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Acanthus.8120

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Posts posted by Acanthus.8120

  1. 7 minutes ago, Luche Lenardon.4951 said:

    No one gonna mention how the Death Perception is currently bugged and not activate? or is it a ui bug since last balance patch.

    The critical damage portion doesn't work for me in the UI either, but the crit chance does. I didn't do golem tests since I don't have the stats to run this yet anyway.

  2.   

    34 minutes ago, Bookah pls.9352 said:

    Aneticans will buff anything but the reapers damage system.

    I mean, yeah, we'll still need damage buffs, I agree with that, but we talked about Reaper struggling with life force a lot too, and those are actually some beefy life force changes. The only thing more I could ask for in that regard would be to take back the damage reduction nerf if these changes aren't enough.

    The death perception change is actually quite big though. A lot of people were unhappy having to pick up Thief runes. A free 5% should allow people to try different runes. I would also love to see if I could finagle a dragon stat build. Edit: As long as you can reach 50% crit chance, picking up decimate defenses and losing soul eater to have dragon stats would probably still be a damage buff since vulnerability stacks are never a problem in group play. I would have to test it though.

    With new Death Perception, it's possible to reach 75% while using dragon stats and thief runes as long as you're willing to go through the pain of getting +5 precision infusions. So as long as you have a fury provider, you're golden.

    http://gw2skills.net/editor/?PSlAEZlRw0YcsLWJOaXlNbA-zRJYzR1fZERqWRV55DJQ+rhCnWAA-e

    • Like 1
    • Confused 1
  3. Quote

     

    Core

    • Corrupt Boon (PvP only): Reduced ammunition from 2 to 1. Increased number of boons converted into conditions from 2 to 5. Increased cooldown from 24 seconds to 30 seconds.
    • Spectral Armor (PvP and WvW): Reduced duration from 8 seconds to 6 seconds. Reduced cooldown from 45 seconds to 30 seconds.
    • Signet of Spite: Reduced cooldown from 60 seconds to 40 seconds in PvP and WvW.
    • Signet of the Locust (PvP and WvW): Increased healing per target struck from 500 to 800. Reduced cooldown from 30 seconds to 25 seconds.
    • Soul Barbs: Increased duration from 10 seconds to 15 seconds in PvE only.

    ·         Death Perception: Additional critical chance increased from 10% to 15% in PvE and WvW.

     

    Reaper

    • Chilling Nova: Reduced cooldown from 8 seconds to 3 seconds in PvE only.
    • Nightfall: Reduced cooldown from 25 seconds to 20 seconds in PvE only.
    • Dusk Strike (PvE only): Increased power coefficient from 1.0 to 1.2 in PvE only. Increased life force gain from 1% to 2%.
    • Chilling Scythe: This skill now reduces the recharge of Gravedigger when striking an enemy. 
    • Death's Charge (PvE only): Increased power coefficient of initial strikes from 0.125 to 0.25. Fixed an issue that prevented the damage of the initial strikes from being listed on this skill's tooltip.
    • Executioner's Scythe (PvE only): Increased power coefficient against targets at or above 50% health to 3.0. Increased power coefficient against targets below 50% health to 4.0. Increased power coefficient against targets below 25% to 5.0.

    ·         Shroud Knight: Reduced life force drain per second while in Reaper's Shroud from 5% to 4% in PvE only.

    ·         "Chilled to the Bone!" (PvE Only): Reduced cooldown from 90 seconds to 45 seconds and increased power coefficient from 2.0 to 3.0. This skill now grants fury and might in addition to its previous effects.

    ·         "Your Soul Is Mine!": Increased life force gain on cast from 5% to 10% and increased life force gain per target from 3% to 5% in PvE only.

    ·         Death Spiral: Increased life force gain per hit from 2% to 3% in PvE only.

    ·         Grasping Darkness: Increased life force gain per hit from 4% to 10% in PvE only.

    ·         Fading Twilight: Increased life force gain from 1% to 2% in PvE only.

