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Greviathan.6107

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  1. I can confirm too. Also, I also agree that the reaper needs a leap out of shroud, and the greatsword is the perfect weapon to have that, especially if the replaced skill is Death Spiral. I sincerely hope Anet does something about it. The average mobility has risen with EoD, making it even more necessary, especially for a light armor spec that has no real defenses / versatile sustain.
  2. Necros are quite different from each other you can't specify Reaper first and then generalize to "necros". Most of them are harbingers. But, still speaking of roaming, it is more likely to find a willbender than any necro. Personal experience. But in general I don't see the necro so popular in roaming right now (and it's a very edgy class that basically tend to be popular regardless of effectiveness), if we talk about blobs or people running towards blobs it's another matter. In my opinion the reaper needs only 3 things: Better mobility (a leap out of shroud, maybe on GS?), better sustain (not more, just better, less based on hitting. Doesn't make sense given the absurd amount of active defense and stealth in the game) and just a little more access to stability. Obviously as a melee a short active defense wouldn't hurt, but I don't feel that necessary compared to the other things. However, it will not be able to compete with most of EoD specs, but here we are talking about the fact that many of those specs are extremely over the top and should be nerfed more or less heavily IMO. And yes, the harbinger is one of those EoD specs that should be nerfed (that is... for me it should really be reworked from scratch and not just nerfed, it's not really fun to play, it looks like a placeholder and it doesn't even give the idea to be a "necro").
  3. I would say rework more than complete. Because that's what the harbinger needs. It's a necro that doesn't even look like a necro except for the fact that it carries with it some of the main flaws. Everything looks like some sort of placeholder. Personally I would change everything about the harbinger, even the weapon.
  4. Besides what you wrote there is also to consider the Out Of Combat abusers, who are a concrete reality against necros. I'm going to be a little drastic, but at least in WvW and PvE it should work like this: - Shroud recharges twice as fast and generates 20% life force every second when out of combat. The problem is also another one, necros needs to hit to generate a sufficient amount of live force, and this is currently not even that reliable since it must be put in the pot that the opponents often have stealth, many forms of invulnerability/evasiveness or high range, coupled with high pressure. Furthermore, high pressure is also problematic in melee since necros usually cannot compete in this field without shorud and an opponent who sticks on you still makes it difficult to generate LF, while for melee opponents it is not even a difficult task given the limited mobility of any necro. There are ways to gain life force non-offensively but some require you to be hit and don't grant invulnerability, while others still require you to be in combat already, resulting in a waste of utility and traits. And also ways to get LF out of combat. eg spamming minions and ysim...but is it necessary to use such a method?
  5. Good adjustments. However Augury Of Death has become a pointless trait. So I lay out a couple of ideas for a possible rework to make it an interesting trait again: Shouts usable in shroud Additional effects like: "Your Soul Is Mine!": Resistance or Vigor "Nothing Can Save You!": Reveal or Immobilize "Rise!": Shambling Horrors no longer require attacking to absorb damage for their master "Suffer!": Daze "You Are All Weaklings!": Stability "Chilled to the Bone!": Fury or Might (Though I believe CTTB needs absolutely nothing else but it's just for consistency)
  6. Giving harbinger 2 leaps of 1200 would be truly insane, especially with stealth. It's true that necros in general need better mobility (especially reaper due to its melee nature), but the harbinger is the only one who doesn't really need it. I really refuse to believe they don't test their classes, so in my opinion they are just comparing classes via low skilled players. In a fight, the less skilled the players are, the stronger the necro looks, I think this is what misleads the devs. As for the harbinger itself, for me it should be completely reworked, from the weapon to the class mechanic (It doesn't look like a necro in any respect!), but I know that of course it will never happen.
  7. The first time I realized that I could troll with spectral grip was about 4-5 years ago when I noticed that even though I moved around people were still being pulled towards me, mainly thanks to the slow projectile and the cast time. I mostly used it to punish angry gankers. But over time I've learned one thing though: use NCSY before using Spectral Grasp. It's a good skill, but it's not OP. Besides having a short cast time, the projectiles aren't even that fast and have no homing. That's also 5 projectiles you have no control over. This can easily backfire on you... one enemy with magnetic aura and you end up getting pulled.
