Reaper Shroud = Paper

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Posted by: Lynnie.7213

Lynnie.7213

Have anyone felt this? It seems reaper shroud is 3 times weaker than Death shroud and i don’t know how to explain this.

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Posted by: Knighthonor.4061

Knighthonor.4061

yes. Somebody said it could be a bug. I believe otherwise.

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Posted by: ronpierce.2760

ronpierce.2760

I’ve said it and I’ve heard it several other times today. I have no idea why.

It only makes it worse in the reliance on SR/Spite builds. :/

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Posted by: Alpha.1308

Alpha.1308

does the damage reduction in Death Shroud still exist?
maybe it doesn’t in Reaper’s Shroud?

i dunno, just my first guess

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Posted by: Bhawb.7408

Bhawb.7408

It does reduce damage, and I’m not having an issue with it at all, even in 1v2s I was more than capable of staying in Shroud for a decent period of time, and then it comes back up in not too long.

Only issue I really have with RS in general (not related to specific skills) is that since it is melee, and will generally deplete a bit faster due to that (though has way higher sustained potential) you are interrupted by leaving shroud too much. Depleting LF should be its own reward for getting to the Necromancers HP, it shouldn’t also allow you to interrupt their skills when almost all of them have a long cast/channel time. If it didn’t self interrupt that’s all I’d need from its end.

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Posted by: Lynnie.7213

Lynnie.7213

It does reduce damage, and I’m not having an issue with it at all, even in 1v2s I was more than capable of staying in Shroud for a decent period of time, and then it comes back up in not too long.

Only issue I really have with RS in general (not related to specific skills) is that since it is melee, and will generally deplete a bit faster due to that (though has way higher sustained potential) you are interrupted by leaving shroud too much. Depleting LF should be its own reward for getting to the Necromancers HP, it shouldn’t also allow you to interrupt their skills when almost all of them have a long cast/channel time. If it didn’t self interrupt that’s all I’d need from its end.

Idk, i am having big issues with it. 2 or 3 warriors hit and its gone. while in DS i can take up to 2 or 3 people.

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Posted by: Zenith.7301

Zenith.7301

Because with Death shroud you can kite and do more or less similar damage from range. Reaper Shroud does too little damage for being melee, does less DPS than greatsword, and its upkeep is tied to a a melee 3rd step autoattack.

Reaper Shroud is awful in PvE.

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Posted by: Lynnie.7213

Lynnie.7213

Because with Death shroud you can kite and do more or less similar damage from range. Reaper Shroud does too little damage for being melee, does less DPS than greatsword, and its upkeep is tied to a a melee 3rd step autoattack.

Reaper Shroud is awful in PvE.

Is not about meele vs ranged. Is about if i get hit by same skill on DS i’ll lose less life force. At least that is the feeling. Didn’t made maths and stuff.

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Posted by: Bhawb.7408

Bhawb.7408

I’ve checked the damage reduction, its still there, you shouldn’t be taking extra damage, but melee vs ranged is actually a huge difference in residual damage taken.

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Posted by: messiah.1908

messiah.1908

what i notice is my RS going down the same as DS but got back to full faster with trait

maybe test it with friend AA you and count the number of AA he did and compare them

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Posted by: Lynnie.7213

Lynnie.7213

I’ve checked the damage reduction, its still there, you shouldn’t be taking extra damage, but melee vs ranged is actually a huge difference in residual damage taken.

The meele vs ranger thing, i agree. Because you take a good amount of time to gap closer and in meanwhile you are getting hit by them.
But i fought against the same warrior on my reaper and necro. And death shroud remain longer than reaper shroud. And was not the issue meele vs ranger, because was an axe/shield + Gs warrior.

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Posted by: ronpierce.2760

ronpierce.2760

I think the problem has just about every thing to do wuth melee vs ranged. There is little compensation for being melee. Not to mention, you give up a LOT of survivabity giving up either curses or Soul Reaping, and unfortunately spite is pretty much mandatory. So that’s part of how that happens too.

