(edited by Sigmoid.7082)
Only the last strike that blinds should corrupt boons iirc. Its also very hard to land because of how the skill works but the potential is there.
I gathered they would nerf chill duration on some things because the way it stands with runes, sigil, and food along with the cold shoulder trait you can hit 100% chill duration or 60% in PvP.
Also they may have nerfed some things because of some strong combos but other things have been buffed. RS #2 blinds and has synergy with chilling dark + now blocks projectiles, RS #4 now stacks poison. Etc.
(edited by Sigmoid.7082)
no watch the stream again, and even the Reaper PoI with Robert he says “We since changed this so the stability remains even after u leave Shroud”… you should have the possibilty to press#3 get the Stability ticking and then continue with that Stab up for 8sec. thats waht they said.
What was changed was previously leaving shroud would casue the effect and the stability to end. When they changed it the effect still ends when you leave shroud but any stability you gained from it won’t end when leaving shroud as well.
I think you misinterpreted it.
Afaik you press three and you gain the effect for 8s. The effect grants you 3s of stability every 1s. This effect ends if you either a) end shroud or b) use the chain skill to fear.
The only way to gain the full 8s of effect or 11s of stab is when you just use the ability and don’t leave shroud. Leaving shroud you will still have whatever stacks were on you but because the effect has ended you won’t gain anymore stab from pulses.
anyone who I have seen play never let it run its full duration. They always shattered it for the fear. Grouch had no idea what he was doing and would panic cast it all and never used the stab for a safe stomp.
You need 3+ conditions on you and you need to strike you target with a critical hit for it to trigger.
I have notes on things to improve with both axe and scepter as well as a note about skills that we could add projectile blocking to (incidentally RS 2 blocks projectiles because of a suggestion I read here).
So apparently it blocks projectiles when used. Thoughts? Also it blinds now instead they are really pushing the chilling darkness trait.
I don’t understand why gravedigger was nerfed. It already did less DPS than dagger auto attack with 100% cooldown, why give us a clunky second waiting period between? There’s literally nothing you can do with that time.
My guess is possible OPness in PvP with quickness.
Because of PvP for sure. Taking damage mods and weapon strength into account grave digger below targets with 50% hp is aoe back stab spam.
Probably had trouble with sigil of the and sigil of int combo to spam loads of them very quickly.
Later in the stream Jebro is playing much better, but he’s still not a necro expert as far as I understand.
Got a ime link? Only saw a snip of his and I had to head out. Grouch is so bad at necro it pains me to see it…
Anyone have links to other people playing reaper besides grouch? Watching him play I felt like putting my fave into a wall. He had no idea what he was doing.
Fair enough but that still doesn’t stop grave digger from correctly having a damage coeff of 1.93. Not all coeffs are round numbers.
Because when a target is below 50% health, Gravedigger has no cooldown. And it is still lower DPS than dagger auto.
Dagger auto chain takes almost 2 seconds (including the after delay to start another attack) of your DPS time. In this time, you can do a base amount of almost 940.
Gravedigger takes almost the same amount of time and deals 1,520 (Probably more like 1,200ish base) and has no CD hitting targets lower than 50% HP and hits 1 more target than dagger does.
I’m almost positive gravedigger will have better power scaling.
Just to be clear, according to the other thread where they said they had the coefficients, Gravedigger has a 2.0 coefficient.
The dagger chain is a total of 3.0 coefficient over the whole chain and supposedly it takes only 2.1 seconds to do the whole chain.
Something to keep in mind is the cast times in game are always wrong and the wiki is often wrong. I’ve tested weapons before and they didn’t match the wiki’s numbers. I will test all these things myself during the BWE.
Dagger has 2.8 coefficients per chain over 2.1 seconds. Gravedigger is 2.0 coefficients/chain over ~1.8 seconds. Greatsword does 10% more damage on average than dagger, so we’ll factor that as a 2.2 coefficient to keep the comparison on actual damage output accurate.
2.8/2.1=1.333 coefficients/second. 2.2/1.8=1.222 coefficients/second.
Against one or two targets, you’re better off dagger autoing than gravedigger spam. You just do more damage.
