Does Reaper Scythe Gain From Affliction Dmg
A target under the effects of Fear has a moderately increased chance to gain the 'marked for death' effect and a target under the effects of Sleep have a greatly increased chance to gain the 'marked for death' effect. Reaper Scythe attacks against a target under this effect lowers their resistance to Sleep, Fear, Immobilize, Hold and Disorient effects. Weapon and Roll: Reaper Scythe ( 10dmg, 45 chd, 15dmg, 20 dmg, 10dmg water (causes affliction for 6 seconds) My question is: Which weapon will do more dmg with her without the corrosive buff. Edit: added a new weapon. Edit 2: The attack speed of the Reaper Scythe in-game is 0.82 while Neon is 1.12. (AGI) +(1,25 x Agi) Attack Damage when combo rank is 'Reaper' or higher (LUCK) Gain (2,5 x LUCK)% chance to not be staggered by attacks Accessories. Dazzle’s Shallow Grave will save allies from death by Reaper’s Scythe and, much like Omniknight, he has a healing spell to reduce the effectiveness of Death Pulse and Scythe. Omniknight's Repel can also block all of the damage of Reaper's Scythe. The reaper scythe is the most ubiquitous symbol known to mankind. Faithfully carried by the Grim Reaper, Death Personified, it represents the cold and unstoppable grip of fate. It has been widely depicted in books, movies, games, and even religious scripture and mythology. A compilation of the new equipment in the 3.0 Seeker, Slayer, Survivor DLC for search and reference. Change Log: Any corrections, additional notes, and suggestions are welcome. Adds in missing info for Slayers Claws Stelgaers Lunge - Added scaling notes for Keeper of the.
- Does Reaper Scythe Gain From Affliction Dmg 10
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- Does Reaper Scythe Gain From Affliction Dmg 2
Issue:
Power reaper does kitten DPS in group PvE content
Assumptions / Considerations:
* Power reaper DPS needs to be increased by a lot (50%+) to make them competitive with top DPS classes in raids
* Power reaper is innately tankier than other top DPS classes
* Simply increasing DPS by 50%+ across the board will make power reapers OP in other content
* Anet for some reason doesn't really like splitting balance between game modes
Suggestion
Rework Reaper's Onslaught to provide a ton of situational DPS at the cost of tankiness
- Remove all existing effects of the trait
- In reaper shroud, hitting a target damages you for a percentage of your max health
- In reaper shroud, hitting a target damages your target for a percentage of their max health, in addition to the base damage
- Damage percentage against target is determined by your power / precision / ferocity
Now this wouldn't really have an effect on low HP targets (open world mobs / other players / etc.) but will be a huge DPS increase against high HP targets (PvE bosses)
Now I don't play necro so I have no idea if this is a good idea or not, thoughts?
Comments
Does Reaper Scythe Gain From Affliction Dmg 10
- edited October 21, 2017
There are far better ways to make power reaper better than simply making Reaper's Onslaught even more overloaded than it currently is. Also reaper does not need to 'trade' for damage since power reaper (or rather power necro in general) is enormously underpowered in all game modes.
What should happen
1) The damage Executioner's Scythe does <50% should be made the baseline damage for the skill, and the damage Executioner's Scythe does <25% should become the new <50% base damage. This change is to make Executioner's Scythe a dps increase over shroud auto at all times.
2) shroud #4 needs slightly more damage, or at least power scaling.
3) Spite should have the amount of 'when target is below 50%' traits reduced. Seriously half the traitline doesn't do squat above 50%.
4) our chill durations should be slightly increased (in PvE only if necessary) in order to insure Cold Shoulder uptime.
5) Strength of Undeath should have it's multiplier changed to 'while in shroud' rather than 'when above 50% LF' We should not be penalized for using our. Strength of Undeath's damage modifier should also be increased. (10%?)@Altair.8402 said:
- In reaper shroud, hitting a target damages your target for a percentage of their max health, in addition to the base damage
There is no way you could ever balance that. Even if it was tenths of a percent it would be monstrously overpowered against a world boss which have millions of HP.
1 -Spite
-Merge Reaper's Might with Siphoned Power
-Remove Deaths Embrace.
-Add a mesmer-like minor trait that make a good use of vulnerability
and a minor trait/modified version of a very good trait to work vs targets with 25 vulnerability,
further damage if under 50% hp (5% and 10% crit damage should be enough).-Blood Magic
-Remove mark of evasion and change it to another trait: Bloodthirst
-Bloodthirst: attacking ableeding target garants Bloodthirst, increasing your damage by 5%. 9s duration, no stack.
