Greatsword High Risk Low Reward?
I think we should wait and see before starting threads like this (especially since this has been discussed elsewhere already). I do think the damage is a bit low compare to dagger but it hits more target, has vulnerability on it, has a slightly higher range (small but it does matter for such a melee weapon) + has chill which is very punishing (mobility + CD) and can do damage etc…
My damage concern was mostly for PvE since I thought the GS will be part of the necro redemption. I still think reaper’s shroud will be very good for PvE though. In PvP, necro damage is quite fine.
If it needs a bump it will get one. Only saw 2 peeps play reaper on the gamescom thing so far. First one didn’t know how to play necro and the second was destroying people to the point they were basically spawn camping the enemy.
Relax, op. GS will suck like everything necro, but you will look cool while doing your miserable damage, which is all that seems to matter to the devs taking care of the necro….
Most of us never expected the GS AA to beat the dagger’s in dps but most of the damage will be packed in the 2-4 skills like every other greatsword .
Most of us never expected the GS AA to beat the dagger’s in dps but most of the damage will be packed in the 2-4 skills like every other greatsword .
Even if the GS has a lower overall DPS (which still does not make that much sense if you consider the cast time making it easier to avoid/blind/block) at least the “burst” skills like gravedigger should out-DPS the AA of dagger. I would have expected that a gravedigger spam (below 50% health) would be a better choice over dagger AA:
- it is super slow (1 attack in nearly 2s)
- it is conditional (only if enemy below 50%).
Dagger AA got a high lifeforce generation so it doesnt need the highest dps and greatsword is ok in my opinion. Gravedigger is just awesome if someone gets lower than 50 % you can just spam a 5k dmg spell on him ok it depends on his amor y but i think the dmg what i saw was great.
The thing with the dagger is that it needs buffs, too. Life Siphon should do twice as much damage (or 1.45 more damage and a 2.5 second channel), and Dark Pact should have a much shorter activation time.
Anyway, the real wild card here is Nightfall. Currently, Nightfall has 548 tooltip damage on a 1/4 second activation time. But, it isn’t clear whether this is per Nightfall, or per pulse of Nightfall. If it is per pulse, then Nightfall is actually quite high damaging. For PVE, anyway. In PVP an enemy will just walk out of it.
The thing with the dagger is that it needs buffs, too. Life Siphon should do twice as much damage (or 1.45 more damage and a 2.5 second channel), and Dark Pact should have a much shorter activation time.
Currently life siphon is not that much lower DPS than dagger AA (about 50% less), so considering it also heals + has a longer range, I think its DPS is just fine. Dagger 3 is somewhat underwhelming (useful but underwhelming) …
The thing with the dagger is that it needs buffs, too. Life Siphon should do twice as much damage (or 1.45 more damage and a 2.5 second channel), and Dark Pact should have a much shorter activation time.
Currently life siphon is not that much lower DPS than dagger AA (about 50% less), so considering it also heals + has a longer range, I think its DPS is just fine. Dagger 3 is somewhat underwhelming (useful but underwhelming) …
“50% less” is not “not that much lower”. Its half. You spend 4 seconds to heal for 2682 health, doing half damage. The dagger auto will generate 2061 life force minimum assuming one target. Since DS reduces damage by half, this is the same as getting 4122 health. Overall, you do half damage, to generate 65% of the health you would have received doing full damage… assuming minimum HP. As HP increases, the dagger AA generates more and more life force, while Life Siphon remains static.
This is unacceptable. The 600" range is not a meaningful compensation. Life Siphon needs to do more damage.
The problem with Dark Pact is that it takes a full second to cast, not including aftercast. This ties it with Zealot’s Embrace for the slowest immobilize in the game, and Zealot’s Embrace is a piercing projectile. There are already immobilizes in the game as strong as Dark Pact that don’t have such a lengthy animation, so the animation should be reduced to at least 0.75 seconds.
It’s annoying how sometimes you think right but say wrong. So in this case, I wrote it wrong: dagger AA is 50% more than dagger 2 (which is thus 33% less). Yes, you gain more from the DS, but first, the DS degenerates so it’s not really 4122 health + if you have no LF you’re still alive, if you have no life, you’re dead. This healing is rather strong if you can land it (you rarely get all of it).
For dark pact, I agree with you, it is clumsy to use.
Life siphon doesnt need you to be facing your target to do its damage and heal you. As long as you cast it facing them you can move around however you want ans still benefit. Its a sustain skill. Its one of the reasons why cele can last so long because with your #6 skill, signet of leeching and dagger #2 you pretty much have 3 strong heals on your bar. I dont think it needs to do more damage for what it gives and how it works.
I don’t know the aftercast of Life Siphon. It isn’t listed on the wiki. But, if it is anything like any other skill in the game, it means that life siphon has a total animation of anywhere from 3.8 to 4 seconds. Going from those numbers, life siphon will have a tooltip DPS of 227. The dagger AA has a tooltip DPS of 448. Therefore, Life Siphon does 50.6% of the damage of the dagger auto.
But lets do the unrealistic thing and say that Life Siphon has no after cast, and that the 3.5 number is accurate. Then, life Siphon does 58% of the damage of the auto attack, making it only slightly higher than half.
Life Force actively prevents you from being dead, so additional life force can be counted as additional health. The more life force you have, the harder you are to kill. You also haven’t taken into account scaling: Life Force scales with both vitality and toughness, whereas life siphon scales with toughness and healing power, and quite horribly with healing power. You also haven’t taken into account that life force grants greater access to Deathshroud, which comes with its own set of utilities that can’t be accessed via regular health generation.
You’re nitpicking. The fact is that you get more durability and do more damage with the auto attack than you do with life siphon, which makes life siphon an utter failure of a skill. It has two jobs, and sucks at both of them.
Life siphon doesnt need you to be facing your target to do its damage and heal you. As long as you cast it facing them you can move around however you want ans still benefit. Its a sustain skill. Its one of the reasons why cele can last so long because with your #6 skill, signet of leeching and dagger #2 you pretty much have 3 strong heals on your bar. I dont think it needs to do more damage for what it gives and how it works.
It doesn’t need to do more total damage but it needs a channel time reduction. 2.5 seconds should be good enough.
Life siphon doesnt need you to be facing your target to do its damage and heal you. As long as you cast it facing them you can move around however you want ans still benefit. Its a sustain skill. Its one of the reasons why cele can last so long because with your #6 skill, signet of leeching and dagger #2 you pretty much have 3 strong heals on your bar. I dont think it needs to do more damage for what it gives and how it works.
It doesn’t need to do more total damage but it needs a channel time reduction. 2.5 seconds should be good enough.
I can agree with this. It’s a little too long for what it is.
As for OP, don’t focus so much on the greatsword damage. If, at the end of the day, Gravedigger doesn’t end up at the Necomancer’s version of hundred blades, nobody will use reaper greatsword.
The underpowered revenant skills all got big buffs.
Focus on the other stuff.
(1) if you have GS and Reaper can your other weapon handle anti kiting duty?
(2) How easy to avoid are reaper attacks anyways?
(3) When you die, what’s killing you
(4) Do you have enough chill to land your reaper combos
(5) For a lot of people, this will be the most chill that they’ve ever had access to at once. Is chill a strong condition to pair with the reaper skills.
(6) Is the Reaper theme working? Are players treating you like a movie monster or like a speed bump?