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Posted by: Bhawb.7408

Bhawb.7408

I think the problem has just about every thing to do wuth melee vs ranged. There is little compensation for being melee. Not to mention, you give up a LOT of survivabity giving up either curses or Soul Reaping, and unfortunately spite is pretty much mandatory. So that’s part of how that happens too.

Definitely agree with not enough of a trade off. I don’t think it should be defense, but Reaper’s Shroud probably needs some damage increases to warrant the fact that you are far less safe doing it, which is the case between every (well balanced) ranged vs melee weapon in the game.

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Posted by: Anchoku.8142

Anchoku.8142

i went through RS pretty quickly. there are two things i have noticed
1. archers in verdent brink burn through hp stupidly fast. they may be doing the same to shroud. archers could sit pretty and burn away my hp while melee mobs fought up close.
2. life force generation on greatsword is ugly slow for a short range weapon. i had to switch to dagger for both heals and life force generation constantly.

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Posted by: Zenith.7301

Zenith.7301

i went through RS pretty quickly. there are two things i have noticed
1. archers in verdent brink burn through hp stupidly fast. they may be doing the same to shroud. archers could sit pretty and burn away my hp while melee mobs fought up close.
2. life force generation on greatsword is ugly slow for a short range weapon. i had to switch to dagger for both heals and life force generation constantly.

Agreed, Greatsword could still stand to gain more life force. It’s such a slow attack chain that for the damage mobs do you really are not generating enough life force.

Just in general I found groups of mobs can constantly interrupt your greatsword autoattack chain because of how many telegraphs you need to dodge at the same time.

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Posted by: Raziel.8072

Raziel.8072

I’ve watched the damage taken closely, it seems to be consistent between the two, however, natural degen seems to either be faster on reaper, or we lose more % per tick. I didn’t get time yet to sit and count on it. But even with vital persistence it will self degen in seconds unless you are constantly attacking multiple targets. Regular Shroud does not do this.

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Posted by: Anchoku.8142

Anchoku.8142

i have been running vital persistence and it seems to work right when no one is hitting me. perhaps the attacks in verdant brink are just that much more damaging.

taking a break and may reconfigure to standard necro to compare vital persistence performance.

one other problem for necromancers is the lack of reflects, projectile destruction, and evades. it seriously feels like running through a wvw filled with zerker long-bow rangers. tentacles shooting poison bombs also did not help

(edited by Anchoku.8142)

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Posted by: Zenith.7301

Zenith.7301

i have been running vital persistence and it seems to work right when no one is hitting me. perhaps the attacks in verdant brink are just that much more damaging.

taking a break and may reconfigure to standard necro to compare vital persistence performance.

one other problem for necromancers is the lack of reflects, projectile destruction, and evades. it seriously feels like running through a wvw filled with zerker long-bow rangers. tentacles shooting poison bombs also did not help

The mobs hit much harder.

One attack from a non-veteran archer frog takes off half my health. That’s a 10k hit, only fractal 50 mossman or Archdiviner ever hit me that hard.

I’m really not so impressed with greatsword after playing my revenant.

The reaper damage is now on PS warrior/guardian level, but slower to deliver, and revenant does monstrous damage with the glint heal pretty much healing you to full every 20 seconds whenever you’re being attacked and your utilities are toggles that give perma might and perma 10 stacks of fury all the time, toggles you can detonate for additional effects.

I really feel reaper got screwed big time with the shout utilities.

Revenant auto hits so much harder (without even might the last chain of the attack crits for around 4.3k) and the unrelenting assault on a single target is easily 20k+ damage while under invulnerability frames. It’s like a better Blurred Frenzy in every way, it’s outrageous how much more damage my revenant does than my necro let alone mesmer’s terrible damage.

Reaper abilities are very pretty, but the damage numbers are middling given how slow and vulnerable they are.

Gravedigger spam on a boss below 50% hp is your saving grace on this specialization.

Problem with necro as well is you got no built in condition removal outside consume conditions unless you equip an offhand dagger+mainhand dagger set to cleanse conditions. Reaper is very vulnerable to sustained condi application from mobs.

