On Necros: (sorry if it’s been posted, didn’t feel like reading the whole thread)
1v1, Reaper seems to have a slight advantage because default necros kinda suck at getting away from melee. Interestingly enough, necros are basically the /only/ class that can’t get away from Reapers, as it’s a well known fact necro mobility is equivalent to a cubic potato.
Overall, however, a necro is at least an equally formidable foe for the average opponent, potentially more. It’s also much easier to have good positioning as a necro, where melee is not mandatory.
I can agree that thieves aren’t really in danger of being a super overpowered class, and they definitely have their drawbacks…
But I have to parrot the comment above. Some dagger-wielding daredevils have utterly stomped me in PvP with hefty burst and near constant evasion. They can kite so well and are near impossible to hit for certain melee classes/builds.
I wouldn’t mind seeing some of the unused, default thief builds getting love but please don’t make dagger daredevil any stronger. One worth its salt already flies around the map, being untouchable and ninja-kicking me in the sac…
Reapers are overall in a pretty good place. They don’t have any meta builds (still necros after all!) but are viable. Far from being the most OP, but if you get your bearings you should be a valuable asset to your team.
I am open to the possibility that I don’t know how to counterplay the DH yet, and I win about 30% of my 1v1’s vs DH (as a reaper) so it’s not always a total bust. However, I fought an especially competent one the other day and here’s how it went…
On Legacy of the Foefire, I’m capping waterfall. He approaches. His ranged DPS + regen is vastly superior to my range DPS + regen, so I hide under the edge of the point to avoid this (I would clearly have lost my staff vs his bow). I wait for him to come into melee range.
Right away, his damage is very high. Many stacks of burns. I let my passive spectral shroud pop, blow my heal to cleanse the fire, and dodge when I can. As my healthbar is rocketing down, he is blocking. Still blocking. Still blocking.
He blocks while he damages through my entire healthbar, and then through my entire deathshroud. During the entire fight I land a couple dagger autos, a few tics of locust swarm, a couple reaper shroud autos, and maybe one or two tics of soul spiral. This is a very small amount of damage, and he doesn’t fall below 80%.
But meanwhile, with me dodging and cleansing when possible, my health is absolutely getting torched. I can hardly believe that something that seems to be perpetually invulnerable is doing this much damage.
About 15 seconds into the fight I’ve exhausted every CD and am dead. He stomps me with fear immunity (either block or stab, wasn’t sure which) with 90% HP. When I’m dead, he’s done a very large amount of both burning an direct damage.
I struggle to see what that player’s weakness was. Excellent ranged damage. Crushed me in melee range. Top notch survivability. Some of the best (possibly the best) damage I’ve seen in the game.
Oh, and he definitely stunned me and knocked me down several times. I have about 8s of reliable stability in reaper shroud, but other than that he could slap me around easily.
Open to suggestions, but that was an unusually one-sided fight and I felt I had few options.
(edited by Jackalrat.5493)
Hah. Gotta love how a very modest change requested, that would primarily impact PvP, results in a slew of overly generalized responses that completely miss the point, like the one above.
Ah well, I’ll continue to use the GS even if it’s dramatically subpar.
I don’t think an extra 50-75 units would matter much in PvE. Doubt it would make it OP or affect it much at all.
This thread is about PvP where this weapon is utter garbage. Something has to give. Range. Speed. Something.
I consider myself a decent PvPer, and usually my games show this. When I use a dagger, I do pretty well. Usually first place on various stats.
Sometimes when I use greatsword, ragey players on my losing team will message me to comment how bad I am and stupid for using such a terrible weapon.
I just wanna use the greatswooord. It’s the whole reason I got amped for this xpac. /QQ
Speeding it up ISN’T an option
It’s been made very clear the greatsword is supposed to be a slow, powerful weapon. If you speed it up, it will become very generic. Unfortunately, its slow speed makes it very non-viable in PvP. How do we solve this?I’d like to point something out, you can get the feeling of being slow without actually having every ability be slow. Gravedigger fits the slow just fine, plus 3/4/5 all have the feeling that GS was supposed to deliver. I don’t think we need to then also have an extremely long AA chain that is unrealistic to finish. Furthermore the AA is entirely backloaded, if you don’t get the third hit you lose most of the power. Range won’t help this, only taking a bit off the last hit and speeding up the attacks a little bit will.
