Besides, it doesn’t really affect anything. Just kind of a neat little thing that happens
For the ones who have had a chance to try out the reaper in the beta, how is it pve wise? Does it deal competitive damage? I guess it’s still far from ele/thief top dps, but I hope now it’s more comparable to warriors…. or is it still bottom dps and without any utilities whatsoever?
Im really looking forward to play the reaper in pve, I just hope it isn’t inferior to the current d/wh meta.
I toyed with the builder and came up with a build (link) which allows you to stack might like a warrior, vuln like a champion, and lets you sit at 100% crit. It’s aoe and mobs in pve will suck up all the hardcasts, so theoretically it should work. To which extent? I don’t know yet, but from the tooltip I can see that RS auto does 60% of GS auto, even tho it’s faster and got 100% chance to crit.
I’m just speculating atm, just dying to know if people will stop shunning necro for being useless and dealing bad dps and if RS finally brings AT LEAST competitive dps…. because well, I took a look at the skills, and necro still doesn’t add anything to the party. Just damage. Now I hope that damage is good enough to compensate the lack of support.
Thanks
Reaper is a PvE boss against PvE mobs. A reaper can solo just about all the stuff in Verdant Brink, as far as I’m aware. Champs, not as much (because those kitteners are tough) but you can hold out against waves of enemies pretty kitten well with all the AoE that Reaper brings and the inherent survivability of the class
Now, if the Rampage Warrior is +1ing a fight you’re already in, you’re a dead reaper.
There ya go. Fixed it for you
Depends what your cooldowns at that point are and if you have any teammate support or not. It’s possible to survive and even win, but it’s not usually in your favor.
Fair enough. Still, we probably fair towards the “pretty well” end of things when fighting a Rampage warrior compared to other professions. Not the best, but not nearly the worst, either (We’re pretty tough, too, after all)
Honestly haven’t faced one yet. I’ve dumped on a lot of Lich’s, but didn’t run into any Rampage warriors. On that note, I’ve barely faced any warriors period compared to the other professions.
I tried the build last beta weekend and would duel Rampage Warriors all right. Had to play defensively while Rampage was up, but between Nightfall and YaaW, you can pull it out and turn around for a kill.
Now, if the Rampage Warrior is +1ing a fight you’re already in, you’re a dead reaper.
There ya go. Fixed it for you
How are you faring against Rampage warriors? I find if I take CttB, run into a warrior, it gets really big and growly, I might as well go get a drink from the kitchen.
I haven’t met one, but my thought is to pop into reaper and crash into it for a few seconds, then run. (He’s not likely to break all your stab)
The build definitely shines in more coordinated group builds, where you can have allies in the fights to bring the damage and provide you with boons. Its also worth noting just as a fun side note that I pretty consistently get most conditions removed (self/allies), most boons applied to self, most boons removed, and most damage taken in the games I play.
And like Vydahr’s build does, you can swap Death Magic for Spite, which is probably more potent overall as Death Magic is a little bit on the weak side, but I just like the tankiness.
For the first time ever playing as a necro, I’ve gotten “Top Player Damage Dealt” for several matches. It’s fantastic. The AoE pressure a SR/R/S Reaper brings is insane. I haven’t tried DD in PvP yet, but I’m sure that will help quite a bit with that as well
I’ve been running a tanky soldier build that I’ve found pretty good success with. Traveler runes make up some of the speed that Reaper inherently lacks, and also stretches out the chill duration increase that Reapers get (on top of the Sigils of Chilling) so it has very good chill up time. It doesn’t hit as hard as it might, but I don’t see that as too much of a problem. I may consider Decimate defenses as I still get plenty of might stacking from Spite, that way I’ll have 100% crit chance in shroud with pretty consistent stacks of 20-25 might (and the full vuln after a “chill to win” of RS 5 -> RS 4)
Edit: Yeah, Decimate Defenses is the way to go. Plenty of might from spite and any allies nearby handing out boons as well
(edited by Vydahr.4285)
I was able to hold three (maybe four) of the enemy team in a stronghold match at their door until my team was able to summon two more champs…. So yeah. Reaper is awesome (I did end up dying, because even a Reaper can only hold out against death so long, but that delay in their movement was kitten valuable)
Does everything plan on using their Reaper Shroud attack? I’ll check my stuff more when I go home and test a bit more the Reaper, but from what I know, the only attack in Reaper Shroud that are worth using instead of Dagger auto-attack is Executioner’s Scythe when the target is between 0-25% HP. But at that point you are better using Gravedigger Spam.
