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Brujeria.7536

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Everything posted by Brujeria.7536

  1. I think the most realistic guess is: Sword Mainhand = Condi close range, focus on poison / burn Sword Offhand = Mobility / Gapcloser + some universally usefull condition or boon, maybe even slow. Eventually a tether skill for the slow. That way you can slap mobility via an offhand weapon on any build regardless of strike / condi / support if you really need and want to and have something universally usefull as well. What id hope for is a decent 1200 pure strike damage range MH and OH.
  2. Yes, its actually not a good trait design to be completly dependent on other players to have any benefit from the trait at all- Necromancer on itself has not so much self healing to make it usefull. I maybe missed the dagger trait yeah, but at least its good on what it wants to do .
  3. Could you guys please have a closer look at the traits for necromancer? There are quite a lot that are very outdated or underwhelmingly weak. Spite: Spiteful Talisman: Still a weapon CD trait, the secondary effect (10% dmg increase if the goe has no boons) is basicly non existent in PvP and WvW because of ht eboonspam. Signets of Suffering: Its also weak as no build will run more then one signet at a time if at all and one condi removed every 24 seconds is weak for a master trait in WvW / PvP. Also is in a strange spot between a trate that goes against condi builds and gimicky trait Dread: The trait iself is fine but in the state of the game with the abundance of stability and resistance as well as the very limited ways a necromancer could cause fear (especially with fewer corrupts to randomly corrupt stab into fear) is too unreliable to be worthy of a GM slot. Curses: Insidious Disruption: I think it speaks for itself Chilling Darkness: Again the trait is fine but necromancer has not many skills that apply blind at all Terror: Same as with Dread, the trait would be fine but with the limited ways of inflicting fear it feels bad. On top fear can also be countered by condi cleanses, adding another layer of randomness. Master of Corruption: Cooldown trait Death Magic: Flesh of the Master + Necromantic Corruption + Poison Nova : Its great that you remove Cooldown traits for skills, but why do minions still have 3 traits blocked while being the most useless trait family in WvW and PvP? It basicly blocks out 1/3 of all options in this traitline for 98% of all builds Blood Magic: Banshees Wail: is in a weird spot as its the only "selfish" trait in that tier of traits, yet limits it to one offhand weapon which also isnt strong to begin with Blood Bank: I dont understand why this trait exists and why i ever should pick this. Maybe add a more thematic selfish trait that gives life / siphons life when removing a boon / spending lifeforce / generating lifeforce? Soul Reaping: Vital Persistance: not very strong nor thematic. Maybe change this trait so that you can also be healed when shroud replaces life but at a reduced rate? Fear of Death: also a fear related trait that suffers from the same problems as the other two, its also strange that there are 3 fear related traits and so little and reliable ways to cause fear. Overall i think the necromancers build variety benefits GREATLY from having access to the elite spec weapons. The base weapon choices for necromancer are in a strange state as they for the most part lack a purpose and are all around. Warhorn has a CC / mobility/healing/damage hybrid skill that just feels wonky. Focus is on paper a very good and thematic power weapon but is only viable when you can remove boons and Skill 4 does not scale at all nor can it crit (which is strange for a power weapon). Staff is really all around,. Dagger Mainhand is getting towars a tanky meele dps weapon. With the elite spec weapons available all necromancer would need is a viable ranged dps option and some kind of real support weapon to go along with scourge On the theme of scourge: The class has some of the most thematic and cool traits but due to its split nature is in a very weird state. Maybe it would be an idea to change the GM traits to be build defining cornerstone for the class features just like daredevil GMs replacing dodge or Vindicators GMS do? The GM traits could greatly alter the way shade skills would behave, changing them to offensive skills with the DPS GM, Healing / barrier skills with the Healing GM, Boons with the Alac GM. You could even work with flat % reductions like the DPS GM reduces the healing done to others by 75%, while greatly boosting the condi application of shade skills or the Alac GM reducing healing done to others by 33% to not overtune it.
  4. Please also take a further look at the necromancers cooldown reduction traits. There are several missing (Axe /focus / corruption skills / pistol). And also many of the former cd reduction traits are now very underwhelming like 2 seconds of burn on punishment skills or vuln on elixir use.
  5. Yeah but at the time the trait had this function was way before the insane amount of boon spam in the game. It was also before boons that prevent condition effects existed. Also the trait at the time did corrupt 2 boons into conditions instead of removing them.
