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Foot in the Grave


DEATHsCLAW.1978

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@KrHome.1920 said:That would make a necro (esp. reaper) in shroud unstoppable for a too long time in too many scenarios (anything than a stab strip or corrupt).

Impact-wise reaper would be like warrior's rampage everytime shroud is off cooldown.

2 stacks for 3-5 seconds instead of 1 for 3s would in no way make you unstoppable.

It would also warrant the opportunity cost since it's the defensive trait of the grandmasters and it's does pale incredibly in comparison compared to the other two since the opportunity cost it far too high, the amount of damage lost from not taking it is huge.Adding more effects to it makes it more convoluted. No need to add more to it ( blind, fear, super speed ). Would make it overloaded/bloated due to overlap and synergy's. Just make it slightly better at what it is already doing.

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@Sigmoid.7082 said:

@"KrHome.1920" said:That would make a necro (esp. reaper) in shroud unstoppable for a too long time in too many scenarios (anything than a stab strip or corrupt).

Impact-wise reaper would be like warrior's rampage everytime shroud is off cooldown.

2 stacks for 3-5 seconds instead of 1 for 3s would in no way make you unstoppable.

It would also warrant the opportunity cost since it's the defensive trait of the grandmasters and it's does pale incredibly in comparison compared to the other two since the opportunity cost it far too high, the amount of damage lost from not taking it is huge.Adding more effects to it makes it more convoluted. No need to add more to it ( blind, fear, super speed ). Would make it overloaded/bloated due to overlap and synergy's. Just make it slightly better at what it is already doing.Death Perception does not benefit you much on demolisher and paladin. +33% crit chance in shroud you don't really need as curses for core and decimate defenses for reaper are viable alternatives. So you are left with +10% of damage in shroud.

A spite curses soul reaping core build (demolisher or paladin) will benefit more from foot in the grave than from death perception.A spite soul reaping reaper build (demolisher or paladin) will benefit more from decimate defenses and foot in the grave than from death perception.

The trait does not pale at all. You just don't look at the bigger picture. That free stunbreak and stab will save your life against things like: warrior stunlock, soulbeast knockback into rapid fire, thief steal opener, holosmith stunlock and in general any coordinated hard cc + burst focus from multiple targets as you can F1+dodge immediately while on death perception you are stunned and your shroud is decimated within the blink of an eye while you can not even counterburst.

This is not pve! Does anyone of you "fitg is bad" guys ever fought an encounter that knows how to set up a burst? Any decent player will start with a hard cc. And if that fails he will start to kite you until you leave shroud. You can only burst with death perception if your targets ignore you. That's something that won't happen at higher skill levels.

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@"SpellOfIniquity.1780" said:

@"Anchoku.8142" said:FitG was developed for core before PoF. Originally, Necro was not supposed to have any stability but power creep way back then kind of made Necro's QQ so the profession got stab.

Now, power creep has left FitG behind, again. Thank you, Arenanet, for keeping your balance teams busy.

Jusy make it proc 1 second of AoE Fear on top of Stability and it should be good for another year.That's a free "terrify" on every shroud entering. Too strong as a reaper burst setup in a time where "onslaught" and "dread" exist.

Stunbreak on shroud entering, gain stability, fear for 1s (which means: apply chill: +10% damage) and deal another +33% damage witch your quickness soul spiral.

Yeah why not.. lol

(edit: added illustration)

How about this:

Gain stability and break stuns when you enter shroud. Gain Stability again and gain Super Speed when exiting Shroud.
Stability on enter: 3sStability on exit: 6sSuper Speed on exit: 3s

Super Speed is a nice idea but I would prefer it was granted on shroud entry.Right now I'm depending on Speed Runes to stay on top of those pesky kiters who turn and run the moment I enter shroud.Super speed in shroud could help a ton.Making it pulse super speed like Onslaught pulsing quickness in shroud would be even nicer.No more 'slow unstoppable' Reaper!

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@KrHome.1920 said:

@KrHome.1920 said:That would make a necro (esp. reaper) in shroud unstoppable for a too long time in too many scenarios (anything than a stab strip or corrupt).

Impact-wise reaper would be like warrior's rampage everytime shroud is off cooldown.

2 stacks for 3-5 seconds instead of 1 for 3s would in no way make you unstoppable.

