Reaper Feedback

Reaper Feedback

in Necromancer

Posted by: Hajiishere.4085

Hajiishere.4085

I played a ton of reaper all over tyria this weekend, and I played a few different builds. I thought that it was weird and clunky to start with, I would constantly overshoot deaths charge, scratch my own back with those claws and I would cancel my nightfall by running. But as the weekend went on I adapted my gameplay I learnt the enemies animations and skills and knew when to use my longer cast skills and when to pop stability, I would judge the distance between my and the enemy, I would back peddle to get deaths charge just right. I found playing reaper in verdant brink has made me a better player.

As for build stuff reaper makes a solid 3rd line for most builds, I always found that necro has 2 solid line to go into a build and then a 3rd that you can change depending on what you are doing.

Condi reaper is good it has some fun aspects but greatsword I didn’t see having a place on it, but reaper shroud was good for condi and it give you a stun and a leap that condi necro never had, and then there is the extra chill damage to add to dps but the internal cooldown on chilling darkness is a bit sad.

Power reaper is a lot of fun especially when you adjust your play style to it and don’t play full bezerker it is ok but not great or needed. I played half soldiers, half bezerkers and it was great, I don’t think it was optimal but it gave you good enough defense and power. The greatsword is good long cast times are fine, I’m used to it most necro skills have long cast time but now there is a ton of stability to use. I found zerging in wvw fun and very rewarding with greatsword and dagger/warhorn, I would play frontline, self stack 25 stacks of might had good stability, and I could still well bomb. Then playing in verdant brink I would purposely aggro extra mobs just for “You are all weaklings!” and well bomb my enemies to get 25 stacks of might in no time. I had no problem with cast times or cooldowns, there is little burst on the greatsword but if you use wells and “You are all weaklings!” then you have fast damage. Much like most necro stuff it is geared but to fight 5 enemies at once which it does great. I did also take this necro to world boss an some bosses were a lot harder too hit than others but I found the mega destroyer fun running out into the lava fighting it and then darting back with deaths charge, it was not efficient or even had good dps doing it but it was fun.

I even tried out Minionmaster a bit which was pretty fun and gave you so many minions, but mostly has the cool fact that you get reapershroud.

In short reaper is very fun, it does change the way you play necro. It does fill some gaps and does feel powerful but not overpowered. I actually felt faster and had to play faster when playing it. I think that it is great and that doesn’t really need much change, and deaths charge or grasping darkness does not to be targeted or ground targeted for when you get used to how they work they are great.

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Posted by: Dakunaito.9602

Dakunaito.9602

GS is very bad. i’d say easily the weakest specialization. it needs lot of changes. GS dmg is weak and weapon is slow. low dmg wasn’t enough nerf so they added long cast times too. want to leave the cast speed as is for balance? ok. increase the cast times of all other GS classes to be fair. let’s be honest here. GS skills have too much cast time. hammer Warrior does autoattack chain in 1.7s and Reaper in 3s. that’s almost twice as slower, and it’s also weaker in dmg. cast times on GS skills have to be decreased by 40-60%. 1.25s cast time on Gravedigger is unacceptable. most of the animation is useless just to cover the long cast time. this skill shouldn’t have more than 0.5s cast time. shouts shouldn’t have more than 1-1.25s cast time. the Elite has 2s cast time. dmg has to be increase by raw skill dmg since there are no modifiers on traits. RS auto attack is weak in dmg. just like the Elite, RS skill 5 has 2s cast time. too much. the charge skill on RS needs to add collision to it and stop when hitting enemy. it’s the “only” charge skill that doesn’t have collision and pass through enemies

i’m very disappointed with Reaper and gs and i’ll stick to d/w – staff as weapons. yes it’s fun to play cause AI is stupid so cast times etc don’t matter that much, but aside fun there’s also serious gameplay(pvp) and Reaper is underpower as hell

(edited by Dakunaito.9602)

