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Gravedigger


Barnabus Stinson.1409

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> @"Swagg.9236" said:

> **[Gravedigger]**

> Cast-time: 1¼s / Recharge: ½s

> Perform a huge swing that deals heavy damage. If you combo this with a dark field, gain superspeed and Gravedigger is instantly recharged. If you combo this with an ice field, gain life force and reduce your shroud recharge.

> * Number of targets: 5

> * Damage: (3.0)

> * Dark field superspeed (2s): Movement Speed is greatly increased.

> * Ice field life force: 8%

> * Ice field shroud recharge reduction: 3s

> * Maximum Count: 2

> * Count Recharge: 8s

> * Combo Finisher: Whirl

> * Range: 170

>

> *This skill now only generates 1 Whirl Finisher instead of the current total 3.*

>

> *The "instantly recharged" mechanic will only fully recharge 1 ammo count.*

 

This would be a terrible change for high end PvE because you can never reliably choose what field to spin on and quickness is provided by your group.

 

I'd rather have something simple like "every time you apply chill, reduce the cd of gravedigger by X second" instead of depending on something extremely unreliable.

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> @"Warscythes.9307" said:

> > @"Swagg.9236" said:

> > **[Gravedigger]**

> > Cast-time: 1¼s / Recharge: ½s

> > Perform a huge swing that deals heavy damage. If you combo this with a dark field, gain superspeed and Gravedigger is instantly recharged. If you combo this with an ice field, gain life force and reduce your shroud recharge.

> > * Number of targets: 5

> > * Damage: (3.0)

> > * Dark field superspeed (2s): Movement Speed is greatly increased.

> > * Ice field life force: 8%

> > * Ice field shroud recharge reduction: 3s

> > * Maximum Count: 2

> > * Count Recharge: 8s

> > * Combo Finisher: Whirl

> > * Range: 170

> >

> > *This skill now only generates 1 Whirl Finisher instead of the current total 3.*

> >

> > *The "instantly recharged" mechanic will only fully recharge 1 ammo count.*

>

> This would be a terrible change for high end PvE because you can never reliably choose what field to spin on and quickness is provided by your group.

>

> I'd rather have something simple like "every time you apply chill, reduce the cd of gravedigger by X second" instead of depending on something extremely unreliable.

 

Change combo field prioritization to allow players to combo on their fields principally before any other field within the same location coordinates, and you instantly have a skill that is better than 95% of other abilities in the game with regards to versatility. Combo fields should have worked that way from launch anyway.

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> @"Swagg.9236" said:

> > @"Warscythes.9307" said:

> > > @"Swagg.9236" said:

> > > **[Gravedigger]**

> > > Cast-time: 1¼s / Recharge: ½s

> > > Perform a huge swing that deals heavy damage. If you combo this with a dark field, gain superspeed and Gravedigger is instantly recharged. If you combo this with an ice field, gain life force and reduce your shroud recharge.

> > > * Number of targets: 5

> > > * Damage: (3.0)

> > > * Dark field superspeed (2s): Movement Speed is greatly increased.

> > > * Ice field life force: 8%

> > > * Ice field shroud recharge reduction: 3s

> > > * Maximum Count: 2

> > > * Count Recharge: 8s

> > > * Combo Finisher: Whirl

> > > * Range: 170

> > >

> > > *This skill now only generates 1 Whirl Finisher instead of the current total 3.*

> > >

> > > *The "instantly recharged" mechanic will only fully recharge 1 ammo count.*

> >

> > This would be a terrible change for high end PvE because you can never reliably choose what field to spin on and quickness is provided by your group.

> >

> > I'd rather have something simple like "every time you apply chill, reduce the cd of gravedigger by X second" instead of depending on something extremely unreliable.

>

> Change combo field prioritization to allow players to combo on their fields principally before any other field within the same location coordinates, and you instantly have a skill that is better than 95% of other abilities in the game with regards to versatility. Combo fields should have worked that way from launch anyway.

 

While I would agree with that change to combo field interaction, it is very likely to be a huge change that will not happen for a very long time if at all; So I try to be realistic even when posting armchair balance ideas.

 

It also doesn't fix the issue that quickness is 100% in raids anyway and if forces this potentially very awkward situation where you actually want to actively move out sometimes to avoid using the skill on an ice field. There is literally no reason for overly complicated changes like this when much simpler solution exists.