Now, if they refuse to speed it up, which I guess I can understand, then at the very least it can’t be the case that you have to land the last hit for the AA to even be worth using. It has 60% of the LF generation, all of the chill, and the hardest hitting attack.
The increase in range would just allow for you to cleave on a point. So when you have multiple targets, even the first one getting away doesn’t eliminate the possibility of you hitting a secondary target to keep the chain going.
Anybody else notice the GS pull is targeted but fires waaaay to the left/right all the time? Like it’s almost comically off center vs a strafing opponent…
I find that most of the reaper is excellent but the GS is just not good in PvP. Just made a pretty comprehensive post about it.
If the GS gets buffed, I’d be pretty set.
Agreed that a modest range increase would be welcome (thanks for the well-thought out post), but I vote against an AOE chill on the AA chain. There’s quite a bit of it already, and it would diminish the value of the AOE chills available from the Chillin Darkness trait.
This is a good point. I’d be fine if the 3rd swing only chilled the closest target. Really just want to see the damage actually land.
I’ve been preaching this for a while, but I wanted to give it its own post. Here goes:
The Problem
The simple reality is the greatsword is not a good PvP weapon. In fact, it’s an absolutely abysmal one. The axe is more effective by a significant margin. It is very hard to land its attacks on players. Necromancers have little mobility, and most classes are not only faster than us, but about 90% of the time they’re in range they’re evading, invulnerable, blocking, stealthing, applying blinds, interrupting our long casts, or just moving so fast a GS attack will not land. I don’t know if a dev has sat down and seriously PvPed with this weapon, but it’s…pretty miserable.
Speeding it up ISN’T an option
It’s been made very clear the greatsword is supposed to be a slow, powerful weapon. If you speed it up, it will become very generic. Unfortunately, its slow speed makes it very non-viable in PvP. How do we solve this?
Give it slightly more range (Hear me out!)
I am not proposing we make the greatsword a ranged weapon like the necro staff, mesmer greatsword, or even the necro axe. It should be somewhere between melee and medium range akin to the Guardian staff, but shorter and broader. Several skills (GS3, GS4, and GS5) already have sufficient range for their function. Really only the auto attack and gravedigger need a range boost.
How to change these abilities
The first two swings of the auto attack should emit a small shadowy particle effect a short range in front of the caster in a broad cone (say 200-300 units). This could be a simple black swoop with some of the falling raven feathers we see on Gravedigger.
The third swing of the auto attack should be a frost nova-esque explosion at the point of impact, doing a radial chill effect with about 200-300 units.
Finally, Gravedigger should just get a small boost to its radius, (again 200-300 units). It does not have to be tremendous, but this attack almost never hits a remotely competent player in PvP who isn’t downed. Even when the cast does complete and an opponent is still in range, they’ve usually had ample time to block, evade, pop an invulnerability, interrupt you (no stability on greatsword or utilities), or have afflicted you with blind or weakness, making this attack that never lands score a very mediocre hit. It’s a huge amount of work for a very rare, very unreliable payoff.
If you are fighting a decent PvPer on a non-reaper class (reapers coincidentally being the only thing slow enough to ever eat a gravedigger), I can basically guarantee you will NOT land this skill even one time in 10-20 fights. It really shouldn’t even be on the bar for PvP as it is.
Would this be overpowered?
I’m almost 100% certain it would not. What I am proposing is a modest range boost that would only correct for a very small number of times that GD currently misses (those times when an extra 100 units makes the difference, and not block, dodge, greater distance, invuln, blind, etc – and I assure you these cause many, many of the missed attacks).
The simple fact is the greatsword is very weak at the moment in PvP, and in absolutely no danger of being overpowered. When it comes to its range and utility, there’s very little risk of overbuffing this.
I strongly feel changes comparable to this should be implemented. I also feel that, if they were, the general consensus would STILL be that the greatsword is far from an optimal SPvP weapon, because its design is just not appropriate for a fast-paced gameplay. However, this would certainly help it actually feel like a cleave weapon as opposed to a miss-a-bunch-and-die weapon.
Thanks for reading.
(edited by Jackalrat.5493)
Run the greatsword as a Reaper. It’s at least as hard.
Greatsword will probably never see serious play due to its slow hitting nature. Unless you want them to boost the attack speed which kills the theme of the weapon then no, is never going to happen.