The coeff is actually 1.9 for grave digger and you can’t just say GS goes 10% more damage. Because the number was reverse engineered the coeffs we have already factor in gs’s higher weapon damage anyways.
The only time that works is when you are using them to preform the same skill I.e. using shroud skills. Shroud skills used with a GS will do more damage than shroud skills used with a dagger+offhand.
I really think the coef is 2.0 and you still need to multiply it by weapon strength so it is 10% more. The reverse engineering takes weapon strength into account, so the weapon strength is not already factored in, it has been factored out!
Tooltip damage = power*coefficient*average weapon damage/2600
Average GS weapon damage for exotics , what PvP uses, is 995+1100/2=1047.5
Coefficient = tooltip damage * 2600/ ( power*average weapon strength. )
Grave diggers tooltip is 1520 and they showed BiP do we know he has 1951 power in the example.
So coeff = 1520*2600/ ( 1951*1047.5) =1.93 hence why I rounded down to 1.9.
I will say again the only time you can just say a weapon does X% more damage due t weapon damage is when you are using two different weapons to do the same skill as in shrouded abilities. Or when the coeff is already known. The GS’s increase in power is already used in the calculation to find out its coeffs.
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Because when a target is below 50% health, Gravedigger has no cooldown. And it is still lower DPS than dagger auto.
Dagger auto chain takes almost 2 seconds (including the after delay to start another attack) of your DPS time. In this time, you can do a base amount of almost 940.
Gravedigger takes almost the same amount of time and deals 1,520 (Probably more like 1,200ish base) and has no CD hitting targets lower than 50% HP and hits 1 more target than dagger does.
I’m almost positive gravedigger will have better power scaling.
Just to be clear, according to the other thread where they said they had the coefficients, Gravedigger has a 2.0 coefficient.
The dagger chain is a total of 3.0 coefficient over the whole chain and supposedly it takes only 2.1 seconds to do the whole chain.
Something to keep in mind is the cast times in game are always wrong and the wiki is often wrong. I’ve tested weapons before and they didn’t match the wiki’s numbers. I will test all these things myself during the BWE.
Dagger has 2.8 coefficients per chain over 2.1 seconds. Gravedigger is 2.0 coefficients/chain over ~1.8 seconds. Greatsword does 10% more damage on average than dagger, so we’ll factor that as a 2.2 coefficient to keep the comparison on actual damage output accurate.
2.8/2.1=1.333 coefficients/second. 2.2/1.8=1.222 coefficients/second.
Against one or two targets, you’re better off dagger autoing than gravedigger spam. You just do more damage.
The coeff is actually 1.9 for grave digger and you can’t just say GS goes 10% more damage. Because the number was reverse engineered the coeffs we have already factor in gs’s higher weapon damage anyways.
The only time that works is when you are using them to preform the same skill I.e. using shroud skills. Shroud skills used with a GS will do more damage than shroud skills used with a dagger+offhand.
Depends on how easy it is to get the upgraded fractal weapon skins since they are where the prestige is supposed to be now. If getting those upgraded skins is relatively difficult i see no problem with 20 pristine relics for a weapons considering it would take a week of doing fractals to get enough of them for a skin guaranteed.
100 P.relics is unrealistic seeing as that would take over a month to earn enough relics for one skins.
I get it with the hard work to get it in the past but what they are trying to do is provide incentive for people to jump into the new fractal game type because it isnt as widely played as they would like currently. Making the goal achievable in a reasonable time frame, i.e. 1 week of doing fractals every day, to get a single skin of your choice is acceptable in my eyes even though it took a while to get the ones i wanted now.
i think reaper will be great in PvE, it’ll suck pvp wise..
Its just too slow, im sorry but GW2 pvp is basically entirely based on mobility, part of the reason necromancers arnt great is the lack of mobility, which tbh makes me wonder why they made reaper as it currently is.
but i do think it’ll bne a upgrade for pve necros, i dont think it’ll benefit the pvp playerbase at all though tbh…
I think you are getting confused …..
GS =/= Reaper. Gs is “slow” but not that slow as people imagine.
Reaper in general is faster on the ground than necro and its shroud is also much faster.