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> @"Warscythes.9307" said:

> > @"Swagg.9236" said:

> > > @"Warscythes.9307" said:

> > > > @"Swagg.9236" said:

> > > > **[Gravedigger]**

> > > > Cast-time: 1¼s / Recharge: ½s

> > > > Perform a huge swing that deals heavy damage. If you combo this with a dark field, gain superspeed and Gravedigger is instantly recharged. If you combo this with an ice field, gain life force and reduce your shroud recharge.

> > > > * Number of targets: 5

> > > > * Damage: (3.0)

> > > > * Dark field superspeed (2s): Movement Speed is greatly increased.

> > > > * Ice field life force: 8%

> > > > * Ice field shroud recharge reduction: 3s

> > > > * Maximum Count: 2

> > > > * Count Recharge: 8s

> > > > * Combo Finisher: Whirl

> > > > * Range: 170

> > > >

> > > > *This skill now only generates 1 Whirl Finisher instead of the current total 3.*

> > > >

> > > > *The "instantly recharged" mechanic will only fully recharge 1 ammo count.*

> > >

> > > This would be a terrible change for high end PvE because you can never reliably choose what field to spin on and quickness is provided by your group.

> > >

> > > I'd rather have something simple like "every time you apply chill, reduce the cd of gravedigger by X second" instead of depending on something extremely unreliable.

> >

> > Change combo field prioritization to allow players to combo on their fields principally before any other field within the same location coordinates, and you instantly have a skill that is better than 95% of other abilities in the game with regards to versatility. Combo fields should have worked that way from launch anyway.

>

> While I would agree with that change to combo field interaction, it is very likely to be a huge change that will not happen for a very long time if at all; So I try to be realistic even when posting armchair balance ideas.

>

> It also doesn't fix the issue that quickness is 100% in raids anyway and if forces this potentially very awkward situation where you actually want to actively move out sometimes to avoid using the skill on an ice field. There is literally no reason for overly complicated changes like this when much simpler solution exists.

 

Quickness is most often generated out of huge AoEs. It's perfectly manageable to just skirt 100 range to one side and drop a field. It's not like this game has THAT much movement involved with a lot of its higher-end instance fights.

 

The simpler solutions of "let's slap X onto Y, that'll fix Z" is exactly why GW2 is in such a pathetic state right now.

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> @"Swagg.9236" said:

> > @"Warscythes.9307" said:

> > > @"Swagg.9236" said:

> > > > @"Warscythes.9307" said:

> > > > > @"Swagg.9236" said:

> > > > > **[Gravedigger]**

> > > > > Cast-time: 1¼s / Recharge: ½s

> > > > > Perform a huge swing that deals heavy damage. If you combo this with a dark field, gain superspeed and Gravedigger is instantly recharged. If you combo this with an ice field, gain life force and reduce your shroud recharge.

> > > > > * Number of targets: 5

> > > > > * Damage: (3.0)

> > > > > * Dark field superspeed (2s): Movement Speed is greatly increased.

> > > > > * Ice field life force: 8%

> > > > > * Ice field shroud recharge reduction: 3s

> > > > > * Maximum Count: 2

> > > > > * Count Recharge: 8s

> > > > > * Combo Finisher: Whirl

> > > > > * Range: 170

> > > > >

> > > > > *This skill now only generates 1 Whirl Finisher instead of the current total 3.*

> > > > >

> > > > > *The "instantly recharged" mechanic will only fully recharge 1 ammo count.*

> > > >

> > > > This would be a terrible change for high end PvE because you can never reliably choose what field to spin on and quickness is provided by your group.

> > > >

> > > > I'd rather have something simple like "every time you apply chill, reduce the cd of gravedigger by X second" instead of depending on something extremely unreliable.

> > >

> > > Change combo field prioritization to allow players to combo on their fields principally before any other field within the same location coordinates, and you instantly have a skill that is better than 95% of other abilities in the game with regards to versatility. Combo fields should have worked that way from launch anyway.

> >

> > While I would agree with that change to combo field interaction, it is very likely to be a huge change that will not happen for a very long time if at all; So I try to be realistic even when posting armchair balance ideas.

> >

> > It also doesn't fix the issue that quickness is 100% in raids anyway and if forces this potentially very awkward situation where you actually want to actively move out sometimes to avoid using the skill on an ice field. There is literally no reason for overly complicated changes like this when much simpler solution exists.