     

    You know, while we're still lacking damage, I do see a sincere effort to address our life force problems that we were talking about, and that wasn't in the patch notes before. I also see the source of fury and the change to death perception. I don't think that will put us where we need to be, but I appreciate that you guys made some changes based on feedback.

    • Like 10
  4. 1 hour ago, draxynnic.3719 said:

    We've also seen that approach with warrior builds toting maces and/or hammer, and they generally need more DPS than reaper currently offers to justify themselves.

    We're not in disagreement. I was just pointing out Reaper can deal large amounts of breakbar damage/crowd control in general. Adding more would be a bit nuts in game modes that aren't PvE.

  5. 1 hour ago, Darth Pooh.5638 said:

    The only thing I can think of is to give reaper a lot of (soft) CC and make him a 'support' in the sense that he can deal big breakbar damage and really control its enemies. That would be a thing that would be in line with the power fantasy. I'm not saying that it would be good or not, just that it could thematically be a possible avenue for Anet to take. After all, Reaper already has some sort of a CC -focus built-in with the focus on Fear and Chill.

    Reaper already does that if you're willing to drop Close to Death for Dread. Dread gives you access to a truly ridiculous amount of fear.

  6. 14 hours ago, Obtena.7952 said:

    OK ... that might all be true. That's not what I'm disputing. I'm disputing the premise that Reaper needs to be fixed because people simply want to join any team they want and meet any requirements those teams have, including performance requirements. 

    It's relevant though. Implementing a good balance philosophy is good for everyone, the players and Anet. It also will directly affect the long term health of the game. When players love a specific class or e-spec, play it to death until end game, and then they are either not wanted or themselves feel not useful, things will go in 3 different ways. 1.) They lose interest and quit immediately. 2.) They go to the forum to try and get attention for the problems they're experiencing. 3.) They switch to another class while feeling bitter about the experience.

    I'm a day 1 player. I was originally a Ranger player before there were e-specs. I already did number 3 because I was unhappy with how Ranger was treated back then and fell in love with Reaper specifically when HoT came out. I took a long break when Path of Fire came out because I didn't like Path of Fire all that much and I was unhappy with Reaper's treatment even back then. I particularly liked doing the Bitter Chill build back then, and when Scourge came out, they explicitly nerfed that build to push condi players toward Scourge by nerfing Bitter Chill and Soul Spiral. Now, they did increase power damage in shroud, but lol, Reaper power damage is obviously not there, so we won't talk about that. I came back because a friend of mine told me End of Dragons was much better than Path of Fire. I haven't tried it yet, but I am enjoying Living World Season 4, and the little of Icebrood Saga I've done is enjoyable, so instead of just straight quitting this time, I came to the forums to discuss it.

    I hope you realize, that when people come to the forums to complain, it's because they still care. When they stop, they probably quit. Coming in and arguing with people that they shouldn't try to have their concerns answered isn't going to persuade them to keep playing. If you like the game and want it to be varied, interesting, and see development, you should really be hoping devs answer these issues this time around and gain good will from their customers. Which is what we are, customers. They are trading fun for money. I don't have to buy End of Dragons or cosmetics and extras, after all. I have been much, much more frugal this time around because I'm not 100% sure I'm going to stick around. Will I make an alacrity Renegade to do group content? Yeah, probably. Am I pleased that I have to pour gold into an entirely new character instead of using my original one to slowly collect legendaries? No, not really. My progress is delayed because my character is subpar and I don't want to have to be carried. If, then, one day, Renegade gets the same treatment as past Ranger and current Reaper, am I then going to do this again? No. Lots of companies sell fun. I will find one that wants my money.

    • Like 7
  7. 5 hours ago, Obtena.7952 said:

    Sure, Reaper is deficient, but no one should pretend that this deficiency needs to address "Can't play it in a team with tryhards" because that isn't actually a need to be addressed in this game. The threshold for success in the majority of endgame content simply doesn't require all specs to compete at the meta level for people to play what they want and still be successful. 

