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Overall Reaper is a big improvement over the BWE1 version. The damage is much better and quality of life stuff such as Death’s charge target lock are amazingly fun and useful. But there are still some pretty major issues. These mostly come in the form of bugs or unresponsive skill activations due to aftercasts etc.
Greatsword
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Auto-attack
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This is much better this time around. The chill uptime is pretty decent and the damage is fair. I still think it needs some quality of life improvements. Maybe reduce the after cast so chaining skills is more responsive. I would do this for a lot of reaper skills as that is the biggest problem currently. The cast times are slow enough. We don’t need the aftercasts causing further problems and preventing skill activation.
Another suggestion that i thought was a nice idea. Move the chill to the first two hits of the chain and increase the backloaded damage. Currently all the bonus effects are on the final hit. It might be good to spread it out a bit more. You could also just put all the lifeforce on the first or second hit. Either way i think there’s a bit too much on the last hit and not enough in the middle of the chain.
Gravedigger
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Gravedigger is much better. The damage is really good now. However there is some awkward delay (probably caused by aftercast on gravedigger and other GS skills) which causes a lot of problems. I noticed in HotM against a test dummy i didn’t have many problems with skill responsiveness. But during my Bloomhunger solo it was very noticeable and frustrating. A very slight activation speed increase and removal of after cast would make this feel a lot more fluid and fun.
Death Spiral
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This skill still has too short range. It needs to be between 300-600 range and it needs an improvement to smoothness of activation. It also suffers from delay clunkiness (probably aftercast issues again). Also there seems to be issues when not facing your target or while moving it doesn’t activate properly.
Nightfall
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I still think the pulses are too slow. I feel it should be 8 pulses with 1 second intervals. Otherwise it doesn’t work very well as a defensive blind skill. Otherwise the new animation is a huge improvement. The initial radius should probably also be slightly larger.
Grasping Darkness
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This skill is still unreliable to hit and activate. I also feel this skill should be ground targeted like the new tempest focus skill Lightning Orb. It would improve its functionality dramatically if you could aim it. It would also prevent many of the bugs where it misses. The chill is infinitely more useful than the poison. So i am happy with that change. But aftercasts are again causing activation problems. It also suffers from the same issue as death spiral when not facing your target or moving. It won’t activate properly and is unresponsive.
Greatsword summary
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Currently the greatsword is much better than the previous version. It still has issues. Its far too clunky and unresponsive still. It is also very hard to spam gravedigger even in organised PvE groups because of self interrupts from dodge’s, aftercasts and all the other greatsword skills being clunky. I fully believe the main issue now is the bugs with GS3 and GS5 and the aftercast and unresponsive activation times. Fix those and it will be a very fun weapon and hopefully work much more fluidly.
Reaper Shroud
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Auto-attack
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This auto-attack still deals slightly too little damage. And does not provide enough life force on hit. The danger of being in melee means lifeforce drains a lot faster. So i think much better life force per final hit is required. 3% would be my recommendation. 2% minimum. There also seems to be a really annoying after cast issue with it. Using Death’s Charge straight after auto-attack causes a huge delay. However using Death’s Charge after any other shroud skill works instantly (as it should).
Death’s Charge
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New Death’s Charge is pretty much perfect. Only issue is there seems to be a bug when casting without a target that causes you to charge in random directions. Or turn around briefly at the end of the charge.
Infusing Terror > Terrify
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I think Infusing terror is mostly fine as it is. I would maybe allow the pulsing stab effect to carry over out of shroud. And it could maybe do with being a stunbreak.
Terrify needs a slightly faster cast. As it stands the cast time makes it bad for interrupting or using defensively. And if not then the fear duration should be buffed and it should apply chill as base to completely cover the extended fear duration.
Soul Spiral
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Soul Spiral is too weak for damage. Its channel time makes it do less dps than greatsword auto. It needs a direct damage buff to make it worth using. Other than the low damage its fine.