One % damage increase coefficient, yes, and the single one he has is a conditional to boot.
And it makes a world of a difference. Just play a thief, warrior, or ele. It’s not even close.
Actually there are three, spiteful talisman is 5% against targets with no boons and spite minor 3 is another +5% when you have more than 50% life force. $ if you count the axe one but nobody takes that. Also damage modifiers are cumulative not additive. So with those three mods you actually have +32% damage. Other classes with their own mods can reach 50% or around there. The reason we dont have another damage modifier is because we can stack vulnerability extremely high and quickly on our own. Reapers can even do this much faster and in an aoe while still doing damage. Thing is in a party setting where vuln is always maxed out we lose out because we lack the other 1 or 2 %based damage mods that other classes have to cover that innate lack of strong vuln generation.
@Khristophoros
Well you have to at least admit there is a reason for the fact that necro is the lowest DPS of the game: bad weapon damage + few damage multipliers. As I said earlier, the AA of dagger is one of the highest but we don’t have any additional burst skill. This means we have one of the most boring damage rotation of all (57811111111111111) and a low total DPS.
The way the GS is built, I’m fine with the AA being weaker than the dagger AA, but gravedigger should be stronger, while it appears it isn’t.I am not sure why people would be comparing a cooldown skill to an autoattack chain. Gravedigger is in addition to the AA chain. It doesn’t do all of your damage by itself.
I mean are you gonna compare hundred blades to an attack chain? It has a 4.21 coefficient which is good burst but on an 8s cooldown that’s pretty bad DPS. However, taking 3.5s out of your chain to drop that burst improves your overall DPS. The same concept will apply to gravedigger.
Because when a target is below 50% health, Gravedigger has no cooldown. And it is still lower DPS than dagger auto.
For some reason I thought the cooldown was just reduced by 50% lol.
According to the wiki, the dagger chain only takes 2.1s which means the coefficient is approximately 1.43 per second. To beat that gravedigger needs to have an attack rate of more than 0.714 attacks per second. Do we know the actual attack rate on gravedigger spam?
1.25 second cast time means that, without aftercast, you’re looking at .8 attacks per second. Even a mere 1/4 second aftercast drops it to .667 attacks/second
As long as the weapon is hitting more than 3 targets great sword does more damage overall. Its deals with groups much better as a weapon as a whole but dagger still does more single target damage. Its also a better weapon to use shroud skills with because of the higher weapon damage. I see no reason why a weapon designed to cleave and deal with groups of stuff should have the same single target damage as a mostly single target weapon. They didnt design the GS to replace the dagger.
Its probably been re-balanced with ice runes, chilling sigil and food in mind because you can reach 100% chill duration. So take all of reapers chill durations and double them for wvw and multiply by 1.6 in pvp and you can see how it can probably become a decent hindrance when constantly reapplied for 4~8s durations.
As a reaper you can have 6~10 ways to apply chill on you at any given time. So the weakness of reapplication becomes less of a thing.
Honestly, I don’t understand why the damage of GS is lower. The way I saw it was that GS was supposed to give a strong (much needed) boost to PvE by completely outranking the dagger for DPS while both weapons would be balanced in PvP with GS doing higher DPS but much easier to avoid. We should not forget that dagger usually has a warhorn to complete it, with nr 5 giving a lot of LF and some decent additional DPS. Right now, I may be pessimistic, but except for the potential chill play, I don’t see GS competing with dagger/warhorn.
Why would they design a weapon to outclass another and that weapon you need to buy the expansion for? That is exactly not what they were going for when building these things. Its supposed to be strong but in a different way to the current stuff not make it obsolete or feel like an upgrade to it. They are meant mainly as play style changers and it does that giving much needed and greater cleave outside of shroud if using GS and again much needed cleave and better attack speed inside of shroud be it melee.
Not sure if anyone has said but maybe they dont want it to be something you can just buy gems, trade to gold and buy. Its something that shows you have played the game to earn and not just your favorite corner of the game either.
Its a better way of looking at it since it doesnt make the assumption someone will be chilled for the entire duration of the tripled cooldown. With that said i reckon because of this the lower the cooldown of a skill the closer you get to it actually being 300% cooldown and the more effective the chill is.
