I still think DH has too much aoe cc and damage even if they can’t 1 vs 1 for anything now. They should rebuff true shot and reduce trap damage.
But the only meaningful trap is TOF, which requires the guard to actively push/pull you through the edge to maximize damage. With marauder ammy, that crits for 3-4 K each, but requires correct positioning, timing, and you being able to CC them through. It’s actually quite a bit more effort than most other burst skills on any class. From that prospective, what about traps need to be nerfed?
I voted bad: Poor balance, no build diversity, no core specs in the ESL’s, low viewership.
I want GW2 esports to be the real deal, but it never will be as long as there continues to be no dedicated PvP balance team.
:(
…All that needs to be done is give DH thier old dps back. And u can argue for it to be somewhat good or give them a bit more sustain with our current damage. Warriors need very slight buff to thier condi cleansing. but very small.
Warrior has so many viable options for condi clear, they don’t need more. DH lost some DPS but bringing back 20% of True shot damage won’t make them meta; the problem goes deeper than that. Rather, IMO, it is the projectile hate (particularly) from ele’s and engi’s that needs to be toned down if DH is going to be competitive. The low health-pool is also a contributor but we’d be kidding ourselves if we thought ANet would ever change that.
Venomshare is interesting but has major problems in PvP. Salamander pointed out a good deal of them, but here’s my additional input. Sharing venoms makes your friends feel powerful and supported. They get free CC and conditions, so what’s the problem? Here are some key points:
1) If an opponent blocks or dodges, your venoms are still used up while doing nothing. You may time your strikes well to avoid this, but friends you shared with almost never do.
2) Best case, five people with venoms focusing one target are not too much more effective than a single condi necromancer, only the necro could hit up to five people with AoEs. Worst case, a single person with venoms is practically ignorable. Even in the best case, venoms are the last thing someone will worry about in a 5v1. They’d die to direct damage before the second condi tick.
3) Other builds allow you to duel or even group fight significantly better. You can always make a solid contribution, rather than sometimes, as long as your ally was close enough to get the venoms and the enemy doesn’t dodge them etc.
It isn’t high risk high reward. It’s too many prerequisites for mediocre reward.
ok, i guess when it comes down to venom share it all comes down to preference. An experience venom share user can make it viable, however the build itself isnt, so venom share isnt viable, ok gotcha.
Yeah, that’s pretty much it. I can take a menders axe/axe warrior or a zerker blood magic reaper into unranked and as long as my team is good, I can still win, but it doesn’t make those builds viable. Strictly speaking, taking any bad build into a game is “high risk”.
@Fivedawgs, there are a lot of knowledgeable people here who know quite a bit more about thief (and PvP, apparently) then you do, and they are all telling you that the “builds” you are mentioning don’t actually exist, and that, yes, venomshare isn’t viable in a competitive setting, despite your one data point of a guy who ran it in unranked and won a match.
You’ve responded this entire time with insults (e.g., questioning how many brain cells we have), and have now ultimately responded by quoting the dictionary. Exactly who, besides you, is arguing technicalities?
Not true, not true at all, i have been pretty open.. I have even gave up on the Guild elite being viable, but venom share works well with a coordinated team, and the link was cited to disprove the idea of venom share being a dungeon or pve thing. Look I want to learn, if someone can point out to me, how venom share suck in coordinated team, then ill drop it from my list as well.
1) You need to take shadow arts, so you lose out on an entire traitline. This is huge and can’t be understated.
2) Lack of stunbreakers and real utility skills=dead thief. Taking even 2 venoms in your 6-9 utility spots means you lose out on some combination of shadowstep (stunbreak, movement, condi clear), signet of agility (condi clear, perma-evade), or bandit’s defense (low CD block, stunbreak). Loading up your utility bar with skills that bring no utility is asking for trouble.
3) To make venoms pack a punch, you have to go condi, and condi thief just isn’t good. Plus, if you’re venom-share you’re a very lackluster condi thief because you’re losing out on Deadly Arts or Trickery.
4) No burst. Why would anyone want a thief on their team that can’t +1 the fight and just end it? If a venom-share thief shows up to my 1v1 he’s going to dance around the point like a clown and add a bit of dps over time, or alternatively spend his time casting his venoms making sure that I’m in the 360 radius and letting me do all the damage. In the entire time he spent casting 2-3 venom’s, a regular thief +1 would have downed the enemy and potentially already stomped them with a well-timed Impact Strike. Granted, showing up to a fight and casting venom’s is just dumb, but if the venoms are only on the thief, then he’s only adding a few paltry stacks of immob, torment, or poison after the initial basi stun. The only time venoms are actually useful is in the initial mid-fight.
