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Posted by: Aren.9478

Aren.9478

So for those that have been living under a rock – we have had a beta. Reaper was tested, some good and some bad. Boils down to – Shroud good, greatsword bad, shouts meh, “chill y u so bad”.

Then some very sensible person asked Robert Gee to be more transparent.

Now we haver this:


Thanks to everyone who posted feedback on the reaper from this last BWE. I spent a lot of time during the weekend reading over as many posts as I could both here and on reddit and taking notes. I noticed a few trends show up that I’d like to try and address before the next BWE and I wanted to let you know about some of the changes that I’m working on.

Greatsword cost/payoff ratio was undertuned
The original intent here was to make GS feel like more of an AoE weapon while dagger felt like more of a single target weapon. We tuned the damage ratios accordingly so that greatsword would have higher dps vs 3 or more targets as we didn’t want to devalue dagger as a melee weapon. However this didn’t account for the difficulty of actually hitting with greatsword skills, and when we took that into account it made sense to increase the damage multipliers on the core damage skills. There are some other QoL changes made for Greatsword as well which I hope will improve your experience with it in the next beta test.
•Greatsword Auto Attacks – Fixed incorrect range facts. These attacks have the same range as normal Greatsword Attacks. Added lifeforce gain to all hits 1/1/3. Increased damage of all attacks by approximately 20%.
•Fading Twilight – Adjusted animation speed to smooth out attack sequence for non-human rigs.
•Chilling Scythe – Increased chill duration from 1.5s to 2s.
•Gravedigger: This attack now has 100% recharge when it hits a foe below 50% health. Increased damage by 50%. Increased recharge from 5s to 8s.
•Death Spiral: Increased range from 170 to 220. Increased width of cone by 33%.
•Nightfall: Changed animation. This skill no longer roots you to cast. Removed camera shake.
•Grasping Darkness: No longer poisons and instead inflicts chill for 4 seconds on hit. This skill now fires at your target instead of using your facing direction. This skill will no longer fire if your target is behind you. •Grasping Darkness is a very complex skill under the hood and integrates programming and art in a very specific way to work the way it does. As a result, changes that would be simple for another skill (like giving it increased range) are very difficult and require coordination from multiple disciplines. I’ve made a few changes that I believe are safe for this BWE that changes the skill to be enemy targeted instead of using your facing direction. We’ll be keeping an eye on this one to see if it needs further tuning in subsequent beta events.

Shouts are weak and feel clunky to use in combat
We were concerned about the possibility of instant damage spikes and trying to emphasize the slow thematics of the specialization when we made these skills. After seeing how things worked out on Tempest we think it’s safe to lower the cast time of these skills as the “slow” theme can be expressed through other methods like greatsword and reaper’s shroud. As a result, many shouts have had their cast times significantly reduced. Additionally I’ve moved some of the reward for hitting multiple targets with these shouts to be baseline, so they should feel a little better when there are less foes around. Also, new minion type for “Rise!”
•“Chilled to the bone!”: Reduced cast time from 2s to 1.25s.
•“Rise!”: This skill is now unblockable and instant cast. Damage increased. Now creates a shambling horror for each foe hit which lose health every second. These minions place Dark Bond on their master when they hit with attacks which causes 50% of the damage from attacks on the master to be redirected to the minion.
•“Suffer!”: This skill is now instant cast. Lowered damage. Increased chill from 2s to 3s
•“You are all weaklings!”: Now grants 5 stacks of might baseline plus 3 per target hit.
•“Your soul is mine!” Increased healing power attribute multiplier to 0.5. Now grants 5% lifeforce baseline plus 3% per target hit

Reaper Shroud 2 has targeting/control issues
Sounds like a lot of you guys accidentally ran off of cliffs with Death’s Charge :P so we’re changing this to be more like the Warrior Sword skill Savage Leap. It will no longer go through targets you have selected, but will go its full distance if you have no target. Because it does very little damage while dashing I’ve allowed it to continue hitting even when you hit walls, we’ll be watching this next BWE to make sure it doesn’t turn into another Fiery Greatsword Rush though. Reaper Shroud has also has a few other general usability and bug fixes.
•Reaper’s Shroud Auto Attack – Fixed skill facts interaction with Unyielding Blast and Reaper’s Might traits.
•Life Reap (Shroud 1c) – Increased lifeforce gain to 1.5%. Fixed bug with number of targets not being listed.
•Death’s Charge – Now dashes to a target, rather than in a direction. No longer passes through your target. No longer stops hitting if the player hits a wall.
•Infusing Terror – Fixed a bug which caused this skill to begin recharging while it was still giving stability.
•Soul Spiral: Reduced recharge from 40s to 30s. Fixed number hits skill fact to show 12 hits. Fixed duration skill fact to list 3s duration.
•Executioner’s Scythe – Made adjustments to hitbox to make the initial attack more reliable. The hitbox for the primary attack is now the entire area of the ice field (still only hits 1 target).
•Reaper’s Onslaught: Fixed a bug which prevented the attack speed modifier on this trait from working properly. This trait no longer recharges Death’s Charge on kill, but instead recharges all shroud skills by 5s on kill.