The only reason to use Reaper Shroud in PvE as far as I know is to get in and out to proc some attack, but that’s it. Maybe there is some build that boost the Reaper Shroud enough to be worth it, but I doudt it. Reaper’s Onslaught isn’t enough so far so it would need to be trait from Soul Reaping i guess.
I run a soldier build with reaper and being able to stay in shroud and keeping up (literally constant) 25 vuln and might is fantastic. Thus RS AA
You’re thinking dungeons, where everything can be steamrolled by stacking in a corner
Actually, I don´t
I´m just pretty sure that raids wont be so hard that decent players will be forced to swap to stats as defensive as Soldier´s, especially not when playing Necro.
Taking more defensive traits and utilities? Sure, I´ll probably just swap some in tomorrow to test the water. PVT gear being necessary? Very, very unlikely.
It may be necessary in instances where most of your team is off doing something else while you take out some random mobs or tend to distracting something mean
i will start with berserker because i wont take decimate defenses. chilling force seems like a really great survivability trait.
zerker is weaker overall. With Valk you can take all the necessary crit boosters which while staying in RS significantly longer for even more dps.
i dont know if u noticed but raids are supposed to be hard. i dont take my reaper because i want to do the most dps. necros dps will still be bad in comparison. i take necro for the survivability and 1% lifeforce x5 if u hit 5 targets (the icd is per target) every second is huge.
btw about staying in rs for longer to have more dps…even after the recent buffs dagger autoattack still does more than rs and gravedigger spam
You can tear through a group of mobs better with GS/RS than you ever can hope to do with dagger’s auto attack. Dagger honestly kind of sucks in terms of the overall weapon. Yeah, AA DPS is great, but Dagger 3 is relatively useless (especially in PvE) and when does anyone ever use Dagger 2?
Reaper Shroud is actually quite good, because it provides pretty good defensive options (RS 3 and RS 5 → RS 2 combo to get frost armor and boost our damage resistance to chilled foes more) as well as being pretty aggressive, too. (RS 5 → RS 4 → RS 2 is a nasty combo) Not to mention the auto attack stacking up 25 might extremely quickly and consistently.
So, overall, yeah, Dagger AA is better dps. But Reaper weapons (GS & RS) are better because all the skills are useful and pretty potent.
554883kitten.1705:Weird, cause everyone else in my guild insists that other projectile absorptions and reflects don’t work against those projectiles. Guess I might have to get on my thief and try to see how smoke screen works in comparison.
Many of them used to, but don’t anymore. I am entirely certain that CPC blocking the normally unblockable projectiles is unintended and will be fixed in the next bug fix round. It is not critical enough that it will get hotfixed, though.
That said, I love the new CPC a lot. I wish the special effect would be updated to look like the Toxic Alliance krait AOE field, but that can happen later. Functionally it’s great right now.
The only thing I absolutely hate is the self-weakness. Seriously, any other condition, but weakness is crippling to DPS and has to be cleansed immediately or you cannot even capitalize on the projectile destruction.
Soldier build. CPC as area denial. Weakness doesn’t matter when you have no crit chance
A mix of Zerker + Valk will do good if you’re going for a power build. Celestial is also going to be a good option for better sustain and higher dhuumfire damage. For the brave ones that want to run frontline reapers in WvW/PvE, you could also go Soldiers.
I’m a brave one!