    Here is the even better part: As we get more specs, it's only going to be MORE common to have 'not-competitive' specs as that buildspace gets more crowded. 

    The kind of discrepancies you describe are actually quite easy to curtail with balance philosophies. Based on PvE, you have tank, heals, support, and boon strip. Each role, with the exception of boon strip, which just requires having skills that do said thing, you have specific requirements or attributes to actually function as that thing.

    For DPS, as a dev, you simply have to decide what are the minimum/maximum benchmarks you want to see, then decide what type of builds get minimum or maximum. The easy way to divide it is by overall survivability + ease of application. If it's easy to do and easy to survive doing it, you should probably be closer to the minimum and if it's difficult, it should probably be compensated by more damage. This is partially accomplished by stat choices, but you can also look at active defenses to decide. A class with innately more hp in melee isn't going to be more survivable than a class with extra evades or blocks at range once you pass a certain skill floor. Well, unless the rotation forces you to waste defense opportunity to gain offense, such as mirage.

    For Tank, you focus on active defenses to complete your role. In no particular order: Block windows, extra evasion, aoe aegis, reflect/projectile block, crowd control, stability, and stun breaks are all things either required or extremely helpful to performing the role. The most important ones are probably block windows, stability, and reflect/projectile block. The latter is especially important since it lets your protect allies. Stability is just something you want so you don't miss your windows to protect allies.

    Support is even simpler to do. Provide boons, the more, the better. Once you pick up an e-spec, your ability to support is determined by whether you can provide core boons such as fury and might, and then either quickness or alacrity. If you can add other boons or barrier on top of those three, you're even more valuable.

    Healer is again, simple. Have the ability to provide regular healing or healing and barrier to others. Your ability to do so is usually determined by available utilities and weapon skills. Occasionally traits allow you to add healing to previously non-healing skills like with thief or turn selfish healing into aoe healing like with guardian.

     

    Now back to Necromancer and Reaper. If you take what I said above and you look at base necromancer based on traits, utilities, and weapon skills, Necromancers can function as exactly one thing, and that is DPS. Any other role Necromancer gets to play would come from their e-spec. If there was a minimum/maximum based on ease of survivability/application, Necromancer should be somewhere between the middle and bottom levels of DPS due to having a massive amount of base hp and being ranged. However, Necromancer does even less than those who spec into support or tank in many cases. Since Reaper adds a small amount of damage options and no tank, heal, support, or boon strip options, while also losing survivability and with less ease of application (shroud has less damage reduction, Reaper is incentivized into melee range, no increased evasion), Reaper should probably be around middle benchmark, but again, it does less than many supports.

    Honestly, Reaper could be fixed if base Necromancer was properly addressed, because Reaper is just conversion into melee and given slightly more damage (not really enough, but still, I'd rather the base traits and all weapons be addressed than pumping Reaper numbers). But if Reaper isn't meant to be a DPS in dev minds, they need to give them some non-selfish tank skills such as reflect/projectile block, more stability, and at least 1 block window from the Reaper e-spec. It has plenty of crowd control. It doesn't need more of that.

    • Like 2
  8. 11 hours ago, Obtena.7952 said:

    OK, that has nothing to do with what I said. Optimal builds aren't necessary to complete content in this game. The need for builds to perform at some adequate level for their role doesn't impact that fact. I actually challenge this perceived need, based on the fact the significant majority of endgame content CAN be done with non-optimal builds or complying to this new 'roles' scheme... [snip]

    Again, it's up to you to determine how you play. The game design doesn't prevent people from playing  non-optimal builds to be successful endgame. That barrier is completely the result of other players imposing their views on people. 

    So somethings need buffs? OK ... but NOT because you can't play them successfully. 

    Here is the best part ... you want Reaper to get more attention? It is. It has been. Sounds to me what you don't like is that it's not the attention you want it to get. 

