death's charge: step in the right direction

death's charge: step in the right direction

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Posted by: Lightsbane.9012

Lightsbane.9012

while I think the new replacement for dark path is a step in the right direction, giving a much needed leap, i really think this should’ve been on the greatsword instead of the pull move.
But since the design for necro is a laughable form of attrition(a single knockdown and i’m dead in a wvw setting) is it right to be optimistic for something so small as this new leap?

Something Anet should seriously consider: a trait that reduces or even eliminates the cast times for minion skills for obvious reason, the wurm being practical.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

death's charge: step in the right direction

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Posted by: Captain Unusual.9163

Captain Unusual.9163

The reason it’s on Reaper’s Shroud is because it’s the Dark Path substitute. It inherits traits that affect dark path, and serves the same function. RS needs the same approximate tools as DS. IT also makes thematic sense; the greatsword is a slow, plodding, heavy hitting weapon, whereas Reaper’s Shroud is fast and maniacal. The slow weapon pulls you towards it, while the fast one leaps at you.

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Posted by: Lightsbane.9012

Lightsbane.9012

The reason it’s on Reaper’s Shroud is because it’s the Dark Path substitute. It inherits traits that affect dark path, and serves the same function. RS needs the same approximate tools as DS. IT also makes thematic sense; the greatsword is a slow, plodding, heavy hitting weapon, whereas Reaper’s Shroud is fast and maniacal. The slow weapon pulls you towards it, while the fast one leaps at you.

like i said, a step in the right direction.
Lowering the cooldown of dark pact would be another step in said direction.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

death's charge: step in the right direction

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Posted by: Sigmoid.7082

Sigmoid.7082

Actually dark paths cool down is fine as it is it just needs to travel faster so it lands better.

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Posted by: Sadrien.3470

Sadrien.3470

Actually dark paths cool down is fine as it is it just needs to travel faster so it lands better.

He means dagger 3, dark pact

Have fun. Be Alive. K Thnx Bye.

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Posted by: Sigmoid.7082

Sigmoid.7082

Actually dark paths cool down is fine as it is it just needs to travel faster so it lands better.

He means dagger 3, dark pact

Oh sorry messed up the letters

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Posted by: Sadrien.3470

Sadrien.3470

Actually dark paths cool down is fine as it is it just needs to travel faster so it lands better.

He means dagger 3, dark pact

Oh sorry messed up the letters

No worries, and your suggestion is good.

Have fun. Be Alive. K Thnx Bye.

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Posted by: Lightsbane.9012

Lightsbane.9012

Actually dark paths cool down is fine as it is it just needs to travel faster so it lands better.

i’m not even concerned about the skills’s existence once i get death’s charge. A leap is far better than a teleport that requires a target.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

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Posted by: Captain Unusual.9163

Captain Unusual.9163

Actually dark paths cool down is fine as it is it just needs to travel faster so it lands better.

i’m not even concerned about the skills’s existence once i get death’s charge. A leap is far better than a teleport that requires a target.

But 1200 range is far better than 600 range.

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Posted by: Sigmoid.7082

Sigmoid.7082

Actually dark paths cool down is fine as it is it just needs to travel faster so it lands better.

i’m not even concerned about the skills’s existence once i get death’s charge. A leap is far better than a teleport that requires a target.

But 1200 range is far better than 600 range.

A reaper only has to be 300~600 units from you to start doing damage. SO its not a huge loss.

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Posted by: nekretaal.6485

nekretaal.6485

Deaths Charge looks horrible. It has a one second cast time / windup, and the actual charge isn’t so hot either.

Like warrior staff banner charge, the skill is no better than running to your enemy with swiftness. You wolnt be able to gap close with this and you wolnt be able to increase your land-speed with this.

Nor do you get any evade while you are charging. You’re actually a sitting duck like the ranger sword auto attack root.

Also it’s a reaper shroud skill, so you can’t count on it always being available to you. Using reaper shroud to get movement forfeits your defense.

Then when it hits, you inflict not cripple or chill but poison, which does nothing to stop an enemy from kiting you (the whole reason you needed a gap close to begin with).

At least there’s a blast finisher (ofc blasting a water field wolnt heal you).

#24 leaderboard rank North America.