Executioner’s Scythe
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Now that gravedigger does better damage this skill is far too weak comparatively for damage. It needs a faster activation or a considerable damage buff (make it at least equal to gravedigger with the below 50% hit). The chill duration could be buffed a bit. Id also like to see the ice field last a bit longer. Because if you don’t cast a finisher immediately after casting it you will miss your chance.
Reaper Shroud summary
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Overall Reaper Shroud is pretty decent. It needs some slight damage buffs and bug/aftercast fixes. But otherwise its really fun and useful.
Shouts
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Your soul is mine
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The problem with this shout is that its healing is far too weak. Against large groups it’s still not great for sustain. Its not really much of an improvement since last beta. And its main use of granting life force isn’t amazing either. The base healing and lifeforce needs a big buff.
You are all weaklings
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The might on this skill is still far too short duration. It needs to be about 10 seconds and possibly the same for the weakness. The weakness and might might be useful in PvE if it was boosted in duration. As it stands it’s no good.
Suffer
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Suffer is basically our chill shout. But it also steps on the toes of transfers. However if we want to transfer conditions we are better off using plague signet. Which does more, is also instant cast and has the same cooldown. So I feel suffer needs to be buffed considerably through its chill potential or other functionality. The instant cast is a big improvement but the cooldown is still too high and the damage is too low. Basically make the cooldown 20 seconds and buff the chill duration to 5-7 seconds. Then it can at least be useful for chill. Even with these tweaks i don’t see it being used much, if at all. So i would add some extra functionality. My best suggestion for this would be a blast finisher.
Nothing can save you
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I think this skill is fine as it is. Its more of a PvP skill but its cast time and vuln duration are decent numbers wise. I would probably make it 30 second cooldown though. And maybe boost the damage up a bit.
Rise
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New rise is a really nice concept. However the new minions are far too squishy. They need to be very tanky but low damage minions for the skill to be useful. You could balance this by giving them a max duration or constant health degeneration so they don’t remain alive too long. Also this shout does not receive a base effect with no target like the other shouts do.
Chilled to the bone
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This elite is totally outclassed by Executioner’s Scythe. And is far weaker than Revenants Jade Winds. The cast time is too long still. The stun duration is too short. And the cooldown is far too long. To make this useful as a stun skill I would buff the damage, reduce the cooldown to 60 seconds. Reduce the cast time to 0.75 or 1 second. The stun duration also needs to be at least 3 seconds just like Jade Winds.
But I would still personally prefer it to be a CC on par with deep freeze but AoE. So make it 5 second duration. Then it actually has a real use as a CC skill. And gives Reaper something really worthwhile in PvE. I think the chill duration could also be a slight bit higher considering its elite status and cast time (even if changed to 1 second cast with 60 second cooldown). The stability per target is fine if the cast is shorter. But there’s not a whole lot of use for stab which isn’t instant cast in this game. Stability is more of a boon you want straight away.
Shouts summary
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The main problem is still their poor effectiveness on a single foe and this a problem with all shouts. There’s not really an easy solution for this other than having inverse exponential scaling (which you did do partially with some shouts). I like that the base effect works without hitting a target now. Unfortunately Rise does not work this way so it needs to be fixed. Generally speaking i still think shouts in general need way more damage and more single target usability.
Traits
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Augury of Death
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This trait doesn’t really have a lot of use in PvE because shouts are weak. In PvP it doesn’t make sense because you aren’t going to hit many enemies. Not sure what to do about this other than making shouts better.
Chilling Nova
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The lower cooldown coupled with better greatsword chill access has made this trait much better. I still think the chill is a bit too low currently. I would buff the chill to 3 seconds. Or allow 2 procs every 10 seconds.
Relentless Pursuit
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Not really a PvE trait but it’s perfectly fine. And good at what it does and will have niche uses in some PvE. No changes needed.