    What it ultimately boils down to is, Reaper doesn't do as much damage as other specs by a long shot. In a vacuum, this wouldn't be a gripe. The problem is it feels bad to not be able to contribute comparable dps while also not being able to contribute support (boons), and not having active defenses such as block, reflect, aegis, stability (outside of one shroud skill that you need to cancel to fear for breakbars), evades beyond base dodge, etc. so we can't main tank. Reaper feels bad because you feel like a burden in group content. I would be fine never getting higher damage numbers if I was given a proper role to function in group content. Boon strip is a thing, of course, but other roles can do it while functioning outside of that niche.

    If you give a spec only one thing (damage) and then it doesn't do that job well, everyone who likes playing it for what it is are going to feel unhappy they have to not play it in group content in order to properly contribute.

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  9. I would love for Gravedigger to lose its reset and gain some attack speed on the auto attack. Or some serious damage gains to justify that slowness. If it's going to attack half as fast as everyone else's greatsword, it should at least hit significantly harder than everyone else's. It doesn't. Part of that is traits, but the base + coefficients aren't significantly better. From another thread:

     

    On 11/14/2022 at 3:45 AM, Acanthus.8120 said:

    The first two strikes are, on average, have 50% increased animation length and the final strike is doubled in length by comparison. The coefficient for the third strike of the other classes (except mesmer because it's ranged) is between 1.3 (vindicator only) and 1.5 (warrior only). Reapers, for having double the animation time of everybody except ranger, gets a whopping 1.8. Woo~... I sincerely doubt that the average 161 higher base damage makes up for that. The first strike of the chain is even worse in that it has neither a higher coefficient NOR base damage than some classes, so adding a meager 0.2 to the coefficient of dusk strike won't fix how bad the chain is. Only really the second hit in the chain is appropriately compensated.

     

    An attack speed boost on the auto would help with life force gain that reaper struggles with too.

    • Like 2
  10. 22 hours ago, Dr Meta.3158 said:

    Axe doing aoe on its autos isn't really a good idea. Especially since it doesn't have projectiles.

    Because why? Because it can't be reflected or projectile blocked? You solve that by giving it a very small radius so it functions in PvE and not PvP (unless, for some reason, people are literally stacking on each other, in which case, they either deserve to be punished or it accomplishes nothing because there is a lot of healing going around such as in WvW).

     

    18 hours ago, Strider.7849 said:

    So this might be an unpopulated opinion, but I recently returned to playing reaper ... Something I found experimenting with and theory crafting (and reworking over and over) builds for it is that soul reaping is really bad...

    Soul reaping + Reaper's Onslaught is good in any situation where you are solo and need to give yourself all your boons. In a situation where your boons are provided to you (especially alacrity and quickness), its usefulness drops dramatically. The problem is there isn't really a build that is a strong contender for when you have all boons provided to you. Death Magic only gives you 300 power offensively. You can also use it to do more poison damage (even though there are no steroids for condi in it somehow), but actually taking minions deliberately to do so isn't a good trade-off. Soul barbs and Dhuumfire are the winners here.

     

    You can, in fact, take Deathly Chill and then spec Curses to deal more damage if you want to run either Grieving + Rune of the Mad King/Krait (or something to increase general condition duration) or Celestial stats, but scepter has extremely poor power damage (although it's actually a good weapon) and equally poor life force generation. The best part about this is Well of Darkness becomes absolutely terrifying when you also have Chilling Darkness from Curses, and while it's a joy to stack 60+ bleeds + some other conditions solo, it has rather poor survivability, shroud becomes much weaker and less useful besides the Executioner's Scythe + Soul Spiral combo. Most damningly, Necromancer doesn't really have any weapons that provide reasonable power damage while also having access to condition damage. So all in all, hybridizing isn't that good for Reaper outside of (ironically) Soul Reaping, because Dhuumfire can be applied for around 5k a tick while doing okay power damage (not really okay, but it's what we get).

     

    I would love to do a hybrid dagger build if it could also do condi though. Blood is Power and Well of Darkness are both great skills in general, and both are suited to Reaper given how it leans towards bleeds as a secondary or primary source of damage.

