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Why are Axe and Focus so underrated on Power Reaper pve?
Dadnir.5038 replied to Sifu.9745's topic in Necromancer
It feel like you're purposely looking away from the arguments that don't suit you and that you're trying to force your "A/F deal more damage" argument. The vital point is that A/F lack the utilities and freedom a weaponset need to be attractive and thus "meta". When I say that a weaponset don't "need" range, it's in the litteral sense of the word "Need". I'm not saying that it's detrimental to the weaponset to have a some range, I'm saying that it's not a characteristic valuable enough to be relevant in any way. -
Elementalist conjures and why i would prefer them to be kits
Dadnir.5038 replied to Anekto.8391's topic in Elementalist
Everyone would prefer conjures to be kits since HoT release in 2015. The only one that pretend to be oblivious to this fact are the devs. -
Why are Axe and Focus so underrated on Power Reaper pve?
Dadnir.5038 replied to Sifu.9745's topic in Necromancer
The problematic you expressed is that Axe/focus seem underrated in the "meta". The answer is that Axe/Focus don't answer the "needs" of the "meta". The meta don't need you to have a ranged weaponset (outside of niche situations) and the meta don't need you to have more LF gen. The meta need you to be able to launch as many skills as possible in the shortest timeframe and need you to have as many skills that will allow you to break an eventual breakbar as possible. -
I see it more like that
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If you think that it's good design to have 3 time the choice between 3 similar traits promoting a single boring gameplay and almost locking the player into using bloated elixirs... Well... Good for you. Both Reaper and Scourge felt like they had more work poured into them at their release despite the fact that they were far from being balanced. Harbinger in comparison feel like it's half baked while the devs seem to only look at the spec from afar, probably content with the fact that the spec merely gather complaints in WvW roaming.
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Objectively, many EoD e-spec deserve so work but outside of Bladesworn I don't think any really deserve a rework. Catalyst could afford to lose some unnecessary design elements to improve game experience. Mechanist isn't half bad for a "pet spec". Willbender is actually quite good but a bit lacking in the Alac support role. Virtuoso was something that mesmer needed and, well, the spec is not bad. I do think Harbinger need a lot of work on both it's traits and utilities skills. Untamed is... not really to my liking. There is just to many skills to use in order to play optimally this specs. Vindicator is a "dodge spec", like Daredevil and Mirage are, and is alright as such. It even have it's own perks. The alliance legend is not to my liking thought. Specter is decent, but nothing more. In my opinion, it's the spec that have the most untaped potential out of all EoD specs. Bladesworn is a "roleplay spec". It's unwieldy and inadapted to GW2's game pace.
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Saying that ritualist belong to necromancer is a controversial subject that the gw2 community have been arguing about for a decade already. Initially the Engineer was said to be the successor of the GW's ritualist with turrets replacing spirits and kit replacing urns. Mechanically mesmer have always been the closest to a "spirit ritualist" relying on clones like most ritualist used to rely on spirits. With the introduction of Revenant in the game with HoT, a new successor to GW's ritualist was there again as channeling the strenght of the heros of the past is a ritualist's thing. I could even point at ranger's spirits which are objectively closer to ritualist's earthbound spirit than they are to ranger's nature's spirit. My point is that the "spirit" gameplay of the GW's ritualist has already been covered in this game since 2012. There isn't anything left to cover in this aspect. You want to change the pathetic excuse of a skin that the necromancer's minions have and, truly, I feel you. You want a lightning shroud which objectively don't fit the necromancer's thematic and from my point of view, would be pretty boring in term of design. You want spirit utilities that are bound to be unwieldy in competitive modes and, at this point, I don't think this would really result in anything attractive for the necromancer in any gamemode.
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Why are Axe and Focus so underrated on Power Reaper pve?
Dadnir.5038 replied to Sifu.9745's topic in Necromancer
The answer is quite simple. Most of the reaper's damage output come from it's shroud so you want "use and forget" skills as weapon skills. Focus#4 is attractive to you but, to use all charges you need 6 seconds and while the tooltip number is attractive, the fact that it can't deal critical hits is a critical flaw. Axe#2 is a channeled ability so it lock you in only using this skill for the whole of the channel (which also happen to be easily interuptible). Now: MH Dagger no longer channel it's skill#2 which offer a whole dimension of freedom to use other skills while skill#2 deal damage. Warhorn offer hard control in the form of a source of fear which can proc many traits and deal damage to the breakbar (something that focus lack). OH Sword offer both damage and CC and the cherry on the pie is that the skills deal critical hits... Staff deal more damage than you'd expect, offer hard CC and the design of the skills is very "use and forget" design as just just have to spam your marks and swap weapon. The meta always seek efficiency and, at the moment, Axe and Focus don't have the right answers for PvE problematics. You can use those weapons and be succesful with them but you'll be lacking in comparison. From a new player perspective it will feel like a negligible loss but from a "meta" player perspective it would be like a 20-25% loss. -
In term of principle, Lich form stand as the opposite of Harbinger, increasing the raw vitality of the necromancer where Harbinger lower it's maximum health points. I do think that Lich form could be scrapped and made into the proper shroud of an elite spec with a focus on accumulating temporary vitality stacks (As it stand, Lich form grant 1000 vitality when you enter it and Lich skill#5 Grim specter allow you to stack temporary vitality stacks). I don't think it would be very difficult for the devs to transform lich form into a whole elite spec. If, in the process, the ugly visual and unwieldyness of the form could be lost, I'd be more than satisfied. Edit: That's the more realist possible design for a "next shroud" in my opinion.