Chill uptime is difficult to maintain
It seems like we went overboard with how much we limited chill in the last update and you guys are having a hard time applying this reliably. We’re going to tune this up for the next BWE primarily through traits as well as some small increases to baseline chill on skills.
•Chilling Nova – Reduced ICD from 15s to 10s.
•Shivers of Dread – Fixed a bug which caused this trait not function while downed. Increased chill duration from 2s to 3s.
•Cold Shoulder – Fixed a bug which caused this trait not function while downed. Increased chill duration modifier from 10% to 20%.
•Deathly Chill: Doubled damage values.

Finally here are some things that won’t be changing and why:
•Augury of Death – I heard a few good suggestions to make some of the recharge bonus on this trait baseline, however due to the way this trait is set up it’s a little complicated to do this and have the skill facts match up. Along with the other changes made to shouts I’d like to leave this alone for now and see how the other changes affect its value.
•Soul Eater – Similarly to Augury, this trait is heavily influenced by the current power of greatsword. It sounds like it’s a little weak right now, but I’d like to see how the other changes to greatsword affect the weapon before modifying this one.

These changes are all in iterative development so it’s possible that there will be more changes, less changes, or different changes from the ones listed here when the next BWE rolls around. This is just a snapshot of the changes I’m working on now.


The way I see it, almost all the changes we wanted are there. I really feel that most of the issues that the Reaper had that aren’t linked to main profession are there and solved.

So how about we show Robert Gee some love, same as he showed us. You know, maybe a shrine or something suitably necromantic.

Jokes aside, I feel that finally, after long years of waiting the Necro community is getting some dev interest, good times ahead guys!

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Posted by: Axelwarrior.9084

Axelwarrior.9084

Halfway through reading this, I got the strong impression that you’re making a very tasteless joke, so I have to ask… source?

EDIT: Nvm, just noticed the thread. This is a godsent- or rather, grenthsent

(edited by Axelwarrior.9084)

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Posted by: Aren.9478

Aren.9478

Sorry, I’m a very infrequent poster so just copy and pasted without properly quoting and sourcing. But yes, it is legit.

Soooooo, how about that shrine?

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Posted by: Ravezaar.4951

Ravezaar.4951

Dhuum fights his own battles
Grenth is a ganker

Underjordens Furste 80 Necro Piken-server
Servant of Dhuum

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

I read that post too in the dev tracker forum.. finay some good news there!
additionally Robert Gee mentioned the axe and scepter changes could go life in the next balance patch.. the changes werent mentioned yet but it sounded like axe&scepter will get buffed soon

at least a big thanks for your work Robert Gee!!

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Posted by: otetas.9675

otetas.9675

I read that post too in the dev tracker forum.. finay some good news there!
additionally Robert Gee mentioned the axe and scepter changes could go life in the next balance patch.. the changes werent mentioned yet but it sounded like axe&scepter will get buffed soon

at least a big thanks for your work Robert Gee!!

What axe and septer changes? o.O

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Posted by: Chuck Zitto.2367

Chuck Zitto.2367

Can’t wait to play again. Calling it now gravedigger is gonna be op. We asked for the insta recharge when hitting a low or downed player. The dmg increase is gonna be fun!!!!

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Posted by: Sandrox.9524

Sandrox.9524

this was better than porn.My kitten is all over the place. O.o

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Posted by: Endless Soul.5178

Endless Soul.5178

Well this is encouraging news.

Asura characters: Zerina | Myndee | Rissa | Jaxxi | Feyyt | Bekka | Sixx | Akee | Tylee | Nuumy
| Claara
Your skin will wrinkle and your youth will fade, but your soul is endless.

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Posted by: TheLastNobody.8319

TheLastNobody.8319

Can’t wait to play again. Calling it now gravedigger is gonna be op. We asked for the insta recharge when hitting a low or downed player. The dmg increase is gonna be fun!!!!

Probably won’t be op but hopefully will no warrant using the greats word. I’m just so happy they added more LF generation on it, as well as damage and changing the poison on Reaper’s Grasp to 4 seconds of chill. I’m also glad it seems like they’re being more leaniant with our chill application and addressing our issues with shouts and the like. I’m really really excited for scepter and axe changes though. At this point it seems they’re finally listening to us and starting to lessen the restrictions placed on us for so long.