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Posted by: Hajiishere.4085

Hajiishere.4085

GS is very bad. i’d say easily the weakest specialization. it needs lot of changes. GS dmg is weak and weapon is slow. low dmg wasn’t enough nerf so they added long cast times too. want to leave the cast speed as is for balance? ok. increase the cast times of all other GS classes to be fair. let’s be honest here. GS skills have too much cast time. hammer Warrior does autoattack chain in 1.7s and Reaper in 3s. that’s almost twice as slower, and it’s also weaker in dmg. cast times on GS skills have to be decreased by 40-60%. 1.25s cast time on Gravedigger is unacceptable. most of the animation is useless just to cover the long cast time. this skill shouldn’t have more than 0.5s cast time. shouts shouldn’t have more than 1-1.25s cast time. the Elite has 2s cast time. dmg has to be increase by raw skill dmg since there are no modifiers on traits. RS auto attack is weak in dmg. just like the Elite, RS skill 5 has 2s cast time. too much. the charge skill on RS needs to add collision to it and stop when hitting enemy. it’s the “only” charge skill that doesn’t have collision and pass through enemies

i’m very disappointed with Reaper and gs and i’ll stick to d/w – staff as weapons. yes it’s fun to play cause AI is stupid so cast times etc don’t matter that much, but aside fun there’s also serious gameplay(pvp) and Reaper is underpower as hell

The greatsword as a weapon has a blind field, 5 target pull plus poison and a whirl finisher which combo’d with nearly any dark field gives leaching bolts, these are great utility for a class and sometime utility is good. It also hit 3 targets of course it is going to do less damage the dagger that hits 2 targets The reaper was never designed to be better just to change the way you play which it did. Most of the necro’s skills are tailored to fight 5 target at most times on a condi build I run most the time I might not see big numbers like 10k but its doesn’t mean I am not hitting that with very little effort I can get 2k dps on each target. Necro is not meta for dungeons or pvp because on a one on one bases necro often does fall short but when it comes to groups they are good, look at wvw well bombing. I never did say it was great for pvp but pve and wvw holds up. If you have played the new map the enemies are a lot tougher than before. For pvp I would say bunk and learn to use stability and your own interrupts and try utilising flesh wurm or spectral walk since you can blink in the middle of the cast for long skills. And deaths charge is fine you just need to learn the distances.

But if necro isn’t hitting your optimum dps and you are not having fun (which is the most important part) then maybe you should play another class.

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Posted by: Dakunaito.9602

Dakunaito.9602

GS is very bad. i’d say easily the weakest specialization. it needs lot of changes. GS dmg is weak and weapon is slow. low dmg wasn’t enough nerf so they added long cast times too. want to leave the cast speed as is for balance? ok. increase the cast times of all other GS classes to be fair. let’s be honest here. GS skills have too much cast time. hammer Warrior does autoattack chain in 1.7s and Reaper in 3s. that’s almost twice as slower, and it’s also weaker in dmg. cast times on GS skills have to be decreased by 40-60%. 1.25s cast time on Gravedigger is unacceptable. most of the animation is useless just to cover the long cast time. this skill shouldn’t have more than 0.5s cast time. shouts shouldn’t have more than 1-1.25s cast time. the Elite has 2s cast time. dmg has to be increase by raw skill dmg since there are no modifiers on traits. RS auto attack is weak in dmg. just like the Elite, RS skill 5 has 2s cast time. too much. the charge skill on RS needs to add collision to it and stop when hitting enemy. it’s the “only” charge skill that doesn’t have collision and pass through enemies

i’m very disappointed with Reaper and gs and i’ll stick to d/w – staff as weapons. yes it’s fun to play cause AI is stupid so cast times etc don’t matter that much, but aside fun there’s also serious gameplay(pvp) and Reaper is underpower as hell