I’d like to see the attacks affect much larger areas. Simple solution I’ve been preaching for a long time.
Make the auto attack send out conal frost or shadow effects for another 50-100 units. Up the range on gravedigger a bit. This wouldn’t make the weapon great, but it would be so much better.
I’m thinking something akin to Guardian staff but a power/DPS weapon.
Stays slow. Attacks land more. Good players will still be able to observe telegraphs and react. Everybody wins.
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Of course nobody actually going to use the greatsword in PvP.
S’a big foam noodle, and I’m super bitter about it.
I really don’t like making dramatic crybaby posts like this, but I am pretty bummed about how hard the power-oriented GS builds are to use in remotely competitive PvP.
I get that it has to be slow. I get that it has terrible range for its speed, and that actually landing an attack is one in a million if you’re fighting competent players. (Of course, you can always hit other Reapers.)
But now they’re pushing down our teamfight survivability by a ton and taking away the only bit of synergy we had because dagger Reapers are strong. Has anyone at Anet tried PvPing on a GS Reaper? I can see that dagger Reaper was/is strong, but did we have to make it even harder to run the GS? It’s one of the most frustrating experiences I’ve had in this game. You just eat crowd control and get focus fired effortlessly because everyone knows you can’t escape and won’t generate enough LF to counter the focus. I’ve played many other classes and builds, and this one is clearly just weak. I would honestly have an easier time running the axe as my primary source of damage in PvP.
Reapers need to be inherently tanky for this slow weapon to be worth anything because, in the process of trying to hit a mobile player, you will eat a ton of damage. You just will. And if you’re in a teamfight, you will get focused. Again, you just will. Our survivability needs to scale better with the number of foes we have attacking us, because it’s usually going to be a lot.
/QQbuffgreatswordreaperplzit’sbad
You’re meant to stack chill so they can’t run. shrugs
Meant to being the key phrase, here.
I can assure you this doesn’t work in application. I encourage anyone to pick up a greatsword reaper build, run a decent damage ammy (valk, marauder, zerker) and tell me that’s not a joke.
In a way, I’m kind of happy for this, though. I can guarantee you the Reaper numbers are gonna plummet in SPvP. People won’t have fun with this for long.
…if that score is damage received.
Seriously, this weapon is atrocious. I am the most easily kited thing I’ve ever attempted to play in PvP. Basically need a team to hold something still for me.
Ah well. Somehow it’s still…kinda fun?
Orangensaft, you just highlighted my primary problem with hotjoin as it stands…you get to pick your team. Hotjoin should be just that, hot join. Meaning you click join and it throws you on a team, you get no choice. And frankly if you leave the match you should be locked out of spvp AND wvw for an hour. Don’t want the lockout than play to win regardless of what team you are with.
In…in hotjoin? You should be locked out for an hour if you leave before a hotjoin match is over?
Nooo…no thank you.
I’d like to see one like Marauder’s, but with the precision and ferocity swapped.
+1050 power, +1050 ferocity, +560 vitality +560 precision
For me an’ mah Reaper homies to kick it, yo.
I main a powermancer.
Definitely have the hardest time playing engineer. Thief is a close second.
Didn’t find D/D Ele all that difficult once you memorized the hotbars. Warrior is probably the most straight-forward class, but loads of fun. The rest fall somewhere in the middle.
Here because I like daze. This game doesn’t really feel like it overdoes it on the variety of CC, just sometimes the duration, particularly due to the absence (or minimal impact) of diminishing returns.
Agree with all of these, particularly the match history and longer post-game screens.
Also, PvPers gotta be sick to death of begging to get queuing outside of the mists, right?
Allies gain pulsing unblockable and a damage buff. Not sure what it should do to enemies though. And call it Well of Ruin.
I like it. Maybe pulses add torment, poison, or weakness.
Maybe go a hellfire/dhuumfire route n’ jazz it up with some green flames, and have it apply burning.
Not a Chronomancer player, but couldn’t help but notice Chronomancers were the most dominate of the new specs in SPvP. You guys might get some QoL changes, but I can’t expect you’re about to get a slew of buffs like some in this forum are requesting. Chronomancers were absolutely wrecking.
The amount of time certain builds go where they’re simply taking no damage was pretty absurd, their damage was on par with a typical burst-oriented mesmer, and stuns for daaaays.
Things that stop melee physical damage.