(some might also say, that those like me who want to do that sort of thing, are the dumb ones lol)
Most Reapers specially MM ones will use Staff\GS , losing dagger will decrease LF regen a lot
exactly. you dont upgrade from dagger to greatsword, you trade it. so you shouldnt get the insane life force regen dagger gives you when u dont have a dagger.
working as intended.
Realistically, GS actually has decent LF generation. Honestly, it’s probably second to mh dagger, and better than dagger in a group fight for the lf regen
No way the necro is tanking anything without blocks or vigor.
Unless we can get healing through Shroud
Having looked at the new ranger elite spec, is it plausible we could see trinity groups in dungeons and raids. Of course I’m suggesting the necro taking the role of tank.
We can only really off-tank right now. The only way we’d be able to fully tank is if we could get healed through shroud. But, I don’t think the “holy” trinity is necessarily coming. Anet like the idea of a soft trinity of damage, support and control, but they also, I think, want healing to be a more significant thing in the game, because right now it doesn’t matter at all. You can’t play a healer build in GW2 because there’s no need for it. They’re trying to change how things work, and I applaud them for it. We’ll see how it goes, but I still don’t think we’ll see the hard trinity of Tank, DPS, Healer. Yeah, those will be in there, but so will Control and Support (boons and debuffs)
in pve that mobs are trash and stupid it’s fun, but the game also has pvp, and GS isn’t that good. casting speed in auto attack and gravedigger is too much. 2s to cast gravedigger? 3sec to do chill from auto attack? hahahaha
As if anyone could forget there’s pvp. Try running GS in a bunker build. Huge potential there.
Soldier Reaper all the way <3
Greatsword is really strong in PvP because enemies are always forced to fight on point with you (or near another objective), it has the potential to nearly one shot people with gravedigger, and its 4 skill is a really strong denial. GS is quite nice in PvP, and the addition of even more superspeed is annoying. That said, I don’t think the superspeed that is accessible is actually going to be used/abused much, it requires a really heavy investment most people won’t make.
Except that it isn’t. Since every other profession will try to permablind you with everything they do, GS hits will be knows as ultimate luck attacks, while d/wh provides the best anti-blind skill ever + acces to immob/daze/swiftness & High damage on mara/zerk.
Cast Plague Signet mid gravedigger to surprise oneshot the blindspammer -> Profit.
Using a 24 cooldown (which has better uses then just remove blind) to cast 1 gravedigger which won’t hurt anyone unless you’ll run zerker and even then can still be interrupted during cast / won’t be able to oneshot anything that runs cele/soldier+
-> No profit.“which won’t hurt anyone unless you’ll run zerker”
Reaper is able to do zerker damage without using zerker amulet, you are able to completely replace precision for a defensive stat.
And seriously, gravedigger “won’t hurt”….. it is one of the most hurting skills in the entire game dude.It doesn’t have to be able to oneshot people with defensive stats. It’s a really god kitten hard hitting skill with 8 seconds cd! And that’s just a thing if you are hitting something above 50% life. I really can’t understand someone who is complaining about gravedigger.
Even without critting, GD still does about 4k damage to heavy targets and 1k more to light. That’s a quarter of a glassy build’s health. Hell, it’s even a good chunk out of a warrior with defensive stats. And towards the end of a fight, it can cinch a win or turn a loss. Anyone who says Reaper isn’t a powerful Elite (arguably the most powerful elite) in teamfights hasn’t put on some tanky gear and jumped into the middle of a fray. Reaper is devestating
Greatsword is really strong in PvP because enemies are always forced to fight on point with you (or near another objective), it has the potential to nearly one shot people with gravedigger, and its 4 skill is a really strong denial. GS is quite nice in PvP, and the addition of even more superspeed is annoying. That said, I don’t think the superspeed that is accessible is actually going to be used/abused much, it requires a really heavy investment most people won’t make.
Except that it isn’t. Since every other profession will try to permablind you with everything they do, GS hits will be knows as ultimate luck attacks, while d/wh provides the best anti-blind skill ever + acces to immob/daze/swiftness & High damage on mara/zerk.
