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Zex Anthon.8673

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Posts posted by Zex Anthon.8673

  1. How is this still 1/2 second evade on a 3/4 second animation? I'm guessing Anet forgot what a full length dodge is.

    This is proof that Anet doesn't play necro when they say stuff like "necro is already pretty good" and proceed to make no changes to the class for half a year. Real nice when my dodge skill can be interrupted.

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  2. 29 minutes ago, Dadnir.5038 said:

    I don't think you understand the issue. What harbinger do need is way to gain blight out of shroud that are not tied to harbinger shroud, this is why the current elixirs feel mandatory as the only source of blight out of shroud. And no, blight don't need to be "less potent".

    Then vile viles can make utilities apply blight like you suggested. Why not add a trait to make blight less punishing? It would just create more build diversity.

  3. 7 hours ago, Dadnir.5038 said:

    If anything there is already to much focus on the optional elixirs. Having traits that force players to use elxirs even more is a threat to the already poor build diversity that harbinger offer.

    True, thats why I suggested traits that would change the way blight interacts with elixirs to make them more or less optional. And included other ways to generate blight faster or make it less potent.

    This way you have much more flexibility with build construction. Want high blight uptime? Take vile viles and implacable foe. Dont want to use elixirs, but still want blight? Take doom approaches.

  4. 11 minutes ago, Parpage.9867 said:

    Unless you plan to apply tons of poison for each skill it would be very bad since as a condi itself it's very meh, torment is way better imo. 

     

    I figured it can be balanced with correct amount of stacks. We already have scourge for torment and poison fits the theme a lot better. Also, Putrid Defense needs something to synergize with.

  5. This class seriously didn't get the dev time it deserved. Its a decent necro spec that has a unique playstyle, but it really falls short of having a cohesive concept. Pistol, Shroud, and Elixirs are all over the place. Traits are cookie cutter and don't change the gameplay in any significant way. The theme is some odd mix between gunslinger, plague doctor, and martial artist. I believe there should be 3 distinct playstyles for every elite specialization. For harbinger this should change how you interact with blight and elixirs.

    The 3 playstyles I see rounding out the spec:

    1. High power burst glass cannon. Risky strategy that tries to maintain max blight at all time to maximize burst potential.
    2. Boon support using elixirs. We currently have this and it feels like the best way to play harbinger at the moment.
    3. Durable condi damage dealer. Safer option, but less burst damage. Tries to remove blight to gain value.

    Theme

    • Shroud auto attack becomes dual wielded shadow pistols
    • Voracious Arc uses rocket jump animation with a shadow rifle

    Elixirs

    • Elixirs no longer apply blight by default
    • Elixir of Ignorance grants 1s of stability to cover cast time and 3s of superspeed.
    • Elixir of Risk provides 3s of Aegis

    Pistol

    • Vicious Shot applies poison instead of torment
    • Weeping Shots applies poison instead of torment
    • Vile Blast is an elixir

    Shroud

    • Tainted Bolts applies poison instead of torment
    • Dark Barrage applies poison instead of torment
    • Devouring Cut applies poison instead of torment
    • Voracious Arc is a leap finisher, evade is increased to 3/4s to match a normal dodge and cover the cast time, applies poison instead of torment

    Traits

    • Implacable Foe now prevents elixirs from removing blight
    • Cascading Corruption no longer deals damage in an aura when in shroud. Applies offensive boons to self every interval for each blight threshold met, (5) Grants Might, (15) Grants Fury, (25) Grants Quickness
    • Vile Vials now causes elixirs to apply blight
    • Deathly Haste no longer applies Fury
    • Septic Corruption no longer increases condition damage per stack of blight. Decrease the effectiveness of blight. Shroud skill 2 also inflicts torment.
    • Dark Gunslinger Pistol skill 2 also inflicts torment
    • Doom Approaches no longer inflicts torment and weakness in an aura when in shroud. Blight accumulates twice as fast while in shroud. Removing blight inflicts poison and torment on nearby enemies.
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  6. 26 minutes ago, Stalima.5490 said:

    The explanation to this is quite simple really, There are 2 factors at play, first of all invulnerabilities and second of all damage stacking.

    The first is that when invulnerabilities become widespread and you have classes able to push near 80% invulnerability uptime in some cases it pushes people to develop burst combos to fit into the vulnerable windows.

    This leads into the second issue, as people see these basically immortal invulnerability combos they realise they need more damage or they can never actually win as the invuln spammer will just regenerate while not being damageable as such people enter the forum and ask for more damage which anet investigates and then sees that additional damage IS technically needed.

     

    As such, the damage creep increases and so people rely even more on going invulnerable+ which pushes people into wanting even more damage to counter that invulnerability, the same applies to stealth as if you do not kill a stealther in their visibility window then there is a good chance you will never actually get them the same also goes for overstacked mobility as if you do not kill a mobile target quickly then you can never actually kill them, this is a fundamental problem with the game right now, there are far too many ways to "exit" combat with little to no consequences which means they have no choice but to further increase the damage threshold to counter this.