A knight in shining armor is a man who never had his metal truly tested.

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Posted by: Sagat.3285

Sagat.3285

Dhuum fights his own battles
Grenth is a ganker

This reminds me..hope Dhummfire is not a just a mere spark with base shroud it’s incredibly disappointing right now.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

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Posted by: Tommyknocker.6089

Tommyknocker.6089

I honestly can say I love the changes; the fact that we have a dev that listens to us is just (very delicious) frosting on this cake.

I am currently awaiting a tube to be flash frozen in to awake the next beta weekend, but for now I’ll just clean the drool off my keyboard. I will have to wait and see but I do believe the attrition portion of the class has been FINALLY answered though.

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Posted by: NeXeD.3042

NeXeD.3042

No way in hell some of these changes stay.

Attention Moderators I am not
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA

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Posted by: Tommyknocker.6089

Tommyknocker.6089

No way in hell some of these changes stay.

You are most likely right. However making us UP (definatly) one beta and OP (to be determined) another beta makes for a good way to test for the middle ground. I’m looking forward to the final build though.

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Posted by: Aren.9478

Aren.9478

No way in hell some of these changes stay.

I don’t know, I think a lot of what Robert said is very reasonable. The chill damage isn’t going to be amazing still. The greatsword will not do more dps to a single target than the dagger, the changes to shouts are necessary to make them viable. I think most, the greater majority, of those changes will stay.

AND IF ANYONE HERE GIVES FEEDBACK ABOUT THE REAPER BEING OP TO ANET NEXT BETA I WILL PERSONALLY CASTRATE THEM -.-

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Posted by: Zalavaaris.5329

Zalavaaris.5329

No way in hell some of these changes stay.

I don’t know, I think a lot of what Robert said is very reasonable. The chill damage isn’t going to be amazing still. The greatsword will not do more dps to a single target than the dagger, the changes to shouts are necessary to make them viable. I think most, the greater majority, of those changes will stay.

AND IF ANYONE HERE GIVES FEEDBACK ABOUT THE REAPER BEING OP TO ANET NEXT BETA I WILL PERSONALLY CASTRATE THEM -.-

I’ll hold em down for ya

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Posted by: Esorono.1039

Esorono.1039

No way in hell some of these changes stay.

I don’t know, I think a lot of what Robert said is very reasonable. The chill damage isn’t going to be amazing still. The greatsword will not do more dps to a single target than the dagger, the changes to shouts are necessary to make them viable. I think most, the greater majority, of those changes will stay.

AND IF ANYONE HERE GIVES FEEDBACK ABOUT THE REAPER BEING OP TO ANET NEXT BETA I WILL PERSONALLY CASTRATE THEM -.-

I’ll hold em down for ya

And I will hit them with a spoon.

Playable Tengu please!

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Posted by: Sigmoid.7082

Sigmoid.7082

No way in hell some of these changes stay.

I don’t know, I think a lot of what Robert said is very reasonable. The chill damage isn’t going to be amazing still. The greatsword will not do more dps to a single target than the dagger, the changes to shouts are necessary to make them viable. I think most, the greater majority, of those changes will stay.

AND IF ANYONE HERE GIVES FEEDBACK ABOUT THE REAPER BEING OP TO ANET NEXT BETA I WILL PERSONALLY CASTRATE THEM -.-

I’ll hold em down for ya

And I will hit them with a spoon.

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Posted by: Endless Soul.5178

Endless Soul.5178

No way in hell some of these changes stay.

I don’t know, I think a lot of what Robert said is very reasonable. The chill damage isn’t going to be amazing still. The greatsword will not do more dps to a single target than the dagger, the changes to shouts are necessary to make them viable. I think most, the greater majority, of those changes will stay.

AND IF ANYONE HERE GIVES FEEDBACK ABOUT THE REAPER BEING OP TO ANET NEXT BETA I WILL PERSONALLY CASTRATE THEM -.-

I’ll hold em down for ya

I’ll lock the door and stand lookout.

Asura characters: Zerina | Myndee | Rissa | Jaxxi | Feyyt | Bekka | Sixx | Akee | Tylee | Nuumy
| Claara
Your skin will wrinkle and your youth will fade, but your soul is endless.

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Posted by: Rashagar.8349

Rashagar.8349

No way in hell some of these changes stay.

I don’t know, I think a lot of what Robert said is very reasonable. The chill damage isn’t going to be amazing still. The greatsword will not do more dps to a single target than the dagger, the changes to shouts are necessary to make them viable. I think most, the greater majority, of those changes will stay.

AND IF ANYONE HERE GIVES FEEDBACK ABOUT THE REAPER BEING OP TO ANET NEXT BETA I WILL PERSONALLY CASTRATE THEM -.-

I’ll hold em down for ya

I’ll lock the door and stand lookout.