  6. The patch is horrible on so many levels. Like removing boon corrupt while reducing all utility skill cooldowns across the board for more boonspam? 4 traits centered around fear, with less corrupts and more boon spam makes it even harder to get a fear of and benefit from these traits. on top they simply forgort several necromancer cooldown traits. Pistol? Axe/focus? Corrupts? And also they give nothing as a compensation for these traits. elixirs cause vuln? 2 sec burn after using a punishment skill? Thats it? For scourge im really speechless. The spec was already wonky as hell. Apart from the usual stuff they further nerf baseline traits while using scourge? Dhuumfire is still 1 sec burn 5 sec icd like for what? amd they add more of this. Its really mind boggling how they came up with all of this.
  7. Especially since the cooldown reduction part on that trait also wasnt just a purely passive 20% - it had interaction, some degree of tactics and felt significant because of that.
  8. I think the dagger change for necromancer is good, we are almost at a weapon with an identity. A followup to skill 3 that lets you shadowstep to the target when hit would be great. I honestly dont like the scourge changes at all. On paper it looks like a shift from barrier / babysitting to the added alacrity. Scourge in WvW apart from group settings was already a sitting duck, this worsens the situation. Compared to other support heavy specs their base class dont get a huge removal of survivability like scourge does, so the spec in WvW and PvP is in my view even worse off unless in direct 5v5 orzerg scenarios. If you shoehorn a elite spec that deep into the support angle while nerfing everything else it should really shine in that angle. Trait changes especially the removal of cooldown trait: Its generally a good idea but some of these traits for necro now feel really lackluster and also some of the traits have been forgotten - what about axe /focus cooldowns? The traits feel very blank. Sadistic searing - 2 seconds of burn when using a punishment skill? Elixiers giving vulnerability? Worst offender here is Signets of Suffering - why apply only this effect and especially in the power traitline? Normally GM traits offer something more significant like an overarching effect to another mechanic. The current signets of suffering for example enables a pretty niche build. Maybe add something like removing or corrupting a boon deals damage / siphons life? Boon changes: I also dont like these much. Removing some boon rip is fine, but giving these skills nothing as compensation for it turns them way weaker. I think dagger 5 will be the most boring and basic skill in the entire game. Targeted boonrip is also lackluster, ripping two boons of a target that has 10 isnt a big deal. I think the main issue here is, that boons are given around like candy by every profession so loosely that its making them mandatory and necromancer as a single profession cant possibly and shouldnt be able to counteract this.
  9. I enjoy the playstyle a lot because the shroud skills are very cool in concept and shroud AA with quickness is the most satisfying thing to watch in the entire game. As for updates: Blight needs a better implementation. Its the main thing about the spec and just feels glued on last second on the elixirs. Blight needs a bigger impact. At the very least natural % damage increases if they want to keep it that way. Optimal would be if existing weapon skills would work with it, like some skills using blight, some skills generate it and have stronger effects. Also some traits could be affected by a high blight level. Traits: Are sadly very bad because they are passive effects for the most part. You first decide if your class mechanic should have an identity or not, some cooldown reduction, invisible stat buffs, more invisible stat buffs. Most of the traits try to deal with the terrible damage buffs baseline necro traitlines have. The GM traits and the pulsing effects (besides quickness) dont make much sense either, they focus around being near your target for a prolonged time and that goes against the design of the class - you are supposed to be fragile and you dont want to camp close range. Most problems necromancer as a whole still has are the poor baseline weapons and gimicky traits
  10. So basicly what they have done with the mech traits should have been what shades are for scourge. Since its release scourge has been nerfed all over again in all possible shapes and forms, its damage, its trait interactions, its cooldowns, its condi application, its support. I think the system they have done with mechanist would be an 100% perfect fit for scourge. Traits that define the F2 - F4 skills like the mech skills do. That way you can balance the skills easier and done have to have skills that do "all things at once" limiting their potency. Imagine the top traits being focused around condi damage and condi application The middle taits being focused around solo play ( boons, corrupts, mobility) The bottom traits being focused around support (heal, barrier, condi cleanse) There wouldnt be "base skills" like shades have now (or very limited ones that have almost no effect without traits) and you can tune this through traits. I mean after all this balance problems they have with scourge ( it still does not feel enjoyable - not to play and not to play against for most pople) this seems like THE perfect solution.