Didnt rob keep saying chilling victory in the stream but had to correct himself to chilling force? If the chat code links chilling victory wouldnt it be safe to assume it may be something very old?
Because its so sparse you never feel the effects of the cooldown tripling effect it has. For every 3s of chill you extend a skills cooldown by 2s.
Ehh but that isnt tripling…
Wouldnt tripling (or in other words multipling by 3) mean for every 3s the skill cooldown is increased by additional 6s not 2s?
Wiki
Chilled characters appear blue tinted and move 66% slower. While chilled, skill cooldowns additionally progress at a 66% slower rate; i.e. for every 3 seconds chilled, only 1 second of cooldown will have expired.
So a skill with a 1s cooldown would take 3s to cooldown when the enemy is chilled. The skills cooldown has been extended by 2s and in total it has taken 3 times longer for the skill to cooldown. i.e as long as the enemy remains chilled it will effectively triple the cooldown of that ability.
The way i phrased it was because chill seldom lasts the entire cooldown of an ability but its still correct to say for every 3s of chilled on someone their cooldown as been increased by 2s..the skills cooldown has dropped by 1s but its taken a full 3s hence the +2s.
Your example isnt wrong but your looking at the skills cooldown under chill. If a skill was cooldown for 3s under chill it would have taken a total of 9s real time to do so hence a +6s of extra time. Only thing with this is they would have to be chilled for the full 9s. Hence why i said for every 3s of chill the cooldown is extended by +2s. This is an easier way of looking at it because chilling someone for the duration of a skills cooldown is more than unlikely because of how weak re-application is right now.
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I wouldnt say chill is weak at all. The things it does are pretty strong, reducing movement speed by 66% and tripling cooldowns. Its just that its not readily enough available like other conditions that it has its effects felt and is a nuisance. It also has skills that remove it specifically because its a movement impairing condition.
If chill would be reliably reapplied all the time then i feel it would be something much stronger but anet has everything granting chill on low duration ( see sigils and runes and most ice fields ) or behind a few long casts ,awkward mechanics or ICDs.
Which is kind of proof that ANet considers Chill OP and doesn’t want us to have too much of it.
You might find the skills that apply chill weak, but the condition itself for sure isn’t.
Thats exactly what i said in my post.. as well as what Apolo just stated. If we had more access and more reliable application of chill its true strength would be realized. Because its so sparse you never feel the effects of the cooldown tripling effect it has. For every 3s of chill you extend a skills cooldown by 2s. Have you ever been caught with no condi removal, skills on cooldown and 5~10s of chill on you? Its horrible. If that could happen more often, which the reaper aims to, then it would be something glorious. But as it is now its power has really yet to be seen.
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I wouldnt say chill is weak at all. The things it does are pretty strong, reducing movement speed by 66% and tripling cooldowns. Its just that its not readily enough available like other conditions that it has its effects felt and is a nuisance. It also has skills that remove it specifically because its a movement impairing condition.
If chill would be reliably reapplied all the time then i feel it would be something much stronger but anet has everything granting chill on low duration ( see sigils and runes and most ice fields ) or behind a few long casts ,awkward mechanics or ICDs.
Do you think rune of trooper will work considering our shouts don’t affect allies?
from wiki
The sixth bonus activates on any shout and applies to nearby allies, regardless of who is affected by the shout, e.g. “On My Mark!” triggers the condition removal for party members even though it targets a foe.
More of a problem isnt necro, though it is a issue, but more how pve is designed in general. Because of pves terrible design you dont need anything besides damage to complete anything. This is something colin himself said and something they are working on. As well as that its the terrible mob ai that couples with that that makes it all to easy and needing nothing but zerk gear to complete.
I will wait to see the changes to mob ai and new pve content before writing things off completely.
How is that true at all? Blinds, blocks, evades, aegis, swiftness, cleanses, heals, blasts, stealths, stuns, reflects, tanking, all of these things are used in pve all the time. The problem is, necro is weaker at all of them than anyone else.
