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Reaper Balance


Lily.1935

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Actually, I think that we are fine damage-wise, of course a few more multiplier would be nice but not mandatorily important.

All I want is mobility and nothing but mobility. More than just swiftness.

Maybe changing gs3 into a leap that hits at its final destination three times up to five targets, applies conditions and such things.

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> @Sarrs.4831 said:

> What I think Reaper wants to do:

> * Bunker/Tank, especially good against pressure from multiple enemies

> * Hybrid DPS, using Chill->Bleed conversions for damage

> * Power DPS

>

> What I think Reaper needs to be able to do these things:

> * Death Magic should be improved

> * Chilling Darkness ICD removed or reduced; PvE only, possibly

> * Change Decimate Defenses from 2% Crit Chance to 1% Crit Chance/1% Crit Damage

>

> What I'd like to see:

> * More chill fields & chill field priority; chill whirling is fun

> * Rework how greatsword works; Power Reaper needs a playstyle beyond 'set Gravedigger to AA at 50%'

>

> ---

 

I think, in an effort to bring changes to the class that would benefit it we need clarity on what Reaper is supposed to do. I agree that Reaper WANTS to be a bunker/tank, hybrid dps and power DPS, I just don't think it does 2 of them very well at all (tank and hybrid). Further, I think it muddies the water a bit. Reaper should be Power DPS period. How it goes about the damage is what we should be looking at (through sword, chills and shroud). I think trying to get it to fit any of these other roles will muddy it more than it already is.

 

 

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Still think power reaper's real problem is core necromancer.

 

There is no "execute" skill for core necromancer anywhere (focus should have it, but focus 4 is mechanically wonky and doesn't do damage unless you are the only person and are sitting on top of the enemy, and focus 5 is conditional damage). Even unloading all of the staff marks doesn't do that much.

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