     

    In summary, they need to not merely look at individual overperforming builds but instead, due to there being a huge number of changes over a long period of time, they may need to look at the entire combat flow in pvp, potentially completely removing many of the invulns in favor of basic damage reductions, changing stealth mechanics, possibly so that being hit will lower your stealth duration and significantly reducing excessively long projections on movement skills to prevent scenarios where there is no realistic fight going on due to one person never taking damage or simply dematerialising out of any bad situation with no realistic downside.

    We need to start tracking metrics for meta builds on each profession that reveal total defensive/offensive capabilities. Gw2Skills can give us basic information like condition and boon uptime, but we need a way to track movement, burst, sustain, crowd control, condi cleanse, and invulnerabilities.

    Doing this would identify the classes strengths and weaknesses more clearly and reveal the overperforming specs that are flying under the radar.

     

  7. This thread is just a cesspool of people talking over each other and not listening.

    End game PvE has almost been trivialized by the amount of power creep in the game.

    Ultimately the goal is to get a smooth clear, so that everyone can get their loot and move on with their lives.

    Play what you want, but if you notice  the team is struggling to get the clear. Then you have a duty to make changes to your build and playstyle to help the team succeed. Regardless of whoever is pulling their weight or not.

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  8. Necro weapons are pretty terrible for a support role. Warhorn, and dagger need to be reworked to provide more group healing not contingent on enemies nearby.

    Something like:

    -Dagger 2 is no longer targeted. Heals up to 5 allies nearby and steals health from up to 5 targets for the necro.

    - Warhorn 5 is a directional ground target (similar to lich 3) that applies locusts swarms to targets in its path. Healing allies and damaging enemies every tick they are affected.

    Then blood magic needs a rework. Something like:

    - Transfusion no longer pulses revival on downed allies. Stealing health heals nearby allies.

    - Vampiric presence no longer provides lifestealing aura. Shroud skill 5 now steals health from tethered(core)/on hit(reaper)/nearby(scourge)/floating(harbinger)

    - Vampiric adopts the life stealing coefficients from VP. Only applying to necro and minions.

    The goal is to push life stealing away from being a passive buff to being more active requiring timing and well telegraphed abilities. This way it can provide meaningful healing without feeling "cheap".

    • Like 3
  9. The necro on the team who wins the initial team fight is put at a significant advantage for the rest of the match.

    Not having shroud readily available completely neuters your dps removing the ability to counter pressure. For this reason, Harbinger is probably the best PvP spec for Necro despite not having any defensive capability.

    • Like 1
  10. 5 hours ago, Methuselah.4376 said:

    I feel you. But they won't; there's the trait Eternal Life (which is a joke in PvP) and you can also spam YSIM (which means your heal is potentially on CD when you need it most), not to mention despawning minions (and MM sucks in pvp). So yeah I agree with you, but they will tell you that you already have sources of LF...ignoring how laughable they are. 

    Whats the point of capping eternal life in pvp. Its like the devs intentionally are making necro bad. You already have to tradeoff a dps trait.

    Imagine if the put a a flat 90s CD on all defensive utilities accross the board upon respawn. Thats what it feels like to play necro. Even then necro would still have the disadvantage cause it needs to build life force in combat.

    Core doesnt have any ways to pump life force aside from bone minions.  So we are down to devoting a utility and a trait to lifeforce generation just to enter the battle on a equal footing.

  11. Its BS that necro has to start every match without access to its only form of defense and primary source of damage. Meanwhile DE can just spawncamp you cause it has a billion teleports, permanent invis, and oneshot burst from 1500 range.

  12. Lmao D tier ele, good one. Either your trolling or you have been living under a rock for the past 6 months. Eles been S tier for a while now, these nerfs are finally starting to reign it in after the mild slap on the wrists it received in February.

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  13. 2 hours ago, Kodama.6453 said:

    Well, congratulations. Scrapper got nerfed once again because of whining. Anet really doesn't want that class to have any appearance in competitive mode, so nothing but holosmith it still is.

    kitten off with this. Scrapper is still good. Its just not god tier with perma superspeed anymore.

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  14. 10 minutes ago, Dreams.3128 said:


    This right here makes NO sense when Harb has been said to be the COUNTER to Cata. Can this forum make up its mind???????

    With near permanent projectile blocks with magnetic aura and swirling winds. Yea sure bud. Try playing a class with 0 active defenses and 0 stability.

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  15. 3 minutes ago, Methuselah.4376 said:

    Hmmm I wasn't clear. What I meant was this:

    - It can remove boons, but mesmer/revenant can do it better.

    - It can provide quickness, but pretty much every other quickness build can do it better while providing more.

    - It can damage at melee and ranged, but pretty much every other profession can do it better.

    I agree with all those points aside from boon removal. I think this is really the only thing necro excels at when compared to other classes.

    Things Necro cannot do:

    - Tank

    - Heal/Support

    - Stability

    - Roam

    - 1v1

    - 1vX

    - Sidenode

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  16. 8 minutes ago, Methuselah.4376 said:

    Not sure how what you said is any different than what I said. Strictly speaking, necro can do several things, it just doesn't do them as well as other classes. 

    Your post implies necro can do everything just not as well as other classes that specialize in that role.

    Ive shown that necro is incredibly limited in the types of roles it can play. You are essentially restricted into a damage dealer No matter what gamemode you play. And in PvP you literally have only one role, Team Fighter.

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