The greatsword as a weapon has a blind field, 5 target pull plus poison and a whirl finisher which combo’d with nearly any dark field gives leaching bolts, these are great utility for a class and sometime utility is good. It also hit 3 targets of course it is going to do less damage the dagger that hits 2 targets The reaper was never designed to be better just to change the way you play which it did. Most of the necro’s skills are tailored to fight 5 target at most times on a condi build I run most the time I might not see big numbers like 10k but its doesn’t mean I am not hitting that with very little effort I can get 2k dps on each target. Necro is not meta for dungeons or pvp because on a one on one bases necro often does fall short but when it comes to groups they are good, look at wvw well bombing. I never did say it was great for pvp but pve and wvw holds up. If you have played the new map the enemies are a lot tougher than before. For pvp I would say bunk and learn to use stability and your own interrupts and try utilising flesh wurm or spectral walk since you can blink in the middle of the cast for long skills. And deaths charge is fine you just need to learn the distances.

But if necro isn’t hitting your optimum dps and you are not having fun (which is the most important part) then maybe you should play another class.

what to do the blind field and the pull if the dmg is weak and attack speed is slow? i don’t want to be the support and my teammates get the kill. Death’s Charge is not fine. collision, speed and distance increase are a must. why Death Charge should be the only charge skill that doesn’t have collision? calculating the distance is not the solution. all the other charge skills have collision. there is something called balance, and devs say this multiple times when they talk about Necro. they talk about balance, but i don’t see any balance. they took the cast times they were gonna add on Tempest shouts and added it to Reaper: “Elementalist/Tempest is burst class so cast times are not needed. give them to Reaper which is already underpower. nobody will care”. that’s not balance. if Necro isn’t meta for dungeons and pvp, why not tweak the class so that it is? Elementalist, Warrior etc are already way above strong, so how about focus on Necro/Reaper to be strong too? i did play the new map, and enemies are indeed strong, but Reaper is weak

about fun, i’m not pve hero to only play pve, and i lean more to pvp, so there’s a line between fun and serious. i can’t have fun in pvp playing an underpower class just cause devs decided that it’s role will be the undepower one and refuse to buff and make it more descent, and instead they buff more and more and even more the already strong/OP classes. if Reaper doesn’t get buffed, but stay as it, is i’ll choose another class. i don’t play that long so i only have Necro, but i already started leveling an Elementalist just in case. so far it’s easily 2-3 times stronger and better. even with less hp, in pvp i die way less times than my Necro

(edited by Dakunaito.9602)

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Posted by: Hajiishere.4085

Hajiishere.4085

what to do the blind field and the pull if the dmg is weak and attack speed is slow? i don’t want to be the support and my teammates get the kill. Death’s Charge is not fine. collision, speed and distance increase are a must. why Death Charge should be the only charge skill that doesn’t have collision? calculating the distance is not the solution. all the other charge skills have collision. there is something called balance, and devs say this multiple times when they talk about Necro. they talk about balance, but i don’t see any balance. they took the cast times they were gonna add on Tempest shouts and added it to Reaper: “Elementalist/Tempest is burst class so cast times are not needed. give them to Reaper which is already underpower. nobody will care”. that’s not balance. if Necro isn’t meta for dungeons and pvp, why not tweak the class so that it is? Elementalist, Warrior etc are already way above strong, so how about focus on Necro/Reaper to be strong too? i did play the new map, and enemies are indeed strong, but Reaper is weak

about fun, i’m not pve hero to only play pve, and i lean more to pvp, so there’s a line between fun and serious. i can’t have fun in pvp playing an underpower class just cause devs decided that it’s role will be the undepower one and refuse to buff and make it more descent, and instead they buff more and more and even more the already strong/OP classes. if Reaper doesn’t get buffed, but stay as it, is i’ll choose another class. i don’t play that long so i only have Necro, but i already started leveling an Elementalist just in case. so far it’s easily 2-3 times stronger and better. even with less hp, in pvp i die way less times than my Necro

