Reapers Shroud & conditions

Reapers Shroud & conditions

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

So like many of you I watched the live stream & saw things I liked & things I didn’t.

There are 2 things I noticed however that bother me.

1: While in reapers shroud the necro has very little chill up time. The only way to apply chill is on the number 5 which has a sizable cool down.

&

2: Reapers shroud looses quite a bit of condition access vs regular death shroud.

The problem with number one is that it will make escaping from the reaper while they are in shroud easier then it would be to escape while they are out of it.

I think this problem could easily be solved by slightly changing the number 2 “Deaths Charge”. As is it applies a 5 second AOE poison when it ends.
I propose they change it to apply a 3 second AOE poison & Chill.

As for problem number 2, it slightly pigeon holes the reaper into a power build.
The fix I propose is rather simple.
Simply slightly change the 4 skill chain “Soul Spiral” so that it also applies 1 stack of torment (say 2-3 seconds) when it hits a foe in exchange for a slight (say 15-20%) physical damage reduction.

After this the spec becomes better

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Posted by: Xaylin.1860

Xaylin.1860

I’m with you on RS#2. I’ve been torturing my brain how to work around it but I couldn’t come up with a reasonable solution. However, two things to keep in mind:

  • No poison in RS will mean less synergy with Death Magic
  • No poison will make it less appealing for condition Necros

I got to say no on the Torment on RS#4. As it stands now, Dhuumfire with the new AA will easily compensate for the loss of Torment. It might hurt at first since Torment is kind of the class condition but that doesn’t justify slapping it onto everything. That aside, potentially applying 11 stacks of Torment plus 11 stacks Burning from Dhuumfire is just wrong.

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Posted by: Sigmoid.7082

Sigmoid.7082

Dhuumfire, Reapers might and a sigil of ice with a bit of condi duration would be fine. Since you can have chill do damage and same with fear and fear cause chill. You will gain stacks of poison every time you use #2 and corrupt 2 boons.. #3 will chill and hear making terror synergize with itself damage wise, #1 will stack AOE burn and might, he had 16 stacks in vid just from autoing, making your conditions do even more damage as well as applying 2~4s of chill every 10s.

Also bleeds on any crit you do.

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Posted by: Tim.6450

Tim.6450

you forgot terrify will always chill due to master minor trait.

EverythingOP

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

I’m with you on RS#2. I’ve been torturing my brain how to work around it but I couldn’t come up with a reasonable solution. However, two things to keep in mind:

  • No poison in RS will mean less synergy with Death Magic
  • No poison will make it less appealing for condition Necros

I got to say no on the Torment on RS#4. As it stands now, Dhuumfire with the new AA will easily compensate for the loss of Torment. It might hurt at first since Torment is kind of the class condition but that doesn’t justify slapping it onto everything. That aside, potentially applying 11 stacks of Torment plus 11 stacks Burning from Dhuumfire is just wrong.

That/s Mainly why I said have it apply poison and chill, but for 3 seconds each.

Also your right about torment & how Dhuumfire will work,.

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

you forgot terrify will always chill due to master minor trait.

Even so that’s not much chill up time in shroud.

Even with that & the number 5 your looking at around 1/5-1/4 up time.

After looking at the evidence put forward by Xaylin, The only suggestion I make is changing deaths charge so that it applies 3 seconds of chill & poison in a small AOE when it ends.

That ought to be sufficient to help keep enemies in melee range.

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Posted by: Shiki.7148

Shiki.7148

you forgot terrify will always chill due to master minor trait.

Even so that’s not much chill up time in shroud.

Even with that & the number 5 your looking at around 1/5-1/4 up time.

After looking at the evidence put forward by Xaylin, The only suggestion I make is changing deaths charge so that it applies 3 seconds of chill & poison in a small AOE when it ends.

That ought to be sufficient to help keep enemies in melee range.

You also forget that you can spin to win through the cold field for even more chill.

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Posted by: Sigmoid.7082

Sigmoid.7082

you forgot terrify will always chill due to master minor trait.

Even so that’s not much chill up time in shroud.

Even with that & the number 5 your looking at around 1/5-1/4 up time.

After looking at the evidence put forward by Xaylin, The only suggestion I make is changing deaths charge so that it applies 3 seconds of chill & poison in a small AOE when it ends.

That ought to be sufficient to help keep enemies in melee range.

You also forget that you can spin to win through the cold field for even more chill.

Or fire for more burn, or poison for more of that, or chaos for confusion.
Sigil of ice will be a thing for sure. 20~40% chill uptime regardless of anything else.

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

you forgot terrify will always chill due to master minor trait.

Even so that’s not much chill up time in shroud.

Even with that & the number 5 your looking at around 1/5-1/4 up time.

After looking at the evidence put forward by Xaylin, The only suggestion I make is changing deaths charge so that it applies 3 seconds of chill & poison in a small AOE when it ends.

That ought to be sufficient to help keep enemies in melee range.

You also forget that you can spin to win through the cold field for even more chill.

Ya but wouldn’t you rather have a short duration chill on demand with a short CD them something on a long CD that you have to combo through ?

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Posted by: Sigmoid.7082

Sigmoid.7082

you forgot terrify will always chill due to master minor trait.