I’ll swallow the key

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Posted by: Kaiser.9873

Kaiser.9873

Yeah, seems like Robert Gee actually did read the feedback, as almost all of these changes were directly addressed multiple times. This is very very encouraging.

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Posted by: Raziel.8072

Raziel.8072

I actually teared up a little reading this….still waiting for someone to jump out wearing a clown suit and yell “just kidding!” I want to thank you Robert Gee for this, it has been a long time in coming and I hope we continue down this road to fix the core of the class as well. Thank You.

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Posted by: Raziel.8072

Raziel.8072

Until now my life has been missing something….this video just filled that gap in my soul….thank you

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Posted by: Nynuwe.5893

Nynuwe.5893

No way in hell some of these changes stay.

I don’t know, I think a lot of what Robert said is very reasonable. The chill damage isn’t going to be amazing still. The greatsword will not do more dps to a single target than the dagger, the changes to shouts are necessary to make them viable. I think most, the greater majority, of those changes will stay.

AND IF ANYONE HERE GIVES FEEDBACK ABOUT THE REAPER BEING OP TO ANET NEXT BETA I WILL PERSONALLY CASTRATE THEM -.-

I’ll hold em down for ya

I’ll lock the door and stand lookout.

I’ll swallow the key

And I’ll send cupcakes to the devs so they won’t notice anything out of place.

When Revenant does better than Necro
in every playstyle imaginable,
they’ll call it a day and release HoT.

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Posted by: Nynuwe.5893

Nynuwe.5893

I love this too much.

I will want to remind everyone for the next beta where these changes go live, to remember that when we play necromancer we are already used to being around average. The changes may feel like a lot at first and powerful, but that would be because we are used to playing a class that has consistently been kept in not that much good of a place overall, consitently having to fight our own mechanics as much as we fight our foes. To no longer have to fight our mechanics will feel strange as a necromancer and inherently powerful. Please do not confuse this with being “OP”. We most likely won’t be overall (with the possible exception of one or two skills working beyond the intended) when we take as step back and do comparitive analysis of them with other classes. So as we go into the next beta, let’s keep in mind to compare our efficiency on the larger picture than narrowing it to just a before and after feel.

When Revenant does better than Necro
in every playstyle imaginable,
they’ll call it a day and release HoT.

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Posted by: Tommyknocker.6089

Tommyknocker.6089

I love this too much.

I will want to remind everyone for the next beta where these changes go live, to remember that when we play necromancer we are already used to being around average. The changes may feel like a lot at first and powerful, but that would be because we are used to playing a class that has consistently been kept in not that much good of a place overall, consitently having to fight our own mechanics as much as we fight our foes. To no longer have to fight our mechanics will feel strange as a necromancer and inherently powerful. Please do not confuse this with being “OP”. We most likely won’t be overall (with the possible exception of one or two skills working beyond the intended) when we take as step back and do comparitive analysis of them with other classes. So as we go into the next beta, let’s keep in mind to compare our efficiency on the larger picture than narrowing it to just a before and after feel.

Prior to the next BWE:

Necro: Akin to the mushroom as they are generally kept in the dark and fed manure .

Can’t bloody wait for these changes to go live!!

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Posted by: Balekai.6083

Balekai.6083

What is there to say? All very good and robust changes that make sense with clear and fair reasoning behind it. I’m looking forward to testing out all the rebalanced shouts and GS. I was already having fun with the Reaper, but these changes are much needed and much appreciated.

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Posted by: Sigmoid.7082

Sigmoid.7082

I can see people complaining about full tank reapers. Either cavalier or soldier power reapers. Very defensive but can skill hit you for 2.1k to 5.4k non crit GD on heavy armour targets (3000). Cav having the benefit of 210% crit damage. Can see the complaints now.

Int sigil GD+CoD proc on anyone below 50% hp will kill them without fail. Its essentially over 2 backstabs worth of damage or just 1.5 eviscerates worth of damage in a single hit.

(edited by Sigmoid.7082)

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Posted by: Vydahr.4285

Vydahr.4285

I can see people complaining about full tank reapers. Either cavalier or soldier power reapers. Very defensive but can skill hit you for 2.1k to 5.4k non crit GD on heavy armour targets (3000). Cav having the benefit of 210% crit damage. Can see the complaints now.

Int sigil GD+CoD proc on anyone below 50% hp will kill them without fail. Its essentially over 2 backstabs worth of damage or just 1.5 eviscerates worth of damage in a single hit.

