Reaper Shroud Ability Tweaks
No if RS2 became a shadow step it a the same as DS 2.
I like the current RS2, it just need an added effect to compensate.
RS2 is basically Rev Staff 5 without the knock back.
I say add a blind to it, and the effect to increase the duration of conditions on enemies hit.
Also an evade on it would be nice.
Maybe even add life force generation to it for each enemy hit.
I like the concept from it. Don’t want to take anything away from our sister the Revenant, by requesting to copy her staff 5 knock back.
But I want some added effect to this other than weak poison. Give enemies conditions that are on me as well. Something like that.
Prefer some kind of defense honestly. I get creamed more in RS by thieves then I do in DS.
RS3 on the other hand is a buggy mess. Sometimes it doesn’t activate when clicked. Can’t have that in fast combat of PvP. Would like an added damage reduction from RS3 with a temporary Life Force armor buff that drains life force for 3 seconds each time enemy hits the Necro while it’s up. Or 1.5 seconds, which ever test out better. That could be pretty good defensive skill to counter burst damage in SPvP.
RS auto attack is not consistent, which I notice. It’s pattern of swing effects what enemies are hit in the cone. Which I assume is a bug. Tried this using Charr male btw. Could be related to race swing animation. Tested this on dummies in the mist. On of the swings is a upward angled swing that can miss enemies in the cone.
RS4 could use some life force regen from a trait perhaps, or have baseline healing similar to the trait we currently have for it.
RS5 is very inconsistent in SPvP. This need a faster cast time and larger range. Perhaps a leap, but prefer it stay a Melee ranged attack just need its speed increased, and the field left behind need to deal damage AoE. Because this is impossible to land in SPvP due to the way the game does skill checks. In more tab target games the skill check is done a bit differently which is why it’s more consistent. But single target Melee attacks on the other hand suffer. Warrior’s mace main hand comes to mind.
Was testing this all in SPvP. The time of cast is just off. And the animation is very poorly done on male Charr for this attack.
Knighthonor, they already added a blind the RS 2, it just applies on the “blast” at the end of the strike so its hard to land.
Right now that skill is best used for running away, which it actually deos fairly well. You can also engage with it and close a gap sometimes, but its really hard to hit with it, meaning that path of corruption is wasted on your build if you run curses.
Taking a break from GW2 to play various
Nintendo games..
autoattack needs a bit boost in dmg
skill 2 needs to add collision and hit on enemy contact and increase it’s speed and range. speed is like you’re chilled and distance is small
skill 5 needs 50% reduce cast time. 2s is way too much. players see you charge the skill and simply move out of the way without a sweat
All attacks need more damage. How much more? I can’t say because the attack speed increase trait was disabled.
(I’d rather have more damage and an interesting trait, than the boring attack speed increase trait. The days of having to take 3-5 traits just to get a decent shroud have to end).
Reaper 2 needs to trigger path of corruption on any of the hits, not just the last hit (which will never hit anything)
Reaper 3 could use a range increase or the fear. Right now, doom is way better than this skill.
Reaper 4 needs a tooltip that accurately describes the skill.
I like reaper 5, but it is really hard to hit a moving enemy with it.
(edited by nekretaal.6485)
I’d like RS2 to have a secondary press, much like RS 3 where you press it the second time for the fear. RS 2 should chopper forward on the first press, and upon second press it stomps down for a finishing move. This allows people to still use RS 2 as escape/mobility, but gives people the option to skillfully time when to “land” for a hit/blast.
RS 3’s fear should definitely get a small range increase.
RS 5 is hard to land, but I suppose with a big payoff it’s ok. Wouldn’t mind a small range increase as it’s extremely hard to land with the long cast time as-is.