Cripple/Chill
Blind
Weakness
Slow
Confusion
Invulnerability
Dodge
Leaps
CC
Toughness
Things that stop ranged physical damage.
All of the above besides Cripple/Chill unless you are running
Reflect
Line of Sight
Things that stop condition damage.
Lucky dodges or blinds
Condition removal
Resistance
Most condition causing skills aren’t even projectiles but reflect or dodges for the few that are.
This is one of my favorite posts I’ve read on these forums. I’ve always thought when we people go on about how conditions are weak due to condi removal, “But aren’t there tons of ways to avoid direct damage as well?”
Enjoyed seeing them all listed out.
I have to agree with pretty much everything you’ve said here, though stealth has bothered me less since PU was nerfed. The stealth classes aren’t especially overpowered at present, but the mechanic is frustrating simply because once a player has stealthed, they’re essentially gone. It’s an absolutely amazing escape, and some of them have a tremendous duration.
Maybe giving a few more ways to detect stealth to various professions and limiting stealth durations a bit would help. I’d be scared that a detection mechanic based on distance might nerf thieves a bit too hard, and they’re not in need of a nerf at present.
Another thought is that perhaps stealths could have a damage threshold to unstealth them. I.e. if a player stealths but you manage to guess his location with a powerful AoE, maybe that knocks him out of stealth (but not just any damage, like those from small constant auras and large area spells).
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I think the general consensus is Reaper is balanced.
To be honest, having played as and against them extensively in all BWEs…they’re just not that amazing if you’re remotely tactical. Yes, if you put your face right up against them and just try to out-brawl them, you’ll probably have a bad time (though this isn’t impossible for every class by any means).
However, the Reaper is the slowest class with the smallest amount of mobility. It cannot escape from anything and almost everything can potentially escape from it. If I am beating down a warrior, a ranger, a mesmer, a thief, or an elementalist…there is absolutely no reason they should stand and fight me. They should kite the crap out of me and use hit and run tactics. The slow greatsword of the reaper is especially easy to out-maneuver. When players kite me and play well, they fair far better. Infact, it’s to the point where it’s actually quite frustrating to be a Reaper in that scenario because you have no options to win that fight. You can’t catch them, and you cannot flee from them when their kiting turns the tables because they’re faster than you. They fight and kill you from a distance they can be a threat at but you cannot. You pursue, they flee. You flee, they pursue. It’s quite simple and a very basic principle of PvP vs slow, heavy-hitting opponents.
I would like to stop seeing posts like this (so why am I bumping it?) from people who try to face tank a reaper to death and are shocked when they lose. Basically the Reaper has to be able to win those straight fights because that’s all it has. That’s it’s schtick.
I don’t know how many of you have played League of Legends, but it’s kind of like the OP is a Marskman running up to a farmed Nasus and trying to win that fight with a single right click. Kiiiiiiite.
Alright, I’m done.
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I dunno if this counts as an SPvP fix but I want dueling in HotM.
Pleeeeeaaaase
I play a power necro (running consume conditions) and a good burn guardian can still take me out, but he has to play well. That being said, the fight /usually/ goes in my favor, but I’ve been playing this game and this profession for ages.
However, some builds absolutely are roasted by burn guardians. For example, a standard burst-oriented marauder warrior build will get torched. Burn guardians counter them in every way and can usually drop 10 stacks of burning on the warrior before he has enough adrenaline to do much with cleansing ire…and burns go right through endure pain.
Additionally, when in a teamfight (which is far more important and common than 1v1s) Burn Guardians are king. Their defenses scale with infinite opponents because they’re all centered on immunity and their burst rotation can be dropped so quickly with a teleport to boot. They’re like flying, flaming assassins.
I’m not sure they’re overpowered, but there isn’t currently any other build that makes me go, “Oh, wtf was that…?” as often.
Hah. This was worth a laugh, at least.
But yeah, it was nice a few months back when necros suddenly became playable in PvP. I’m in favor.
I have to say I’m not in favor of a lot of these proposed changes. I think most of the shouts and traits are pretty good as they are.
Additionally, GS won’t get faster. I know, at its current speed, it probably will never be a “good” PvP weapon, but it’s very unique and fun in its current, slow, powerful form. As much as I like to be effective in PvP, I’d prefer this stays as it is. No attack speed buff, except maybe a /small/ one on Gravedigger (possibly by eliminating or highly reducing aftercast) if it were combined with a limited number of cooldown resets.