5) Most venomshare thieves will go D/D, and losing the offhand pistol utility is a big loss.
6) The concept that “venomshare works in a coordinated team” is silly because there are a number of sub-par specs that can work as long as you’re getting carried. Why limit yourself to a kitten build that requires a highly coordinated team to win, when you can use a great build that allows you to carry your team?
(edited by Salamander.2504)
@Fivedawgs, there are a lot of knowledgeable people here who know quite a bit more about thief (and PvP, apparently) then you do, and they are all telling you that the “builds” you are mentioning don’t actually exist, and that, yes, venomshare isn’t viable in a competitive setting, despite your one data point of a guy who ran it in unranked and won a match.
You’ve responded this entire time with insults (e.g., questioning how many brain cells we have), and have now ultimately responded by quoting the dictionary. Exactly who, besides you, is arguing technicalities?
Bump!
Gotta love how Anet kill player’s passion on improving the game. Do they even read the forum now?
Yeah…HotM is empty in the off season and solo queueing in unranked is just musical chairs with the same 9 people over and over.
Thanks for posting this. I just used it.
2-So, you admit that they exist? But want to argue over technalities?? OK .. even shin called them and I quote " I am not used to go against thieves with shield"
3- just like number 2, you deny the claim then go on to say that they exist and claim that it’s not viable…
No, there is no such thing as a shield thief or an illusion thief. Period. He tried to clarify what in the world you were referring to, since they do not exist.
Do you call a minion master an illusion necro? No, that makes no sense. Calling thieves who use Thieves Guild “illusion thieves” is similarly silly. Thieves Guild gives you two allies that deal very low damage and last 30s on a 180s cooldown. How do you make an “illusion thief” (implying those allies are the primary focus of the build) out of that? Similarly, how do you make a “shield thief” with one single block skill? It’s a great skill, but no thief builds revolve around blocking (or “shielding” if you insist on using the word shield) because we simply don’t have any other blocks!
Dont bring your asinine logic here, Do the minions look like the necro to you? Or am i missing something? I dont main thief and i have never touched them so what was i supposed to call them, eisntein?? He is arguing over TECHNALITIES… Which he has the right to do but don’t bring in senseless analogy… And please stay out of convoy since you have no idea of what you are talking about.I go ask ostrich eggs or any folks who main thief why they use it when they face warriors… As far as the 180s elite, why don’t ask those thive why they use it…. it’s like asking me why someone would use rampage or signet of Rage over headbutt, dude its their choice if it’s work for them. Why not?
Edit: while you are at it, why don’t you go watch caed stream and see what happens whenever he forget to take his shield utility when up against me or any power warrior.
I
So @salamander, exactly, you are disgreeing over technalities even though you knew what I meant… So, my argument about build diversity is still valid.
I don’t even…
/Facepalm
I really did try.
I’m interested in others views on this, but I’ve always felt comfortable 1v1’ing condi mesmers using either a power warrior or a Dolyakhunter, but power chronos (GS, sw/sh) absolutely light up my DH.
Probably, yeah.
Well any specific?? What do you disagree with?
1) Venom share thieves aren’t considered viable.
2) Shield thief simply doesn’t exist because thieves can’t hold shields. I’m assuming you mean a thief that uses the Bandit’s defense utility. But, that’s a daredevil utility, not a build.
3) There is no such thing as an illusion thief. I’m going to assume you mean thieves that take the Thieves guild elite. It’s a horrible elite and with a 180s cooldown, it is not even close to build-defining.
4) Just a heads up: perma evade thief isn’t necessarily just one build—any of the 3 “builds” you listed above can classify as one as long as they are a daredevil using signet of agility.
1- They are viable against some camps, just like I warrior can switch to condi or whatever to take down a necro.. Venom share, from what I have observed, work quite nicely against DH.
2-So, you admit that they exist? But want to argue over technalities?? OK .. even shin called them and I quote " I am not used to go against thieves with shield"
3- just like number 2, you deny the claim then go on to say that they exist and claim that it’s not viable…
4-ok, so switching a trait or an elite /utility skills no longer qualify something as a Build?
