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Balance Idea for Reaper and Scourge.


Urgotsfangirl.2408

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Focus Reaper more arround Chill + Condition build options.

 

Traits:

 

Cold Shoulder  in addtional now grants you 1 stack of Chilling Veil if get Chilled or Chilling foes (10s up to 10 stacks)

                            Each Stack of Chilling Veil increase your recharge times by 1% and Increase your Strike damage by 0.5%.

 

Relentless Pursuit: Enter Shroud grants you Superspeed 3s And Chill 3s

                                  Chill is 66% less effective on you

 

Chilling Victory : attacking chilled foes apply Torment 6s and grant 1% lifeforce (3s ICD)

                               Chilling Veil grants 10 Condtion damage additional per Stack (max 100 Condi Damage)

 

                               Greatsword 2 skill changed to Reapers Rage:

                                  now its a 480 cone attack hits up to 3 tragets

                                  deals 355 (0.42) damage and apply Chill 2s   2 Poisen 4s   3Torment 4s

                                  Cooldown 6s

 

Blighter's Boon  Increase max Stack of Chilling Veil to 15

                             Apply Chill on foe grants you Might and Fury (5s ICD)

                             Chill apply to you grants you Resistance and Resolution (5s ICD)

                             Regenate Life while you have Chilling Veil 12(0.005)/s per Stack.

 

 

Sourge more focus on Support role

 

 

Abrasive Grit : Now grants allys after removing Condtions Regenation 3s

 

 

Desert Empowerment: additional grants reduced strike damage 7% for you and your allys while staying in Sand Shades.

 

 

Sand Savant : Still summon 1 big Sand Shade. F1-F5 no longer have offensive tools now have new Support tools.

 

                        F1: Summon the Sand Shade heals allys 433(0.38)

                        F2:  Now Converts one more Conditions into Boons

                        F3:  no longer grants barrier instead grants Aegis 6s

                        F4:  Stun breaks for allys and you + grant 3s Superspeed

                        F5: on activation Grants you and your allys Stab 5s and turns for the duration Sand Shade into Waterfield. Pulsing Protection 1s and Resolution 1s (6pulses)

 

 

 

Utility Skills Scourge:

 

Sepent Siphon turned into Sand Swirl.

 

Sand Swirl: create a large Sand swirl , on impact daze 0.5s all foes and convert 1 boon into Condition.

                    foes in the Sand Swirl are Slowed 0,5s and crippled while you allys gain barrire each pulse.

                    5 pulses (1s each pulse)

                    range 900

                    raduis 280

                    casttime 3/4

                    number of tragets 5

                    Barriere 255(1.1) 5 pulses

                    Damage 125 (0.99) 5 pulses

                    Impact Damage 522(1.4)

                    Cannot be Blocked

                    Cooldown 45sec

 

 

 

Desiccate: Now its Instant Cast in addtion burns 1,5s foes and grants allys Aegis 3s

 

 

 

 

 

                   

 

                     

                     

Edited by Urgotsfangirl.2408
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Self chill: While I've long wanted "self-condition" to be a stronger part of the necromancer's kit, unfortunately it would be counter productive when playing in group as cleanses run wild in groups. In the end, your suggestion would just waste 3 of the reaper's traitslots more than help him.

Scourge: You're not giving scourge the support that parties look for. It's a nice try but objectively meaningless in the grand scheme of things... Well, you'd probably have a new round of complains in sPvP/WvW because "scourge to tanky!".

 

I guess the proper way to make "self-conditions" work would be (taking reaper as an example):

Shroud knight: add "chill that affect you is automatically converted into chilling veil 3s" (Chilling veil: Your movement speed is reduced by 66%. Unique ailment, cannot be cleansed or transfered, stack in duration.)

Shivers of dread: Whenever you inflict fear you and your foe are chilled. (Chilling 5 target with an aoe fear would thus offer up to 15s of chilling veil to the reaper)

Cold shoulder: Chilling veil increase your outgoing damage by 15% and reduce incoming damage by 10%.

Relentless pursuit: Add "Chilling veil now reduce your movement speed by 25% instead of 66%."

Chilling victory: Effect apply when striking a foe while under the effect of chilling veil.