What that being said, what the greatsword needs MORE of to be competitive in PvP is reliable control. It has been suggested that it should receive a 1s chill on the 1st and second swings of the AA, and I think this would be an excellent step in the right direction. I would further add that the 3rd swing should have an increased radius of effect, as it’s so hard to land in PvP. Perhaps an AoE frost nova animation and a range of 200-220.
I do agree with you in that I would love to see GS#5 become, as you mentioned, a ground targeted skill, though 600 range would be fine if not for the other bugs this skill has. However, this has been requested before and the dev response seemed to insist this skill is very complicated to fix, implying we unfortunately won’t see this change.
(edited by Jackalrat.5493)
I think you mean ~33%/33%/33%…
Not really a need to increase the stat totals, IMO
but … but … then we would lose out the 1% XD
aye, i get what you mean, to be fair, the stats would be
33.33% – 33.33% – 33.34%
I used an approximation squiggle! /validated
I think you mean ~33%/33%/33%…
Not really a need to increase the stat totals, IMO
On the topic of “damage done” by reaper (since it’s already been mentioned).
I routinely break 1 million on my powermancer (screenshotted it a few times). As someone else mentioned here, it’s a struggle to break 500k damage on a reaper. Sure, your attacks hit like a dump truck, but they’re very, very easy to avoid.
One thing I want to throw out…
Reapers who actually choose to use the greatsword in SPvP are probably among the weakest of the new specs. Dunno if you guys have tried seriously PvPing with it, but get into a fight with a player who knows what they’re doing…prepare to be frustrated.
The only 3 that even register on my radar as nerf-worthy are: Chrono, Scrapper, and possibly Herald.
Reaper Greatsword isn’t a dueling weapon, it’s a teamfight weapon. And in teamfights it shines in a massive way.
Have to disagree here.
Yes, it’s better in teamfights than it is 1v1. In 1v1 (esp vs good D/D ele, daredevil, mesmer, chronomancer) you might not land any attacks. In teamfights…you’ll land few. The reason is because in teamfights, CC is flying. Greatsword necros have the longest cast times in the game, melee range, and no source of stability while wielding the greatsword except the new elite. (The rest require shroud/lich/plague…2 of which are also elites.)
To say it “shines massively” is just not true, IMO. The general consensus is that it will never be a good weapon for upper tier SPvP, but that’s true of many weapons in this game, and the greatsword is at least fun.
Not saying omg it’s so underpowered it has to be buffed now!
It’s just absolutely not overpowered in PvP. It’s not even good.
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It makes me sad that a thread like this pops up and basically every response contains, “Well, I DEFINITELY know what necros are bad at…”
Yeah, necros absolutely fold under pressure and can’t break your targeting. Even super tanky necros are almost ALWAYS the best focus targets in a fight. They just eat damage and CC. Basically their weakness is “Attack them.” and it’s super effective.
Every other class is a bit more subtle in this regard, but they have weaknesses as well. I just often find a necro’s life very frustrating in SPvP vs competent, organized groups. 1v1s and small skirmishes are fun, but the moment a larger teamfight breaks out, prepare to have everyone switch to your no-escape-havin’ totally vulnerable self. Our health bars are just more of us to hurt. ):
It makes me bitter to see players complain about Reapers/Necros being too tanky. If that were so, then why does the majority of the community prioritize focusing necros and reapers alike with excellent results?
People just /assume/ necros are tanky because they live longer while taking damage than most other classes. The difference being other classes spend a long time not taking damage.
Sorry. I got salt everywhere…
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Just my two cents…
Elementalists’ burning still hurts, but since they got toned down, it seems far more reasonable. A good D/D Ele is still incredibly formidable, and burning is no picnic, but it doesn’t see blatantly OP relative to what it was before.
I cannot comment as much for Rangers, as I don’t see a lot of them running burn builds currently.
That being said, Engineers and Guardians are reeeaaallly crankin’ out the burn damage. Guardians especially. The quick ones can blast you into 12 burning stacks in the blink of an eye and it makes any other burst in the game, with the possible exception of the new Kill Shot, seem pretty mediocre.
I mean…it stings like the kittenens.
Edit: Really, I can’t say the last name of the famous author who wrote Oliver Twist?
