly affects pvp modes, but it's still very important. For example if scourges elite breach would suddenly be displayed purple/pink it might look like mesmers time warp. And while both are punishing to stand in as an opponent, not being able to judge from the looks of a skill to easily tell, what skill it is and making judgement whether you can step into it or have to evade it, would be really bad. So unless there would either be an option to display enemy spells in their original color, it would be a bad idea to introduce dye channels to skills. There would also be the option of only the caster seeing the different dyes, but imo that would to some extend invalidate the point of changing colors in the first place. If i put my heart into dyeing a Charakter, I also want other to see it, no? 3. Visual clutter/noise. Another aspect would be, that you could make skills look bad on purpose to disturb other players. I myself have a character, that I tried to make as ugly as possible, by choosing skins that don't match and colors and infusions that don't really work well together. I wouldn't want to see a neon pink, red, neon green spell breaker bubble for example.
  10. Do you really want to discuss useless traits? I mean, look at nourishing ashes, feed from corruption and sand savant, all in the scourge trait line. You might argue, that you don't have to select them, but that's even worse imo. Or basically every trait that involves deaths carapace in the death magic trait line, which can grief other players in instanced pve, due to them giving toughness. There are a lot of very useless traits.
  11. Does stealth really have counterplay? Yes there is a mechanic that counters stealth, but it's not very accessible. Most classes have like one skill, that actually reveals enemies. And for example on Necro that's locked behind a core shroud skills. Don't get me wrong, you can definitely play around an stealthed enemy. For example putting down Necro staff marks to limit a stealthed enemies movement. But that's no real counterplay in my opinion. That being said, I wouldn't remove stealth. Just nerf stealth in a sense, that you can't just spam stealth skills anymore to be invisible for a very long time. I don't know what a reasonable max duration would be. Maybe around the 6-10 second mark. Or give more specs a skill that reveals.
  12. You are absolutely right. The current balance team is doing amazing work and communicating much better. I just wish that it would finally be time for them to really look into Necro problems. For example absolutely useless traits like sand savant feed from corruption or nourishing ashes, that nobody uses in any game mode. And weapons like dagger that just don't really do anything (main and offhand). And design flaws of something like power harbinger, mainly due to power coefficients of shroud skills. But also that no matter what trait you choose in harbinger, the playstyle doesn't change. That being said, we have 4 very good instances pve builds being cscourge, charb, reaper and halac scourge. And another set of decent builds being calac scourge, cquick harb. Though in competitive modes the good builds for Necro drastically decrease in numbers and will be even lower due to support scourge probably being removed from wvw (nerfs are justified, but the nerfs are way to harsh, and imo it would "just" need some shift of power).
  13. Necro: It's nice to see the addition of optional shareable protection at a damage loss for harbinger. Though I'm wondering about the duration of that protection. The current condi- quickness build doesn't use any boon duration gear I believe and gets around 13% from the twisted medicine trait. Will that be enough with two elixirs and the elite elixir to keep up protection? I kinda doubt it, but we will see. We will see if power harbinger will be an option. But I believe that it would be better to put some effort into reworking the traits instead of just increasing the numbers. What I absolutely don't understand, is why support scourge in wvw gets the double hammer. First you take away the alacrity, which is a bummer already, then the cooldown of most barrier skills goes up as well. Not to mention that transfusion is at a 60s CD. Unless you want to delete support scourge, imo the cooldown increases shouldn't happen. Also what is there left to play as Necro in wvw? Power scourge isn't in a particularly good spot. It still strips, but the dmg is awful. Condi isn't viable. Reaper will still be the best option, but why would you keep decreasing good builds for a class, when you are looking to increase it for others or don't touch others at all. The only good thing is, that mesmer sees a pretty hefty nerf to boon removal, which might increase the demand for some kind of Necro spec in the Zerg, because apart from alacrity the boon spam doesn't see any decreases. Plague signet and signets of suffering: While I think that it's really nice, that you can't get randomly immobilized anymore, it also removes a lot of flavour for plague signet. That being said, apart from cdps harbinger in pve this skill doesn't see any play right now because of the self grief possibility and because you are basically forced to play spectral walk and Wurm in spvp or wvw roaming, which leaves you with one free skill choice. Signets of suffering: I don't think anyone will ever use this trait. For pve the boon remove is kinda pointless and for pvp modes the signets aren't really good. There will be one good signet, which will be plague signet, but as I already said: you don't really have space for another one. And the only good one would be signet of spite. The heal doesn't do enough. It doesn't cleanse condis, nor gives boons, nor does it heal much or ist just a lot lower cast time. it just heals once and the active passive will be kinda wasted. So maybe people will experiment with it, but soon realize, that awaken the pain and chill of death are both much better.
  14. I think it's great that anet managed to change so much on all the weapons. From what they say about the swords it sound good. Not amazing but solid. We will see. The only thing I would change before sword release would be the new 5 flip skill. Why does it have to be might we get. I think fury would be a lot better, especially for reaper. Cause then you didn't have to switch traits in spite trait line between playing different content. Cause if you do something solo you kinda have to take the dread trait instead of close to death for fury uptime. But in group instanced content you will always play close to death. And "wasting" a build template for a trait change is a bit too much imo. At least with the very limited amount of build templates per character
  15. I really appreciate the heads up notice. Some of these changes are pretty nice. What I don't understand is, why there's still no changes to the boon radius of a lot of builds. And there's also no changes to the boon access to certain boon dps builds. There's basically no reason to play any other quick dps build than herald. Other than that, I have a very big issue with waiting for Necro swords, before making changes to power harbinger. Sorry but dmg wise those swords were so bad in the beta, that they have to be buffed to the moon, to make power harbinger a thing. And then this creates another problem: they even have to be a lot better than greatsword, to make power harbinger a good dps build. But then this would be a dmg increase for reaper as well, and reaper is a lot tankier and imo easier to play, so basically no reason to play harbinger. I feel like harbinger needs a rework. But I'm excited for the big profession updates in the patch after this one. And I'm really sad about no nerfs to heavily over performing roaming/small-scale builds for wvw.
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