Soul Eater
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This trait still has no use. The cooldown reduction is rather pointless. Gravedigger cannot be spammed above 50% health which means you won’t get much cooldown reduction anyway. And below 50% you will only want to spam Gravedigger. So it doesn’t make sense as a trait. Also greatsword is far too slow so the lifesteal is totally pointless. I would change this to work like Zealous Blade. Just give it flat heals of a much higher amount per hit to work better with the slow hit speed of greatsword.
Chilling Victory
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The ICD per target totally destroys this traits use in a lot of PvE content. Boss fights are mostly one target. Which means the might gain is really poor for anything other than large groups of mobs. Our chill uptime is better so its not as bad as before. But it’s outclassed by decimate defences both when solo and when in a group. Only way to fix this is to remove the ICD per target. And it should be fixed. I want to have a meaningful choice such as Chilling Victory for solo or when i need might and Decimate for group stuff.
Decimate Defenses
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This trait is perfectly fine as it is. Really good trait. No changes needed.
Blighter’s Boon
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This trait is also fine as it is. If Chilling force gets improved and chill uptime gets restored it might become a bit strong in certain situations. So maybe a multi proc ICD would be needed. But care needs to taken to not completely destroy this traits solo sustain if you do this.
Deathly Chill
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This trait is still far too weak currently. Chill is a duration condition so the damage needs to be much much better. The same can be said for terror since conditions have changed.
Another solution would be to add additional effects. So maybe it should make Reaper’s deal 10% bonus damage and 10% bonus condition damage to chilled foes in addition to chill doing condition damage. You could also make the damage chill does, scale with power instead of condition damage. Or make it a direct damage tick which can critical hit. As it stands it’s weak and needs to be changed a lot to make it better.
Reaper’s Onslaught
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Really nice trait. However the 15% doesn’t feel very noticeably. It might need a slight increase up to 20%.
Overall Summary
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In general the Reaper is much better this time around. The damage is much better. But it’s not practically possible to pull off reliably and consistently even in organised PvE. Simply because of how slow and easy it is to self interrupt. The shouts are the biggest problem with the Reaper. And the aftercasts and buggy greatsword skills are also pretty problematic. If those are fixed then the spec will be perfect.
You can see some of the clunky unresponsive skill activation in my Bloomhunger solo below.
https://youtu.be/AmkVfz9pvS8
Another really big issue which is not really Reaper specific. Breakbars being reduced by chill is a huge mistake. It totally destroys the use of a lot of Reaper traits. Including Deathly Chill. Also ive noticed breakbars get destroyed too fast anyway. So removing chill from the list of CC’s that reduces the bar would certainly help. While also still allowing us to use it to affect boss skill cooldowns and movement speed (the best thing about chill).
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Yeah ill be redoing it after HoT comes out most likely. I should have used Bitter chill which would have increased the vuln uptime massively.
Faster than warrior! /s
I know i can probably save at least 2 mins with a revised build and proper rotation. But definitely not 4 minutes to get close to a warriors time.
Theres still a lot of problems with Reaper. But its mostly buggy and clunky skill activation rather than damage now. Gravedigger hits hard but its almost suicidal to spam that kitten in a solo.
Also less than 3k dps. Beat that Nemesis!
Bug I’ve discovered: can’t use gs5 if you’re not facing a mob but staying still (normally the char would turn around after clicking the skill if you’re not moving)
this also applies to gs3
This explains why those 2 skills felt so awful, buggy and unresponsive during my bloom solo.
I just did a reaper solo which should be better than base necro. It took 8 mins. I didnt have ideal food and consumables but thats not going to save 4.5 mins and beat the warriors current best time.
Admittedly theres also a lot to improve and i could have used a more offensive build. But between bloom trolling and bad rng i gave up using soul reaping and used blood magic instead.
Forum specialists arent representative of arenanet. They are still entitled to their own opinions and are free to express them. And nemesis provides plenty of evidence in his own video to discredit himself.