What are you disagreeing with exactly? I have faced any of the above in ranked, they might not look viable to you but may work with someone else. Just like warriors have 4 or 3 different build.. with one being stronger than the other… if you want to argue over technalities then heads up to you. But you have disproved nothing…
Gs/ sw shield isn’t consider viable either but I reck people with it..
Fivedawgs, you asked a forum poster above if he could explain why he disagreed with you. I then helpfully responded why he probably disagreed with you. That’s all.
Well any specific?? What do you disagree with?
1) Venom share thieves aren’t considered viable.
2) Shield thief simply doesn’t exist because thieves can’t hold shields. I’m assuming you mean a thief that uses the Bandit’s defense utility. But, that’s a daredevil utility, not a build.
3) There is no such thing as an illusion thief. I’m going to assume you mean thieves that take the Thieves guild elite. It’s a horrible elite and with a 180s cooldown, it is not even close to build-defining.
4) Just a heads up: perma evade thief isn’t necessarily just one build—any of the 3 “builds” you listed above can classify as one as long as they are a daredevil using signet of agility.
I think the meta classes right now all have a very low skill floor — meaning that they’re easy to pick up and be reasonably effective with. But most of them also have high skill ceilings, meaning that a good player can do a lot more with them than a bad player. So in some respects, I think A.net is generally succeeding.
The main culprit right now is DH, which was way overnerfed due solely to complaints from more casual players (and I guess WvW).
Na, DH wasn’t overnerfed. It was nerfed in a great way, which would be more noticeable if all the other elite specs received the same treatment (with more nerfs in most cases).
4 stat amulets are “necessary” because some classes have less vitality. Taking away 4-stat amulets screws over ele’s, guardians, and thieves.
I love how OP brings up a serious problem with which is 100% true and the first response tries to deny it.
+1 for truth.
@Issac: Unranked MMR is currently (partially) based on the total number of games played.
Didn’t watch the video, but I’m enjoying the irony that OP is getting a hard time for “missing many of his attacks”. If he had landed all of his attacks, he would instead be accused of killing a bad mesmer. ^.-
The hardest build to play is this: http://gw2skills.net/editor/?vRAQNAW7djM0QpNWdDu2AHOOWGK5EUBRANIWiVd+BBwLA-TpRCABCfBAK4gAAwRAIgHAg3lB6f/BA
It requires extreme amounts of talent to even win any games (or 1v1’s). Every other build listed in this thread is a piece of cake by comparison.
+1 to OP.
A very well thought out idea; dev’s please take notice. This really does need to happen for the sake of balancing the elite specs with core classes. It’s not just about tweaking damage coefficients and CD’s like we saw in the last balance patch—the class mechanics themselves need to be on par between the elite specs and core.
Nothing. Just nerf the other elite specs. Reaper and DH are finally where they ought to be, or pretty darn close (and maybe warrior/scrapper but jury is still out). It’s some of the other elites that are an issue.
@Arcaedus, a 20% nerf to true shot is not a 20% nerf to dps. Not even close.
1. Replace ‘Distort’ with ‘Continuum Split’ when you take Chronomancer specialisation
2. Continuum Split no longer affects Elite skills
3. Continuum Split gets a cast time which can be interrupted
4. ???
5. BalancedI agree with this, but then again, Mesmer isn’t the only offender… Warrior, Druid, Tempest, and Revenant need similar treatment. I thought about writing a thread to actually differentiate core from elite specs a little more but it’s a tough thing to do when you know there will be heavy resistance, lol.
Im up for removing f2 from rev (but that may cause some issue as right now you only bring rev tor aid for f2), burst skills from berserker etc.
Well it could go two ways, and would probably have to in some ways. For instance, removing F2 on revenant leaves with without any technical changes (Glint is just essentially utilities). Base revenant would likely need a more Generalized F2 that could be substituted in the future or altered somehow. I’d have to do some digging to say for sure.
Berserkers, ideally, wouldn’t have the base burst skills and either only berserk/Primals (which is a majority what is used anyways, the impact would probably be minimal but at least set the classes apart). Or have Primals usable any time but weaker without Berserk. The Burst skills themselves should be Warrior only. Tempest should theoretically have a slightly longer attubenent cooldown regardless of being used or not, and longer when the primal is used. (Like 8 base, 12 tempest/20 Overcharged). That would be a subtle enough difference to make it feel like a trade off, and slightly reduced power creep. And yes, Mesmer’s CSplit should actually replace Distortion.
