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Morde.3158

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Posts posted by Morde.3158

  1. Stop promoting condi necro please conditions are the most annoying thing in the game. I remember when the curses line used to be strong for power builds along with the scepter feast skill but, because of gw2 community or lack of understanding of the class anet changed it. Demon rev also got the same treatment if thats a better example.

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  2. On 2/12/2022 at 3:54 PM, grx.8714 said:

    I already said this multiple times, gives Shroud the same treatment of Celestial Avatar, make it 20 seconds cooldown.

    why would anet do that? You telling me that necro should have a 20s cd on its core mechanic. druid is an elite spec its not apart of the original game druids dont actually need it to be  a ranger.

  3. 10 minutes ago, ZeftheWicked.3076 said:

    Not my fault they're garbage. Any ranger worth their salt knows how to kite and how to escape if caught. But it's true in WvW there's a crazy variety of skill levels from ranger gods to guys that are lucky there's no command for their pet biting them in their own rear end.

    Only good Ranger can beat Reaper and what I mean by ranger is I mean Soul Beast with sickem and stealth, gs for blocks etc the other forms of ranger that stand a chance agaisnt necro is wilderness builds perma prot you know full sustain stuff.

  4. 2 minutes ago, Infusion.7149 said:

    A 7s cooldown shroud would matter to core necro or reaper. It does literally nothing for harbinger sustain.

    Wrong, necro recharge on shroud was actually 5 seconds traited and was nerfed to 7 seconds years later. Soul reaping will make Voracious arc 8 seconds so that would great way to fix mobility. Again the point of my post was to explore the ideas of fixes or changes shroud cd would help heals would help blocks would help anything would help.

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  5. I didn't double back Im just not asking for a entire list of changes like you I stand firm with my statement harbinger shroud is 10s and it should be lower anything else? Read what I posted again sLoWly this time and understand it before commenting and if you don't understand what I wrote why even comment. You keep giving me these examples trying to explain whatever it is that you are trying to argue and it has nothing to do with my original post. A lower cool down on shroud would achieve allot since the shroud skill have fairly low cooldowns. I said all we got was a ranged class which is another base necro without shroud this time. Full ranged for necro is bad and has always been bad for necro since launch the ranged skills for necro are not reliable and anet has attempted to fix them and its still bad and im not talking about the damage im talking about the behavior of the skills. I wont be using the shroud skills defensively are you mad? If im not using it defensively then what is devouring cut and voracious arc? Unless its a 1v1 you would be using it defensively.

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  6. 5 hours ago, Infusion.7149 said:

    I tried it both betas. Even in PVE where the numbers aren't gutted power is not a strong archetype, it peaks at about 26K DPS.
    In WVW harbinger power coefficients are underwhelming as well because only harbinger shroud 2 really is applicable for ranged damage beyond the auto so you end up being a glass melee spec. If you run power harbinger as opposed to condition harbinger you pulse cripple rather than weakness which means your ability to mitigate damage passively while in near melee range is more or less non-existent. I guess that is why you feel death magic is necessary even though it is merely 100 toughness unless you run a minion based build (power builds don't output enough poison for Putrid Defense). Even if you run Corrupter's Fervor (which is ~600 toughness with 30 stacks of carapace and requires a ramp up) or Unholy Sanctuary (1% health gain per second is regen boon level of 200-300 health if you have 20-30K health and potentially lethal if triggered inadvertently) it doesn't change the mobility deficit that occurred in the final patch we saw that hampers any build using power.

    Harbinger Shroud

    • Tainted Bolts / auto = 0.66 coefficient dual hit, which is barely better than Death Shroud given the cast time but performs better versus aegis as due to dual hit you still get half the damage but keep in mind it is projectile
    • Dark Barrage = 2.0 , which is the only consistently decent ranged damage on it but it requires hitting with nearly all 6 hits otherwise it is worse than auto attack due to cast time (2 times 0.33 = 0.66). The spread occurs around 600 range or so and it is projectile.
    • Devouring Cut = 1.0 and 2.0 if over 5 blight,  is mainly for mobility as damage is at landing location even though reduced to a 600 range leap. The advantage over core necro is you don't need a target so you gain mobility outside of combat.
    • Voracious Arc = 1.4 with daze and 2.8 if over 10 blight however it was reduced to 600 range ; in reality it will probably be reduced to 0.01 coefficient due to the hard CC which means torment will end up the primary damage output and unlike in PVE it has 18s cooldown
    • Vital Draw = 0.01 coefficient due to the float (hard CC) , which isn't as strong as immob in WVW whereas in PVP the daze is probably stronger