You might not be able to do this in raids though.
Ergh they said they might do this. This is the worst move they could possibly have made. I had hoped they would realise that without even resorting to testing it on live.
The slow and cooldown increase is what gives chill huge potential in future content (lots of frequent abilities with cooldowns that can be affected by chill). It could potentially be a very poweful defensive debuff. It already saves necro some trouble on fights like lupi.
1. Somebody else used the dropped Ice bow.
Yes but that calculation was for Brazil’s warrior. So the icebow someone else used is irrelevant…. It has no effect on Brazil’s dps.
And the demonstration was horribly skewed in the necros favour. Anyone with half a brain cell can see that.
Anyway i dont want to discuss this. Im still trying to forget some of the cringe.
Ill give more in depth feedback once the weekend is over. But first impressions of the changes are good. Reaper now compared to last beta is like night and day.
Although right off the bat ive noticed one problem. New gravedigger is much better. I still think its too clunky. But damage wise its now decent. However its become better damage than executioner scythe even when foes are below 25% health. I dont think this is right. Executioner scythe needs to have a big impact. I would make the 25% damage at least equal with gravedigger and maybe buff the chill or icefield duration or stun slightly to make it an impactful skill again.
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I recommend you avoid watching that video if you want to maintain your mental health. His bad math and “dps uptime” is contagious.
“Brazil had X dps with icebow and timwarp!”. No icebow was used in that clip. #logic
“Each party member is worth roughly 25% of the group’s DPS” Does that mean hes worth 0% and the other 4 do all the damage?
Video is full of embarrasing things like that.
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Probably because they said dungeons should take 20-30 mins at release. Now they are done in less than 5. x)
I would remove BiP from your list if I were you. The new version of that skill is basically staff guard 2.0, only worse (or better depending on your perspective).
It would be too strong if it did both. So yeah im willing to bet its either or. Id rather it stay as is. We really dont need anymore breakbar destruction anyway. It would be overkill and result in chill being just as useless.
Nemesis has made a “More likely Meta variant of the DS BUILD” (as you understand it) He said he will upload a video this week which features this build in some kind of… Meh gonna hold it a secret for now :>
I doubt its more optimised than the one in my dulfy guide (yes its different to old DS build because specs changed stuff). Unless he literally copied the same build.
I dont want to see chill effect breakbars. That will mean it doesnt work on bosses. As in it doesnt apply. It eats the breakbar then vanishes so no cooldown increase or movement reduction. Chill is a good condition and can make a huge difference in very niche situations. If anet properly balances enemy skill cool downs then chill can become a lot more beneficial in everyday PvE.
Those numbers i was referring to are exactly as Bhawb said. The average taken over 30 second repeatable periods. Yes icebow is huge burst so in real situations currently its even stronger. But in a sustained fight it is also a pretty huge boost to average dps.
Obviously if you go by dps on a second by second basis it would fluctuate drastically and wouldnt really show anything of value. So we deal with averages over 30 second periods, repeatable rotations or whatever is reasonable. Even if averages over long periods are pointless due to the current burst meta they still provide a good reference for comparison. Especially for future content that should in theory have longer encounters.
And to also further clarify those numbers are assuming all buffs etc and 2600 armour. Many bosses have more armour than that so it changes.
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Shameless plug.
https://www.reddit.com/r/Guildwars2/comments/3jdjtv/designing_challenging_content/cuoh8b6
“When bosses don’t die in 5 seconds, survivability and sustainability actually becomes a thing.”
Oh look dungeon requires no skills says a dev.(At least thats how I interpret that statement.)
Yeah except that comment falls flat when you realise necro has neither of those in PvE. Dont leave out the rest of the comment
“When bosses don’t die in 5 seconds, survivability and sustainability actually becomes a thing. Necros are in a fantastic place atm for raiding.”
