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xfayrox.8146

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  1. That's what im saying. Only 11th for glass cannon is kinda underwhelming. Also second strongest qdps build indeed, but brings less boons than nr1 and nr3 + no superspeed/boon extension of etc. How many harbingers have u seen lately on your squads? Its basicly missclick. If you want dps, there are 10 better options, most of them have better sustain. If you want qdps then herald, fb, scrapper and chrono usually are all better options cause more boons + extra stuff they bring to table.
  2. Hmm ok ye one super specific area where it is ok indeed.
  3. Wow, yet another balance w/o any change to harbinger. Its dead in every gamemode, especially in pve. Average dps, one of the lowest sustain. Aprox. same DPS as reaper (but w/o shroud) and scourge (but w/o barrier). It was supposed to be glass cannon. The glass part is here, but wheres the cannon? Quick harbi is even worse. Other qdps builds do same dps roughly while providing few more boons (stability/protection and either aegis or superspeed and/or boon extension). And they all have more sustain. If you would delete harbi from game, noone would even notice.
  4. I hope they tweaked it by launch. In last beta it was same dps as scourge and reaper, but w/o shroud and barrier and you get negative HP on top. They tried to make class cannon. The class part is there for sure, but wheres the cannon? In first beta it was cannon w/o that much of glass 😁. I liked that they made elixirs throwable and interact with blight. Mechanically it was fun to play, just needs tweaking and the traits where also boring, especially pulsing grandmasters.
  5. Torment allready got nerfed in beta 4 compared to beta 1, but id gladly trade torment on shroud auto for poison (increased duration to make up the dps difference) if we would get real sustain
  6. Hi, i am a necromancer main more or less since 2012. Tested harbinger in PvP/WvW/open world PvE(metas & some solo stuff)/raids/strikes/golem in beta 1 and in beta 4 same basically, just didn't have time to test it in WvW this time due to work schedule and such. So what are my thoughts? I liked: + elixir changes - i like they are now throwable and have a little bit extra "umpf" ontop + the bursty condi nature of harbinger (aka skills have rather low cooldown and low duration conditions, but more stacks per skill) I didnt like: - 20% DPS nerf compared to beta 1 on class cannon with (up to) -37,5%HP debuff. It now deals abit less DPS than Reaper (that has shroud) and Scourge (that has barriers) - Removal of all sustain. The life force to HP mechanic was kind of interesting, but also too powerful and at the same time too punishing as well. For sustain id do x amount of healing per blight stack on you. Why would it be better? It would go better with the high risk - high reward theme. To counterbalance the added sustain i would make blight +25% damage and -50% HP like it was in beta 1, it would give abit of the cannon side back to harbinger as well. The current +12,5% max to DPS, dosn't feel rewarding enough. - 33% mobility nerf on class cannon. I simply don't see the reasoning behind it. Now its kinda as mobile as Reaper. I would at least change it so if you use it above their blight thresholds, range would be 900, like in beta 1. Again giving you more reward for your risk. - Boon support build is too weak. For noticeable amount of DPS decrease, you can only keep up quickness. Other elite specs can do better job with boons, so it wouldn't fit to current meta. To fix it i would change the grandmaster trait so that instead of pulsing quickness there would be double base duration on elixirs. - Traits aren't good at all. The +(all)DPS for -HP per blight stack should be a base thing, not a trait, like tens of people before me have already stated. Also like others have said, i dont like the pulsing grandmaster traits at all, they are boring. - Pistol DPS seems kinda udertuned to me. All in all i think i would enjoy playing it if the DPS and sustain would be somewhere inbetween beta 1 and 4, mobility would be reverted back to beta 1 and the traits would get replaced with something more interesting, especially the pulsing ones.
  7. Ok played fair share of harbringer in open world, raids, raid golem benches and ranked pvp with different builds in this beta. Some people are complaining its too tanky, others that it is too squishy, some say it does too much damage. They are all kinda right and also wrong at the same time. If you go with full zerkers or vipers, offensive runes and pick all offensive traits it does alot of damage especially the condi variant. Against golem its good, but in real life u have to consider in that case you have 11,4k HP + you are inflicting conditions to yourself to transfer. No blocks or aegis and stuff. So every tiny mistake ends your life. On the opposite spectrum you can be very tanky if you go with vitality gear and take defensive traits, but then the damage is also fairly low. Some traits can be surprisingly strong now with some builds. Like unholy sanctuary is interesting now with high vitality build, also blood bank with torment rune makes you tanky tue to alot of torment stacks. They can seem even overpowered at first but the tradeoff is alot of damage when takeing either blood magic or death magic, so it kinda balances out. Maybe like -10% overall damage on the condi builds would be fair. Thoughts on traits: Traits felt kinda too obvious and not many options to chose from if u decide to be either pdps or cdps or support. The +damage/condidamage for blight should not be major trait, instead build in minor adept. Major adept could be something with a real choice that suits different builds. Something maybe like small passive effect vs some defensive boon on dodge vs movement imparing effect clean on entering/exiting shroud. The minor grandmaster is too strong in my opinion should be halved aka like Vital Presistence -the healing boost (since its minor trait afterall) Thoughts on shroud: Shroud animations where fast and fun to use, exept maybe shroud 5, that was maybe abit slow to pop for such a big tell in pvp, should have same cast time with heralds chaotic release aka 3/4s instead of 1s, other than that it felt in some ways like faster version of lich form kinda. Thoughts on pistol: No real complaints, felt fun to use for me. Thoughts on elixirs: Elixir range is too short to play support comfortably in my opinion. 360 range instead of 240 should fix it. Elixirs felt kinda boring in general, the durations and cooldowns need to be adjusted to make most of them worth picking over core necro skills. The elite for sure felt impactful, in my opinion even too overpowered, maybe should only be the defensive or offensive portion of it and like aoe stun 1sec + 15% or so lifeforce, otherwise noone would pick it over plaguelands in pve/lich form in pvp. The elixir icons looked all kida the same but different color, didnt like that. Thoughts on not haveing F2-F5 skills: It makes the rotation and gameplay too easy and it will get boring quite quick. Its just pop your cooldowns and hit F1 and then 1+ 2 off cooldown for 25 seconds then again pop your cooldowns and F1 and repeat. Haveing access to F2-F5 or even F2-F4 while in shroud would make it more fun to use. Maybe something to do with blight like F2 eats some stacks of blight and removes or transfers few conditions, F3 eats some stacks of blight and corrupts or steals boon(s), F4 eats some blight to give regen and break stuns or something among those lines.
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