If the blind and pull are too good they will undermine spectral grasp and well of darkness thus comes internal balance and good pvp isn’t about getting all the kills. Deaths charge is a great skill, collision would make the skill less powerful if you were to stop as soon as you hit your target and there are plenty of skills that function similairly just most are ground targeted but this skill lets you cast without the of the ground target, if you are not willing to put player skill into using it then that is your fault not the skills and balance is so much more than just pvp the skills need to be balanced everywhere and need to take into account the necros sustainability. You can play any class in pvp without leveling. And ele is a glass cannon which means that is has less health and higher damage necro has higher health so it does do less damage. But all you seem to do is go into every necro forum post undermining everybody else postive opinions, I can see the opinions that maybe some of the numbers need to be higher but at the end of the day the numbers should never be larger than dagger because dagger only targets 2 there has to be internal balance of a class, if they just out right made reaper stronger anyone who doesn’t buy HoT is then less powerful and then everyone who has it will just be running reaper. Reaper was never designed to be stronger just something new and change the way you play the class which it does. I put my positive experience of reaper up I found it was really fun and I think that all the bile that necros seem to be spewing (which should be the next specialisation) over the past months it would be nice for devs to hears something nice. And remember to have fun that is the aim of games, that is why I love my WvW server because we are a really good middle tier server but we value having fun, fun is also the reason I spent the last hour and a half of the beta gliding with a bunch of people because fun is great.

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Posted by: Dakunaito.9602

Dakunaito.9602

If the blind and pull are too good they will undermine spectral grasp and well of darkness thus comes internal balance and good pvp isn’t about getting all the kills. Deaths charge is a great skill, collision would make the skill less powerful if you were to stop as soon as you hit your target and there are plenty of skills that function similairly just most are ground targeted but this skill lets you cast without the of the ground target, if you are not willing to put player skill into using it then that is your fault not the skills and balance is so much more than just pvp the skills need to be balanced everywhere and need to take into account the necros sustainability. You can play any class in pvp without leveling. And ele is a glass cannon which means that is has less health and higher damage necro has higher health so it does do less damage. But all you seem to do is go into every necro forum post undermining everybody else postive opinions, I can see the opinions that maybe some of the numbers need to be higher but at the end of the day the numbers should never be larger than dagger because dagger only targets 2 there has to be internal balance of a class, if they just out right made reaper stronger anyone who doesn’t buy HoT is then less powerful and then everyone who has it will just be running reaper. Reaper was never designed to be stronger just something new and change the way you play the class which it does. I put my positive experience of reaper up I found it was really fun and I think that all the bile that necros seem to be spewing (which should be the next specialisation) over the past months it would be nice for devs to hears something nice. And remember to have fun that is the aim of games, that is why I love my WvW server because we are a really good middle tier server but we value having fun, fun is also the reason I spent the last hour and a half of the beta gliding with a bunch of people because fun is great.

the blind field has a negative cause it makes you immobile

the collision on Death Charge would make the skill less powerful if you were to stop as soon as you hit your target? i’ve “NEVER” noticed that the charge on my Ele is less powerful when it hits a target that isn’t at max range. charge skill don’t do progressive dmg based on distance: the further the enemy, the higher the dmg. the skill’s power will remain the same whether you hit someone from point blank or max range. adding collision on Death Charge will not make it less powerful. about player skill while using Death Charge, rest classes just press a button and voila. no skill required, so why do i need to put effort and skill? cause dev decided that Reaper has to be the underdog, so no collision in his charge? did we pick the short straw or something? from the most pvp videos i saw, majority of players fail at Death Charge 9.5/10 times(it’s natural since with Reaper combat is way less than 600), while Ele hit with his charge with1000% success rate. as i’ve said before, calculating the distance isn’t the solution. the solution is very simple: add collision like the rest charge skills. you can’t have collision to “all” charge skills besides Reaper’s charge skill. remove the collision from Ele’s charge and see how they will start raging. devs will go crazy from the rage and will put back the collision in no time

as it seems Reaper was nothing as was told. they put more effort on the animations than on skills, traits etc. even on Mesmer forum people say it’s weak, and some don’t even want to talk about as to what bad state it is

just because i disagree on someone’s positive feedback, it doesn’t mean i undermine anyone. if you misunderstood it’s not my problem. i reply to others and i only say my opinion, and nothing more. so what if it’s negative? i’m not allowed to do so? if i reply to someone that says positive things, i have to type positive things even if i have different opinion?