Cast Plague Signet mid gravedigger to surprise oneshot the blindspammer -> Profit.
Or any utility shout other than YAAW.
Oh! Oh! I know, I know!
There’s this shout we have…. Not super strong but it transfers a condition….. Starts with S…. Slither? No… That’s not right. Sunder? Nope, not it either….. Oh! Suffer! That’s the one. Use that
Greatsword actually can work quite well in spvp. Yeah, it’s slow, but reaper’s aren’t meant to 1v1. Reaper’s do best when they seek out teamfights and cause chaos, which gives them the chance to land all their big attacks
Alright, so I’ve tweaked my build slightly and I’ve played with it a bit. It’s about as survivable as the full survival set up I tried prior to it, but I like the feel of it better. Kind of miss the benefit of “Go for the eyes!,” but eh. Lower cooldown shouts is nice as well
Any tips for positioning in various maps?
There’s a reason it is the meta build haha.
It just goes against the grain xD I’ve always tried to be a bit outside the meta (remember, necro main who uses soldier gear there as well) but this build doesn’t hurt my pride toooo much. At least it’s fairly durable. I just need a looooot more practice on it
I decided to use the meta build (except soldier ammy and reef drake) and it seems decent so far
I’m mostly looking for PvP advice here, though general pointers are also welcome.
My tendency is to try and make durable builds, and I’m just not really sure how to do that with a Ranger. I main a Necro, so it’s an entirely different playstyle.
My current pseudo-build is this
I imagine this is a pretty cringe inducing build for veteran Rangers, but, again, any advice is appreciated
all i can see from all the new 2h specks is how kitten slow the reaper sword really is. This engineer is hopping around like Bugs bunny…
Well from my testing of the reaper i was getting 5-8k auto attack crits quiet a bit thats a pretty hard hitting auto compared to any other class auto. The gravedigger critting in the 20ks inside a zerg or with a group of mobs is pretty much spammable for a short while as well.
Thats the fine part, the ugly part is landing gravedigger. And even more annoying is missing the first time and its going on cd…
It’s not that hard to do. 1v1 means counting dodges but if they ebade it you have RS #5 +4 combo or other way around.
in a team fight where people don’t pay as much attention its super easy to land
In a team fight, you’re the rock and your team is the hard place. Reaper destroys in team fights, and shouts actually work well with it. Take Staff and Greatsword, Shouts, and RS all together and basically every attack you have is AoE. And you hit kitten hard with the GS, and pretty kitten quick with RS (RS 5 → RS 4 combo is one of my favorites basically ever)
So, yeah. Team fights. Reaper shines. Just like Anet wanted to happen
Run a transfer, and, as always, you will have a sad engi.
I don’t know about that: almost every time I get loaded with 5+ burns, the engi immediately blocks, and transfer miss (given I’m not on staff). Not sure if “Nothing can save you!” would make it work though.
What I’m the most concerned about scrapper is their party-wide super speed. Chonomancer has one too, not to mention all those with personal access…
NCSY and Suffer. Boom. You have a burned engi who has a useless shield for the next few seconds
the necromancer has outstanding sustainability now and can hit extremely hard with sustained damage. Other professions have much higher burst damage than we do, like elementalist and warrior, but their sustainability is no where near as high. As fights last longer the necromancer has an advantage in that regard since our life force generation has actually improved greatly over the years letting us quickly build our bar back up. This means we can stay in the fight much longer. We’re also very self sufficient as compared to other professions. We can stack 25 might without the use of foods are relying on ally buffs. We can also dish out 25 valn on our own meaning we literally don’t need anyone else with us in a fight.
I’ll never understand the need to point out the 25 self might and vuln stacking as our strengths in a team environment…which is exactly what raids are. Those things are redundant and therefore not selling points in a team/raid environment. It doesn’t matter if we need anyone else to accomplish this….because there are guaranteed to be 9 others there whether we need them or not…and we will actually need them since raids will require it.
