I agree with a lot of your concerns. But for healthy discussion ill try playing the devils advocate here.
Note though, that I’m strongly of opinion that we shouldn’t downplay (or upplay for that matter) the reaper too much without having some proper hands down experience with it. Some of these points are really hard to prove/disprove without practical experience.
We are very concerned about reaper because
1. Melee builds need survival tools that the reaper doesnt have
Frankly I think the necromancer is pretty beefy if it builds around that. I can see the reaper investing in 1-2 survival utilities to stay in the fray. Also depending on how LF generation is going to work, swapping between two life bars will help us out a bit there2. Melee builds need chase down tools that the reaper doesn’t have
I think the reaper has a few of those tools (Spectral Grasp / Reaper’s Grasp / Death’s Charge). But I also think the reaper is build with the idea of being harder to get close from the necro perspective, but once we’re IN. It’ll be harder for the enemy to get away again. If we play our chill correctly and we have these grasps. I really think we need to experience this first hand.3. reaper, at least greatsword reaper, may have really poor life force generation. Even if the grandmaster trait makes up for some of this, reaper should get something better from its grandmaster trait than life force to make up for the terrible greatsword life force.
This is one of my concerns as well. The LF generation seems poor, whereas the reaper really needs LF more than ever as a bruiser specialization.4. Reaper GS chill access depends on a 4 second chain attack all hitting, but the attacks are slow and well telegraphed.
Good point. When people start getting used to dodging that 3rd attack in the chain (which is hugely telegraphed by an icy glowing GS), then the reaper might actually be done for instantly. That said though, we’re talking sPvP type of focus here. And I’m not quite sure if reaper is truly going to be effective there in the first place.
I agree this could be a problem though.4a. Chill is supposed to be the main control tool of the reaper, but chill got nerfed hard that the condition will not fill this function very well.
I don’t really think Chill got nerfed that hard for a reaper build. Unless I’m completely misunderstanding the nerf (or your point); the nerf to chill where it now only goes up to 5 stacks, won’t be a real major thing for reapers.
The only case this will actually pose a problem, is in the fact we can’t stack chill duration above 15 seconds easily with this change. So if they can stay away from us for that long, we’ll have hard time. But frankly, not sure if that’s really that big of a deal.5. If reaper damage is not best in the game top notch, then the whole class theme falls apart. Reapers, instead of being feared will be trying to run away from eviscerate warriors for example.
I don’t know. First of all. GS damage shouldn’t really ever be top dps versus a single target. It should be vs 3+ targets (otherwise it would sideline dagger).
Furthermore I don’t think the theme they have in mind is the high damage reaper; but rather the tanky reaper that is hard to get away from. I know that there are serious doubts we have that tankyness or that high uptime; but I do truly think that will be ANets approach. Between natrually high vitality, the ability to build toughness to attain power, the ability to switch to a secondary life bar and the ability to sustain chill on the target (making him do MUCH less damage and allowing you to stay in range) are HUGE factors not to make the reaper do top DPS.6. Axe and Focus are needed more badly than ever. With Reaper shroud and greatsword both melee, there is a real need for a legitimate power weapon tools (staff doesn’t count). Unfortunately, those two got Dhuumfired in beta and still suck today.
*This has less to do with the reaper itself and more with the necromancer in general.
Axe needs a rework, simple as. Personally I would love to see the #1 do more damage (it’s single target, so despite the range it should rival the dagger at least). I would probably prefer the vulnerability on the #2, making it more bursty and allows us to swap to axe for quick vuln stacking. Either that or some other debuff as currently the #2 is a bit “meh”. #3 just needs a rework in general.
On top of all that the axe should get 900 range, same as the ranger.Focus IMO isn’t that bad to be frank. The warhorn and dagger are often better suited for the task at hand and the necro often “requires” a staff as the secondary weapon.*