If they nerf icebow 4 by increasing its radius to be like meteor shower then reaper could compete for damage on small hitbox bosses. But the same can also be said for thief and LH ele. And pretty much every class. Although with new numbers reaper does look potentially like one of the higher end dps classes.
It is my understanding that even ignoring the elemental weapons, staff eles are still significantly above where other classes stand. Thief is the only one above them?
Perhaps Brazil or Nike will chime in on the official forums.
They are. But icebow is the main reason for the huge gap. I dont know current numbers since specs change. But previously it was staff ele 15k dps, thief about 14k? and engi about 13-14k (giving rough estimates because it changed so much, ele and thief were top and equal at one point) Others between 9k -12k. So its not that bad. With icebow ele spikes up massively to like 20k. And its a shared utility so its too valuable to pass up on currently. Every extra ele is 2 icebows.
ps. Brazil has never been one for numbers. Id say ive had more involvement in that department than him.
If they nerf icebow 4 by increasing its radius to be like meteor shower then reaper could compete for damage on small hitbox bosses. But the same can also be said for thief and LH ele. And pretty much every class. Although with new numbers reaper does look potentially like one of the higher end dps classes.
Well i suppose my fear that necro wouldnt have enough active defence for raids has been avoided. If they can do it internally then it cant be challening.
Whether buffs share to all 10 or not i guarantee it will be 2+ chronomancers.
“and damage mitigation for your profession will be vital to your success. "
As a passionate masochistic necro i feel its about time i bring up the lack of actual damage negation necros have once again. Seeing as it might be quite a big class exclusion culprit (not that we didnt already have that problem).
No thanks we need more regular CC’c. Fear is the weakest and most useless CC in the game.
Ill be honest the new sound has grown on me. The old horn was really annoying. And the fart doesnt seem as farty now. Maybe i just got used to it.
Slap a blast on it would be my suggestion. But i know the devs dont like that solution unless its another class.
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Ironically its better than CttB on the reaper.
Its been clarified on reddit.
By Colin:
“You can swap between each encounter in the raid, or after a failed run – you cannot change your build mid-encounter by hanging on the edge of the encounter and getting out of combat. We’ve disabled that.
I think either Larry misunderstood my response, or I misinterpreted his question.”source: https://www.reddit.com/r/Guildwars2/comments/3j4313/pax_prime_2015_guild_wars_2_is_never_getting_a/
Well this is a huge relief.
Build locking makes sense in PvP because you dont switch roles in PvP. Your objective is the same for the entire game. But raids are different. We have different encounters and we have been told that the mechanics vary greatly. If a raid was one boss then fair enough. But its not.
I will reiterate on this, but I believe when deciding for the first team comps and builds for raids, we should look at PvP builds and not PvE builds. PvP builds are versatile enough to sustain any possible opponent since we cannot switch builds in-fight. They are also generally more focused on surviving hard content than PvE builds.
And this is good, because while far from perfect, PvP class balance is much better than PvE balance.
Ok so 9 cele eles and a thief for raids? Sounds good.
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Thought about a few more things that concern me.
Its as if they are creating artificial difficulty by making it so half the 10 man group has utilities that are useless for each encounter. When surely it would be better to make it so difficult that its challenging even if everyone has the optimal utilities and weapons for every encounter.
Also from a necro/reaper perspective. I have limited utility choice. And its not very valuable as it is. So it doesnt affect me as an individual too much. However as soon as you look at the entire group it becomes a different story. Each players utility choice becomes important because we have 10 players and locked builds (so 30 utilities). This could mean that theres no space for classes like necro and ranger who have poor utilities. Because we need each of those player slots to be bringing something of real value. Hence resulting in less diversity.
I can seriously picture raid groups having 3+ chronomancers. Whereas if build lock was disabled we might only need a maximum of 2 and then that opens up space for other classes.
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Oh ok i assumed attaching stuff would count as well.