I would also dispute these sustainability claims. Yes, we can take multiple smaller hits over longer durations, but the sustainability falls apart when the hits are one shots or for short durations…that are able to be blocked/invulned/evaded. Our self spike heals are pretty weak…and the same can’t be said for our counterparts. Its not like they are lacking top tier recovery options.
Because there will be times when the group needs to split up, leaving a couple people either to hold the line til the last possible second, or clear a path. This was referenced in one of the Points of Interest streams, with a particular mention of a big raid boss having a wipe-type attack that pulses out slowly, and there is a barrier in the way of retreat, so a couple/few people will have to clear that path in time for the team to escape and glide back in to attack further
With all the feedback on reaper it’s possible necromancer could really turn a new leaf with HoT. It’s widely regarded as the “worst” class in game, and even “useless in dungeons.” Between the flack necro gets for “cheesy” PvP or lack of utility in organized groups, it can almost be a bit discouraging to play. I think because of this ANet is going to be taking all the necro feedback a bit more seriously this time around. The way Robert talks about necromancer makes it seem he genuinely cares about making this class well rounded
Consume Conditions and Plague suggest otherwise. Change for the sake of change without any thought whatsover to outcome, is not encouraging. Let’s not forget that Robert is the master behind;
“hey, slow powerful hits and not being able to catch up to people are what make monsters scary right, how about we tweak it slightly and make it even better! It can have slow weak hits with long cast times that are easily interrupted in a game where active defences are key to survival! Oh and lets still not any form of active defence, because what class would need active defence in a game where active defence is key to survival?”
Makes me think you didn’t try Reaper yourself. It actually works well, even with those slow cast times. Heck of a menace in teamfights .
Seriously, though. Reaper tears people apart in team fights. On the one side, your enemy has one of your teammates. On the other, the whirling vortex of terror (that’d be you, the Reaper)
We’re not talking about how Chilled to the Bone cannot be stun broken? Okay.. I guess Reaper will just have an AOE Deep Freeze. That’s cool I guess.
For, what, 2 seconds? It’s an elite skill. It’s supposed to be a game changer. In a team fight, it’s a game changer. In a 1v1, it’s less potent but still not toooo bad. Still. The love is nice, don’t try to nerf CttB when it just got a little love
All the changes seem pretty good. I liked the cooldown being tied to grave digger more, and wanted to simply see a value change, but this works out nicely too. All in all looks very good. Especially the change to Rise!
The grave digger set up had some logical issues, being that usually when you could use it most, you were less likely to want to use your other skills.
Personally, I much prefer this. I wish there was less leeching on Reaper and more mix of boon removal/condition removal though. Like Boon rip on Grave Digger with trait or Condition consumption on Augury of Death when you shout (consuming conditions to heal you). Both would be more useful than minor siphons, personally.
This. This so much.
Can someone just hit the fast-forward button and make it October 23rd already?
Can someone explain to me how Chilling Force is going to function now? It seems like it’s less effective with these changes. I’m still going to run it, more than likely (because brawler build with quick LF regen) but I dunno… Definitely an improvement to Soul Eater though
And yeah technically, this is a sad nerf to this trait compared to before, which was already in need of love. Sadly, I may just end up not using it in favor of the GS trait or Desc Defenses now as it just became slightly less reliable which is never fun, depending on my Life Force situation.
They should have left it an interval of 1 second and no more than 1 target per hit. Chances are it was just allowing too much through with ground target AOE in PVE (suspecting this is a Raid nerf), but if this is the route they need to take, they should really bump the LF to 1.5-2% and might to 10 seconds.
See, your suggestion would be good. Granted, this is a fairly minor nerf overall, as it doesn’t affect things tooo much. (For instance, a shout chain to gain a bunch of LF will still work fine, just needing to keep in mind the instant cast of YAAW now. So, something like Suffer → NCSY → YSiM → YAAW and throwing in CttB if you really want to at the end. Gonna get you… Full stacks of might, and, what, 50% LF if you time it properly?)
Basically, Bruiser Reaper is still good, but any well bombing is nerfed. Yes?