>

> Quickness is most often generated out of huge AoEs. It's perfectly manageable to just skirt 100 range to one side and drop a field. It's not like this game has THAT much movement involved with a lot of its higher-end instance fights.

>

> The simpler solutions of "let's slap X onto Y, that'll fix Z" is exactly why GW2 is in such a pathetic state right now.

 

WoA is often a small part of quickness generation, it is the two SoI that actually generate most of the quickness. As for step side to drop field, that's just not very practical at all. Have you played condi reaper in raids where you try to side out a bit and then try to spin with RS4? Is just something very awkward to do. Over complicating skills for the sake of over complicating is a stupid idea through and through; KISS is very much still a thing. Adding simple mechanics can sometimes make huge changes to a play style, just because the skill description doesn't have 20 lines worth of tooltips doesn't make it a poor skill. You literally just thought adding 4 to 5 interactions to that one skill when there are 3 other skills on the bar would be a good idea because of why? So it would make the game "hard"? Why not spread it out a bit? What if landing all strikes of GS3 reduce the Shroud cd instead of relying on an ice field? Is simple and it does exactly what is suppose to do while giving the player an option to do something different in PvE when the situation calls for it without overbloating one skill.

 

Look Swagg, I know you like armchair balance posting on forum and that's fine. I think we all imagined once in a while how we can totally fix XYZ game if we are in charge of it; but you do have to realize it basically becomes masturbatory at some point.

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> @"Warscythes.9307" said:

> > @"Swagg.9236" said:

> > > @"Warscythes.9307" said:

> > > > @"Swagg.9236" said:

> > > > > @"Warscythes.9307" said:

> > > > > > @"Swagg.9236" said:

> > > > > > **[Gravedigger]**

> > > > > > Cast-time: 1¼s / Recharge: ½s

> > > > > > Perform a huge swing that deals heavy damage. If you combo this with a dark field, gain superspeed and Gravedigger is instantly recharged. If you combo this with an ice field, gain life force and reduce your shroud recharge.

> > > > > > * Number of targets: 5

> > > > > > * Damage: (3.0)

> > > > > > * Dark field superspeed (2s): Movement Speed is greatly increased.

> > > > > > * Ice field life force: 8%

> > > > > > * Ice field shroud recharge reduction: 3s

> > > > > > * Maximum Count: 2

> > > > > > * Count Recharge: 8s

> > > > > > * Combo Finisher: Whirl

> > > > > > * Range: 170

> > > > > >

> > > > > > *This skill now only generates 1 Whirl Finisher instead of the current total 3.*

> > > > > >

> > > > > > *The "instantly recharged" mechanic will only fully recharge 1 ammo count.*

> > > > >

> > > > > This would be a terrible change for high end PvE because you can never reliably choose what field to spin on and quickness is provided by your group.

> > > > >

> > > > > I'd rather have something simple like "every time you apply chill, reduce the cd of gravedigger by X second" instead of depending on something extremely unreliable.

> > > >

> > > > Change combo field prioritization to allow players to combo on their fields principally before any other field within the same location coordinates, and you instantly have a skill that is better than 95% of other abilities in the game with regards to versatility. Combo fields should have worked that way from launch anyway.

> > >

> > > While I would agree with that change to combo field interaction, it is very likely to be a huge change that will not happen for a very long time if at all; So I try to be realistic even when posting armchair balance ideas.

> > >

> > > It also doesn't fix the issue that quickness is 100% in raids anyway and if forces this potentially very awkward situation where you actually want to actively move out sometimes to avoid using the skill on an ice field. There is literally no reason for overly complicated changes like this when much simpler solution exists.

> >

> > Quickness is most often generated out of huge AoEs. It's perfectly manageable to just skirt 100 range to one side and drop a field. It's not like this game has THAT much movement involved with a lot of its higher-end instance fights.

> >

> > The simpler solutions of "let's slap X onto Y, that'll fix Z" is exactly why GW2 is in such a pathetic state right now.

>

> WoA is often a small part of quickness generation, it is the two SoI that actually generate most of the quickness. As for step side to drop field, that's just not very practical at all. Have you played condi reaper in raids where you try to side out a bit and then try to spin with RS4? Is just something very awkward to do. Over complicating skills for the sake of over complicating is a stupid idea through and through; KISS is very much still a thing. Adding simple mechanics can sometimes make huge changes to a play style, just because the skill description doesn't have 20 lines worth of tooltips doesn't make it a poor skill. You literally just thought adding 4 to 5 interactions to that one skill when there are 3 other skills on the bar would be a good idea because of why? So it would make the game "hard"? Why not spread it out a bit? What if landing all strikes of GS3 reduce the Shroud cd instead of relying on an ice field? Is simple and it does exactly what is suppose to do while giving the player an option to do something different in PvE when the situation calls for it without overbloating one skill.