It would also warrant the opportunity cost since it's the defensive trait of the grandmasters and it's does pale incredibly in comparison compared to the other two since the opportunity cost it far too high, the amount of damage lost from not taking it is huge.Adding more effects to it makes it more convoluted. No need to add more to it ( blind, fear, super speed ). Would make it overloaded/bloated due to overlap and synergy's. Just make it slightly better at what it is already doing.Death Perception does not benefit you much on demolisher and paladin. +33% crit chance in shroud you don't really need as curses for core and decimate defenses for reaper are viable alternatives. So you are left with +10% of damage in shroud.

A spite curses soul reaping core build (demolisher or paladin) will benefit more from foot in the grave than from death perception.A spite soul reaping reaper build (demolisher or paladin) will benefit more from decimate defenses and foot in the grave than from death perception.

The trait does not pale at all. You just don't look at the bigger picture. That free stunbreak and stab will save your life against things like: warrior stunlock, soulbeast knockback into rapid fire, thief steal opener, holosmith stunlock and in general any coordinated hard cc + burst focus from multiple targets as you can F1+dodge immediately while on death perception you are stunned and your shroud is decimated within the blink of an eye while you can not even counterburst.

This is not pve! Does anyone of you "fitg is bad" guys ever fought an encounter that knows how to set up a burst? Any decent player will start with a hard cc. And if that fails he will start to kite you until you leave shroud. You can only burst with death perception if your targets ignore you. That's something that won't happen at higher skill levels.

I am just going to disagree. You lose far more damage , and therefore counter pressure, than you are giving credit, and i firmly believe the trait isn't up to bar with its competitors and adding slightly more stab is better than adding more to the trait. Like adding blind like you suggested would completely break it in a variety of ways that increasing the duration by 1s or increasing the stacks to 2 and reducing the duration to 2s wouldnt do. Literally the complaints would fly in in any PvP setting for at least 3 reasons..

We arn't saying its bad. Just saying its not as good. Very different things.

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@miguelsil.6324 said:Make it steal 2 boons to the necro to use and pulse stability for 4s

The thing about boons is that they are easy to strip or corrupt. Necro cannot generate boons like other professions. Boons are good unless they disappear immediately and cannot be proc'd again for at least 10 seconds and whatever removed them the first time is also off ICD.

How about adding Taunt to FitG?

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@Anchoku.8142 said:

@"miguelsil.6324" said:Make it steal 2 boons to the necro to use and pulse stability for 4s

The thing about boons is that they are easy to strip or corrupt. Necro cannot generate boons like other professions. Boons are good unless they disappear immediately and cannot be proc'd again for at least 10 seconds and whatever removed them the first time is also off ICD.

How about adding Taunt to FitG?

I dont think taunt is a good idea for a wide range of reasons.Necromancer is already one of the most focused professions in a team fight should people not be focusing you in a team fight the lats thing you want to do is go "HEY!" and pull multiple foes attention to you like that.Also taunt while it is slightly stronger than fear is usually only the case when the taunt makes the attack target something else thats not the intented target. Phantom Defender, or rangers pet.Lastly Taunt has just as many counters as fear as its is a cc and condition it is countered by both condi clear, stunnbreaks, resistance, and pre applied stability.

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@ZDragon.3046 said:

@"miguelsil.6324" said:Make it steal 2 boons to the necro to use and pulse stability for 4s

The thing about boons is that they are easy to strip or corrupt. Necro cannot generate boons like other professions. Boons are good unless they disappear immediately and cannot be proc'd again for at least 10 seconds and whatever removed them the first time is also off ICD.

How about adding Taunt to FitG?

I dont think taunt is a good idea for a wide range of reasons.Necromancer is already one of the most focused professions in a team fight should people not be focusing you in a team fight the lats thing you want to do is go "HEY!" and pull multiple foes attention to you like that.

Taunt is a pseudo-control effect Necro can definitely use to counter kiting and provide another interrupt source.

Also taunt while it is slightly stronger than fear is usually only the case when the taunt makes the attack target something else thats not the intented target. Phantom Defender, or rangers pet.

Taunt is much weaker than Fear because Necro has no modifiers for Taunt in traits or skills.

Lastly Taunt has just as many counters as fear as its is a cc and condition it is countered by both condi clear, stunnbreaks, resistance, and pre applied stability.

... but control effects and gap-closers are exactly what Necro is short on. Of course there are counters. Anything un-counterable could be overpowered.

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