You can mail the gold if you are mutual friends. :P
I like build-lock a lot because it creates a very formalized “be ready before you enter” system. There’s no more changing things on the fly, and it forces more build formalization for the run. This is exactly the kind of planning stage that I want to exist for raids, whereas otherwise you could just bring an Elementalist (example) and switch his builds between events, now you have to plan a group for the entire wing and make sure you build such that you can handle the entire breadth of what is thrown at you. That’s good.
The thing is restrictions like these are never fun. And in reality their ownly purpose is to restrict and balance. Basically stopping us from using the tools to their maximum potential.
GW2 isnt an mmo where you have 100 skills available at once. Its one with a very limited choice. I seriously dont look forward to being stuck on the same skills for an entire raid. I get that preparing is a nice idea. But do we really need a restriction like this to create that feeling of be prepared as soon as you enter? I dont think so. Id be fine with build unlock checkpoints or something. Maybe that would be a decent compromise.
And like i said i dont believe this will create as much diversity as people imagine it would. The real fix to diversity is 10 man buff sharing, proper class balance and tailored encounter design.
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The thing is gw2 pve is incredibly shallow without the simple ability to swap utilities and weapons on the fly. Sure locking traits is not so big a deal. But utility choice is a huge part of the game.
They have stated they want the content to force us to use all the tools in game. Well how can we do that if we are forced to pick the 3 best utilities and stick with those even if they are useless for 1/3 encounters? Yeah we have more players so we can spread the utility. But is that going to have the desired effect? It seems to me like it will result in things like guard, mesmer and ele stacking just to get all the best utility in one team.
So instead of a diverse team of all 9 classes we will have a team of doubles of the best. Simply because classes like mesmer and guardian have more than 3 really powerful utility skills which could be mandatory.
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Im not sure i like the idea of build lock. That hurts some classes more than others. I think if they are trying to create diverse teams, using build locks would be a bad way to do it.
It might seem like it would force diversity. But in reality it would just make you pick the classes that dont suffer from having to swap between various spec lines and weapons to be effective.
And we are not going to be able to use everything at our disposal if we are locked into utilities.
I dont mind them build locking certain sections. But a complete build lock throughout the raid doesnt sit well with me.
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for optimal burst you should be starting in earth/air. Fire and water should be the last attunements you swap to.
So earth > eruption> air > glyph > fire > lava font > meteor shower > water > icebow
You can add an ice spike in before the icebow if you want.
…That statement pretty much runs counter to what players who enjoy the current meta believe, which is that the combat and encounters cannot be improved on, effectively leaving necro out of favor in group comps for the foreseeable future. There’s a lot to this issue and I must admit that I personally feel that people who believe the current meta that excludes the necromancer is immovable are incredibly myopic.
You were making so much sense up until this point. I think you have a rather shallow and unfair view of some player groups.
How to tackle that issue can be approached from a number of directions, which may include simply giving necromancers blast finishers and invuln/evasion etc., but Anet is, as always, clandestine in their larger design goals. Where necros fit in group content is as much up in the air as they ever were prior to the announcement. Perhaps, in a post beta weekend followup, they’ll comment on this matter.
And then you made sense again. However we have been suggesting these simple small solutions for a very long time and nothing has been done.
They can make trash mobs not-skippable if they want, they could also make a boss situation where trash mobs are spawned en-masse and you’ll break off a few players to deal with them while the boss is killed. Not sure Reaper will do significantly better than others though, unless they did enough damage that Elementalist wouldn’t be able to deal with them without sacrificing a lot of damage.
This is like the only situation where necro could shine. Having good self buffing, decent damage, plenty of base durability and more AoE than something like warrior. But honestly thats such a niche situation and i really doubt it will show up in such a way that makes necro favourable.
edit: and by 1-2 shot mechanics i mean very quick and often one shot mechanics because if they hit hard enough to two shot us, but only hit that hard every 10sec, we can easily soak the dmg with our ds and build up lf betwee next hit, or let it hit our hp, and enter ds and heal up to full while ds soaks the small attacks in the meantime.
just my 2cents
If DS was this good, you wouldn’t see video of thieve/ele/gardian/warrior soling dungeon but video of necro doing it.