>

> Look Swagg, I know you like armchair balance posting on forum and that's fine. I think we all imagined once in a while how we can totally fix XYZ game if we are in charge of it; but you do have to realize it basically becomes masturbatory at some point.

 

As someone that has played Condi Reaper in raids extensively, it is nowhere near as awkward to do as you describe it to be. Your average player would have to move out further due to being new to it, but as the level of experience goes up you spend less and less time out of your Chrono/Druid aoes to be able to "attune" to your own.

 

While I don't agree with the overloading of combo field specific effects to Gravedigger, it is worth nothing that specific combo field attunement is not impossible; and I can provide endless amounts of raid footage, dps logs and specific research into how combo fields work to back that up.

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> @"Amerikajinn.4635" said:

> > @"Warscythes.9307" said:

> > > @"Swagg.9236" said:

> > > > @"Warscythes.9307" said:

> > > > > @"Swagg.9236" said:

> > > > > > @"Warscythes.9307" said:

> > > > > > > @"Swagg.9236" said:

> > > > > > > **[Gravedigger]**

> > > > > > > Cast-time: 1¼s / Recharge: ½s

> > > > > > > Perform a huge swing that deals heavy damage. If you combo this with a dark field, gain superspeed and Gravedigger is instantly recharged. If you combo this with an ice field, gain life force and reduce your shroud recharge.

> > > > > > > * Number of targets: 5

> > > > > > > * Damage: (3.0)

> > > > > > > * Dark field superspeed (2s): Movement Speed is greatly increased.

> > > > > > > * Ice field life force: 8%

> > > > > > > * Ice field shroud recharge reduction: 3s

> > > > > > > * Maximum Count: 2

> > > > > > > * Count Recharge: 8s

> > > > > > > * Combo Finisher: Whirl

> > > > > > > * Range: 170

> > > > > > >

> > > > > > > *This skill now only generates 1 Whirl Finisher instead of the current total 3.*

> > > > > > >

> > > > > > > *The "instantly recharged" mechanic will only fully recharge 1 ammo count.*

> > > > > >

> > > > > > This would be a terrible change for high end PvE because you can never reliably choose what field to spin on and quickness is provided by your group.

> > > > > >

> > > > > > I'd rather have something simple like "every time you apply chill, reduce the cd of gravedigger by X second" instead of depending on something extremely unreliable.

> > > > >

> > > > > Change combo field prioritization to allow players to combo on their fields principally before any other field within the same location coordinates, and you instantly have a skill that is better than 95% of other abilities in the game with regards to versatility. Combo fields should have worked that way from launch anyway.

> > > >

> > > > While I would agree with that change to combo field interaction, it is very likely to be a huge change that will not happen for a very long time if at all; So I try to be realistic even when posting armchair balance ideas.

> > > >

> > > > It also doesn't fix the issue that quickness is 100% in raids anyway and if forces this potentially very awkward situation where you actually want to actively move out sometimes to avoid using the skill on an ice field. There is literally no reason for overly complicated changes like this when much simpler solution exists.

> > >

> > > Quickness is most often generated out of huge AoEs. It's perfectly manageable to just skirt 100 range to one side and drop a field. It's not like this game has THAT much movement involved with a lot of its higher-end instance fights.

> > >

> > > The simpler solutions of "let's slap X onto Y, that'll fix Z" is exactly why GW2 is in such a pathetic state right now.

> >

> > WoA is often a small part of quickness generation, it is the two SoI that actually generate most of the quickness. As for step side to drop field, that's just not very practical at all. Have you played condi reaper in raids where you try to side out a bit and then try to spin with RS4? Is just something very awkward to do. Over complicating skills for the sake of over complicating is a stupid idea through and through; KISS is very much still a thing. Adding simple mechanics can sometimes make huge changes to a play style, just because the skill description doesn't have 20 lines worth of tooltips doesn't make it a poor skill. You literally just thought adding 4 to 5 interactions to that one skill when there are 3 other skills on the bar would be a good idea because of why? So it would make the game "hard"? Why not spread it out a bit? What if landing all strikes of GS3 reduce the Shroud cd instead of relying on an ice field? Is simple and it does exactly what is suppose to do while giving the player an option to do something different in PvE when the situation calls for it without overbloating one skill.