If a mob gets poison on you, forget it, your already miserable heals got even more abysmal.

(edited by Zenith.7301)

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Posted by: Azure.8670

Azure.8670

you MUST use spectral mastery with reaper because of the melee range and speed. Also, without blood magic, we are actually squishier.

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Posted by: Knighthonor.4061

Knighthonor.4061

I was playing Reaper in PvP, and yes like Paper. But people will argue otherwise, so no point.

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Posted by: Muchacho.2390

Muchacho.2390

I was playing Reaper in PvP, and yes like Paper. But people will argue otherwise, so no point.

Funny that you say that some people in the pvp subforum say reaper is way to tanky (which i by the way dont agree with).

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Posted by: Zenith.7301

Zenith.7301

I was playing Reaper in PvP, and yes like Paper. But people will argue otherwise, so no point.

Funny that you say that some people in the pvp subforum say reaper is way to tanky (which i by the way dont agree with).

People in the pvp forums whine about any class they lose a 1v1 to.

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Posted by: Bhawb.7408

Bhawb.7408

Reaper is reasonably tanky 1v1, same as any power build really.

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Posted by: Raziel.8072

Raziel.8072

See I have a few conflicting viewpoints regarding the past few posts. Maybe its just my build, but I seem to be much less tanky 1v1 and much more tanky when there’s 2-3 (or more if I have ally support) also, in pve-verdant brink specifically- I felt plenty tanky and sustainable while still doing some good dps wearing cavalier. In fact more than one occasion I found myself peeling champs so players could rez or rally. And if the champs had adds it made it easier. As for the projectiles spam, there were a few parts I ran into some thick spots but shroud 2 helps mitigate some and just keeping a target close by to hit and maintain life force helped too. Upkeep some retal or leap through some good combo fields and getting hit with those projectiles only benefit you. Having a leap now opens up so many possibilities and it lands much more reliably so I encourage you to experiment more.

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Posted by: Raziel.8072

Raziel.8072

I still feel vital persistence is far too necessary for reaper though. I just lack way too much sustain without it.

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Posted by: Cecilia.5179

Cecilia.5179

Reaper Shroud really does feel more papery than Death Shroud. It’s hard to explain why, but it just does.

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Posted by: ronpierce.2760

ronpierce.2760

I still feel vital persistence is far too necessary for reaper though. I just lack way too much sustain without it.

It is… Spite+Curses could be so much fun if not for VP. :/
And Maybe even if Dhuumfire was in that line instead of SR.

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Posted by: nearlight.3064

nearlight.3064

Yeah with blighter’s boon, and chilling victory, and spite you will have no problem generating life force without soul reaping, its just that you can hardly stay in it because of the degeneration.

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Posted by: Raziel.8072

Raziel.8072

Remember this guy:
http://wiki.guildwars2.com/wiki/Reaper%27s_Precision

…Pepperidge Farm remembers…..

No seriously though, if we had this back in curses it could possibly make curses viable since it had no cd, it would be able to replace vital persistence. Wouldn’t be as reliable of course, but it would suffice.

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Posted by: Comus.7365

Comus.7365

i only pvp with it.. and the only issue i have is that it’s very easy to shut down

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Posted by: Ravezaar.4951

Ravezaar.4951

This is as Donee said an Issue

Imho Reapers worst weakness atm is its “squishy” feel to RS, I said this after BWE1 and got same response from Bhawb and others and Imho I still think I was right then. I know the fact that RS is Melee based will get you struck alot more but nah when u can properly use the mechanic the Reaper is built for it becomes an Issue.

I hope something is bugged or wrong cause this just wont do

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Posted by: L Step.8659

L Step.8659

It’s always going to be an issue because shrouds don’t scale well. If you have more opponents you technically have better lf regen, the only problem is they can all be spread out and at range, coupled with necros innate slow attacks and bad mobility make it very annoying. If you make it better in a 5v5 it becomes even more over the top in a 1v1. If you make it worse in a 1v1 it’s even worse in a 5v5.

If they find some way to make it scale vs multiple opponents properly I will just bow to them because that would be a huge fix for necro.

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