My idea with thief was slightly different, since the difference is more subtle, the idea was to baseline Improvisation’s “two stolen usages” for the thief, since you know, it’s a thief. Then change how the Improvisation trait works (which it needs anyways for other practical reasons.
Guardian and Necro are already correctly done, even if tuning differences are off.
The major thing is, there would need to be some sort of icon on the build screen that indicates that you are a “pure” class and the benefits that come with that (i.e., Death Shroud, Distortion, Burst skills, and so on).
Most of these changes wouldn’t be overly hard to do and would also help work away from power creep. People might hate it for a second, but then there would be a real reason to play base classes again.
Please make this thread. I think you’d be surprised at the amount of support you’d receive. This needs Dev attention stat.
The soul reaping suggestions and YSIM are good, but I disagree with the rest:
1) DC needed a nerf, not a buff, but your 2x torment suggestion is a flat buff over the old DC.
2) Rise already has a low CD, lowering it more just feeds the powercreep that has made the post-HoT game more spammy and less thoughtful. Imo, Rise and all the other 50% damage reductions (e.g., bulwark gyro, illusionary defender) should be nerfed to a 33% damage reduction.
3) CTTB is a 600 radius AOE stun that provides stability, has a massive damage coefficient, and chills, all on a 90s cooldown that can get as low as 58s in a teamfight. That sounds balanced to me. It doesn’t need a lower cooldown—the last thing any elite spec needs is more CC spam.
The suggestion that chronomancer f5 replaces the mesmer f4 is a really fantastic one that should be seriously considered by the devs.
You manage/chain your dodges with your F3 block really well. Thanks for sharing the video. I’m using a similar build—loving the rage sigil on the GS.
(edited by Salamander.2504)
And those troll Daredevil thiefs that damage with dodge rolls, one guy dodged 5 times yesterday without using any weapons skills, ok I know they have 3 dodges but how are they getting 2 dodges back in such a short time.
OP is spot-on with the problems of HoT specs. They offer too much utility and sustain without compromising damage. They’re too forgiving of mistakes which leads to brain dead skill spam not being nearly as punishable as it should be.
In order to resurrect the fun of PvP in GW2 (let’s face it, it’s pretty much dead), HoT specs need to be nerfed down to core level. If not, brain dead skill spam with build selection completely eclipsing player skill will continue to be the norm.
However, based on the season3 “balance” changes, I don’t think that will ever happen before PvP becomes a wasteland. The Devs are set on buffing everything to ridiculous levels instead of nerfing the few outliers properly (many across-the board nerfs instead of out-right gutting a couple skills).
+1 to this and OP.
whatever class I main takes the most skill, and whatever class counters me takes the least.
No other answers needed.
What about Ranked do you want?
Is it standard models?
The type of matchmaking?
Is it the map selection? Now that the maps are updated, is this still an issue?
Do you want to climb the ladder until the the season resets?The ladder and match making would be nice.
I feel like 24/7 ladder would create a lot of burnout. Plus there wouldn’t be time for big balance patches to settle before the season starts.
Regarding matchmaking, it seems that two camps are developing. What about ranked matchmaking do you prefer over unranked?
Ranked matchmaking puts you with teammates of similar MMR, whereas the spread is larger in unranked. It makes unranked unbearable.
The camera view is blocked on the skyhammer side points by the elevated platforms, its basically unplayable.
It started with yesterday’s patch. Affecting signets across all classes as above posters said.
Most people I talked with had said they grinded hard for 300-400 matches or more to achieve legendary. Others had horrors stories of 500+ games to do it and some others still, were able to do it in 100-150 matches. The people I had spoken with who did it quickly, were all people began play on day one, didn’t take breaks and were able to benefit riding their actual MMR wave up and out of ruby/early diamond quickly and of course people with structured teams. Those who started late or weren’t able to play often, were the ones who got stuck in the “MMR hell” for obvious reasons concerning how division being a part of match making worked during S2 “keeping good players who can only run 3-4 matches a night, in bad places”.