    Pistol

    • Vicious Shot = 0.233 coefficient , which is lower than scepter and is projectile
    • Weeping Shots = 1.02 coefficient, which is extremely bad considering a 1.25s cast time
    • Vile Blast = 0.01 coefficient which is not damage per say, hard CC

    Meanwhile you can just use axe with CC on your offhand via warhorn. Elixirs are all 0.8 coefficient using utility skill scaling and not weapon scaling.

    If Arenanet wants to improve harbinger as a power spec then the damage bonus on Wicked Corruption should be reverted as reaper has +300 ferocity in shroud and quickness on top of that with a single trait. Soul Eater on reaper is 10% bonus in range , Cold Shoulder minor trait is a flat 10% vs chilled,  so if Harbinger shroud is not to do max damage at range it could just amplify Cascading Corruption. To get that amount of ferocity from Implacable foe requires 2307 vitality which means you'd need full marauder at the very least. Wicked Corruption would probably also need to make Dark Barrage not able to be reflected as it is hard enough to land all hits at range already.

    The mobility on harbinger shroud would also need to be restored and that goes for any variant of harbinger. A bonus would be if devouring cut could be used to reposition and drop blight while CC-ed in shroud.  If you get all hits of Death's Charge on reaper it is 1.3 coefficient on landing and 8 hits of 0.06 during the travel time = 1.78 without any prerequisites and then you also have the ferocity bonus and quickness advantage. Soul Spiral is 2.7 coefficient which is more or less Voracious Arc's current damage coefficient without the ferocity bonuses from reaper traitline.

    Unless you're running speed runes to capitalize on swiftness I don't see how you are out-kiting people in a roaming situation in the current iteration of harbinger using power weapons and skills. The leaps are 600 , which is more or less the lowest leap range in-game. It should be 800-900 at least on harbinger shroud skills IMO to match the likes of swoop/infiltrator's strike/wings of resolve/bull's charge/rocket charge/jump shot.

    The fact that you propose using projectiles as a primary source of damage in a WvW teamfight is baffling honestly as both harbinger auto and pistol are projectile and Dark Barrage is as well. Likewise you probably won't be using spectral wurm in WVW unless you are in a keep or tower and defending. Either you're fighting people that aren't even remotely comped or they're not paying attention as winds/bubbles/reflects/Field of the mists on revenant hammer all affect projectiles and harbinger can't afford to be counter-bombed by wells , CoR, or DH sword of justice due to not having health from shroud as well as the health loss from blight. I can't see why anyone would try and run harbinger over power renegade for example, as even boon rips are covered on renegade and unlike herald your citadel bombardment and even shortbow AoE skills aren't split from PVE for the most part.
     

    I was not proposing anything about ranged damage I was telling you what we got and what I think the class needs that is all. Again the class needs better sustain since you say it wont be a zerg meta class. So since it wont be zerg meta it should be op  like all the other skimisher class how hard is that to understand lol. I have 16k necro hours and 26k hours total over all classes since launch of gw2 I want to have fun I dont want to try to run the same builds for the next 8 years or whenever anet decides to change the meta.

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  7. To the ones who disagree with what I'm saying did you actually test harbinger both betas? Did you test all of the build options and also did you try 1v1s and teamfights and zerg fights as power? I dont want to hear anything about condition damage output.

  8. On 1/25/2022 at 11:31 AM, Infusion.7149 said:

    What would a lower shroud cooldown really achieve though? You aren't using shroud defensively.

    Harbinger shroud needs its mobility restored and more ways to drop blight. Since dropping enough blight also potentially drops you out of shroud the primary concern is the blight payoff and whether you are able to leave harbinger shroud while CC-ed. If you are CC-ed and can't use utility or "F" skills unlike scourge then there needs to be the ability to dump blight in shroud even while CC-ed, if you can't stunbreak.