Blighter boon: Effect also apply when you gain an instance of chilling veil.

Decimate defense: Change to: "Gain 200 precision while under the effect of chilling veil. Inflict vulnerability to foes around you whenever you gain an instance of chilling veil."

Augury of death: Remove life siphon component, add "Gain an instance of chilling veil upon using a use a shout. When under the effect of chilling veil periodically recover health."

Reaper's onslaught: Tie the ferocity component to chilling veil.

Chilling nova: Remove chilling veil whenever you enter or leave the shroud, scattering chilling energy around you.

 

Well... something like that.

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Being slow is already a massive problem for reaper. Self-inflicted uncleansable chill would be devastating.

The main issues I see is with greatsword and shouts.

Greatsword needs mobility which has been suggested ad nauseum to be put on GS3. GS2 needs to be made into something less boring and mindless especially for pve endgame content and I think greatsword is a perfectly viable weapon then.

Shouts really have the problem that most necromancer utilities have and that is that they don't provide lifeforce (other than the heal) and as such any such benefit they provide pales in comparison to the usual flesh wurm, spectral walk, spectral armor, spectral ring choices that give you what you really need to kill and survive, shroud. The only ways to circumvent that is to rework lifeforce gain in general or rework necromancer so that shroudless builds are viable which I definitely don't see the later happening. Harbinger and Scourge are the best off in this space because they have traits to gain life force other than being forced to pick specific weapons and utilities while also not having their lifeforce deleted by damage giving them a lot more build diversity since they don't have to overload on lifeforce gain to make it, and thus themselves, any sort of effective in combat.

Given the unlikely hood of making necromancer/reaper capable outside of shroud, I'd imagine changing the shout trait to give scaling lifeforce (probably 3% per hit) based on enemies hit and doing away with the leech and cooldown reduction would make shouts more viable but probably still not better than spectral walk at the very least. This would at least, along with the greatsword changes, make melee "necromancer" a more plausible option. 

 

Though really I think the best design space that was lost is having centered on body wells (like old scrapper) which would have been better and more thematically appropriate than shouts in being chased by a death God with a pulsing field of chilling darkness reeking of death around it.

Oh well...

 

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Better yet, balance it in WvW by lowering all the condition duration, so the damage actually does something in a bust like manor. Make it so people actually need to burn cleanse instead of just laughing at the damage output. 5k over 8 seconds? Are you kidding me? 9k over 12-18 seconds? LOL!

They should be like 5k over 4 seconds and 9k over 6, then you will actually deal damage to people instead of them laughing the entire time. Where they might actually use a cleanse to get rid of some of the damage. As it is now, Necromancer is effective at FEARING for 1.25 seconds (with perks, where 100% is the max anyways so 1 perk takes care of that), unless you spam fears (which will get evaded most likely, or require you to be in their face, while they dodge,block,evade,lol@u). Maybe it's asking too much?

Edited by Vile.4387
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On 11/1/2022 at 11:05 AM, Lan Deathrider.5910 said:

For condi Reaper, Isn't the elephant in the room Deathly Chill and how weak it is (PvP/WvW at least)?

Why not make it 2 stacks of torment when applying chill, in all game modes?

It used to be 3? Stacks of bleed initially per chill application even before well of darkness applied chill and it was deemed vastly too powerful.

 

Overall I wouldn't even mind if the trait was reworked to something else. Reaper doesn't need a condition damage build since every other necromancer spec is heavily focused on condition damage. Reapers Onslaught as the only viable option for grandmaster traits is also incredibly dull.

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I would really like it if they returned the 2 stacks of bleed in WvW on Reaper, instead of the nerfed 1 stack.

 

Secondly, and this applies to necromancer as a whole - to return plaguelands back to plagueform. It was such a useful skill in WvW in the past and was vital for condi reaper and core necro.. now plaguelands is overshadowed by other abilities with lower cooldowns (120 seconds for a non-ranged "well") in both WvW and PvE. On paper it might seem okay with all the varied conditions being pulsed. Reality is its only useful if dropped on someone already downed.

 

Plagueform gave necro stability access, the ability to aggressively tank damage in melee, and stomp enemies more safely. It would have great interaction with other traits and be useful across all elite specs. 

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