as for numbers, nobody said to increase dmg by 500%, but it really needs boost

Reaper is very bad, so it’s natural that devs won’t see/hear good words. devs see/hear good words from Chronomancer cause for that class they put the effort they were gonna put on Reaper. i rarely see anyone complaining for Chronomancer(the opposite of Reaper), and the feedback suggestion threads and comments are easily 2-3 times less than Reaper

ofc i have fun, but i didn’t have fun with Reaper at all. the low dmg combined with the slow attack speed is double nerf. unlike pve, on pvp people fight back and i’ve been interrupted tons of times. people see me charge chill from autoattack and RS skill 5 and they simple evade it with 0 effort. the shouts are so bad that i reverted back my utilities. i started lvling an Ele and i have more fun. even though i’m noob Ele, i die way less times in pvp than my Necro, even with less hp

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Posted by: Hajiishere.4085

Hajiishere.4085

the blind field has a negative cause it makes you immobile

the collision on Death Charge would make the skill less powerful if you were to stop as soon as you hit your target? i’ve “NEVER” noticed that the charge on my Ele is less powerful when it hits a target that isn’t at max range. charge skill don’t do progressive dmg based on distance: the further the enemy, the higher the dmg. the skill’s power will remain the same whether you hit someone from point blank or max range. adding collision on Death Charge will not make it less powerful. about player skill while using Death Charge, rest classes just press a button and voila. no skill required, so why do i need to put effort and skill? cause dev decided that Reaper has to be the underdog, so no collision in his charge? did we pick the short straw or something? from the most pvp videos i saw, majority of players fail at Death Charge 9.5/10 times(it’s natural since with Reaper combat is way less than 600), while Ele hit with his charge with1000% success rate. as i’ve said before, calculating the distance isn’t the solution. the solution is very simple: add collision like the rest charge skills. you can’t have collision to “all” charge skills besides Reaper’s charge skill. remove the collision from Ele’s charge and see how they will start raging. devs will go crazy from the rage and will put back the collision in no time

as it seems Reaper was nothing as was told. they put more effort on the animations than on skills, traits etc. even on Mesmer forum people say it’s weak, and some don’t even want to talk about as to what bad state it is

just because i disagree on someone’s positive feedback, it doesn’t mean i undermine anyone. if you misunderstood it’s not my problem. i reply to others and i only say my opinion, and nothing more. so what if it’s negative? i’m not allowed to do so? if i reply to someone that says positive things, i have to type positive things even if i have different opinion?

as for numbers, nobody said to increase dmg by 500%, but it really needs boost

Reaper is very bad, so it’s natural that devs won’t see/hear good words. devs see/hear good words from Chronomancer cause for that class they put the effort they were gonna put on Reaper. i rarely see anyone complaining for Chronomancer(the opposite of Reaper), and the feedback suggestion threads and comments are easily 2-3 times less than Reaper

ofc i have fun, but i didn’t have fun with Reaper at all. the low dmg combined with the slow attack speed is double nerf. unlike pve, on pvp people fight back and i’ve been interrupted tons of times. people see me charge chill from autoattack and RS skill 5 and they simple evade it with 0 effort. the shouts are so bad that i reverted back my utilities. i started lvling an Ele and i have more fun. even though i’m noob Ele, i die way less times in pvp than my Necro, even with less hp

Deaths charge does multiple hit on the way to its target so if it stops on collision it would do less damage, Like I said I did take it to WvW and when I need to stay on the commander I would use it damaging targets along the way and was able to keep up. So on a 1 on 1 bases you are right there would be no decrease on damage but you would loose potential damage along the way plus then the skill would no longer make sense it is more of a charge. And player skill is important I found by the end of the beta I was moving backwards or run to a wall to hit my target and get the aoe blind on them and I did increase my player skill.