  11. I have to agree with OP here. I havent tested specter as indepth, but i did watch a lot of stream also pvp ones - Lifeforce generation for thief is way easier and reliable, ex. just spending initiative (not hitting skills at all) generates it. you can trait that causing torment gains it regardless of what skill or weapon. It feels a lot less clumsy than what necro has to do (actually hitting target, with a specific skill, that has a cooldown) or some traits that only work some of the time for lifeforce (like fear, which is blocked by stab giving you no lifeforce at all). It feels like thief can just play the game and generate it and necro must think how to adept the build to manage lifeforce. Why hasnt necro a trait that egnerates lifeforce on corrupt? Or on skill use? Or on inflicting conditions? - Shroud cooldown is way lower. It feels not like a sitting duck for thief at all because he can quickly zoom in and out of shroud making use of the relative short cooldowns all while enjoying the protection shroud offers. - The traits and the options you have to spend and use lifeforce for supportive effects are honestly great. The interaction between lifeforce / shroud and traits for specter with that one traitline alone feel better than the entire interaction necromancer has across all traitlines. period. - Wells are just straight up powecreeped with a slapped teleport on it and potential (easy access) perma alacrity all while the wells having low cooldowns. -The whole concept of supporting allies while playing offensive while in shroud is translated very well. Necromancer was always supposed to be the "offensive" support, specter does exactly that but better and way more reliable. - Wether or not you like the idea of a "ally targeting" in the game it feels very powerfull with the current numbers. If you remember necro als had a trait years ago that lets lifeblast heal allies it passed through - was scrapped ultimately. I really really hope they adopt a lot of these meaningful traits and lifeforce synergy for necromancers in a coming balance pass.
  12. .I really think after seeing the rest of the specs that harbringer simply was not finished. All specs with a significant class mechanic like thief or engie are really centered around that mechanic, a lot of traits and effects to tune enhance or make use of said mechanic. Looking at the interactions of the thiefs shroud with traits: that sone traitline seems sooo much more intuitive and good compared to what scourge and blood magic traits try to be. At this point scourge simply isnt finished. There is absolutely no trait interaction with blight and the baseline traitlines. Elixiers really have only interactions with some traits, are boring and really lackluster. The blight payoff from traits isnt really there, blight in general seems bland. You cant controll it, it isnt really rewarding. Its really missing some skills F2 - F5 that you unlock via a high blight amount and while out of shroud, as well as better utilities ( scrap elixiers alltogether) either give us exciting utilities that lets us finetune the mobility aspect with neat tricks, or some skilltype that has charges / ammo system to controll blight application more. Mantras or something.
  13. The thing is Harbinger has 3 traits that all are made for power dps in mind, so people expect the power DPS to be good. Yet the power dps is bad especially if compared to condi. Reaper on the other side also has 1 GM trait made for Condi, but feels better with condi (if a bit gimicky) But this isnt really about Harbinger its about the core necro weapons. There is no good power meele weapon (dagger is outright bad for dps and more on the support / heal side) This leaves axe as only viable power choice and maybe focus 5 but also these weaponsets are built with a shroud in mind (long cooldown, bursty damage) and Harbinger shroud is bad at power dps so there really is no great synergy. Which again is fine reaper should be and stay the best meele power dps spec, but it just shows how limiting the core necro weapon sets really are.