  8. Invisibility on Necro doesn't seem like a good idea to me and there's already too much stealth in gw2 (also quite abused), plus it would be problematic with minion masters for various and obvious reasons. On reaper in my opinion a short active defense wouldn't hurt, after all it's a light armor power melee spec... and the reaper-shroud isn't really an efficient defense (way too many counters/weakness and makes necro pretty predictable). Personally I think two very simple things are enough to make the reaper a lot less obsolete in PvP/WvW: Instant Flash Wurm or short cast time. A Leap on Greatsword with something like a half-second Evade of Stability + Life Force + Chill or Vulnerability or Life Steal. (Basically a Reaper version of the guardian's "Leap of Faith") And a third that is more a quality of life than anything else: Life force generation out of combat and out of shroud in PvE and WvW.
  9. Except putrid mark, All the skills that hit you are clearly visible and they don't even do instant damage but diluted over time. To have taken all the well you must have stood on the spot without defending or dodging for a full 5 seconds. We have classes out there that can do that damage instant/ranged/from hide. I don't know what you wanted to demonstrate with the screen, but currently you have shown all the characteristics of the average necro hater... Seriously, posting a screenshot of the damage you've taken from skills like this, doesn't demonstrate how strong a class is. That is, a berserker can jump into a group of enemies and deal double AOE damage in much less time. Is that enough to make it OP? However the topic refers to the harbinger who is actually the only really strong necro spec (and in fact he doesn't even look like a necro if it weren't for the absence of active defenses). And in any case, being much stronger than normal is a feature of many of the new EoD specs (and of course it's not a good thing). Catalyst and Willbender are no different. I would also add Virtuoso and Vindicator, but abstain as I haven't tried them myself.
  10. I don't like the idea of encouraging the zerg even more with a simple more kill more reward, this stuff should be limited to pve. In my opinion kill-based rewards should be balanced.... but how? Probably making the rewards inversely proportional to the number of people who contributed to the kill. A formula like: reward (or droprate) / number of people who contributed. So, in equal number fights you can receive 100% of the reward, while in a 10vs1 you receive 10% of the reward.
  11. As a solo/duo roamer I find myself constantly trying to conquer t1-3 camps manned by multiple enemies complete with semi-immortal classes, golems and ballistae. The idea that this thing is encouraged, scares me.
  12. Outside of PvE the situation has not changed much. The only good shouts were and remain: "Your Soul Is Mine!", "Chilled To The Bone!" and occasionally "You Are All Weaklings!". While "Rise!", "Nothing Can Save You!" and "Suffer!" are still almost useless. Maybe even worse than before in some case. What the reaper needs is an alternative or better solution than Flesh Wurm and Spectral Walk, which as a mobility skills are not even that good... these are simply the only options. (In terms of mobility Spectral Walk is just a return and Flesh Wurm has an extremely long cast time which makes it impractical in many situations). As already mentioned several times by many others, the reaper mainly needs mobility (now more than ever IMO) and a better sustain, not more damage in melee range!
  13. The bonus damage in melee range (probably 130) is for shouts, not for the shroud! Anyway little changes, they didn't provide data so we can't really give real feedback on this. Furthermore, as has been pointed out by others, there is something that suggests that some of the things reported are only on the PvE side: Rise in WvW/PvP is 50 sec CD, not 40 Chilled to the Bone in WvW/PvP is 60 sec CD, not 45 There are 3 options that come to mind: Omitted WvW/PvP data in patchnote, but lowered cooldowns accordingly. Cooldowns have not been touched in WvW/PvP, which means a nerf due to the change to Augury of Death. Cooldowns have been standardized between PvE, WvW and PvP. In this case it would be a nice buff for shouts.
  14. I like the idea of having smaller and separate expansions, at least I can only take the content that I consider most interesting for me, without regretting too much in case of disappointment. The only thing I hope they change is the frequency of the balance patches (especially for WvW/Roaming and PvP). They have extensively demonstrated how balancing rarely and with large patches just doesn't work, and ironically it's even a harder task. They should do much more frequent and smaller patches, at least once or twice a month IMO.
  15. I assume you are referring mainly to roaming. I think F-Tier is an exaggeration, but it is definitely not among the best specs, the reaper was perfectly average before the arrival of EoD specs and has now indirectly fallen below as it cannot keep up very well. To say, the reaper has always had a lot of counters, now it's just accentuated. One of the problems is that some specs excel at almost everything, while the reaper doesn't. Furthermore, Reaper's animations are clear and easy to read (and the shroud mechanic makes it even more readable). That would be perfectly ok if all classes were like this. However, many classes/specs can do heavy damage without warning (such as stealth attacks or teleport attacks), but that's not all. IMO what the reaper needs is better mobility like any melee oriented spec and better/more versatile sustain. I even dare to say a short active defense.
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