This. Even a Soldier Necro is pretty strong, but Sodier Reaper? I feel bad for people who get in the way of GD spam…. lol

@Nynuwe: Necro players may be OP though. I mean, when you’re constantly fighting with one arm behind your back, or with weights strapped to you, or both, and their suddenly removed, well… It’ll be disorienting at first, but watch out when we get used to it ;p

Drahvienn
Sylvari Power Reaper

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Posted by: Sigmoid.7082

Sigmoid.7082

Last but not least we are actually an event tagging beast. Because reapers onslaught would lower shroud skill cooldowns by 5s every time something dies you can spam shroud #4 for mass spin2win tagging.

Also by my math you can hit 30k+ gravediggers in pve.

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Posted by: Zalavaaris.5329

Zalavaaris.5329

Last but not least we are actually an event tagging beast. Because reapers onslaught would lower shroud skill cooldowns by 5s every time something dies you can spam shroud #4 for mass spin2win tagging.

Also by my math you can hit 30k+ gravediggers in pve.

Good, we will be successful in high end pve and in pvp if our enemies are bad enough to get hit by our super slow abilities they deserve what’s coming to them.

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Posted by: spoj.9672

spoj.9672

Last but not least we are actually an event tagging beast. Because reapers onslaught would lower shroud skill cooldowns by 5s every time something dies you can spam shroud #4 for mass spin2win tagging.

Also by my math you can hit 30k+ gravediggers in pve.

Thats really not that amazing when you look at heartseeker and backstab.

But it is a sorely needed and welcomed buff.

(edited by spoj.9672)

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Posted by: Glaciate.3901

Glaciate.3901

1 blind and i guess Gravedigger goes into an 8 second cd.

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Posted by: Zalavaaris.5329

Zalavaaris.5329

1 blind and i guess Gravedigger goes into an 8 second cd.

If they blind you before you cast it we can just use a different ability to get rid of the blind. Alternatively if they blind us mid cast we can cancel it ourselves to Dodge the 8 second cd. This change really promotes good play.

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Posted by: Sigmoid.7082

Sigmoid.7082

Last but not least we are actually an event tagging beast. Because reapers onslaught would lower shroud skill cooldowns by 5s every time something dies you can spam shroud #4 for mass spin2win tagging.

Also by my math you can hit 30k+ gravediggers in pve.

Thats really not that amazing when you look at heartseeker and backstab.

But it is a sorely needed and welcomed buff.

Example damage of BS and HS. Be realistic

Good, we will be successful in high end pve and in pvp if our enemies are bad enough to get hit by our super slow abilities they deserve what’s coming to them.

Having played reaper its not as hard as it seems to land gravedigger. Especially in bigger fights where it is more useful.

(edited by Sigmoid.7082)

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

1 blind and i guess Gravedigger goes into an 8 second cd.

“Suffer!” and Plague Signet are things.

As for the damage, I can see potentially 18k Gravedigger crits before accounting for sigils or buffs from allies. This does assume Scholar rune bonus and above 50% life force, but if you open with death shroud to get them below 50% quickly, I can see this happening.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

(edited by Drarnor Kunoram.5180)

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Posted by: Zalavaaris.5329

Zalavaaris.5329

Last but not least we are actually an event tagging beast. Because reapers onslaught would lower shroud skill cooldowns by 5s every time something dies you can spam shroud #4 for mass spin2win tagging.

Also by my math you can hit 30k+ gravediggers in pve.

Thats really not that amazing when you look at heartseeker and backstab.

But it is a sorely needed and welcomed buff.

Example damage of BS and HS. Be realistic

Good, we will be successful in high end pve and in pvp if our enemies are bad enough to get hit by our super slow abilities they deserve what’s coming to them.

Having played reaper its not as hard as it seems to land gravedigger. Especially in bigger fights where it is more useful.

It’s not hard now… when people have had zero experience with reaper… when people get obliterated they will learn real quick to look out for the animation and when that happens it will be harder to land. I promise you that. The damage is needed to make it worth taking.

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Posted by: Vydahr.4285

Vydahr.4285

Last but not least we are actually an event tagging beast. Because reapers onslaught would lower shroud skill cooldowns by 5s every time something dies you can spam shroud #4 for mass spin2win tagging.

Also by my math you can hit 30k+ gravediggers in pve.

Thats really not that amazing when you look at heartseeker and backstab.

But it is a sorely needed and welcomed buff.

Example damage of BS and HS. Be realistic

Good, we will be successful in high end pve and in pvp if our enemies are bad enough to get hit by our super slow abilities they deserve what’s coming to them.

Having played reaper its not as hard as it seems to land gravedigger. Especially in bigger fights where it is more useful.

It’s not hard now… when people have had zero experience with reaper… when people get obliterated they will learn real quick to look out for the animation and when that happens it will be harder to land. I promise you that. The damage is needed to make it worth taking.

