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Akrasia.5469

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  1. This is the kind of snobbish remark that hurts a game's community. There are a lot of Necro mains. We like the way necro feels to play and enjoy that style of gameplay the most. I've played other classes in PvP and PvE and keep coming back to necro. It saddens me that my favorite class isn't competitive for mainly a few balance issues. Even when necro had a couple of meta builds it wasn't unstoppable unlike some of the other classes. ALSO, every time necro has had a meta build it's been nerfed by the next patch. There are classes that have never dropped out of meta. Lastly, the complaints you're talking about here are not new. We have been complaining about mobility for years. Surviving hard CC for years. The Devs pretty much give those ideas the middle finger and boost necro damage each time.. resulting in an "OP" (not really) build for a short time then a hard nerf. It's been the same pattern since the start. If it's about playing a different class then GW2 might as well just drop necro, and the players who love the class, so it's not an issue.
  2. Fire works for Necro if you think demonic more than zombie. Think of Ghost Rider as sick ass Reaper. Spawn could be thought of as a necro as well.
  3. It may be overpowered but bleed it so weak. The old Deathly Chill was a new condition (so harder to cleanse) and did higher damage. Fire is the closest to what the old trait was so I'd be ok with it just being 1 stack of fire. Fire is only 3x because the damage is done in a shorter duration. On paper bleed is about the same overall damage and it stacks higher. The key is cleanse. Fire is much less likely to be cleansed before decent damage sets in, not even great damage .. just decent. Sounds good
  4. I'll second that. I've posted for 1 sec of invuln when entering shroud as well. Suits the class. Put it as a GM DM trait. Shroud cooldown may be pushing it though ;)
  5. People are not getting the 1 major change concept I'm asking here. Not asking about overhauls or new elite specs. There are a LOT of posts on here about that. I'm saying 1 major trait or skill that you'd like to see change. Instead of a full staff rework, I'd say I'd like Staff 1 to have an attack chain that also includes a knockback on the 3rd hit. (Just made that up off the top of my head) OR you could say I'd like staff 1 to have 1/4 sec cast time for more LF regen.. etc. Thanks for posting.
  6. Reaper is getting over 31K sustained DPS and 82K bursts. Here's a video testing DPS due to the change with Soul Eater. Necro needs a PR agent to get away from the low tier stigma and get fixes that it actually needs like sustain and mobility. It doesn't need much at the moment but does need more consistent use by top tier players so that the class can properly synergise in the areas that people say Necro doesn't qualify for. No unplayed class will find it's place. Elite players who shun necro as noobie class is what holds the class back the most.
  7. I think I posted a while back that I believe that a new elite specialization focusing on minions is the way to go. ANet had a good idea with ES but certain aspects of classes were already in place and they didn't know what to do with core. If elite specializations were in from the beginning Minion Master and Vampire would have likely been ES and Death Magic NOT be minion focused though it could synergize. Death Magic could have lot of both offensive and defensive applications beyond minions. Many were mentioned in this thread already so I won't elaborate too much more. A few cool themes around death are aging (weakness), disease (poison), and undeath (invulnerability). I'd also like DM to exploit the down state a lot more. Trait in things like triple down state health, halve down skill cooldowns, down state gets to keep boons etc. Necros with DM should be more powerful closer to death. Thus in PvP WvW it would be dangerous just to down a Necro indiscriminately. DM should also trait ways to boost themselves based on the number of downed or dead in the area. Like get a might and/or 2 sec protection for every corpse or downed player. As it is now minions take 1/3 of the DM traits and players are pigeon holed into DM if they want to play with minions. A MM elite would give players options on how they play MM. For example they could play defensively like minons are now. They could play offensively with minions taking lifeforce from you to fuel more powerful attacks. You could have suicide minon builds around death nova. There could be shortlived minions that duplicate on killing enemies. Instead of shroud an MM could have a better Lich form without a timer but based on LF. In conclusion, Death Magic should be used for offensive and defensive direct applications of the death theme and Minion Master should be an elite specialization with new minion control skills, traits etc.
  8. I know everyone talks about overall issues like sustain, mobility, damage etc.. I also have read some elaborate overhauls to the necro class. I think most overhauls are probably far fetched. The devs may implement some changes but a complete top to bottom fix is unlikely unless it's for all classes. Thus I want to know what single major change would you like to see. It can be 1 skill or trait or 1 condition exchanged for another etc. As a Reaper main I'd like to see Deathly Chill restored to its former glory. My ideal version would be accomplished by changing 2 stacks of bleeding to 1 stack of fire & 1 stack of torment. Is this OP? I think it would make the trait better and fit much more thematically to extreme cold. The biggest issue people had with the move to bleeding was that with all the condi cleanse in the game a slow damage dealer like bleeding is easily removed before full damage. Even if not removed it tics so slowly that with health management or regeneration it can just be healed through. Like my change? What's yours?
  9. Why? Because you just gave an already good skill 4 major buffs. Speed, Duration, LF, and Weakness. That's completely OP. If you want these buffs trait Blood Magic for a cooldown reduction and increase in swiftness and swarm and run runes of speed for the 66% speed. I wouldn't complain if they buffed the skill but this is over the top. The 50% GS cast time reduction is also OP. I think making GS1&2 25% faster would be more than enough. I'd change the Soul Eater trait to give all GS skills +20% range and Life Steal & LF on hits (no CD) instead of periodically but with 25% lower heal gains.
  10. That's exactly how I have my success tooJames, I've submitted my modified version of the build to Metabattle and gave you credit for creating it. I'm getting ready to move it to the test phase.https://metabattle.com/wiki/Build:Reaper_-_Sanctuary_Greatsword
  11. I've been having success holding mid on my teams. With RS4 heal 7k-8k+ to every teammate near me so pretty strong for team fights. Not great for running points, best for a mid hold strategy. Still having some success holing points solo but best with 1 or 2 teammates with the heals.
  12. I've been trying it and switched to Mender Rune and a Sigil of Escape on the Axe (removes 2 movement conditions which helps as being this slow already sucks) and Sigil of Courage instead of Battle. It's been working for me. I recently dueled 2 mirages (1 at a time) and killed them each 2x before they did the smart thing and teamed up to run me off point. I've been a great support to my teams especially with the amount of healing RS4 is putting out. My only issue with the build is that it's slow. I've also been playing it with Suffer recently instead of Rise. It's additional condi cleanse, chill helps when running from enemies and heals some to proc barrier again.
  13. Replace Sigil of Battle with Sigil of Courage. It procs a lot more thus a lot more LF and can proc in Shoud. I like the build. I'll try it out and see if I find anything more.
  14. SPLITTING STACKS QoLI split stacks so seldom that I always forget how and I've been playing since launch. I end up coming out of the game to google how. Please add a split stack option when right-clicking a stack of items.
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