Can someone explain to me how Chilling Force is going to function now? It seems like it’s less effective with these changes. I’m still going to run it, more than likely (because brawler build with quick LF regen) but I dunno… Definitely an improvement to Soul Eater though
other than the shouts the reaper is looking good i hope there is not massive changes to gs and the shroud
Only things for GS and RS would be a smidge less cast time on GS 1, 2, & 3 while making GS 4 follow you around and 3 having an increase in range to something like 300 as well as slightly bumping the coefficients on RS 1 and potentially to at least the <25% portion of RS 5.
Pretty straightforward and should be easy to avoid messing up what those two things have going for them. Shouts though… They need some bumps and tweaks and a little shaking up, but they’re not that bad either
Personally I still prefer strength, because with Reaper you have ridiculous might up-time. Which means 5% extra damage on top of the might. And with the increased duration, you can pop out of shroud and still have full might stacks for a few seconds. Then if you’re hitting <50% hp opponents, you keep the might up and gravedigger buries them (I run a bruiser, flat power build, so the might helps quite a bit with my non-critting (everything but shroud) damage)
In ideal situations for the skill, yes. However, to get the 13 second cooldown, you need to be fighting 5 enemies. In PvE this isn’t an issue. However, if you’re against 5 enemies in PvP, that higher healing per second won’t counteract what you’re taking in damage. The cooldown is highly conditional and the skill isn’t potent enough to help you live through a team fight. Yes, you get LF. But if you’re not running Blighter’s boon, that means your hp will be just as low as when you went into shroud, so again, it’s not an ideal skill right now
Just like I said, the skill is meant for exactly that situation where you encounter many enemies. And as long as this skills are allowed to hit objects in pvp (like in khylo), it shouldn’t be such a big deal to hit 5 targets.
The skill maybe isn’t ideal (don’t know it had to be), but it fits a team fight environment much better than the other healing skills, I guess.
It damages your foes -> triggers on hit effects
it heals more reliable for more foes struck
it gives you more access to your main defensive and offensive mechanic -> reapers shroudIt helps more to survive than the other skills.
The well needs you to stay in place for its full potential
the minion will die too fast in a team fight
the signet gives more support for your team, but less survival for yourself (what necromancers were asking for)
CC is competetive maybe, but it leaves you vuln.So this new heal skill is still the best choice for team fights, don’t you think so?
Only in the case of LF generation. And that really only is effective if you have a decent amount of hp for when shroud runs out/gets burned through. Because YSiM currently doesn’t add any healing per target struck, only LF. If they buffed the heal up to 5k and/or added extra heal per enemy struck (200-300) it’d be great. As it stands, CC is still better. Because realistically, you’re gonna have condis on you most times that you use it. And that’s, what, 700 extra healing per condi? As it stands, CC actually scales better in team fights because of all the condis that end up on you. You can heal for 10k with a well timed/lucky CC. You don’t get anywhere near that with YSiM in a team fight
I really don’t get the point here. Necromancers were asking for skills, that would improve their team fight performance for a long time and this is exactly what they got. Skills, that will be much more useful in a team fight. This skill gets a cd of 13s, the lowest of all heal skills in game. Yeah, it isn’t as useful against solo targets, but it isn’t meant to be.
The point is that it doesn’t really heal enough for a team fight oriented heal skill. Necros have anywhere from 18k to 30k hp, and 4k of healing is negligible. And, honestly, most necros run things other than healing gear (except some MMs, but they aren’t necessarily going to use the shout) so even though the scaling went up, it’s not really that effective still
But we can’t just look at the total amount of healing per skill. To compare it to other healing skills we should look for its healing per second.
When you use it that way it is meant to be, you get a healing of 304,15/s (3954/13s). And that’s without any healing power.
Compare to other healing skills now. Consume Conditions is healing 262/s, again without healing power and traited for less cd. I didn’t count the extra healing for consumed conditions, because this is a side effect of the skill and there is a side effect which scales for Your Soul Is Mine too, it is life force generation.