In a team fight it should still be pretty punishing, especially if someone is downed and can’t move. In all that chaos, it’s extremely difficult to keep track of anything, and if Everyone dodges gravedigger, well, just means they used a dodge that they won’t have for the next attack by one of your teammates. I guarantee it’ll be useful in that scenario, and more so now that it’ll have better damage

Drahvienn
Sylvari Power Reaper

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Posted by: spoj.9672

spoj.9672

Last but not least we are actually an event tagging beast. Because reapers onslaught would lower shroud skill cooldowns by 5s every time something dies you can spam shroud #4 for mass spin2win tagging.

Also by my math you can hit 30k+ gravediggers in pve.

Thats really not that amazing when you look at heartseeker and backstab.

But it is a sorely needed and welcomed buff.

Example damage of BS and HS. Be realistic

https://youtu.be/pqUxTEWP-dM

:P

And these are recent numbers. I was concerned i wasnt going to be able to find an example before the major balance changes lol.

This is possible because thief has damage modifiers out the kitten and tons of extra ferocity. Necro doesnt have an imbalanced amount of mods so we can afford higher base coefficients. But with gravediggers cast time and our lack of damage mods its pretty lackluster compared to backstab and heartseeker spam. Not to say theres anything wrong with the proposed new gravedigger other than the cast time (and our general lack of damage through modifiers). Thief and all its mods is just broken. Same can be said for ele.

(edited by spoj.9672)

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Posted by: Zalavaaris.5329

Zalavaaris.5329

Last but not least we are actually an event tagging beast. Because reapers onslaught would lower shroud skill cooldowns by 5s every time something dies you can spam shroud #4 for mass spin2win tagging.

Also by my math you can hit 30k+ gravediggers in pve.

Thats really not that amazing when you look at heartseeker and backstab.

But it is a sorely needed and welcomed buff.

Example damage of BS and HS. Be realistic

Good, we will be successful in high end pve and in pvp if our enemies are bad enough to get hit by our super slow abilities they deserve what’s coming to them.

Having played reaper its not as hard as it seems to land gravedigger. Especially in bigger fights where it is more useful.

It’s not hard now… when people have had zero experience with reaper… when people get obliterated they will learn real quick to look out for the animation and when that happens it will be harder to land. I promise you that. The damage is needed to make it worth taking.

In a team fight it should still be pretty punishing, especially if someone is downed and can’t move. In all that chaos, it’s extremely difficult to keep track of anything, and if Everyone dodges gravedigger, well, just means they used a dodge that they won’t have for the next attack by one of your teammates. I guarantee it’ll be useful in that scenario, and more so now that it’ll have better damage

If we don’t do insane damage though then our design is flawed. The entire purpose of this spec is so our enemies DONT want to fight us. Some may have to but it should never be a pleasure to do. Our entire fantasy with this spec hinges on high amounts of damage.

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Posted by: Balekai.6083

Balekai.6083

The spec is basically supposed to be Nemesis from Resident Evil 3. That’s what I think about anyways.

You just don’t want him to catch up with you. :p

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Posted by: Sigmoid.7082

Sigmoid.7082

Last but not least we are actually an event tagging beast. Because reapers onslaught would lower shroud skill cooldowns by 5s every time something dies you can spam shroud #4 for mass spin2win tagging.

Also by my math you can hit 30k+ gravediggers in pve.

Thats really not that amazing when you look at heartseeker and backstab.

But it is a sorely needed and welcomed buff.

Example damage of BS and HS. Be realistic

Good, we will be successful in high end pve and in pvp if our enemies are bad enough to get hit by our super slow abilities they deserve what’s coming to them.

Having played reaper its not as hard as it seems to land gravedigger. Especially in bigger fights where it is more useful.

It’s not hard now… when people have had zero experience with reaper… when people get obliterated they will learn real quick to look out for the animation and when that happens it will be harder to land. I promise you that. The damage is needed to make it worth taking.

In a team fight it should still be pretty punishing, especially if someone is downed and can’t move. In all that chaos, it’s extremely difficult to keep track of anything, and if Everyone dodges gravedigger, well, just means they used a dodge that they won’t have for the next attack by one of your teammates. I guarantee it’ll be useful in that scenario, and more so now that it’ll have better damage

If we don’t do insane damage though then our design is flawed. The entire purpose of this spec is so our enemies DONT want to fight us. Some may have to but it should never be a pleasure to do. Our entire fantasy with this spec hinges on high amounts of damage.

You do reaise that GD will have a coeff of 3 with the damage increase its getting.
To put it into perspective and weapon damage between one hand and two hand taken into account it would do more damage that eviscerate. Or with a tiny bit of might and vulnerability, both of which we generate very easily, you can hit almost twice the amount of damage of a backstab. This is also on an aoe and has its cooldown reset hitting anything below 50%.