  14. The spec as a whole feels rather unfinished. A lot of good ideas but its missing the "glue" to hold it together. To break it down mainly for WvW and overall feel of the concept and skills: Blight - Feels lacking and added last second. In PvE you always want as much as possible but you cant really generate enough of it unless you camp shroud. The max can only be reached and maintained with elixirs and even then the only real benefit of blight is increased damage. In WvW / PvP you want as little blight as possible as the benefit ( +12,5% damage) is laughable for what you are giving up. Blight just doesn't feel "round" I feel like adding F2 - F4 skills that interact with blight (either prolong the duration, expending it for addition effects or skills, or reducing their duration) could go a long way. Imagine strong skills that are unlocked after a certain blight stack is reached. On the trait side give the necromancer reasons to maintain blight. Best example are the pulsing effects - once you are above a certain threshold of blight let these pulse while out of shroud. Let the stat boosts for power / condi be shared with allies as long as you are above a certain blight treshold. These are easy fixes that promote both - the risk and reward aspect as well as reasonable decision on how you want to play and maintain blight. Pistol - Feels okayish. First i was amazed as its a simple weapon with nice low cooldowns but its lacking the Necromancer feel. Where is the fear? Where is the boon corrupt? Shroud - Skill 1 and 2 feel really good and unique. Especially the AA is the only necro AA that feels really enjoyable as its quick and responsive. Skill 3 and 4 on the other hand feel awkward. Its nice to have gap closers but the effects on these are really, really really bland. Skill 3 A one second cast time rush skill that applies one stack of torment with nothing else? Not even a leap finisher? Thats most likely the most boring gap closer in the game. The cooldown is low, however its also gated by the 10 second shroud cooldown. Same goes for skill 4. Its a really weird leap that feels clunky. You have an 1/2 s daze that lets you think it might be a good interrupt but with the cast time thats not working - also the evade feels like it doenst even last the full animation and the skill has no really added effect. This skill should be instant or at least a stunbreak. Skill 5 is good and feels really rewarding if you can land it. The life regen when in combat and not on full health is interesting but contradicts the blight mechanic in its current form. Elixirs - They are outright bad and very underwhelming. The only elixir that might be interesting is elixir of bliss (condi remove) as its the only quick and 100% reliable source of condi clear the necro has access to. For the rest they are just boring. Feels like they were added last second to create some synergy with a support spec in mind. Lost opportunity. Add exciting effects or make them like glyphs that change their effect if youre above a certain blight treshold. Ideally change them to something else. Thinking like chants from PoE2 - passive effects that ramp up and can be activated again for an active effect based on the duration of the passive effect. Could have nice interactions with blight. Coulf play nicely with support and range as well as the meele aspect of shroud for the actives. Traits - They are suffering from blight and the fact that blight - by itself has no reward. The only real reward comes from 2 adept traits. Elixirs should have only one trait. The exciting thing is the slow as its a strong condition. As for the rest they are pretty basic, CD reduction and stat conversion is a very passive effect that might have hidden power - but these dont feel exciting. Pulsing quickness is very nice and alongside some shared free stats from traits for allies the only support that spec would need. General Issues - Entire spec is countered by blocks / reflects. The spec and traits and skills overall dont feel very necroish. No fear. No corrupts. No Lifedrain. Nothing unblockable. No AOE fields^. No chills or blinds. A lot of Core necromancer traits are basicly useless because you lack interaction General good things - many traits finally work good as you can be healed while in shroud. A lot of possible gear choices. Lifeforce balance feels good. Never too much. Never running out. Generally a fresh feel. Overall the spec will be great for PvE especially instanced. Open world PVE reaper will be better as power damage and aoe are better. At WvW you are a glorified punching ball that can potentially deal a lot of damage it unattended ( and no projectile hate being present). Cant judge PvP tbh, i think it will not be as severe as in wvw as the stats are not as extreme as in WvW
  15. Yes please make the no downstate permanent. Also remove the target cap of offensive spells. kill this stupid zerg meta