The skill itself doesn’t heal much, but you are able to use it more frequently than other healing skills and that’s its potential.
In ideal situations for the skill, yes. However, to get the 13 second cooldown, you need to be fighting 5 enemies. In PvE this isn’t an issue. However, if you’re against 5 enemies in PvP, that higher healing per second won’t counteract what you’re taking in damage. The cooldown is highly conditional and the skill isn’t potent enough to help you live through a team fight. Yes, you get LF. But if you’re not running Blighter’s boon, that means your hp will be just as low as when you went into shroud, so again, it’s not an ideal skill right now
I really don’t get the point here. Necromancers were asking for skills, that would improve their team fight performance for a long time and this is exactly what they got. Skills, that will be much more useful in a team fight. This skill gets a cd of 13s, the lowest of all heal skills in game. Yeah, it isn’t as useful against solo targets, but it isn’t meant to be.
The point is that it doesn’t really heal enough for a team fight oriented heal skill. Necros have anywhere from 18k to 30k hp, and 4k of healing is negligible. And, honestly, most necros run things other than healing gear (except some MMs, but they aren’t necessarily going to use the shout) so even though the scaling went up, it’s not really that effective still
Reaper is not designed to give support as much as it is to take it.
And it does that kitten well. Buff your Reaper ally, and you buff an unholy meat-shield/blender hybrid
So Reaper while fun still lacks what necromancers always lacked, Team support.
Because the Reaper can’t fill his bar up with shouts and take Rune of the Soldier?
Because being a living blender with a ton of AoE skills that can throw off the rotations of several enemies at once isn’t useful? Seriously, a Reaper can turn a losing fight into a winning one if they do things just right. AoE boon conversion (2 boons into 10 vuln on each opponent hit. Be a shame if they lost those might stacks,) potent AoE attacks on GS and in RS (and, hell, unblockable staff has always been decent about giving a quick, initiating bit of burst) AND an elite that freezes people, chills them for 8 seconds or more and damages relatively heavily? Yeah, we don’t help at all
- Person A argues, stating that Reaper doesn’t have team support.
- Person B argues against Person A, stating that Reaper has team support.
- Person C argues against Person B, stating that Reaper has team support.
You are Person C.
I should make clear that I actually agree with you. I only quoted you because I was trying to further back up your point
I’m not feeling it, I kept getting downed by humanoid Mordrem in the intro PS, there was this cave with killer mushrooms that kept making me their plaything, the only places I seemed to do well in were the Amber Fort PS instance, and the Faren chain with eventual Wyrven fight. I’m wondering if it was the gear they gave me Celestial, or the utilities which were wells instead of the shouts.
This sucks because I really wanted to like this as it seemed like a throw back to WoWs Deathknight when it was new.
That’s easily explained, everything in verdant brink kills you, it’s the australia of gw2, reaper is awesome, but so are the mobs there. They rek you….
Not if you’re a Soldier Reaper ;p
So Reaper while fun still lacks what necromancers always lacked, Team support.
Because the Reaper can’t fill his bar up with shouts and take Rune of the Soldier?
Because being a living blender with a ton of AoE skills that can throw off the rotations of several enemies at once isn’t useful? Seriously, a Reaper can turn a losing fight into a winning one if they do things just right. AoE boon conversion (2 boons into 10 vuln on each opponent hit. Be a shame if they lost those might stacks,) potent AoE attacks on GS and in RS (and, hell, unblockable staff has always been decent about giving a quick, initiating bit of burst) AND an elite that freezes people, chills them for 8 seconds or more and damages relatively heavily? Yeah, we don’t help at all
@Drarnor: Personally, I think “Suffer!” should transfer 2 conditions to each enemy hit, that way it’s a little more effective 1v1 and in team fights. Though, 1v1 is much less important in this case
What if it could also send CC effects? Pushes it away from just being “Plague signet that is either better or worse depending on people hit” and more into its own niche.