    • Confused 2
  11. We all know it. Pushing around coefficients isn't going to going to make Necromancer suddenly good. Ultimately, what it needs is to change how traits and weapon skills work. They don't have to necessarily be drastically different (except blood magic, which imo needs a complete redesign). Some examples of how I would try to cleanup the traits and make them more cohesive as follows. I don't expect either devs or normal readers to take note. My point is more that it doesn't take much effort to come up with ideas. Code does, but a lot of the tech for this kind of stuff is already in the game, and a lot of this stuff can even be numbers changes and shuffling around effects or their triggers. It baffles me that the devs never bother to put out drafts like below to float to players for feedback, then proceeding to code to spare everyone the potential backlash step. Like here are the directions we'd like to take Necromancer. Have a poll as to whether it covers your pain points, yes/no. Majority says no? Feedback thread. Majority says yes. Do. Like there are always people who want their stuff to be overpowered, but you can always numbers nerf or remove stuff later. Anyway, rambling. Here's my example. I spent more time formatting this than thinking about it.

     

    Weapon Skills

    Axe:

    • Weapon Skill 1: Rending Claws
      • Damage (2x): 266 (0.85); Activation time: ½
      • Targets: 3; Range: 900; Radius: 300
      • Vulnerability x1 (7s)
    • Weapon Skill 2: Ghastly Claws
      • No change
    • Weapon Skill 3: Unholy Feast
      • Corrupt to: Vulnerability x2 (8s) and Weakness (4s) per corruption
      • Unholy Feast: Cast when boon is corrupted

     

    Mainhand Dagger:

    • Weapon Skill 1a: Necrotic Slash
      • Add 1 stack bleed (4s)
    • Weapon Skill 1b: Necrotic Stab
      • Add 1 stack bleed (4s)
    • Weapon Skill 1c: Necrotic Bite
      • Add 2 stacks bleed (6s)
    • Weapon Skill 2: Life Siphon Explosive Wound Siphon
      • Damage increased while (enemy) bleeding 20%/Healing Increased while (self) bleeding 20%
      • While enemy has 0/20/40/60 stacks of bleed, increase damage and healing by 0%/7%/14%/21% and add 0/2/4/6 stacks of bleed (12s)
    • Weapon Skill 3: Dark Pact
      • No change

    Note: I am not informed enough in damage formulas to know exactly how much to subtract in either base damage or power coefficient to compensate for the added condition damage. As such, this is simply an example of how I would expand mainhand dagger to be functional for Necromancers in general and not just a life force battery.

     

    Traits

    Spite:

    • Minor Adept: Reaper’s Fury
      • Striking a Foe with no boons grants Fury (4s)
      • Recharge 7s
    • Major Adept: Spiteful Talisman
      • Deal bonus strike damage to foes with no boons. Focus and axe skills recharge when you remove or corrupt boons
      • 10% per boon removed or corrupted
    • Major Adept: Spiteful Renewal
      • Removing or converting boons restores health
      • Heal per boon: 451 (0.1)
      • Recharge: 8s
      • The same skill can proc this effect multiple times before going on cooldown (Well of Corruption)
    • Major Adept: Bitter Chill
      • No change
    • Minor Master: Death’s Embrace
      • Gain stacking damage bonuses when you kill or fear an enemy
      • +2% All Damage (15s); Stacks 5 times
    • Major Master: Chill of Death
      • Critically striking a chilled foe with boons casts Lesser Spinal Shivers (recharge 25s)
    • Major Master: Awaken the Pain
      • Might grants you more power (+10 per stack)
      • Gain Might x3 (15s) per boon removed when you remove or corrupt a boon
      • Recharge 10s
    • Major Master: Signet of Suffering
      • Unchanged, but allow signets to affect shroud when they are off cooldown in general without this trait so it is not mandatory
    • Minor Grandmaster: Siphoned Power
      • No change
    • Major Grandmaster: Dread
      • Inflicting Fear on an enemy grants Fury (10s)
      • Fury gains +15% critical chance
      • Shroud 3 partially recharges (50%) when you kill foes
      • Recharge 3s
    • Major Grandmaster: Close to Death
      • Triple the effect of Death’s Embrace when hitting a foe below the health threshold (adds up to +20% all damage if you can keep killing/fearing)
      • Health threshold: 50%
      • Lasts 1s
      • Does not stack duration, only renews
    • Major Grandmaster: Spiteful Spirit
      • No change, but add: Gain 10% strike damage while you have resolution