> >

> > Look Swagg, I know you like armchair balance posting on forum and that's fine. I think we all imagined once in a while how we can totally fix XYZ game if we are in charge of it; but you do have to realize it basically becomes masturbatory at some point.

>

> As someone that has played Condi Reaper in raids extensively, it is nowhere near as awkward to do as you describe it to be. Your average player would have to move out further due to being new to it, but as the level of experience goes up you spend less and less time out of your Chrono/Druid aoes to be able to "attune" to your own.

>

> While I don't agree with the overloading of combo field specific effects to Gravedigger, it is worth nothing that specific combo field attunement is not impossible; and I can provide endless amounts of raid footage, dps logs and specific research into how combo fields work to back that up.

 

But it is awkward and there is no way around it. Yes some people are better with it than others, yes you can adjust and aim a bit to the side; but the point is that the way to play it is ultimately unfriendly and should not be something to be encouraged unless designed wisely.

 

That is however probably a discussion for another thread though.

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> @"Stand The Wall.6987" said:

> the 50% reset is awesome in wvw so no

 

Well only idiots play reaper in groups in wvw atm.

And for 1v1s gravedigger is like: pls kill me while im using it, because im so fcking slooooooooooowwwwwwww.

 

Scourge has better group support and does more dmg than reaper.

 

The only thung you can do, is cleaving downs your zerg left behind.

 

 

Oh, oh, but they are only in front of your zerg, cause its pirate ship meta. Too bad for you, no baggies and you are just a bag yourself, if you rin into the enemy.

 

So for all gamemodes, a change to gravedigger would really be neccessary. In pvp if you use it, well there is always a ranger,thief,warrior or mesmer that just interrupts you, while you are casting your slowmotion attack.

 

And then there wont be any reset. Maybe it would be good, if casttime was cut by half. That would make a good dps increase for pve and wont change anything in pvp modes. But then anet would think: ok we need to nerf something else on necro for that buff. Cause you know. Thats how it works.

 

Necro always gets + something but also - something

 

Not like other super high dps or tanky or support classes, that just get + something and do everythig better than necros do.

 

Im really afraid of the mesmer rework. That sounds to be just fcking op. I really hope we can get the same thing for necro next

 

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> @"Thustlewhumber.7416" said:

> > @"Nimon.7840" said:

> > > @"Stand The Wall.6987" said:

>

> > Well only idiots play reaper in groups in wvw atm.

> >

>

> Reaper is like 100x better than Scourge in wvw, especially after the latest patch.

 

Did u see the date of that post?

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> @"Thustlewhumber.7416" said:

> > @"Nimon.7840" said:

> > > @"Stand The Wall.6987" said:

>

> > Well only idiots play reaper in groups in wvw atm.

> >

>

> Reaper is like 100x better than Scourge in wvw, especially after the latest patch.

 

That still doesn't mean reaper is any good. Revenants completely outstrip them in almost all aspects.

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  • 2 weeks later...

I play both power reaper and power hammer revenant, and I don't agree. I have verified with ArcDPS, and there is only the odd weaver that could potentially out damage reaper right now. As far as scourge, not only is it's low damage completely nullified by a simple condi clear, the flashing cancer spots are easily avoided. I have eaten TYSM's entire blob hit and escaped with half dmg, while at the same time taking out their entire front line. (I use TSYM as they are #unbreakable scourge meta right now).

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> @"Thustlewhumber.7416" said:

> I play both power reaper and power hammer revenant, and I don't agree. I have verified with ArcDPS, and there is only the odd weaver that could potentially out damage reaper right now. As far as scourge, not only is it's low damage completely nullified by a simple condi clear, the flashing cancer spots are easily avoided. I have eaten TYSM's entire blob hit and escaped with half dmg, while at the same time taking out their entire front line. (I use TSYM as they are #unbreakable scourge meta right now).

 

Haha. You notice, that arcdps isnt working in wvw properly?

And if you can walk into an enemy blob as a reaper, the enemy blob is fcking bad.

 

When i try to play reaper in t1 or t2 matchups in wvw, you will instantly get focussed or just wrecked by all the throwable cc.