Even so that’s not much chill up time in shroud.

Even with that & the number 5 your looking at around 1/5-1/4 up time.

After looking at the evidence put forward by Xaylin, The only suggestion I make is changing deaths charge so that it applies 3 seconds of chill & poison in a small AOE when it ends.

That ought to be sufficient to help keep enemies in melee range.

You also forget that you can spin to win through the cold field for even more chill.

Ya but wouldn’t you rather have a short duration chill on demand with a short CD them something on a long CD that you have to combo through ?

Cant you take chilling dark then drop the well or nightfall to get your chills. They are both persistent skills so fire ad eneter RS to stack burns on auto attack.

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

you forgot terrify will always chill due to master minor trait.

Even so that’s not much chill up time in shroud.

Even with that & the number 5 your looking at around 1/5-1/4 up time.

After looking at the evidence put forward by Xaylin, The only suggestion I make is changing deaths charge so that it applies 3 seconds of chill & poison in a small AOE when it ends.

That ought to be sufficient to help keep enemies in melee range.

You also forget that you can spin to win through the cold field for even more chill.

Ya but wouldn’t you rather have a short duration chill on demand with a short CD them something on a long CD that you have to combo through ?

Cant you take chilling dark then drop the well or nightfall to get your chills. They are both persistent skills so fire ad eneter RS to stack burns on auto attack.

Im talking about access to chill while in shroud. Those require you be out of it to use them.

Unless of course they gave access to utility skills while in shroud which would be frekin fantastic and also solve this issue.

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Posted by: KashimKudal.2961

KashimKudal.2961

you forgot terrify will always chill due to master minor trait.

Even so that’s not much chill up time in shroud.

Even with that & the number 5 your looking at around 1/5-1/4 up time.

After looking at the evidence put forward by Xaylin, The only suggestion I make is changing deaths charge so that it applies 3 seconds of chill & poison in a small AOE when it ends.

That ought to be sufficient to help keep enemies in melee range.

You also forget that you can spin to win through the cold field for even more chill.

Ya but wouldn’t you rather have a short duration chill on demand with a short CD them something on a long CD that you have to combo through ?

Cant you take chilling dark then drop the well or nightfall to get your chills. They are both persistent skills so fire ad eneter RS to stack burns on auto attack.

Im talking about access to chill while in shroud. Those require you be out of it to use them.

Unless of course they gave access to utility skills while in shroud which would be frekin fantastic and also solve this issue.

As of right now for what I see the only skill within KS to apply chill is the #5 the only other way you’d apply chill in KS is with the trait Chilling Nova – Critical hits against chilled foes cause an explosion that chill nearby foes. Cannot happen more than 3 times within 10 seconds. That or the spin to win which would also proc Chilling Nova

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Posted by: Sigmoid.7082

Sigmoid.7082

Or sigil of ice and the #3 fear for 100% chill uptime in RS

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

you forgot terrify will always chill due to master minor trait.

Even so that’s not much chill up time in shroud.

Even with that & the number 5 your looking at around 1/5-1/4 up time.

After looking at the evidence put forward by Xaylin, The only suggestion I make is changing deaths charge so that it applies 3 seconds of chill & poison in a small AOE when it ends.

That ought to be sufficient to help keep enemies in melee range.

You also forget that you can spin to win through the cold field for even more chill.

Ya but wouldn’t you rather have a short duration chill on demand with a short CD them something on a long CD that you have to combo through ?

Cant you take chilling dark then drop the well or nightfall to get your chills. They are both persistent skills so fire ad eneter RS to stack burns on auto attack.

Im talking about access to chill while in shroud. Those require you be out of it to use them.

Unless of course they gave access to utility skills while in shroud which would be frekin fantastic and also solve this issue.

As of right now for what I see the only skill within KS to apply chill is the #5 the only other way you’d apply chill in KS is with the trait Chilling Nova – Critical hits against chilled foes cause an explosion that chill nearby foes. Cannot happen more than 3 times within 10 seconds. That or the spin to win which would also proc Chilling Nova

RS2 is a leap finisher. We have an ice field on RS5. Frost armor is a thing that synergizes really well with Cold Shoulder.

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

Even with all of those things though the best chill uptime you could hope for is like 40% while in shroud.

Even then that will be by losing allot of other stats to go for +condition duration.

All that I propose is a simple change to deaths charge so that it applies a 3 second poison & chill in AOE (instead of a 5 second poison) when it ends.

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Posted by: Vizardlorde.8243

Vizardlorde.8243

Thats where the rune of ice and the chill nova trait come in and save the day :p

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Posted by: MethaneGas.8357

MethaneGas.8357

I think Death’s Charge would be way too OP with a chill added to it. You really don’t need huge chill uptime imo. You get an AoE fear in DS, which will cause chill, you got skill #5 which is an ice field, you get Chilling Nova (if you pick it up).

You can also cast something like Chilblains or Reaper’s Mark and then enter DS and start attacking. Or you can weaponswap with hydromancy, then pop into DS… Or trait for Chilling Darkness and throw Deathly Swarm before entering DS.. Well of Darkness (possibly)… there’s lots of different combos. You could also grab Reaper’s Protection… I think chill will be abundant

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