    I don't believe you'll be using Death Magic for Unholy Sanctuary as that is counterproductive , the carapace stacking isn't helpful to condition damage and power builds on harbinger aren't that great. One of the niche WvW builds right now is power reaper with death magic for example, as opposed to PVP necros which normally run blood magic. For WvW (roaming) specifically because torment makes such a large portion of harbinger DPS you can probably run tormenting runes. In large group scenarios you would not run harbinger because it doesn't have a strong power build.

    Death magic will be standard on harbinger if you want some survive, if i'm not mistaken life from death isn't working correctly on blood magic and there is no telling when they will fix it so that may not be an option. Also blood magic is not taken for heals anymore its taken for the condition remove life stealing for sustain is not good vs good players it may work in team comps but its not good vs players you cant hit. the problem with harbinger is not the blight its the healing and since you agreee that harbinger will not be meta for groups and its more of a solo class then you should agree that it needs more things like other skirmish solo classes.

    • Like 1
  9. So um from testing harbinger I can only ask for one thing can shroud get a lower shroud cooldown this time around? this class no blocks besides the one ageis on the elite no evades besides the one  leap and it seems to be the empowered leap now. Not sure the goal is for harbinger in wvw this time around is it a skirmishing class or what? Because if it is we need more ways to survive like the other Shadow arts perma stealth perma run away builds perma super speed 10k ranger blocks and healing other classes have. I feel like I will be using Death magic 100% of the time. You took away what was strong about necro without really balancing it and then you found away to introduce the same struggles that necro has had from launch in a different way with every expansion. We get a pistol main hand and then shroud auto is ranged and now we can pop bottles and crack other players up side the head with the bottles and allot more damage but, no shroud and even worse build diversity this time around and , no im not just about to put on full cele and or run trailblazer.

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    • Confused 1
  10. lets here less mobility for harbinger and less healing and still shroud is 10seconds. I wonder how other professions will just run me down me down this expan for this reason I don't play scourge. Seems like I will be playing Core/Reaper for the next few years or maybe not.

    • Like 1
  11. I would like to report the voracious arc will sometime port you or performs a leap and will randomly perform dare devil staff 5 about 3 or 4 times and sometimes does not do anything no daze or damage. The blight thing isn't so bad but taking damage in shroud makes even taking the elite not worth it. I find myself in duels  doing better outside of shroud than going in it. I would suggest letting us use utility skills in shroud or just let us absorb damage like normal shroud and leave the blight as it is. this elite vs other elite is still the same old necromancer struggle as power, you have to work so hard to kill someone where as something like grenades and holo can tap my hp to 20% with little effort.

    • Like 1
  12. On 5/3/2021 at 8:54 PM, DeceiverX.8361 said:

    ANet never reverts anything.  Ever.  Even the abhorrent, horrible decisions which break the game for the most part.

     

    Old SoS was an absolute monster of a trait in the right hands as the 7s ICD fundamentally changed how you could play necro, especially Reaper.  It was one of the best traits in SR for the competitive modes.

     

    Unfortunately due to the existence of Scourge and how insanely tanky core necro still is, it can't be undone as it once was.

     

    Really, if they want to open up more possibilities with Reaper, putting shroud at 7s would be a reasonable compromise.  Spite can offer the movespeed with SoS and SotL which are both stronger traits than people realize.

     

     

    wrong they reverted mesmer changes before

  13. @Supreme.3164 said:

    @Morde.3158 said:Ranger does not auto beat Necro, Ranger used to lose against anything until it got buffed starting with the longbow buffs. What game are you guys playing and how long have you been playing it?

    Nothing auto beat anything unless you practice, sure they are good and bad matchup as one would expect from a MMO but...an unexperienced ranger won't win automatically against a ranger..actually the very opposite would happen. Now you have wrong opinions on both sides : Necros thinking that every ranger won the match solely because they play that class...and Rangers thinking they should win always against necro........players on both sides refuse to admit that you need to practice to beat anything and outside
    extreme cases
    you mostly always lose because you get outplayed

    well said.

  14. @Drarnor Kunoram.5180 said:

    @"Morde.3158" said:I cant see the point of reducing scale of all skills across the board the base damage is still the same everyone will do less damage but the skills that hit like a truck will still hit like a truck compared to others. Just play the game so you can see what needs to be changed and stop changing and nerfing things that don't need to be changed

    "Base damage" doesn't exist in GW2 aside from life siphon effects. Well, condition damage as well.

    ok what? lol

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