One thing I want to throw out…
Reapers who actually choose to use the greatsword in SPvP are probably among the weakest of the new specs. Dunno if you guys have tried seriously PvPing with it, but get into a fight with a player who knows what they’re doing…prepare to be frustrated.
The only 3 that even register on my radar as nerf-worthy are: Chrono, Scrapper, and possibly Herald.
I actually like the idea of reducing Gravedigger’s cast time but making it reset its cooldown say only 2 times in a row or so to balance the PvE DPS boost.
Just so the skill could occasionally land in SPvP. It should be hard to land, but right now it’s basically impossible and doesn’t do damage as reliably as even comparable skills like hundred blades.
Edit:
Gave it some thought. Here’s how I’d change the GS specifically:
Auto attack:
Applies 1s Chill on 1st and 2nd swing, 3rd swing happens in a larger AoE than the previous swing (~220 radius), perhaps with a frost nova graphic added to the impact.
Gravedigger:
Cast time reduced to 0.75 or 1s, radius increased to 220, only resets twice from striking a low health target.
Maybe it sounds like a lot, but GS necros are mostly getting walked on in SPvP atm. Using a dagger is just night and day more effective. I suspect it will remain that way, but would like to see the gap narrow.
This would also address the boring GS gameplay when grinding down large boss health pools after 50%
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The problem with the “gravedigger in chaos” situation is while, yes, it’s harder to see, we have no way to have stability while casting it (unless an ally buffs us with it) and in the middle of a teamfight you’re very likely to get CCed out of a cast that long.
I dunno, I just can’t think of any weapon/profession combination where the attacks have landed, for me, as infrequently as they have on a GS Necro.
Just need PvP changes for the greatsword. It doesn’t need more damage, just something to help actually land those attacks on players /slightly/ more often.
Gravedigger does about comparable damage to hundred blades or coalescence of ruin, but I find it far harder to land in PvP than both of those skills.
Greatsword doesn’t need more damage. It needs to be buffed in a way specific to PvP that doesn’t really up its PvE effectiveness.
Gravedigger unblockable would be good. Maybe have it give one stack stability while channeled or something that’s immediately lost upon the cast’s cancelation so it can’t be used for executes. The attack is just borderline impossible to land in PvP unless your opponents are downed or vegetables IRL.
GS is just fine in PvP, with it I can generate 100% LF in 4 ability casts and about 3s. 3-5 are all solid abilities, as is Gravedigger, its just the auto attack that is awful and I just don’t really use it much.
I’m pretty sure you don’t use it much because it’s not very good…It’s a popular opinion for a reason.
Who are you fighting such as that you’re actually landing GD in any reliable way? It’s so very easy to avoid.
It’s pretty terrible.
And I’m sure people will respond with, “I love the greatsword. I do super amazing with it and you must suck!”
Well, most of the reapers I’ve seen rocking the GS haven’t done so hot. I’ve had a few good games, but with the dagger I am consistently doing far better. The GS just does not compare and isn’t really a PvP viable weapon IMO vs the currently strong setups. It’s neat, but I am sort of disappointed.
Not being able to land a gravedigger on a player who isn’t a coma is one thing, but there’s so much time between every attack that 9/10 times something will evade, use a mobility skill, gain a block, blind you, go invisible, or disable you before the attack finishes. This is because competitive builds do one of those things just about every 2 seconds in combat or more.
I’m open to suggestions, but this seems pretty definitively how it is. Oh well, dagger is still pretty cool.
Here’s my rank after playing all weekend:
Definitely OP:
Chronomancer
Possibly OP:
Scrapper
Strong:
Reaper, Herald, Druid
Balanced:
Daredevil, Berserker, Tempest
Needs Love:
Dragon Hunter
Edit: Moved Tempest up. I agree with that notion.
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Chronomancers, scrappers, and heralds are far stronger than reapers IMO.
I kinda stopped reading when you suggested greatsword is better than dagger on reaper.
I so wish this was true, but it’s not. GS is still too slow for serious PvP and connects infrequently. Best Reapers will run with dagger after GS novelty wears off.
I didn’t say GS was better than dagger…..anywhere….
All I said was GS does a ton of damage…which is does :P
True, I guess I misunderstood “I hit even harder” to mean, “I’m doing more damage overall in PvP.” which isn’t what you said.
My mistake