So… Basically this? Makes it a fairly heavy skill in terms of what it does, but doesn’t seem overpowered. Just powerful
“Damage foes around you and chill them. Transfer conditions and CC to each foe you strike.
Damage Damage: 259
Negative Effects Transferred: 2
Chilled (3s): -66% Skill Recharge Rate, -66% Movement Speed
Number of Targets: 5
Radius: 600"Nah, would only need to transfer either one CC effect or a condition to each target hit. Transferring a Daze is already a stunbreak on steroids. It doesn’t also need to transfer up to 9 conditions on top of that.
Then it should transfer only conditions and send 2 to each target hit, because a single condi isn’t very effective to transfer, and because cleanses and transfers don’t prioritize condis to take care of, you’re often left with the worst conditions to have on you
@Drarnor: Personally, I think “Suffer!” should transfer 2 conditions to each enemy hit, that way it’s a little more effective 1v1 and in team fights. Though, 1v1 is much less important in this case
What if it could also send CC effects? Pushes it away from just being “Plague signet that is either better or worse depending on people hit” and more into its own niche.
So… Basically this? Makes it a fairly heavy skill in terms of what it does, but doesn’t seem overpowered. Just powerful
“Damage foes around you and chill them. Transfer conditions and CC to each foe you strike.
Damage Damage: 259
Negative Effects Transferred: 2
Chilled (3s): -66% Skill Recharge Rate, -66% Movement Speed
Number of Targets: 5
Radius: 600"
And IDK why everyone is suddenly getting all excited about necro’s gaining life force from objects… This has always been around and numerous necro’s have done it in tourneys. So can someone explain? :o
It’s because Reapers can become very good bunkers with the right traits (namely Chilling Force + Blighter’s Boon) People who play other professions have noticed, do not like it and have started screaming for action (already a 130+ post about it on the PvP forums) the LF from environmental objects bug/exploit/tactic is an attempt to explain/avoid blame as to why Reapers suddenly have scaleable sustain without blocks or evades ANet has always said they (were suppose to) have in a way that does not get Blighter’s Boon nerfed.
It’s almost like Necro was meant to be the definitive attrition class and the only reason people are complaining now is because that’s actually becoming true. (I hope the sarcasm isn’t too strong ;p )
I went Soldier this past BWE, and I have to say, even though it does less damage than other builds, it still hits fairly hard and can survive a burst to then keep doing damage. I think tankier is definitely the way to go with Reaper, to be honest
I did not say it is bad by any means. I agree that tanky is the way Reapers need to be built to work. What I am saying is that the damage they output as a soldier is reasonable considering their weaknesses.
We’re in agreement there, then. Even with soldier gear/ammy, Reaper tears through things. Doesn’t burst as much as other classes, but you throw a tanky reaper into the middle of a bunch of enemies and he’ll come out of it alive and (relatively) well, albeit a bit grumpy
If we assume that Reaper is powerful enough to warrant nerfs and needs to be taken down in he sustain and damage departments, then what are we left with in the end? Being so powerful and sustainable is what we gain for being so easily kited and being so immobile.
I played reaper for many hours this beta, and let me tell you – a well-coordinated team can still burst you down just fine if you are playing with Cele amulet, it will be a bit harder if you are running soldiers, but then you will be doing really low damage. In either case – it is nothing unseen. It is strong to be sure, maybe we need to see some limitation to Blighter’s boon since this seems to be the target of people right now. But, to be honest, knowing our history, people will cry until we get nerfed into unviability, or until enough time passes for them to come to grips with the existence of reaper and figure out how to play around it.
I can not wait to see what tweaks we will see after this BWE, but I certainly hope that even if we get shaved a bit, we will still be viable. I feel like we are really close to being unviable if too much gets nerfed, and we will be a laughing stock as people nuke us the moment we get in melee. We will have to wait and see, I suppose.
I went Soldier this past BWE, and I have to say, even though it does less damage than other builds, it still hits fairly hard and can survive a burst to then keep doing damage. I think tankier is definitely the way to go with Reaper, to be honest