And im not a bad player.

 

Reaper just doesnt work in this meta right now.

1 hammer-attack of a rev will almost pop you out of shroud.

Even if its not aimed at you. You cannot dodge them.

SIDENOTE

"Hey we need a prewarning for rev hammer 2, cause we cant tell, when it will hit."

 

And then there is so much dmg flying around, that you will be out of lifeforce until you are into the enemy blob.

So next scenario: you are walking in there without popping shroud.

You die because reaper is freaking weak and has no other defens mechanics. His condi cleanses are bad as f... and same goes for his stunbreaks.

 

Next option:

You heavily invest into vitality. Oh wait. All that pretty dmg is gone.

 

And even if you can get into enemy lines.

You only can spin to win. Play warrior, use ur axe offhand and you do way more dmg, than a fullbuffed reaper, while still having way too strong defensive mechanics.

After your spin, you wont be doing much. Switch to greatsword?

Do you really want slowmo attacks, that will hit nothing?

Switch to axe/smth. Nice you can do dmg to one enemy.

Switch to staff. Nice you dont do any dmg.

 

And to add this: as a melee class we have way too less armor to have any dmg reduction

 

 

 

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> @"Nimon.7840" said:

> > @"Thustlewhumber.7416" said:

> > I play both power reaper and power hammer revenant, and I don't agree. I have verified with ArcDPS, and there is only the odd weaver that could potentially out damage reaper right now. As far as scourge, not only is it's low damage completely nullified by a simple condi clear, the flashing cancer spots are easily avoided. I have eaten TYSM's entire blob hit and escaped with half dmg, while at the same time taking out their entire front line. (I use TSYM as they are #unbreakable scourge meta right now).

>

> Haha. You notice, that arcdps isnt working in wvw properly?

> And if you can walk into an enemy blob as a reaper, the enemy blob is fcking bad.

>

> When i try to play reaper in t1 or t2 matchups in wvw, you will instantly get focussed or just wrecked by all the throwable cc.

> And im not a bad player.

>

> Reaper just doesnt work in this meta right now.

> 1 hammer-attack of a rev will almost pop you out of shroud.

> Even if its not aimed at you. You cannot dodge them.

> SIDENOTE

> "Hey we need a prewarning for rev hammer 2, cause we cant tell, when it will hit."

>

> And then there is so much dmg flying around, that you will be out of lifeforce until you are into the enemy blob.

> So next scenario: you are walking in there without popping shroud.

> You die because reaper is freaking weak and has no other defens mechanics. His condi cleanses are bad as f... and same goes for his stunbreaks.

>

> Next option:

> You heavily invest into vitality. Oh wait. All that pretty dmg is gone.

>

> And even if you can get into enemy lines.

> You only can spin to win. Play warrior, use ur axe offhand and you do way more dmg, than a fullbuffed reaper, while still having way too strong defensive mechanics.

> After your spin, you wont be doing much. Switch to greatsword?

> Do you really want slowmo attacks, that will hit nothing?

> Switch to axe/smth. Nice you can do dmg to one enemy.

> Switch to staff. Nice you dont do any dmg.

>

> And to add this: as a melee class we have way too less armor to have any dmg reduction

>

>

>

 

Spot on mate

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> @"Crinn.7864" said:

> yeah gravedigger's 50% mechanic is really dull in terms of gameplay as far as PvE is concerned. In PvP it's even worse because the cooldown reset is largely useless. Nobody is going to ever let you gravedigger them twice.

>

>

 

In PvP, I often find that, against certain classes, a second gravedigger isn't needed to get them down. Of course, I'm talking about teamfights where people are usually at <75% health. The only useful stuff that the 50% reset does is downed cleave. It's quite funny to see the enemy rez and get downed or cleaved into 50% health haha. But yes, outside of that it's nothing. It's probably better to drop Well of Suffering.

 

I wish it would be a wave blast instead of AoE spin. I find the range a bit short and some classes can outrun it. At least, with a wave attack, they'll have to sidestep and I could cast it at range against a group.

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> @"Nimon.7840" said:

> > @"Thustlewhumber.7416" said:

> >

> Haha. You notice, that arcdps isnt working in wvw properly?

Wrong.

> And if you can walk into an enemy blob as a reaper, the enemy blob is fcking bad.

True, but I haven't faced a Mag blob yet.