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Posted by: Nynuwe.5893

Nynuwe.5893

Guys, the idea is so actually be on par with others. We don’t have that many damage modifiers so a good base damage is always welcome.

I knew this was going to happen: Necromancer players freaking out about actually being able to deal tons of damage for once. Yes, pat pat it’s okay to deal hilarious damage. No, there’s no shame in it. Ele and thief do it, and look at them they are so used to it they don’t blink at it. Shhh, it’s okay for us to do it too.

When Revenant does better than Necro
in every playstyle imaginable,
they’ll call it a day and release HoT.

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Posted by: Nynuwe.5893

Nynuwe.5893

I can see people complaining about full tank reapers. Either cavalier or soldier power reapers. Very defensive but can skill hit you for 2.1k to 5.4k non crit GD on heavy armour targets (3000). Cav having the benefit of 210% crit damage. Can see the complaints now.

Int sigil GD+CoD proc on anyone below 50% hp will kill them without fail. Its essentially over 2 backstabs worth of damage or just 1.5 eviscerates worth of damage in a single hit.

This. Even a Soldier Necro is pretty strong, but Sodier Reaper? I feel bad for people who get in the way of GD spam…. lol

@Nynuwe: Necro players may be OP though. I mean, when you’re constantly fighting with one arm behind your back, or with weights strapped to you, or both, and their suddenly removed, well… It’ll be disorienting at first, but watch out when we get used to it ;p

Very good point. :P

When Revenant does better than Necro
in every playstyle imaginable,
they’ll call it a day and release HoT.

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Posted by: Zalavaaris.5329

Zalavaaris.5329

Last but not least we are actually an event tagging beast. Because reapers onslaught would lower shroud skill cooldowns by 5s every time something dies you can spam shroud #4 for mass spin2win tagging.

Also by my math you can hit 30k+ gravediggers in pve.

Thats really not that amazing when you look at heartseeker and backstab.

But it is a sorely needed and welcomed buff.

Example damage of BS and HS. Be realistic

Good, we will be successful in high end pve and in pvp if our enemies are bad enough to get hit by our super slow abilities they deserve what’s coming to them.

Having played reaper its not as hard as it seems to land gravedigger. Especially in bigger fights where it is more useful.

It’s not hard now… when people have had zero experience with reaper… when people get obliterated they will learn real quick to look out for the animation and when that happens it will be harder to land. I promise you that. The damage is needed to make it worth taking.

In a team fight it should still be pretty punishing, especially if someone is downed and can’t move. In all that chaos, it’s extremely difficult to keep track of anything, and if Everyone dodges gravedigger, well, just means they used a dodge that they won’t have for the next attack by one of your teammates. I guarantee it’ll be useful in that scenario, and more so now that it’ll have better damage

If we don’t do insane damage though then our design is flawed. The entire purpose of this spec is so our enemies DONT want to fight us. Some may have to but it should never be a pleasure to do. Our entire fantasy with this spec hinges on high amounts of damage.

You do reaise that GD will have a coeff of 3 with the damage increase its getting.
To put it into perspective and weapon damage between one hand and two hand taken into account it would do more damage that eviscerate. Or with a tiny bit of might and vulnerability, both of which we generate very easily, you can hit almost twice the amount of damage of a backstab. This is also on an aoe and has its cooldown reset hitting anything below 50%.

And our lack of fire fields and blast finishers to provide group support for a meta game warrants that kind of damage. Oh and our crappy damage mods. Higher base damage will compensate for terrible access to additional damage %s.

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Posted by: spoj.9672

spoj.9672

Last but not least we are actually an event tagging beast. Because reapers onslaught would lower shroud skill cooldowns by 5s every time something dies you can spam shroud #4 for mass spin2win tagging.

Also by my math you can hit 30k+ gravediggers in pve.

Thats really not that amazing when you look at heartseeker and backstab.

But it is a sorely needed and welcomed buff.

Example damage of BS and HS. Be realistic

Good, we will be successful in high end pve and in pvp if our enemies are bad enough to get hit by our super slow abilities they deserve what’s coming to them.

Having played reaper its not as hard as it seems to land gravedigger. Especially in bigger fights where it is more useful.

It’s not hard now… when people have had zero experience with reaper… when people get obliterated they will learn real quick to look out for the animation and when that happens it will be harder to land. I promise you that. The damage is needed to make it worth taking.