    Note: I cleaned up Spite to be more functional within the realms of what the description said and what was already there. I purposely did not attempt to expand functionality beyond Fury and Might, Boon Stripping, Raw Damage, and Signets, as per description.

     

    Death Magic:

    • Major Master: Necromantic Corruption
      • Carapace stacks grant condition damage

    Note: The whole system incentivizes minions, poison, and condition damage in general, and boon transfer is supposed to be Curse's thing, so cancelling boon transfer and giving a path to gain more condition damage from carapace seemed like the only thing worthy of changing.

     

    Curses:

    • Minor Adept: Barbed Precision
      • Critical hits have a chance to cause bleeding. Bleeding has increased potency (15%)
    • Major Adept: Plague Sending
      • Striking a foe when you have conditions will cast Lesser Deathly Swarm (recharge 25s)
      • Lesser Deathly Swarm:
        • Damage: 159
        • Conditions transferred: 2
        • Bounces: 3
        • Range: 900
        • Blind 6s
    • Major Master: Path of Corruption
      • Shroud 2 skill now additionally transfers conditions (x2)
    • Minor Master: Furious Demise
      • Gain fury when entering shroud. Fury increases condition damage (10%).
    • Major Master: Terror
      • Inflict torment when you inflict fear
      • Torment x3 (5s)
    • Major Grandmaster: Weakening Shroud Weakening Strikes: Gain additional Precision. Critical Strikes inflict Weakness.
      • 200 Precision
      • Weakness (5s); Recharge 10s

    Note: While there was less to do here than with Spite, I still feel that the Grandmasters of Curses in Particular are too weak relative to other Grandmasters because of their narrowness. But again, I didn't intend to write whole new skills to replace them.

    • Like 1
    • Confused 9
  12. I have some feedback regarding reaper and necro in general.

     

    Weaponry: One of the greatest flaws of necromancer in general that carries over into reaper is that its weapons skills are generally not that great, even the "good" ones. For example, reaper greatsword, despite being toted as a slower, but harder hitting (which is in itself generally a negative trade-off), often doesn't have power coefficients to justify the slow speed, particularly on the auto-attack chain. The first two strikes are, on average, have 50% increased animation length and the final strike is doubled in length by comparison. The coefficient for the third strike of the other classes (except mesmer because it's ranged) is between 1.3 (vindicator only) and 1.5 (warrior only). Reapers, for having double the animation time of everybody except ranger, gets a whopping 1.8. Woo~... I sincerely doubt that the average 161 higher base damage makes up for that. The first strike of the chain is even worse in that it has neither a higher coefficient NOR base damage than some classes, so adding a meager 0.2 to the coefficient of dusk strike won't fix how bad the chain is. Only really the second hit in the chain is appropriately compensated. On top of all this, the life force gain for the weapon, the weapon for the e-spec that requires melee range in shroud, has lackluster life force gain. I do not want all the power of the weapon loaded into gravedigger. I would like for the most frequent attacks (the auto-attack chain) to not feel like crap to use. These types of major flaws are prevalent across nearly all necromancer weaponry.