  16. Roaming is just pretty much dead because of the balance issues. Thiefs should be deleted from wvw in the current state, this class requires 0 skill to be decent due to all the mobility. They really should rework mobility skills as well as stealth in general. Stealth should have a maximum duration of 3 seconds, and after each time stealth runs out, no matter the situation, should induce a 3 second revealed debuff. Mobility skills should also be reworked so that they can only be used offensive. Ex. Thief SB 5 should only shadowstep, if it hits a target. There should be no "instant disengage" skills, like a 900 range stun breaking shadowstep requiring no risk or setup time. Taking necromancer as an example, all the mobility skills need to be set up, either by precasting, or by being used at the right time in between battles or beforehand. This logic should be applied to all mobility skills across the board. Smoke fields should be reworked to not grant stealth if blasted or if used with a leap finisher also. Stealth has no counterplay, and in terms of GvG its just something mandatory in the most cases. If something is mandatory it serves no tactical value and if it is removed from both sides there is no harm. Another big factor is that healing and boons and condi clears are way too strong and in no comparision to their direct opposites (damage, corrupts/strips/condi causing skills). Often even the weakest players get accompanied by heal or buffbots, namely firebrands, eles, engineers. which limits a lot of roaming potential as people just wont die, especially in outnumbered scenarios. The overall balance tone should ALWAYS factor in that defensive skills, heals, condi cleanses, boons, are a no brainer to apply to friendly targets, these skills typically affect up to 5 targets with no risk or skill involved. Likewise, skills that cause damage, conditions, boon corrupts should be way more plentifull and potent compared to their direct opposites to account for these skills being harder to hit and typicly hitting fewer targets. Healing should be toned down across the board, especially the healing given allies should get a flat reduction, the outgoing healing modifiers need to be greatly toned down as well as the bias against condi compared to power. Where is the boon that turns you invulnerable against power damage? Where is the food that reduces power damage by 20%? Where is the common skill that lets you remove power damage after it has been applied? Especially the sheer amount of stability and resistance is a problem, it has nothing to with a strategic use the frequency it can be applied by certain classes. Same thing is for walls, bubbles and likewise skills. These skills should have a maximum number of projectiles blocked. Firstly its highly punishing for all projectiles - ine single person with a single wall can negate almost all missiles from whateversized group with 0 effort or skil. This is a typical case where defensive skills, albeit with 0 risk or skill involved using, cause way too much of an impact. Skills that are defensive in nature, like evades, gapclosers, etc. should not deal damage. Skills like vault, rev sword 3, blurred frenzy, warrior gs 3 should deal no damage, its not their purpose. Likewise, very strong defensive skills, blocks, etc. should always come with a downside. Look at dragon hunter block, its done right, it only blocks from the front. Likewise things like engie / warrior shield block should only work from the front, or reduce the movementspeed by 50% while active. Mistform should apply 25% increased damage or something a few seconds after use. Downstate needs to be reworked, either completly removed, or if thats not the case they really should make it matter. Things like "safestomps" should not exist, shadowstepping midst stomping should cancel the stomp, mist form stomp should not work, elixir s stomp should not work, distortion while stomping should cancel the stomp, etc. These defensive mechanics simply negate downstate as a whole, if you can so easily negate a very key mechanic of the game with a single skill, thats not available to all classes, its busted. Lastly, blobbing is easy mode. For WvW its like what open world or world bosses are for PvE. It completly negates any meaningfull way to grow as a player and hone the skill on an individual basis in 95% of all cases. In the current meta it mostly boils down to which random lucky corrupt can strip stab / resistance first so you can single out targets, or kill the slackers that simply havent mastered the ability to move close to a tag yet. Bonus: If you really wanna fix high end gameplay, and the WvW fights as a whole: Remove the target cap of offensive skills. Keep the target cap of healing skills. Blobbing will be dead and the game will be in a much better spot, no more zergblobs of doom, causing lagg winning only through numbers, instead a long battleline, action all around the place focusing the real skill of the individual way more then the current boring zerg gameplay ever could. If actually 10 players can take down a full blob like this, thats a sign of skill. If there are smaller battles all around, where the skill of the individual matters much more the game would be in a much better place. Especially the battlefields would be huge, siege being placed in different spots as its to dangerous to stack a zerg and 5 catapult next to each other. Instead more smaller groups fighting each other, slowly shifting the battlefield and pushing towards objectives. Lastly there are of course a lot of class specific balance issues that needs to be adresses at a regular basis, frequent balance updates on a 2 weekly basis are certainly needed. They dont need to be huge, but they need to be done fast. This also creates room for more experimental changes, because if these changes dont work you can fix them in 2 weeks or rewoke them, instead of keeping things busted for 4 months straight. And for the love of god, rework the "in combat" mechanic for waypoints. A structure should only be considered "in combar" for the purpose of blocking the waypoint if the inner walls / gates are damaged by siege, likewise, the inner gates and walls should be invulnerable untill at least one outer wall is broken. It adds nothing but wasted time to the game if a single player can hit the keep for 5 damage, essentially wasting precious lifetime of all other players by needing to port to the spawn instead. It serves no purpose other than allowing to troll, its not a tactic, its just a nuisance that should have been hotfixed the second day after release.