In a team fight it should still be pretty punishing, especially if someone is downed and can’t move. In all that chaos, it’s extremely difficult to keep track of anything, and if Everyone dodges gravedigger, well, just means they used a dodge that they won’t have for the next attack by one of your teammates. I guarantee it’ll be useful in that scenario, and more so now that it’ll have better damage

If we don’t do insane damage though then our design is flawed. The entire purpose of this spec is so our enemies DONT want to fight us. Some may have to but it should never be a pleasure to do. Our entire fantasy with this spec hinges on high amounts of damage.

You do reaise that GD will have a coeff of 3 with the damage increase its getting.
To put it into perspective and weapon damage between one hand and two hand taken into account it would do more damage that eviscerate. Or with a tiny bit of might and vulnerability, both of which we generate very easily, you can hit almost twice the amount of damage of a backstab. This is also on an aoe and has its cooldown reset hitting anything below 50%.

This is so untrue. We dont have anywhere near the same amount of damage modifiers as warriors and especially not thieves and eles.

Using might and vuln as an arguement doesnt hold. Because both of those should be capped easily.

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Posted by: Vydahr.4285

Vydahr.4285

Last but not least we are actually an event tagging beast. Because reapers onslaught would lower shroud skill cooldowns by 5s every time something dies you can spam shroud #4 for mass spin2win tagging.

Also by my math you can hit 30k+ gravediggers in pve.

Thats really not that amazing when you look at heartseeker and backstab.

But it is a sorely needed and welcomed buff.

Example damage of BS and HS. Be realistic

Good, we will be successful in high end pve and in pvp if our enemies are bad enough to get hit by our super slow abilities they deserve what’s coming to them.

Having played reaper its not as hard as it seems to land gravedigger. Especially in bigger fights where it is more useful.

It’s not hard now… when people have had zero experience with reaper… when people get obliterated they will learn real quick to look out for the animation and when that happens it will be harder to land. I promise you that. The damage is needed to make it worth taking.

In a team fight it should still be pretty punishing, especially if someone is downed and can’t move. In all that chaos, it’s extremely difficult to keep track of anything, and if Everyone dodges gravedigger, well, just means they used a dodge that they won’t have for the next attack by one of your teammates. I guarantee it’ll be useful in that scenario, and more so now that it’ll have better damage

If we don’t do insane damage though then our design is flawed. The entire purpose of this spec is so our enemies DONT want to fight us. Some may have to but it should never be a pleasure to do. Our entire fantasy with this spec hinges on high amounts of damage.

You do reaise that GD will have a coeff of 3 with the damage increase its getting.
To put it into perspective and weapon damage between one hand and two hand taken into account it would do more damage that eviscerate. Or with a tiny bit of might and vulnerability, both of which we generate very easily, you can hit almost twice the amount of damage of a backstab. This is also on an aoe and has its cooldown reset hitting anything below 50%.

This is so untrue. We dont have anywhere near the same amount of damage modifiers as warriors and especially not thieves and eles.

Using might and vuln as an arguement doesnt hold. Because both of those should be capped easily.

Still… 2600 damage to heavy armor targets and a few dozen less than 4k to light armor targets at base and above 50% health is fairly substantial. And, as you said, Vuln and Might stacks should be easy to have. Through in some more power with Bloodlust stacks, plus what damage modifiers we do have (whether that’s with 5% extra when you have might with Strength runes, or 10% with Scholar or not) Gravedigger will hurt. Badly. And in a team fight, that amount of damage can turn the tides, especially because it’s AoE

And, one more thing. Unlike many classes, we can self-generate 25 vuln and 25 might. Which means we hit just as hard with GD in a 1v1 as in an XvX teamfight (technically it does hit harder in a team fight because you hit more targets, but that’s beside the point)

Drahvienn
Sylvari Power Reaper

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Posted by: Zalavaaris.5329

Zalavaaris.5329

Does anyone complaining about the damage even play a necro? Have you all been brainwashed into thinking if you are anything but useless you are op? If we end up being the best damages in a team fight is that SO wrong that we are the best at something? Do you hate the idea of being wanted in speed clears for you decent damage numbers?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I just calculated it out for PvP. On sub 50% targets, assuming 20 stacks of Might and Vuln (not difficult), this build will crit a 2600 armor target for an average of 10.1k (94% crit chance on them, too).

A bit of setup for that, though. Between that and the cast time, I think this kind of damage is perfectly acceptable. People will need to be wary of a Reaper and really weigh their options when they get low. In PvP, it would probably often be worth backing off and letting the point neutralize while you heal up.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

(edited by Drarnor Kunoram.5180)

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Posted by: spoj.9672

spoj.9672

Yeah i did some quick math and the new gravedigger should be good damage wise despite our small amount of (conditional) modifiers. Not perfect for PvE considering the cast time. But it will be more spammable than heartseeker/backstab/eviscerate. It wont outclass icebow and meteor shower though.