Just because they are used doesnt mean pve is fine :/ pve design is flawed….you dont need a bunch of stats or abilities in game because pve doesnt require they be used at all…..
“you dont need anything besides damage to complete anything”. That was your statement, that is what I am saying is wrong. Sure, you can choose to bring only damage. But try to kill lupi without anything but necro staff aa. You said all you need is damage right? Try to do a higher fractal without good active defenses. Your statement is wrong, and it is perpetuated all over the forums by players.
Bosses need more interesting mechanics. Boss fights with interesting area denial (like wildstar) would be a huge bonus. I don’t disagree. I also think a lot of bosses already have mechanics, we just kill them so stupidly fast we never see them.
But to claim the only thing used in pve is damage? Sure buddy, sure.
Just staff auto is such a hyperbole. My point was that a lot of need to game mechanics and need more more use of passive and active defence is negated by how damage is more important as is circumvents the need because if things die so fast ou dont need to worry about the mechanics of the fight.
This is something you agree with and the game designers recognise as an issue in the current system. I’m not being necro specific just pve in general is broken. If they had better encounters that needed a wider range of approaches instead of DPS as fast as possible then more classes, stat sets and builds would be able to fit in.
More of a problem isnt necro, though it is a issue, but more how pve is designed in general. Because of pves terrible design you dont need anything besides damage to complete anything. This is something colin himself said and something they are working on. As well as that its the terrible mob ai that couples with that that makes it all to easy and needing nothing but zerk gear to complete.
I will wait to see the changes to mob ai and new pve content before writing things off completely.
How is that true at all? Blinds, blocks, evades, aegis, swiftness, cleanses, heals, blasts, stealths, stuns, reflects, tanking, all of these things are used in pve all the time. The problem is, necro is weaker at all of them than anyone else.
Just because they are used doesnt mean pve is fine :/ pve design is flawed….you dont need a bunch of stats or abilities in game because pve doesnt require they be used at all…..
From what i understand you can do any fractal you want at any given time but if you want to progress up to the next level for your personal reward level you have t do a specific fractal.
I dont think they would over look people just doing the swamp fractal over and over to power level..
“To start with, we’re raising the maximum fractal scale from 50 to 100. In addition, after scale 50, the difficulty curve will change to adjust not only the health and outgoing damage of creatures but also other stats like precision and toughness”
This makes me excited.
Chilling nova works out as another necrotic bites worth of damage at its max potential. Also will allow you to tag more mobs in events.
The shout trait sucks but it makes the heal one of the fastest heals for us, shame the other shouts suck atm
Decimate defenses is good because you will reach 100% crit without death perc, also outside of shroud and lets you take something else like dhuumfire.
Onslaught makes the RS auto around as fast as dagger auto, it would be higher dps than GD spam.
Chilling Force may also see use but unlikely since decimate just overshadows but it will allow you to almost instantly hit max might in any given fight. Also makes you more self sufficient.
The rest are very pvp orientated unless pve,mob ai and the content changes/improves vastly. Its why i said 4 or 5. Not particularly locked to just 5man dungeon/fractal content for their usefulness.
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A test with 30 samples gave coefficients of 0.635 (fire) and 0.823 (air). Previous coefficients were 0.85 and 1.1, so these are very close to a 25% damage reduction. I suspect the true values are probably 0.6375 and 0.825 for the exact 25% reduction.
Is the base dmg still the same?
These is no such thing as “base damage” because of how the damage formula is. The only “base damage” is the damage it comes out with with base power which is 1000. By this notion no the “base damage” is now lower because the coefficient is lower.
More of a problem isnt necro, though it is a issue, but more how pve is designed in general. Because of pves terrible design you dont need anything besides damage to complete anything. This is something colin himself said and something they are working on. As well as that its the terrible mob ai that couples with that that makes it all to easy and needing nothing but zerk gear to complete.
I will wait to see the changes to mob ai and new pve content before writing things off completely.
The greatsword is designed to be the second slowest weapon in game.
