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Zero.3871

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Everything posted by Zero.3871

  1. just tested harbinger in wvw, feels great, a lot of fun to play. cool, fresh design. changes since beta were perfect. played willbender in pve, still not 100% used to the mobile playstyle, but its fun as well rushing in fights from one enemy to the other, hitting hard moving forward. imo a lot of interesting designs in all new especs. and i am excited to test them the next weeks one by one.
  2. Hey anet, is there any chance to get the patchnotes for the changes that were done to the eod specs till 2nd beta? would like to get an overview what changed. or did i just miss it? because some traits/skills changed, but i didnt find any patchnotes for the changes.
  3. you also have condi cleanse in curses, and with the amount of condis by corrupting your opponent will have a hard time cleansing weakness all time. and its a good addition to the other weakness sources you have.
  4. dont play death magic. pplay curses instead. the weakness from curses traitline gives you more sustain then whole death magic. while the additional corrupts offer more offensive potential. i had good results using blood and curses
  5. yes, the change to alchemical vigor gives the sustain harbinger needed for wvw. still i would like to see any interactions with lf. since many core traits are focused on refill it which got useless on harbinger.
  6. uhm, what hidden trait? can you give details ? 😄 nvm, found it... edit: yeah in wvw its waaaaay better now. you atleast have the right amount of sustain for fights, even when opponents are invis, invul or blocking, because you cant use bloodmagic for sustain when you cant hit opponents.
  7. but the meta currently is sustain focussed. eles, revs, engis, mesmers,... all classes have super sustain builds viable in this meta. i guess you just want a meta change. but that is probably comming with eod anyway.
  8. dude, the spec is called harbinger, not harbringer ^^
  9. in wvw perspective: harbinger after the change feels useless. the whole concept of trade offs is just non existing: 1. you removed shroud protection on harbinger for ....? right, nothing. we get 1 dodge on 18 sec cd as compensation. and since regen by shroud got removed the interaction between harbinger and life force got deleted completely. 2. we stack blight and reduce our max life. making us even more vulnerable we already are without shroud. and we get...? double dmg on exlisiers? the dmg is just bad from elixiers. the only halfway useful intertaction here is the dmg increase on shroud 3 and 4. but a whole mechanic just to boost up 2 skills a bit? 3. we loose so much sustain on necro to get mobilty? in wvw shroud 3 and 4 have 10 and 18 sec cd. with 600 range leaps. that is less then reaper has. even core necro can teleport until 1200 range on shroud 2 every 16 seconds. so harbinger is not even faster then core. harbinger seems to have no defense, no moblity, mediocre dmg and no life force interaction. a class that doesnt interact with its basic core mechanic???? cant be good... imo the changes that were made till beta made a cool spec i enjoyed a lot while testing in beta 1 to a useless unfun spec. every other class runs around spamming dodges, invulns, dodges, invis, blocks and 3k healper second. while harbinger just has ...simply nothing. this class has nothing unique. nothing worth to be taken. i wont waste more time into this. dead e-spec. probably a pve dps only class. sadge...
  10. but what you are talking about is non of shroud base mechanics (for sustain). -50% dmg reduction was always there. life force amoung was always same. cd on shroud always 10 sec base cd. (just mentioning that in past we had option for 7 sec and it got nerfed)....its not like shroud itself got twice the lf it had in 2012 just because amount of dmg was doubled over the years. so calling now for nerfes because of dmg nerfes, after it didnt got buffed after dmg buffs over years, seems odd.
  11. talking about necro sustain didnt got adjusted is just bias. when anet buffed dmg on ALL classes over 6-7 years until oneshot meta was the only way of playing. many builds could oneshot necro through shroud by using 1-2 skills (in wvw). i cant remember necro shroud mechanic got any buffs till 2012 (plz name examples if im wrong), and no one complaint about non existing necro sustain. (e.g. there existed ranger builds that could oneshot me on reaper when i had 70% shroud LF and 80% HP on full marauder gear by using 1 x maul - gs4) . now when anet reversed some of the dmg buffs they implemented in past, you want adjustments? no one complaint about necro sustain in 2012. and its the same shroud in 2021. and if we want talk about some specific skills like lich, that truely overperform in some aspects, we have to talk about those specific skills on every other class as well, since every class has overperforming skills.