I don’t really concentrate on damage numbers but looking back at some footage and on gs 1 was hitting 2-3k hits on 15 might and non optimal gear it is probably not the best for 1 on 1 and I know that but it good enough for the way I play. And you don’t need to use all of the new stuff, I only used 2 of the shouts

And as for the whole undermining thing, I put a positive experience up fully aware of all the negative that others are saying and I purposely distanced my comments from theirs because it was not for me to go onto on every negative topic a enforce my opinion on them but you took it upon yourself to tell everyone who had fun on reaper your opinion and disagree with them just like you complain about the cost of the expansion to everyone.

So the only outcome of this thread is: I had fun on reaper and you didn’t. And we will keep this discussion going around in circle for days so this a pointless thread now. I have said my peace I had fun I think deaths charge is an amazing skills unlike any other, You are all weaklings! and Chilled to the bone! are good shouts. And the utility that greatsword brings is great, yes they feel clunky and to get some getting used too but once you have gotten used to them they are good.

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Posted by: Nynuwe.5893

Nynuwe.5893

It’s okay to have fun with something and still be able to understand where it needs improvement. Necromancer is the class where the player is constantly forced to fight against it’s own mechanics almost as much, if not more, than the mechanics of their enemies. You admit that there are parts that feel clunky. That you can fight it and succeed doesn’t take away that it’s clunky. Clunky is never intended in design. Anything that tempts against efficiency is a flaw in design. The devs do not intentionally seek any combat mechanics to be clunky. Anything clunky needs to be fixed. Simple. Fixing something clunky doesn’t stop it from being fun. Making something more efficient without inherently changing its core concept should not make it less fun.

About not wanting death’s charge to have smart target collision, I find that poorly thought out. Smart target collision can be turned off in the Options menu (that’s what fiery greatsword elementalists did before FGS’s nerf, and that’s what rangers using MH Sword do to gain better dodging capacities in PvE). But for skills that don’t have smart target capabilities, there are no options to give them one. The middle ground IS giving it smart target collision, as you can just toggle it off. Of course, an even better option would involve devs to deepen our control capabilities of skills. To be able to individually toggle smart target on and off of such skills of similar nature.

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: Hajiishere.4085

Hajiishere.4085

It’s okay to have fun with something and still be able to understand where it needs improvement. Necromancer is the class where the player is constantly forced to fight against it’s own mechanics almost as much, if not more, than the mechanics of their enemies. You admit that there are parts that feel clunky. That you can fight it and succeed doesn’t take away that it’s clunky. Clunky is never intended in design. Anything that tempts against efficiency is a flaw in design. The devs do not intentionally seek any combat mechanics to be clunky. Anything clunky needs to be fixed. Simple. Fixing something clunky doesn’t stop it from being fun. Making something more efficient without inherently changing its core concept should not make it less fun.

About not wanting death’s charge to have smart target collision, I find that poorly thought out. Smart target collision can be turned off in the Options menu (that’s what fiery greatsword elementalists did before FGS’s nerf, and that’s what rangers using MH Sword do to gain better dodging capacities in PvE). But for skills that don’t have smart target capabilities, there are no options to give them one. The middle ground IS giving it smart target collision, as you can just toggle it off. Of course, an even better option would involve devs to deepen our control capabilities of skills. To be able to individually toggle smart target on and off of such skills of similar nature.

I said it felt clunky to start with but got used to it because I am not used to rooting skills and I found revenant and dragonhunter clunky too, much like I have many class when I start playing them.