Just FTFY
reaper GS: 2 and 1/2 s
guardian hammer : 2 and 1/4 s
ranger GS : 1 and 3/4 s
warrior hammer : 1 and 1/2 s
guardian GS : 1 and 1/2 s
warrior GS : 1 and 1/2 sOn the paper it’s the slowest…
It’s like you have never heard of after cast. Go into the wiki and k to any #1.1 skill and it tells you how long the entire chain takes for the full chain.
Warrior , guardian and tsnget GS all take around 2.5s for the full auto chain. Warrior hammer is 2.75s and guardian hammer is 3.7s.
You can’t just add up the cast times for the abilities. By your notion dagger auto should only take 1/4s butbwr all know the full chain is 2.1s long, staff auto should be 3/4s but it actually takes 1.4s to cast, same as life blast.
@Anchouku
I can guarantee if you could take GS and still have death shroud most people would do that. Reason staff is taken is mainly because axe, the mid range power option, sucks and we have no other long range alternative. It is mainly a utility weapon because after the last 3 marks it does no damage at all and the auto is bad, better of dropping I to shroud and using its higher weapon power for better damage ( another one o the reasons it’s taken). It doesn’t need better range its meant as a melee cleave weapon with better cleave and area denial than dagger, which it has. It’s GS and reaper shroud are better in any situation where you have more than 2 targets ( the dagger cap). We just need axe to not suck so we have a decent option for that non melee physical damage but that’s not happening anytime soon…
@Zenith
Besides there being mainly 4 of 5 traits for reaper that are good for pve everything you mentioned in your post isn’t reaper specific. It’s just necro in general that suffers from all of those issues. No matter how great reaper will be unless base necro specs get some love it will always be hindered, even if it is better than base in a lot of pve situations.
either new coeff or nolonger effected by +% damage mods
The greatsword is designed to be the second slowest weapon in game.
Just FTFY
You don’t really want vit
I would disagree because, with soul reaping, for every 100 hp you get you get 79dshp which is 158 vs direct damage. Incoming damage is variable but DS gain and drain is % based. The higher the number the more you gain % wise so the more it would offset incoming damage and the longer you would live because reapers can gain lf much easier in shroud than base necro.
Running a mix betwen 2 or 3 of those to get stats you want would be the best bet. You can get:
- 2100~2500+ power
- 20~28k
- 2600 ~3200 armour
- 171~214% crit damag
Just depends on what you feel fits you best.
Assuming they properly balance the rest of the specialization,
Reaper’s only big weakness will be that you have to play Necromancer to use it
,and base Necromancer is still a really awful setup.This is so wonderfully quotable. I might get it on a t shirt for Eurogamer this fall.
It also basically admits that reaper is indeed an upgrade.
Becuase the weapon skills and traits are designed from those on classes that are in a better place. Gs is essentially guard GS and the traits are a mix of warrior and guard traits with some minor necro themed tweeks.
The list can go on and on. They are many more cele necromancers thanks so so many X% increasing scaling traits.
Such as? Becuase last i checked necro have one of the lowest amount of damage mods out of any class in the game. Cele is because of boon corruption and might stacking we can now do.
4. Reaper GS chill access depends on a 4 second chain attack all hitting, but the attacks are slow and well telegraphed.
Its not 4s. Its 2.8~3s actually. Its faster than guard hammer but around the speed of warrior hammer. In all its auto attack chain is 1/4s~1/2s slower than other GS chains.
Each strike of its chain is 1/4 to 1/2 second longer than other GS auto chains.
I literally timed it from the video the part where they use the auto chain twice one after the other. Timed it 5 times, averaged it out and then divided by two for how long one chain will take.
Warrior Gs is 2.46s, Ranger 2.56, Guardian 2.5s. Warrior Hammer is 2.75 and guard hammer is 3.7. These are from the wiki
Overall Reaper Gs auto chain takes 3s. on average. Hence why i said its around warrior hammer speed but faster than guard hammer.
4. Reaper GS chill access depends on a 4 second chain attack all hitting, but the attacks are slow and well telegraphed.
Its not 4s. Its 2.8~3s actually. Its faster than guard hammer but around the speed of warrior hammer. In all its auto attack chain is 1/4s~1/2s slower than other GS chains.
A chilled target with their new “super speed” buff, walks faster than a Reaper. But please, nerf chill even more.