  12. i play only wvw smallscale roaming, so my feedback is wvw smallscale related. class mechanic with harbinger shroud is very interesting, the heal from lifeforce is great and scales with shroud lifeforce (so it scales with HP/Vitality). that is really strong and fine atm. the blight life loss seems not too heavy right now. later in fights with 25 stacks of blight up, you are more vulnerable to oneshots then at the beginning. but you have enough tools to survive some time especially with further healing sources (but havent tested torment rune till now). pistol skills are good as they are. not clunky and have some impact. well designed imo. shroud skills are fine as well, i am just missing some fear here, since many traits on necro have synergies with fear effects. maybe a short fear (1/2 sec) on shroud 4 instead of daze would bring more synergies here. the ultimate elixier is really strong, i like how it initiate a powerfull burst. but the other elixiers feel like... being unusable. i mean for necro, especially for harbinger too survive you need some tools (spectral walk, corrosive poison cloud, spectral armor, plague signet,...) all of these out value the elixiers by far and offer useful utility. these elixiers offer nothing right now, but a lot of utility is needed. so i guess no one will choose elixiers over the existing utility skills. _________________________________________________ My update after some further days of testing: i think 1 great problem of harbinger is, that life regeneration by shroud is a bit too strong for wvw/pvp when harbinger is full hp (without blight stacks) in theory the blight stacks will reduce the life pool and also reduce the life regen. but you usually dont play with elixiers, and also dont stay long in shroud (you just use mobility and cc and drop out of shroud). so you will never build up the blight stacks, and always will benefit from 1k hp regen... and you have no incentive from staying in shroud for long because the dmg modifier for blight stacks is too low to be worth it. i guess 1 solution would be to orientate on holo, where every skill use in holo form also increase heat level. that way every skill of harbinger should also increase blight stacks. so people who just go in shroud for short for mobility and cc also have to pay for this with blight. in that way you could fix the (too strong) regeneration of harbinger by lifeforce because harbinger need the utility from shroud and will build up the blight by using it..
  13. i have figured out, if you are using shroud 4 jump, when you go uphill or go up a ramp you can cast it for eternity, as long the terrain in front of you goes up. really fun xD. you are so fast that way^^.
  14. power is the only way in zergs and still strong in smallscale, how can this be fixed?
  15. yes, this skill is buggy since ever and people complaint about for long but anet dont care. dont expect anything getting changed.
  16. just one question. can i equip both at the same time? so i can use 2 legendary wvw trinkets on 1 character? and is there any option to put the special animation thing with legendary trinkets off? i justt want the statchange mechanic :3.
  17. omg you made my day xD. this video was obviously made as a joke with a joke build. this guy is even playing with race skill to disengage. in real fight vs non-bot player its useless. god, why are all this eotm main players always thinking they can judge about balance? Lol he's not using snow leopard to disengage. He's using it for stealth stomps.watch video at 51:10, you can do both, but 240 sec cd is still not viable on fights vs non npcs.
  18. as long as population are imbalanced af. its useless since it is impossible to play for incentives when enemies are ist 5 times more players.
  19. omg you made my day xD. this video was obviously made as a joke with a joke build. this guy is even playing with race skill to disengage. in real fight vs non-bot player its useless. god, why are all this eotm main players always thinking they can judge about balance?
  20. anet has no intention to do something useful for necros, they just want to nerf this class. you should accept it after 8 years of only nerfes
  21. signet of vamprisim change was bad anyway, in wvw you never have an enem in 180 range so its completely useless. old effect was 1s00 times better, but anet doesnt care anyway.
  22. In my Opinion: Server Population Balance system get abused by too many, ez solutions exist, so anet should focus on themconditions: burning dmg wise, and immobilisation are too strong right now,static aura is to strong since there is no counterplay to static aura stuns except stopping hitting enemy, and that would make it to an invulnaribility wiith way too much uptime for groups with elesfirebrand as supporter TO important too strong, because too much cc, heal, boons, condi cleans and stability in 1 class on 1 builddismounting an enemy still too much cd or in general not enough options to do thatand, most important: downstate still broken mechanic for the greater groups
  23. cmc already talked about that topic and said firebrand must be broken to give players the chance to play wvw, since every zerg relies strongly on firebrand stability. so yes, anet balancing is BIASED and it is intended, they dont hide it. they dont want to change it. Is that true? Can we get a citation? Not having a go at you or anything, but that logic just seems completely nuts to be legit. Let alone openly admitting to deliberately keeping a class brokenly OP so that new people can play it. To be fair though the main problem is minstrel. Why they thought adding minstrel stat to the game was ever a good idea bewilders me. i was in an interview on twitch between mighty teapot, cmc and someone else talking about balancing in pvp and wvw. cant find this now since twitch is a mess for finding videos.
  24. cmc already talked about that topic and said firebrand must be broken to give players the chance to play wvw, since every zerg relies strongly on firebrand stability. so yes, anet balancing is BIASED and it is intended, they dont hide it. they dont want to change it.
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