-Remove Vampiric and make Vampiric Aura the new minor. Vampiric Aura is replaced with another trait: Nectomantic Blood
-Necromantic Blood: while in a shroud your Vampiric Aura also share Bloodthirst. Increase the life force drain by 25%
-Vampiric Rituals: in addition of the previous effects: while in a Dark Field Bloodthirst's modifier is doubled.@Crinn.7864 said:
There are far better ways to make power reaper better than simply making Reaper's Onslaught even more overloaded than it currently is. Also reaper does not need to 'trade' for damage since power reaper (or rather power necro in general) is enormously underpowered in all game modes.What should happen
1) The damage Executioner's Scythe does <50% should be made the baseline damage for the skill, and the damage Executioner's Scythe does <25% should become the new <50% base damage. This change is to make Executioner's Scythe a dps increase over shroud auto at all times.
2) shroud #4 needs slightly more damage, or at least power scaling.
3) Spite should have the amount of 'when target is below 50%' traits reduced. Seriously half the traitline doesn't do squat above 50%.
4) our chill durations should be slightly increased (in PvE only if necessary) in order to insure Cold Shoulder uptime.
5) Strength of Undeath should have it's multiplier changed to 'while in shroud' rather than 'when above 50% LF' We should not be penalized for using our. Strength of Undeath's damage modifier should also be increased. (10%?)@Altair.8402 said:
- In reaper shroud, hitting a target damages your target for a percentage of their max health, in addition to the base damage
There is no way you could ever balance that. Even if it was tenths of a percent it would be monstrously overpowered against a world boss which have millions of HP.
You can balance it played classes that used similare %hp dmg mechanics in other games.. all you need is put a Cap on the maximum dmg it can do...
and viola suddenly fine againts Bosses...they should balance core necro so it will fit all elite specs
and they shouldn't make elite specs for just 1 or 2 game modes
i rather have them make every elite spec viable for every game mode just based on your choice of traits, utility and weapons.'make GS great again'
How about adding the old +2% damage per condition on foe trait back, but in a more appropriate traitline.
'Surrender and serve me in life, or die and slave for me in death.'
- edited October 22, 2017
To increase DPS we have to give some of our tankiness and here is my suggestion:
(New trait): While in shroud, your life force is drained at increased rate (20% at a time). You and your allies gain a stack of (Unique Boon) for each 20% life force spent this way (max 5 stacks), for 10 seconds.
This unique boon increase power, condition damage and condition duration for 1% each stack.What do we achieve with this?
-Increased dps, giving up survivability. So no one can complain about 'second hp bar'.
-Desirable support for the team via a unique boon.
-A reason to use our class mechanic instead of brainless GS#2 spam.
-Something to keep track of.This seems to work fine for the MS Remote Desktop app specifically, but I wanted to see if I could use this for the new iLife and iWork apps (which we had a site agreement for) and although you can capture and deploy the Apps just fine, the App Store says there are Updates available for these Apps even though they are the same version. Download microsoft remote desktop for mac. The Microsoft App isn’t showing this behavior so there must be something special with these Apple apps. Yes, that should still work. You can’t just use any Apple ID to run the update to clear it, the App Store is obviously looking for an account that shows valid purchase.For me this may be a case of using the previous method of just packing up the App bundle once installed and deleting the MASReceipt directory.As for the question about the command still work for defaults.
- edited October 22, 2017
@vicious.5683 said:
To increase DPS we have to give some of our tankiness and here is my suggestion:
(New trait): While in shroud, your life force is drained at increased rate (20% at a time). You and your allies gain a stack of (Unique Boon) for each 20% life force spent this way (max 5 stacks), for 10 seconds.
This unique boon increase power, condition damage and condition duration for 1% each stack.What do we achieve with this?
-Increased dps, giving up survivability. So no one can complain about 'second hp bar'.
-Desirable support for the team via a unique boon.
-A reason to use our class mechanic instead of brainless GS#2 spam.
-Something to keep track of.Reaper does NOT need to give up anything for dmg buffs.. especially not defense..
the reason Necros are number 1 targets because Shroud is kitten as the ONLY defensive mechanic and because of this necros are super easy to reliably kill..if anything Necro needs another defensive in some form that we can use when shroud is on the super bad pathetic ridiculous 10 sec long CD...
the Second health bar is ONLY and ONLY good on Paper...