For forward movement:
- Immo: 0 u/s
- Chilled: 70 u/s
- Crippled: 105 u/s
- Chilled with +25% Signets,Runes and Traits: 122 u/s
- Chilled with swiftness: 140 u/s
- Crippled with +25% Signets,Runes and Traits: 157 u/s
- Crippled with swiftness: 175 u/s
- Base in combat: 210 u/s
- +25% Signets,Runes and Traits: 262 u/s
- Chilled with Super Speed: 280 u/s
- Swiftness: 280 u/s
- Crippled with super speed: 315 u/s
- Super Speed: 400 u/s
Straight land speed a chilled target with super speed is no faster than anyone with swiftness or would still take 7~9s to move out of melee range of someone with a +25% signet.
mark of evasion procs out of combat, making stealth skips more difficult
no it doesnt.
p2bug?15charszzzz
I’m still not convinced the Reaper has the tools to survive a front line role in WvW.
dont see why it doesnt.
Because it doesn’t right now.
Explain why. Im of the opposite opinion.
snip
The reason i disagree is because there are solutions to all of those things built into a reaper as it is unless they change everything to has ICDs that would ruin the fun for everyone. IT has the tool to do so is my point though.
On the first point reapers have a lot more stability than base necro. It will stack on top of whatever else is given to you as well so you can support yourself.
Movement impairing conditions aren’t really a problem. Because of the change of no stats from traitlines nolonger is the free 30% condi duration being a bother making them last longer and you can take relentless pursuit to help deal with them easily. Plus you would not have access to a leap.
I agree with life force being a big thing for reapers and shroud being used for offence and defence but i wouldnt agree with its gain being slow to gain on a reaper because of gs #3 in more likely to hit its max amount of targets and net you huge lf as well as how many boons are flying around. as long as blighters boon doesnt gain and ICD you will always have more than enough lf outside of shroud or gain more than enough hp inside of shroud.
The forgoing of “dps traits” isnt a huge thing. With how it currently is chilling nova wont count as a dps trait as it hardly does any damage and the chill duration is low and likely to be cleansed. Relentless is the only real option. IN Gm tier you lose reaper onslaught for blighters but finishing you auto chain in 2.1s instead of 2.5 isnt a huge difference but i can see the dash spam being a thing since people are always dying you could potentially end up covering lots of ground with that. Also reaper as it stands can easily reach high crit chance with no investment in perc meaning you can take ferocity, power, toughness and vitality and still do large amounts of damage.
etc etc etc i could go on.
Two wvw builds im going to test are death/soul /reaper or spite/soul/reaper.
Its all still subject to change though just wish they would let us know what they have changed. but i still see huge potential in it. You may disagree but this is my own opinion. I just want to play it now………..
I’m still not convinced the Reaper has the tools to survive a front line role in WvW.
dont see why it doesnt.
Because it doesn’t right now.
Explain why. Im of the opposite opinion.
Reaper is amazing, easily one of the better specializations if not the best if they adjust numbers. All they need to do is rework Rise! and Suffer!, adjust some of the damages, especially on Greatsword, and not destroy our traits and we’ll be great. Basically as long as they do the smart thing Reaper will be great.
I agree but i think casttime reductions on some of the shouts (especially CttB) and GS 3 for more reliable LF generation are also needed.
Shouts yes but GS #3 i dont mind because its a cast time we are used to and also you can look at it a few ways depending on what traits you take such as :
- 24% crit chance
- up to potentially 70~90%
- up to around 2k+. Higher with healing power
- fastest way to proc chilling nova. so its 9~ 27 hits
- up to 18+ stacks of might
- blind clear and still do stuff
- etc etc
so its more versatile than i first expected because of trait synergy. depends on if they kill it or not synergy wise with ICD :/
I’m still not convinced the Reaper has the tools to survive a front line role in WvW.
dont see why it doesnt.
(edited by Sigmoid.7082)
Blighter’s Boon will be good because Necros generate might off #1 in shroud and also have a trait to generate might on hit on chilled foes.
It’s going to come down to how much it heals though and if they mess with the ICD.