  17. Dont feed attention to trolls. Bad players always will be bad players, regardless of balance.
  18. I dont really think core necro needs stealth, id rather prefer a reliable movement skill or a block. Basicly, core necro is still a sitting duck, you are in core shroud for long periods of time during a battle, yet this shroud isnt optimized for anything. The shroud skills are torn between power and condi, for a real full power build you lack a decent melee weapon, you also lack a "real" long ranged power weapon, you could count Shroud 1 for this purpose, but this skill didnt age well compared to all the powercreep and defenses in the game. So while stealth would make it more slippery, it wouldnt really fix the problems. Scourge basicly has better mobility, but its still really weak in that regard and as a elite spec. The amount of defense and offense you give up for your base shroud is not worth it in the most cases, its clunky to use, shades do not feel rewarding in the slightest anymore. Due to the internal cooldowns scourge deals low damage, low condition application, but also the defensive aspects are mediocre at best. Further amplified because, again, there are not enough weapons. Scourge is the only "support" spec, that does not have a support base weapon attached to it. Whereas druid was lacking this as well ,they got an entire staff + celestial avatar for this. This ultimately means, investing into healing power, doenst quite cut it for scourges. Investing in condition damage is also crippled as scourges application has been nerfed so hard. So now granted, scourges support can potentially benefit allies as well as the scourge itself. But this really is the standard, every heal / support spell in the game also affects all allies. A lot of them also while damaging your enemy. So this isnt really an argument. For scourge the best defense would be a good offense, with unnerfed condition application, alongside better defense / scaling with healingpower trough an added / reworked weapon. Reaper is a tricky one, maybe a block on the precast portion of GS 3 would work, if it successfully blocks an attack, the skill would deal bigger damage or you would gain lifeforce or something.
  19. Fear is not unique. Warriors, thiefs also have access to it. Also technicly rangers via pets.
  20. Id suggest something like soul shackles. Stacks in Duration, the target takes damage for every condition it receives. The duration could be lowish, so the uptime would not be possible with a single necro. Damage based on either condition damage, or power, depending on the stats of the person causing the condition. Or if you want a stronger condition along the lines of burn a condition that increases its tick damage, based on the duration the condition is active. Calculated on a "per stack" basis. So this would first of all be very scaling based on condition duration, as well as condition damage. It would only work reliably against pve monsters. In case of WvW and PvP it would add a layer of skill, given the ungodly amount of condi cleanses around.
  21. What would you expect? The skill of the common zergling that complains about scourge is low. The rest is 100% class bias from anets side.
  22. Yeah, the class bias is obviously showing. For ele its completly fine to get fully healed with weapon skills under any circumstance. For necros it MUST BE HOTFIXED when a utility skill gets situational good. It wasnt too strong in most cases. It was only strong against 5 targets, but then again, so should scaling heals be and this is also a big rsik for a class with no mobility, stealths, evade or active defenses.. There are several heal / damage prevention skills that are as strong under ANY circumstance. This one actually required you to hit a lot of targets. But well at this point, alongside the totally unecessary scourge nerfs im 100% sure that its class bias. Some classes are broken and overpowered since 8 years straight, nothing is done. like at all. Oh its ele WE CANT NERF IT, OUR BALANCE LEAD PLAYS IT! Oh its rev? WE CANT NERF IT ITS THE SELLING POINT OF OUR EXPANSION! THIEF AND STEALTH IS COMPLETLY BROKEN. Why is it not nerfed? oh because its fun to play- at least for the thief and not for anyone else. The complete balance in this game is so rotten and biased that, if this would be real life, and you would convert the classes into different nations, they would surely get sued for blatant racism.
  23. I wouldnt say its because its good. Its rather because there is a lack of alternatives. If you play a condi build you can only really pick scepter and X + Staff. Axe / Dagger are useless for condi builds, same goes for the offhand weapons (unless scourge and torch). If you play as power reaper you lack good ranged weapons, you only have axe, which is decent at mid range, but you WANT a at least 1200 range weapon to close the gap somehow. If you play Core power nec you always pick axe and you lack a second good power weapon. Dagger sucks in like any build, so theres again - Scepter or Staff left. Scepter makes no sense as you dont spec for condi damage and also its secondary effects (cripple) is not worth it, so naturally, you also take staff here. To sum it up: as core power nec you lack a good melee weapon set (your shroud is ranged, you always pick axe+X)As condi nec you lack a second pure condi weaponAs reaper you most of the times need a good longer range weapon as your shroud is melee and axe alone wont cut it. Staff just fills all the holes in lack of a better alternative. The only Gamemode where it is "good" is WvW, but also falls very,very,very short compared to the other 1200 range weapons (compare to rev hammer or ele staff)
  24. Unyielding blast can be good with reaper. It sucks for base necro and also is just mediocre for scourge though.
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