When I got my hands on the beta I did what I like to do, I looked at the numbers and I did the math. I used a stop watch for the cast times (meaning that there might be inacuracies there) and I calculated the coefficients for damage. The damage was indeed as horrible as people were saying and I will try to suggest possible changes for skills in both damage numbers and other things. Keep in mind that the Coefficients were calculated in Verdant Brink with the gear available from beta and not in a PvP lobby.
If you want to read a version where I can spell, it is available here, on Google docs.
Greatsword
- GS#1, The auto attack, it has coefficients of 0.85/0.95/1.1 per strike and a total cast time of 3 seconds, which means that the coefficient/second is 1.03. It also applies a 1.75 second chill on the final strike. The coefficients should be increased to 1.2/1.3/1.6 making the coefficient per second 1.37. The chill should be increased to 3 seconds and a small 3% LF gained per enemy hit on the final strike.
The reasoning behind the huge coefficient increase is that it should be able to compete with the dagger, which has a 1.33 coeff/s and it generates large amounts of LF on auto attack. With the chill and damage increase as well as the LF gain the greatsword becomes better on paper. However I noticed that you had to interrupt your own attack chain with the greatsword quite often to dodge knockdowns and such, and it means a DPS loss, if someone blocks it or blinds you, the same thing happens. These small downtimes has a large impact on the slow heavy hitting DPS of the greatsword making it a high risk, high reward weapon.
- GS#2, Gravedigger. It has a two second cast and a coefficient of 2. It lowers cooldown by 80% if it hits a downed target or anyone below 50% hp. Buff the coefficient to 3.0 and bring back the 100% reset. 5 seconds cooldown.
This means that it will essentialy be a in PBAoE lvl 3 Eviscreate every two seconds if a target fullfills the requirement. You could say that it is way to strong but doing runnig the calculations shows a coeff/s of 1.5 which is a full 0.27 coeff/s weaker than a lich auto attack, and the long cast warrants something extra if you hit it.
- GS#3, Death Spiral gives 2% LF regen per hit and it applies 12 vulnerability over 6 hits that lasts 10 seconds, with a maximum of 3 targets. Cast time is 1.4 and total coeff is 0.9 giving it a coeff/s of 0.64. 10 second cooldown. However the targeting seems to be very wonky.
The damage of this skill is not the damage, but rather the vulnerability application and the LF gain. I feel like if they fix the targeting issue, it will be in a really good spot.
- GS#4, Nightfall puts down a small area on the ground that cripples and blinds for two seconds with one pulse per second over 4 seconds for a total coeff of 0.7. Make it follow the Reaper around like Locust Swarm or increase the area alot. 25 second cooldown.
The skill is very nice in it’s effects but it does nothing when your foe decides to walk out of it, which happens too often for me to even want to use it anymore. If it follows you around that problem is solved and with a larger area the problem won’t be as severe. It feels a bit like a smaller version of the old untraited wells that were dropped where you stood.
- GS#5, Grasping Darkness sends out shadow trails in a cone in the direction the Reaper is facing . The targeting should be changed to either an AoE that you throw the claws to (similar targeting to Warrior GS#5, Rush.) or simply be based on what you have targeted. When the trails reaches the maximum distance large claws pulls everything along those trails in front of the reaper and applies 4 seconds of 3 stack poison to them as well as dealing damage with a coeff of 1.0. It also grants 4% LF for each foe struck with a maximum of 5 targets. It has a 1 second total cast time. 30 second cooldown.
If they fix the targeting the skill will be good, nuff said.
(edited by Arche.7326)