Theres going to be an ICD, im pretty sure of that one, the question is how long. I would like to say 1-3 but they will probably over do it and put it at 5.
I thought that bit then realised the trait is very similar to altruistic healing. All they need do is lower the base healing amount.
It’s current form has so much potential. Certain trait combos can net you around 1k HP/s while shrouded and auto attacking. Would trivialise certain content. Unless the new AI and NPC scripting / skill usage is much better than now.
I thought they could just drop it, but how much is too much? Its a GM trait, GMs are supposed to be powerful on their own, if they drop it too much then you wont really benefit from it if you were running say Marauder or Valk unless you use blood magic. Glassy builds already dont really have much sustain from siphons so you are better off just running spite.
I think this is why the trait is so good, so you can run your dps stuff (since thats what the spec is about) and not die as easily as you would now running pure dps.
I would suggest instead of an ICD or base healing nerfs which would be bad for dps builds, they make the healing side of the trait trigger at a certain health threshold (75% ?) for a certain duration (10 seconds?) and the Life force side of the trait trigger at 40% for the same duration
Not sure how well it scales with healing power but i would reduce it by about 40%. With the way it currently designed and how it would interact with the other lines you will still be able to get 4~600+ hps out of it with no healing power, dont think thats bad at all.
Blighter’s Boon will be good because Necros generate might off #1 in shroud and also have a trait to generate might on hit on chilled foes.
It’s going to come down to how much it heals though and if they mess with the ICD.
Theres going to be an ICD, im pretty sure of that one, the question is how long. I would like to say 1-3 but they will probably over do it and put it at 5.
I thought that bit then realised the trait is very similar to altruistic healing. All they need do is lower the base healing amount.
It’s current form has so much potential. Certain trait combos can net you around 1k HP/s while shrouded and auto attacking. Would trivialise certain content. Unless the new AI and NPC scripting / skill usage is much better than now.
Greatsword’s main niche will be a downcleave weapon. Things like gravedigger are the perfect tools for denying rezzes since you won’t want to eat that. Still without dagger/wh on your other set, you’ll have poor 1v1 potential because of the slowness.
I’ll take reaper on every build simply because the stability uptime is strong and RS skills are so much faster and more fluid than base DS skills. And thats a fact.
I don’t really know about shouts, cele signets will still be the way to go. Condi reaper may be viable as well, but it probably won’t be able to run signets without giving up curses, so it needs better utilities to function since corruptions are useless in their current state.
your crazy if u think reaper will be viable in pvp :P… its going to be a PvE only specc, Most can see that it just isnt going to have the mobility for GW2 Pvp…. ur only as Viable as how much Mobility u have All people have to do is run circles around you and Evade the moment u manage to get hit them (if at any point you do) Proffessions like Mesmers are litterally going to run rings around you all day all Night and the moment u manage to somehow get close ur going to be shot back 30 yards.
Two things
1) how is that different from now? If anything you have better on the ground mobility as a reaper? You lose dark path but lets face it its slow, can be obstructed by solid nothing and can be outrun.
2) Again how is that different from now? besides you have more stability as a reaper so stuns and getting cc’d is going to be less of an issue.
(edited by Sigmoid.7082)
OK so I was wrong Death Spiral also restores Life Force but it’s even worse as it gives only 2% per foe hit up to 3 so max 6% and recharges 10 sec. Thus in 22 sec it will give at most 12% (22 due to 1 sec cast time)
Your math is wrong as well as skill facts. Death spiral does 6 hits each of which grant you 2% life force so it actually gains 12% lf when used on a single target. If it acts independently it will mean 36% vs 3 targets. Combined with the current chilling force its another 6% per target, combined with the current blighters boon its another 6% per target. Chilling nova will hit 3 targets 3 times over 10s and can all proc on this single skill because of the number of hits, thats another potential 18%. At its maximum potential death spiral will fill around 90% of your lf in one use.
Pvp will be different but i am of the opinion GS isnt as slow as everyone makes out when you look at it, will have its uses as either a main or secondary weapon and for me personally it will replace staff. Pve wise this skill would be the fastest way to generate the most lf in a short time so you can make the most of your shroud.
(edited by Sigmoid.7082)