I haven’t played warrior but skill wise everyone is looking at at deaths charge as being like skill 5 (or FGS 4) where you leap to the target but the skill is more like skill 3 (or FGS 3) where you whirl in a direction so the solution is to add ground targeting but I don’t like that just because ground targeting has it’s place and it would annoying if this skill was to be focused on where the cursor is as apposed to the direction of the character because most of the time you are looking in the direction you want to move.

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Posted by: Nynuwe.5893

Nynuwe.5893

I said it felt clunky to start with but got used to it because I am not used to rooting skills and I found revenant and dragonhunter clunky too, much like I have many class when I start playing them.

I haven’t played warrior but skill wise everyone is looking at at deaths charge as being like skill 5 (or FGS 4) where you leap to the target but the skill is more like skill 3 (or FGS 3) where you whirl in a direction so the solution is to add ground targeting but I don’t like that just because ground targeting has it’s place and it would annoying if this skill was to be focused on where the cursor is as apposed to the direction of the character because most of the time you are looking in the direction you want to move.

I personally have gotten used to ground targetting.

I would still prefer for smart target collision as it enables ALL intended uses of that skill. If you intend it to flee, then cancel any targetting. If you intend it for closing in on an enemy, then have it stop at the chosen target. It’s always best to go for middle ground so that more people can diversify the use of the skill.

Considering that this may be the only reliable gap closer Necromancer will have in a while, I would like to see it be a very well rounded skill that allows for different uses of it.

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: Khade.9650

Khade.9650

I’ve played GW2 since the beginning and always as a Necro main. The Reaper, in my opinion, is the most fun I’ve ever had playing this game. I love the feel of this class, it’s abilities, and it’s use of chill in useful trait combos.

I definitely found myself going back to the staff vs. the greatsword as it provided much needed Life Force generation. Maybe adding additional LF gen to the greatsword would help (I know it has two skills that do this but they are small amounts compared to Staff 1 and the Soul Marks trait).

Death’s Charge was definitely very, very difficult to use and control. Especially since the Maguuma is full of cliffs. I essentially threw myself off a cliff constantly. In close combat on the edges (which happens all the time in that zone), you pretty much cannot use it.

I liked the idea another poster brought up which was to increase its distance. Almost every other class has a true distance closer or escape, and Necro does not. What would be great is to use this skill as an speed closer where you could swap to shroud and charge ahead. But as it stands, I had a hard time catching up to any of the enemies in Maguuma just using this skill.

In general though, the Reaper feels fantastically fun!

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Posted by: Hajiishere.4085

Hajiishere.4085

I’ve played GW2 since the beginning and always as a Necro main. The Reaper, in my opinion, is the most fun I’ve ever had playing this game. I love the feel of this class, it’s abilities, and it’s use of chill in useful trait combos.

I definitely found myself going back to the staff vs. the greatsword as it provided much needed Life Force generation. Maybe adding additional LF gen to the greatsword would help (I know it has two skills that do this but they are small amounts compared to Staff 1 and the Soul Marks trait).

Death’s Charge was definitely very, very difficult to use and control. Especially since the Maguuma is full of cliffs. I essentially threw myself off a cliff constantly. In close combat on the edges (which happens all the time in that zone), you pretty much cannot use it.

I liked the idea another poster brought up which was to increase its distance. Almost every other class has a true distance closer or escape, and Necro does not. What would be great is to use this skill as an speed closer where you could swap to shroud and charge ahead. But as it stands, I had a hard time catching up to any of the enemies in Maguuma just using this skill.

In general though, the Reaper feels fantastically fun!

The thing I really liked about deaths charge was I could dash through zergs and not get stuck on the first person I hit, I also loved the fact that you had to think before using it so that you would hit your target or not throw yourself off a cliff (which I did do) but it has been changed to a normal charge instead of being like staff 5 on revenant.