(edited by nekretaal.6485)

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Posted by: Lightsbane.9012

Lightsbane.9012

Deaths Charge looks horrible. It has a one second cast time / windup, and the actual charge isn’t so hot either.

Like warrior staff banner charge, the skill is no better than running to your enemy with swiftness. You wolnt be able to gap close with this and you wolnt be able to increase your land-speed with this.

Nor do you get any evade while you are charging. You’re actually a sitting duck like the ranger sword auto attack root.

Also it’s a reaper shroud skill, so you can’t count on it always being available to you. Using reaper shroud to get movement forfeits your defense.

Then when it hits, you inflict not cripple or chill but poison, which does nothing to stop an enemy from kiting you (the whole reason you needed a gap close to begin with).

At least there’s a blast finisher (ofc blasting a water field wolnt heal you).

like i said in the OP, it’s a step in the right direction, not an entire renaissance. Besides, i don’t imagine using this much as a gap closer as much as a gap creator. I’m not sure why they’re so hellbent on making necromancers unbearably slow, but this leap, it’s something.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

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Posted by: nekretaal.6485

nekretaal.6485

… But it’s much worse than the death should skill it replaces…

#24 leaderboard rank North America.

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Posted by: Lightsbane.9012

Lightsbane.9012

… But it’s much worse than the death should skill it replaces…

Can you use it as an escape, even if it’s an insignificant escape? No. Death’s charge? yes.
this is the topic of my thread.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

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Posted by: Captain Unusual.9163

Captain Unusual.9163

Deaths Charge looks horrible. It has a one second cast time / windup, and the actual charge isn’t so hot either.

Like warrior staff banner charge, the skill is no better than running to your enemy with swiftness. You wolnt be able to gap close with this and you wolnt be able to increase your land-speed with this.

Nor do you get any evade while you are charging. You’re actually a sitting duck like the ranger sword auto attack root.

Also it’s a reaper shroud skill, so you can’t count on it always being available to you. Using reaper shroud to get movement forfeits your defense.

Then when it hits, you inflict not cripple or chill but poison, which does nothing to stop an enemy from kiting you (the whole reason you needed a gap close to begin with).

At least there’s a blast finisher (ofc blasting a water field wolnt heal you).

There’s a blast finisher? Isn’t death charge a leap?

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Posted by: Bellamy.9860

Bellamy.9860

Deaths Charge looks horrible. It has a one second cast time / windup, and the actual charge isn’t so hot either.

Like warrior staff banner charge, the skill is no better than running to your enemy with swiftness. You wolnt be able to gap close with this and you wolnt be able to increase your land-speed with this.

Nor do you get any evade while you are charging. You’re actually a sitting duck like the ranger sword auto attack root.

Also it’s a reaper shroud skill, so you can’t count on it always being available to you. Using reaper shroud to get movement forfeits your defense.

Then when it hits, you inflict not cripple or chill but poison, which does nothing to stop an enemy from kiting you (the whole reason you needed a gap close to begin with).

At least there’s a blast finisher (ofc blasting a water field wolnt heal you).

It is pretty comparable to heartseeker numberwise. HS is 450 leap in 3/4 sec. Charge is 600 in 1 sec. Comparing it to some other skills: Earthshaker and warrior sword leap are 600 range and have 3/4 sec cast time. Swoop(ranger) is 1100 and has 1.75 sec cast time. It is not too out of line and considering HS is a speed boost while traveling so will Death’s Charge. Also i think the aftercast looked pretty low – this is what would break the skill with current numbers.

@Sitting Duck: Necro is supposed to be one of the face tank classes, like warrior. Dodge is not necessary in it’s design. Sustain is, but is currently lacking. Blighters boon and vamp changes might fix that. We’ll see.

@Poison: Before the introduction of GS. The poison access of power necro was severly limited (only staff3). Since Reaper caters towards power build needs (not exclusively though) it should be seen as a valuable addition rather than a detriment. Poison is such a strong condition and while it doesn’t hinder enemy movement we are still talking about necro, who has pretty good access to cripple and chill, and additionally we are talking about reaper, who happens to be the chill specialisation.

Like someone else already said, it is a leap, not a blast finisher. The blast in the description specifies the area damage at the end of the skill. Similar to that of burning speed.

Skill overall looks pretty solid. I don’t like the necrocopter animation though.

