I should preface this post by saying that I did indeed try Reaper in all modes of gameplay this weekend. I was quite comfortable using it as an alternative to Blood Magic in my PvP power necro builds, and was still generally unimpressed by it in PvE, even with the potential for 25 might permanently without having to rely on other group members. This change makes Necromancer much more viable for unorganized PvE, but in a proper group setup (read as high level fractals), the Reaper still offers little to no group ultility and the damage pales in comparison to the likes of an Elementalist or even a Warrior who is running a proper DPS rotation. The vulnerability application of the Reaper is what I would consider exceptionally good, even going as far as to say that with the right traits it can keep up with an Engineer in terms of team damage boost, though with few other offensive conditions at its disposal, there is still no reason to run it in place of an Engi.
With PvE out of the way I want to talk about my focus this weekend with the beta. I come from a small group roaming guild that runs anything between 2 and 15 people; because of this size the type of classes and builds we run are at a premium, and we constantly try to get our builds to synergize as best as possible with each other. This can mean anything from bringing condition clear, useful combo fields, or finishers, to certain group buff traits. But everyone brings something. Usually massive amounts of damage are overlooked in favor of group ultility and helping everyone, but in the case of the Reaper it accels in cleave and spike damage almost exclusively. Many of the skills and traits used with a power Reaper setup have an executioner bonus of some sort, dealing more damage as the target reaches lower health. I found that having these damage bonuses made it very easy for me to step back and pick out a target that was out of cooldowns and low on health, then quickly rush to them with Deaths Charge and finish them entirely. Securely stomping an enemy was also very consistent because of Infusing Terror. The two stacks of stability provides just enough protection from CC to get off a clean stomp and move on, whilst not being such a large cooldown that it puts you out of commission for the next fight you find yourself in.
The in-combat mobility of the Reaper is also much better than what was previously possible with the baseline Necromancer. While I was not able to keep up with the D/D Elementalist in our group, I was almost always the second or third person to engage a fight. The closing speed of a Reaper is similar to that of a Guardian or Warrior using a sword leap into combat. Deaths Charge feels like it is in a good spot as far as mobility goes, and the aoe blind at the end of the skill is just an added bonus, potentially reducing the initial damage spike of the group you’re fighting. I still found myself tethered to Spectral Walk however for out of combat movement. While Axe/Warhorn would have also been a good weapon set to use, I primarily chose to stick with GS/Staff so that I had access to a quick way of gaining Life Force. The Greatsword does lack Life Force generation and I found myself using it much more for Grasping Darkness and Death Spiral than anything else. If you run this kind of weapon setup the Soul Marks trait is absolutely required as it buffs the Life Force generation of your Staff to near unreasonable numbers. Without the ability to rely on my Staff for LF I would have found myself dead much more frequently than I did.
Speaking of survivability the Reaper is quite good at it. I ran full Valkyrie armor with a mix of Soldiers and Zerk trinkets. I only ran about 1200 toughness at most, but because of the inherent tanking ability of the Necro I felt that I could take just about as much damage as my Warrior could before having to back out. Blighters Boon is a large part of this surviability. When paired with a Guardian or Elementalist the Reaper becomes nigh-immortal in sustained combat. Between the boon output of those classes and my staff, I was able to maintain about 80% uptime of Reaper Shroud, only dropping out to clear conditions through the use of Putrid Mark and Suffer!.
Continued in next post, character cap, whoops.
Co-Leader of the Get Fresh Crew