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They didn't shy away from making an Engineer with a minion as it's main mechanic so necromancer could very well summon a minion that use it's LF pool as health pool. The "shroud" skill could simply make this minion absorb part of totality of the damage taken by the necromancer for a few seconds. Something like: The minion AA could proc F1 traits. But they could also use the Scourge's F1 treatment on such e-spec. F2 could simply teleport the minion to the targeted foe. F3 Could be the "shroud skill", allowing the minion to take part of the damage taken by the necromancer in it's stead. (A game mechanic that exist since release of the game) F4 could make the minion pulse taunt or fear around it. F5 would Summon/Sacrifice the minion. The result of the sacrifice could be determined by the GM traits.
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Aside from Shadow form meta there was also Spirit meta. Aside from these two there was also Dervish meta. At some point there was the Mist form meta (before they changed it to a heal). The Pseudo invuln meta appeared and disappeared, smatch down by the nerf hammer. Shadow form wasn't an isolated incident. Visibly you didn't suffer from class discrimination in GW1 but I suffered from it deeply enough to tell you that you are wrong. When you play with other player, they do expect you to play what they need, not necessarily what you want to play. And any "meta" create this kind of environment. A DPS race isn't necessarily all there is to the word "meta". I quited GW1 because at some point I was expected to play Protect Monk alongside a Heal Monk and while the Heal Monk was glorified, I was treated like kitten. For my last dungeon in GW1, as a big F... you to my teammates, I stole the aggro of the useless warrior "tank" with my protect monk (playing a like a 600 HP monk with only 300 HP proved to be doable) and basically soloed the last boss. The kitten DPS Elementalist was like: "Let him die, he isn't much help anyway!". The Heal Monk was like: "Hu! Hu! What do I do? I don't think I can heal him..." At the end of the day I just killed the thing and left the game only to get some insults and threats via mail and phone. Funny point, a guy maining Ritualist ended up being forced to play protect monk to fill the gap I left afterward and they pushed him until he quited as well. There were metas. There were discriminations. It's good if you managed to avoid such thing. But that doesn't mean that it didn't exist. Wherever there are peoples involved their are expectations and "metas" are catalysts for these expectations.
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Sure but, no matter the game, the meta favor time management. In GW2 you can also go through any content with off-meta build/team comp, it will just take longer. It doesn't void the fact that meta-professions exist. GW1 wasn't any "better" than GW2. Just like in GW2, there were meta professions and meta builds. Just like in GW2, players felt the impact and were swayed by the meta. The "meta" naturally reduce diversity for players that are at the peak of a game. For the most casual players, thought, diversity remained. You can oppose casual player arguments to meta player arguments. Both point of view see each other as a blind fool. This is true for GW1 like it is true for GW2. People on the various GW2 forums often take on the "peak player" point of view but there are a vast majority of players in the game that have never ever looked at this forum and many don't know what "meta" mean, they are just "forced" to play within it's boundaries by other players (And by the way, being "forced" to play within the boundarie of a meta when playing with other players was also a thing in GW1).
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It's not that I don't like the idea to add new professional mechanics but like I said, some core professions struggle to catch up to their e-specs. My suggestions could bridge the gaps by exploiting some untaped potential. When they introduce new professional mechanics, they introduce new potential on which they focus all their effort and the untaped potential is still left rotting under the dust. I don't doubt that your imagination boil with ideas about new mechanics that the devs could introduce and I do have plenty such idea as well. However, sometime it's also good to take a look back and try to revisit some things that have been left aside.
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Scorpion Wire + Basilisk Venom Should Allow the pull!
Dadnir.5038 replied to Lithril Ashwalker.6230's topic in Thief
It is most likely intended since this is due to how Hard CC work since 2012. Whenever you apply a hard CC it replace the previous one.. You're using 2 hard CC at the same time so the first one applied is instantly removed by the second one (In this case, it seem like the pull is first applied which is the reason). -
Honestly, when it come to leveling up a character it all come down to how experienced you are with the game, the profession don't make much of a difference. My only issue when leveling a Revenant is it's lack of passive movement speed buff. It is so frustrating... The 2-3 options core have to get swiftness are just a pain.