Just to give you another data point with an entirely different outcome: I started S2 on day 4, and reached ruby duo queuing two days later on day 6. I then took a ~5 (?) day break and came back around day 11 and duo que’d to diamond on day 14. Then I took a ~3-4 week break and came back with ~2 weeks till the end of S2 and solo/duo’d my way to legend over the span of 5 days. Legend took 174 games. With 1 week remaining, I then got an f2p account core warrior to diamond solo/queue.
What you should get out of the above paragraph: I did not start early (day 1), I didn’t play often (took several long breaks), but I never found myself in MMR hell. Even when I started a new ranked season on a new account with 1 week left there was no MMR hell. The bottom line is, based on my s2 experience I don’t think the time you start the season, or the frequency of your games (grinding through vs. taking breaks) matters at all.
You want F3 to be the new F2?
2.1k? The 3 sec cd trait?
I think it’s 1s ICD.
Hey Evan, it would be great if unranked matchmaking were updated to provide teammates with a smaller MMR range (akin to what you guys did in ranked season 2). If we’re forced to play unranked for a month, it would really help to play with teammates of similar skill. Right now the spread in skill on any given team is much larger than in ranked—increased que times would be well worth it.
Sigil of blood doesn’t do damage or heal anymore, and sigil of leeching only heals.
I can confirm this.
What does it do now?
Sigil of blood does absolutely nothing now—I’m guessing it’s bugged. Sigil of leeching heals for about the same amount as before but doesn’t do damage.
Sigil of blood doesn’t do damage or heal anymore, and sigil of leeching only heals.
Ah I see what you mean now.
Last season I went to diamond on a core warrior (zerker ammy) on my alt account. I always thought condi chrono was a good matchup for me. I see where you’re going with this and I give you my +1
This is a great change. Loving it. Procs much more now. Especially with the new adrenal health keeping us above 25%.
Well, I was on a power reaper and wasn’t applying any bleeds.
Guys there’s a reason power reaper became unviable after the Nov. 4 Deathly Chill Buff. A nerf to condi reaper (and the introduction of the destroyer amulet) are buffs to power reaper.
HAHAHAHA. Thank you for the laugh. If condi necro was the problem what will stop condi mesmer or condi rev from destroying power reaper?
Talent?
Then why doesn’t it stop condi reapers from destroying power reapers?
1) Condi reaper has ~100% weakness uptime, gutting power reaper’s damage into the ground. Rev and Mesm don’t have that kind of weakness application.
2) Shroud and Rise are huge damage reductions to power damage that Mesmer and Rev don’t have access to (except for their long CD auto-procs).
3) It’s really hard for a power reaper to build up LF from strength sigils/BB with weakness (see 2). Without mightstacking, we’ve entirely negated the reaper GM, which is the core of power reaper sustain.
4) It’s really hard for a power reaper to stack might and build LF with BB if the condi reaper pops shroud above 50% health. Mesmer and Rev health fluctuates enough that this isn’t usually a problem.
5) Condi reaper can corrupt power reaper stability on-demand. Rev and mesm can’t.
6) 100% chill uptime made it difficult for power reaper to stay in melee range. Rev and Mesm already stay in melee range and don’t have that much in the way of soft-cc.
6) Condi reaper had an easily applicable 600-1000 dps condition (deathly chill) that required zero ramp-up time. Rev and Mesm have to ramp up.Fair enough, let’s hope you are right though.
You and me both. I think there’s a lot of promise in the destroyer ammy. It will allow axe to be useful (to replace scepter) without gutting our toughness like in marauder.
Axe was never that usefull to begin with (believe me I tried), it lacks damage for the range it offers and has no burst whatsover. It lso offers little to mantain that range especially against teleporters like rev’s, thiefs and mesmers. The difference between marouder is not that big since we still spent a lot or our defense/sustain in shroud and that scales with vitality.
Can report after playing tonight: power reaper as useless as ever. Hardcountered by scrapper. Condi necro remains a big threat. The Deathly Chill nerf wasn’t as bad at it initially seemed; I looked over and saw I had 26 bleed stacks.
Guys there’s a reason power reaper became unviable after the Nov. 4 Deathly Chill Buff. A nerf to condi reaper (and the introduction of the destroyer amulet) are buffs to power reaper.
HAHAHAHA. Thank you for the laugh. If condi necro was the problem what will stop condi mesmer or condi rev from destroying power reaper?
Talent?
Then why doesn’t it stop condi reapers from destroying power reapers?
1) Condi reaper has ~100% weakness uptime, gutting power reaper’s damage into the ground. Rev and Mesm don’t have that kind of weakness application.