We arent refferring to current content, hence why i was talking about hypothetical mechanics…….All it would take is a hard hitting skill that is used often and unblockable(lets say it hits for about 30k) and suddenly necro is the best for that situation since we could soak the hit with our ds+hp pool and recover inbetween hits.
The reason we would be the best for that situation is, unless you have a class with a very short cd invuln and stack invuln classes and rotate them around in circles to soak the hits you would have to gear/spec defensively which the necro would not. As i said before, all hypothetical.
edit: Also, soloing dungeons as a necro is easy…just because you dont see vids doesnt mean its not possible/doesnt happen. The reason you dont see vids is because we dont do it the fastest and most of the ppl that post vids of it are trying to do it as fast as possible.
This is so wrong its unbelievable. We dont generate lifeforce fast enough even in optimal settings for this to work out. And if its every 10 seconds then you can just dodge. Other classes have more evades than us so they dont even need the invulns with attacks that infrequent.
Necro survivability is poor in PvE because we literally do not have any extra defence against big hits other than our base dodges and energy sigils. No matter how you design encounters necro will always be poor for survivability. Only small frequent negligible hits will favour necro. But not enough to make necro good. Especially when you have plenty of passive healing available through various sources and you have classes like warrior which are just as durable but have even better sustain and more active defence.
Well no matter how things settle i will most likely be using reaper when the first raid unlocks. And depending on who is involved in the main initial rT raid group there could be two necros. We can save our strategic optimising conclusions until then. Or at least once HoT is released and we can fully kitten the new elite specs and the type of encounters we get in HoT.
But that said the OP does raise a good point. Realistically we dont provide anything better than any other classes. And that includes boon strip, weakness and chill. So i only see necros being good if base durability and high self buffing becomes important. An example of something that would create this scenario is if a small break off group needs to distract a group of high damage dealing enemies that hit a bit too frequently for blind spam to work perfectly. So eles would be too squishy and would have to stay out and you would need slightly more durable self buffers (so they still deal really good damage) to take the front line and keep the enemies in place.
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Well to put it simply the direct damage portion is low damage considering the cast time. Its one of those cases where auto attacking with anything would be stronger. Considering its a high cool down aoe burst skill it should actually have damage to reflect that surely? Life transfer has always been the perfect example of this pathetically too weak for its cast time state. RS#4 is only a very slight improvement. But not enough.
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RS#4 is too weak for its duration. I can agree with that. The auto seems weak but i still think its fine considering the self buff potential and attack speed (with and without reapers onslaught).
Ok im a pretty pessimistic person. But this overblown negativity is seriously getting stupid. This announcement was the best possible outcome we could have realistically expected.
They confirmed raids were coming, that they are instanced, they are 10 man, they have exclusive rewards and they arent open world. And also that they plan to make them truly challenging.
The last point they cant prove until we get the content. So i dont know what you guys were expecting. This was a good day.
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PvE: GS + D/F with warhorn for initial engage.
No idea because im waiting to see what new skins are available with HoT.
Even in PvE reapers chill access was terrible in the first beta. It was non existent while i was duoing the risen abom in arah p2 with a friend. The only time chill was up for a bit was after an executioners scythe. After that it dropped and you never saw it again. The dodging, moving and using other skills would interrupt the auto chain so you literally only had the one high cool down source of chill. And even if you got the final auto atk chain to hit the chill would last so little time it was negligible.
You had better and more reliable chill access just by spamming dark path on base necro. So yes Reaper chill needs a serious look at. But Robert mentioned that they are aware of that. So hopefully they will do enough. We will see next weekend though.
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