(edited by Bellamy.9860)

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Posted by: Kilger.5490

Kilger.5490

To me there’s no reason at all to take Greatsword. The best goodies are in the Reaper Shroud. The pull on greatsword is kind of cool mind you but I’d rather not be stuck with a melee only weapon when I have lots of melee only stuff in shroud already. Its sticking too many eggs in that basket.

Kilger – Human Ranger
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry

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Posted by: Kilger.5490

Kilger.5490

Deaths Charge looks horrible. It has a one second cast time / windup, and the actual charge isn’t so hot either.

Like warrior staff banner charge, the skill is no better than running to your enemy with swiftness. You wolnt be able to gap close with this and you wolnt be able to increase your land-speed with this.

Nor do you get any evade while you are charging. You’re actually a sitting duck like the ranger sword auto attack root.

Also it’s a reaper shroud skill, so you can’t count on it always being available to you. Using reaper shroud to get movement forfeits your defense.

Then when it hits, you inflict not cripple or chill but poison, which does nothing to stop an enemy from kiting you (the whole reason you needed a gap close to begin with).

At least there’s a blast finisher (ofc blasting a water field wolnt heal you).

A couple things here. You can (should) have infusing terror up prior to leaping, which will grant you stability. You can can trait deaths charge to remove boons which should take away swiftness at least. Also you can convert infusing terror to fear which also chills when you get there, if they dont have stability up. Necro has a lot of cc options, we arent lacking in this department. Even use sigil of hydromancy if you have to.

Kilger – Human Ranger
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry

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Posted by: Sigmoid.7082

Sigmoid.7082

To me there’s no reason at all to take Greatsword. The best goodies are in the Reaper Shroud. The pull on greatsword is kind of cool mind you but I’d rather not be stuck with a melee only weapon when I have lots of melee only stuff in shroud already. Its sticking too many eggs in that basket.

You could make the same argument for dagger since that is a melee weapon. The Greatsword will have its place since there are some very neat tricks you can do with it based on what we have been shown. It also has the highest range of any true melee weapon that has been shown. Most others are at 130 or 150 where as its at 170.

On the deaths charge. Everything that Bellamy has said i agree with and its what makes the skill good, especially the poison uptime nearing 100%. Would also like to add that the reapers effective range to start being a pest is 600 range. How effective they are then proportionally increases the closer they get. This skill will drop you within 600 range of your target and this skill is also avaliable every time you go into shroud because of its extremely low cooldown.

Nor do you get any evade while you are charging. You’re actually a sitting duck like the ranger sword auto attack root.

You mean like every other leap in the game?

(edited by Sigmoid.7082)

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Posted by: Kilger.5490

Kilger.5490

You could make the same argument for dagger since that is a melee weapon. The Greatsword will have its place since there are some very neat tricks you can do with it based on what we have been shown. It also has the highest range of any true melee weapon that has been shown. Most others are at 130 or 150 where as its at 170.

I’m hoping you are right and will definately try it. Greatsword would be very fun and kitten.

Kilger – Human Ranger
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry

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Posted by: Sigmoid.7082

Sigmoid.7082

One example is the pull. You can negate shadow refuge if timed right and opposed to fear it puts them in the range of further damage.

Second is night fall has a radius of 300, that covers most points and removes pressure from people on point. can also spread mass chill and be used as a better well of darkness ( Imo well of darkness is going to get changed loads because nightfall is better in every way )

Also it cleaves downed bodies better than anything we have due to nightfall grave digger spam being essentially an aoe backstab every second on 5 targets.

And may more. just have to look at it out the box.

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Posted by: Lightsbane.9012

Lightsbane.9012

May have said this before, I really wish death’s charge was on the greatsword. We need a leap outside of reaper’s shroud.
I’m hoping that the cooldown of the pull isn’t as huge as it is right now as it is at launch, because if it’s too long, it won’t get much use (IE dark pact, that cooldown is -huge- for a 3 second immobilize. net shot is 1k-1.2k range on a 10 second cooldown untraited)
If ANet really wants to make us the kings of sustain , our gap closer abilities need to be on a lower cooldown than they are right now. I seriously hope they consider lowering the cooldown of dark pact to reflect it’s usefulness(cooldown needs to be reduced by 33% minimum)
Otherwise, the leap is a good thing. It’s something necromancer’s haven’t had before that they’ve needed desperately, especially for builds like mine.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.