     

    Shouts: Suffer is a skill that doesn't do enough. If you're going to AoE condi transfer, this is truly the skill that should work like plague signet by taking one condition from 5 allies, then transferring 1 condition per hit. "You are all weaklings" is actually a good skill aside from having too long a cooldown for doing less than blood is power in both might duration and not having charges. Rise is cool, but what is its use case? Reaper isn't the ideal minion master. "Nothing can save you" is a pure PvP skill through and through, so no comment. Chilled to the Bone is worse in every way than Flesh Golem. Lower its cooldown by at least 50 seconds, make it only give a 1 second chill, and make it proc chill on your next 3 attacks 1 second each. Why? Because reaper can modify chill to add vulnerability and/or bleed. This will at least give it a use case.

     

    Signets: Signets are horrifically incongruent in design. Signet of spite has a fantastic passive and active... that have zero synergy. Plague signet is literally unusable because it would be too easy to kill yourself with it with the way power has increased across the board in the game. Signet of the Locust's active is just strange. It's not really bad, but you wouldn't use it for the heal, you wouldn't use it for movement speed except in PvP, and there are much better options for boonstrip in necro kit. Signet of undeath is truly useful. Signet of Vampirism is just... why? The rework was just why? And why no elite?

     

    Corruption skills: Corruption skills are a shell of their former selves except for blood is power, which continues to be truly amazing. Epidemic was castrated to the point that no one should ever take this, ever. If it's that hard to balance, give us a different skill to slot at least. Corrosive poison cloud is a skill that has poor offensive uses in exchange for blocking projectiles. While that is useful, the best place to use the defensive portion is on yourself, while the best place to use the poison is on the enemy. Corruption skills are best paired with the ranged weapons since neither dagger nor greatsword offer condi, so this skill suffers from being subpar at both damage and defense (because reflect is the better choice, so you will never slot this unless you're cherrypicking this for a specific fight solo). It also has weaken, which would be good if defiance wasn't in the game. You never fear normal or veteran mobs as a reaper, so this eats up power budget for no reason. All in all, mediocre skill. Corrupt boon is just inferior in every way to well of corruption except cooldown. Plaguelands is there, I guess. It's cast on self, which is weird since, again, you're incentivized to take range on condi builds.

     

    Traits (Reaper): Augury of Death is a true noob trap trait. This needs to be something else. Preferably not something that modifies shouts. Maybe something that modifies you when you use shouts, like ranger's resetting attack of opportunity. Soul eater: Why does this not have any effect in shroud? Just make it 1% lifeforce per skill hit without allowing multi-hit or something. Reaper's onslaught: Just about every reaper is locked into this skill, which means every reaper has permanent quickness on self. Every reaper has 50% animation speed increase permanently and is still massively underperforming in numbers compared to just about everyone despite having no support capabilities, no mobility, no defensive options besides raw hp and cleanse, and no unique modifiers like lethal tempo, kalla's fervor, or fencer's finesse. And on top of that, necro in general has no boon enhancements (like other classes getting increased performance from boons using certain traits). I would LOVE to get 50% crit chance fury (and more) like rev, 25% crit chance resolution (and more) like guardian, not that we can self-apply that, bonuses from quickness (guardian again), bonuses from vigor (ranger) or regen (mesmer) or swiftness (engineer), and elementalist gets bonus ferocity from fury and 150 bonus power at 10 or greater might stacks. Hell, warrior gets more power from might from a MINOR. We have to lose condition damage, something that our class always applies in some fashion, to get increased power from might on a major (which we will never take since power builds require signets, and that competes with signets of suffering trait). Why is necromancer shafted in EVERY category?

     

    Traits (base): I don't want to go to deep into detail, but a lot of traits are either outdated or have way too much overlap because of how narrow necromancer was intended to be (example: how many might might generation options there are, but only for the necromancer). In some cases, like blood magic, the trait system isn't even good at what it's intended to do because the class was designed to be selfish.

  13. Hey! I'm a returning player from HoT days. I've been chewing through PoF/LWs4, plan to do Icebrood Saga once I secure the various mounts from LWs4. I'll look into EoD after that. If you'll have me, I'd like to join to do instanced content with groups.

    Edit: Got the invite. I'll introduce myself to everyone tomorrow. Thanks. 😄

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