> When i try to play reaper in t1 or t2 matchups in wvw, you will instantly get focussed or just wrecked by all the throwable cc.

> And im not a bad player.

True for you, and wrong.

> Reaper just doesnt work in this meta right now.

Wrong.

> 1 hammer-attack of a rev will almost pop you out of shroud.

> Even if its not aimed at you. You cannot dodge them.

Wrong and wrong.

> SIDENOTE

> "Hey we need a prewarning for rev hammer 2, cause we cant tell, when it will hit."

>

> And then there is so much dmg flying around, that you will be out of lifeforce until you are into the enemy blob.

Wrong.

> So next scenario: you are walking in there without popping shroud.

> You die because reaper is freaking weak and has no other defens mechanics. His condi cleanses are bad as f... and same goes for his stunbreaks.

Wrong.

>

> Next option:

> You heavily invest into vitality. Oh wait. All that pretty dmg is gone.

Wrong, lol.

>

> And even if you can get into enemy lines.

> You only can spin to win. Play warrior, use ur axe offhand and you do way more dmg, than a fullbuffed reaper, while still having way too strong defensive mechanics.

Wrong and definitely wrong.

> After your spin, you wont be doing much. Switch to greatsword?

> Do you really want slowmo attacks, that will hit nothing?

> Switch to axe/smth. Nice you can do dmg to one enemy.

> Switch to staff. Nice you dont do any dmg.

So much wrong that I just encompass it all.

>

> And to add this: as a melee class we have way too less armor to have any dmg reduction

And wrong.

 

Sorry you are having issues... I am ok with it because it just means more buffs for Reaper down the road.

 

 

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> @"Thustlewhumber.7416" said:

> > @"Nimon.7840" said:

> > > @"Thustlewhumber.7416" said:

> > >

> > Haha. You notice, that arcdps isnt working in wvw properly?

> Wrong.

> > And if you can walk into an enemy blob as a reaper, the enemy blob is fcking bad.

> True, but I haven't faced a Mag blob yet.

> > When i try to play reaper in t1 or t2 matchups in wvw, you will instantly get focussed or just wrecked by all the throwable cc.

> > And im not a bad player.

> True for you, and wrong.

> > Reaper just doesnt work in this meta right now.

> Wrong.

> > 1 hammer-attack of a rev will almost pop you out of shroud.

> > Even if its not aimed at you. You cannot dodge them.

> Wrong and wrong.

> > SIDENOTE

> > "Hey we need a prewarning for rev hammer 2, cause we cant tell, when it will hit."

> >

> > And then there is so much dmg flying around, that you will be out of lifeforce until you are into the enemy blob.

> Wrong.

> > So next scenario: you are walking in there without popping shroud.

> > You die because reaper is freaking weak and has no other defens mechanics. His condi cleanses are bad as f... and same goes for his stunbreaks.

> Wrong.

> >

> > Next option:

> > You heavily invest into vitality. Oh wait. All that pretty dmg is gone.

> Wrong, lol.

> >

> > And even if you can get into enemy lines.

> > You only can spin to win. Play warrior, use ur axe offhand and you do way more dmg, than a fullbuffed reaper, while still having way too strong defensive mechanics.

> Wrong and definitely wrong.

> > After your spin, you wont be doing much. Switch to greatsword?

> > Do you really want slowmo attacks, that will hit nothing?

> > Switch to axe/smth. Nice you can do dmg to one enemy.

> > Switch to staff. Nice you dont do any dmg.

> So much wrong that I just encompass it all.

> >

> > And to add this: as a melee class we have way too less armor to have any dmg reduction

> And wrong.

>

> Sorry you are having issues... I am ok with it because it just means more buffs for Reaper down the road.

>

>

 

Nice. Someone trying to argue with no arguments. Pretty childish. Never laughed so loud about any comment in this forum.

Since you cant proove any of your arguments...

Well maybe i would react the same way, if someone told me, that santa clause doesnt exist :D xD

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Make it so upon hitting a foe below 50%hp, the skill reflesh itself into a different gravedigger, much much faster, addtional movement speed and no CD, at a cost of dealing less damage.

 

I will say let it spin into the reverse direction with triple speed of gravedigger with additional movement speed buff, so that your bonus hit is easier to land on moving foe. Damage must be lower for the increased speed. This way, in pve it is much easier to hit moving targets; in pvp, first gravedigger can be setup by gs5, but the following spin will be easier to land or even chase fleeing foe.

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