2) Shroud and Rise are huge damage reductions to power damage that Mesmer and Rev don’t have access to (except for their long CD auto-procs).
3) It’s really hard for a power reaper to build up LF from strength sigils/BB with weakness (see 2). Without mightstacking, we’ve entirely negated the reaper GM, which is the core of power reaper sustain.
4) It’s really hard for a power reaper to stack might and build LF with BB if the condi reaper pops shroud above 50% health. Mesmer and Rev health fluctuates enough that this isn’t usually a problem.
5) Condi reaper can corrupt power reaper stability on-demand. Rev and mesm can’t.
6) 100% chill uptime made it difficult for power reaper to stay in melee range. Rev and Mesm already stay in melee range and don’t have that much in the way of soft-cc.
6) Condi reaper had an easily applicable 600-1000 dps condition (deathly chill) that required zero ramp-up time. Rev and Mesm have to ramp up.Fair enough, let’s hope you are right though.
You and me both. I think there’s a lot of promise in the destroyer ammy. It will allow axe to be useful (to replace scepter) without gutting our toughness like in marauder.
You guys are missing a few points. In a vacuum, these warrior changes are not substantial.
But considering the changes to engineer regeneration, necromancer chill, and life steal normalization, I think our sustain has seen a pretty substantial buff.
Engineers would not die due to rapid healing, but now you can interrupt heal turret and the regen is lower.
Damaging condition of 500 dps is no longer there, so heal signet becomes better.
I need to test life steal but I guess they lowered it.Now I can spam arcing slice and be rewarded, or land timely eviscerates at the proper range.
Having health per second is much better than health per 3 seconds.
I just might return and play warrior again.EDIT: I forgot the stability removal changes and the changes to slick shoes. It is like being reborn again.
+1
I think I’m done with the class altogether. A-net can’t be trusted to balance it properly. I have mained it in various specs since Beta. I’m just going to go full time Guardian i think – at least i’ll never have to worry about nerfs like this again.
Lol have you seen the guardian forum after the patch? ^.-
Another butchered grand master. One bleed per chill, capped to 5 bleeds ? There’s stronger adept minors.
Also, now that RS 3 uptime went from 8/20 to 5/25, it’s even more dangerous to go power in my opinion.
I don’t think it’s capped at 5 bleeds—if someone has 5 stacks of chill, a new chill would overwrite the old.
RS3 nerf is probably for the best. We were a class that thematically was weak to CC, and RS3 sent us in the other direction.
Yes, you can extend the duration, and yes if you cast chill on a chilled foe a 2nd stack of bleeding is added.
3-4 stacks of anything would make the trait even more OP than it was because you could stack huge amounts of torment or bleed or whatever for a condi burst. At least with the old version you could get chilled 5x in a row and the DPS was the same.
That being said, I do support these changes. The game was better before that trait was introduced and I’m glad to see Deathly Chill nerfed.
Guys there’s a reason power reaper became unviable after the Nov. 4 Deathly Chill Buff. A nerf to condi reaper (and the introduction of the destroyer amulet) are buffs to power reaper.
HAHAHAHA. Thank you for the laugh. If condi necro was the problem what will stop condi mesmer or condi rev from destroying power reaper?
Talent?
Then why doesn’t it stop condi reapers from destroying power reapers?
1) Condi reaper has ~100% weakness uptime, gutting power reaper’s damage into the ground. Rev and Mesm don’t have that kind of weakness application.
2) Shroud and Rise are huge damage reductions to power damage that Mesmer and Rev don’t have access to (except for their long CD auto-procs).
3) It’s really hard for a power reaper to build up LF from strength sigils/BB with weakness (see 2). Without mightstacking, we’ve entirely negated the reaper GM, which is the core of power reaper sustain.
4) It’s really hard for a power reaper to stack might and build LF with BB if the condi reaper pops shroud above 50% health. Mesmer and Rev health fluctuates enough that this isn’t usually a problem.
5) Condi reaper can corrupt power reaper stability on-demand. Rev and mesm can’t.
6) 100% chill uptime made it difficult for power reaper to stay in melee range. Rev and Mesm already stay in melee range and don’t have that much in the way of soft-cc.
6) Condi reaper had an easily applicable 600-1000 dps condition (deathly chill) that required zero ramp-up time. Rev and Mesm have to ramp up.
