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Guild Wars 2 |OT5| We've got fun and games

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Varix wears the wrong shoulders.

I'm Rumblina 2.0.
Ahem
4YaxNyA.jpg


The OG shoulders as far as I'm concerned.
 
Guild Wars 1 best armor designs...

You think so? I think the palette was way too weak for most GW1 armors. Worst offender was always Ranger which was basically variations of a H&M trenchcoat spring collection.


Best armors? Monk? Remember the naked tattoo-loin cloth armor? Vulnberable, yet dignified.
The amazing Faction martial arts armor with sandals sans white socks? Yup.
 

Thorgal

Member
Bought the Katana after much self-debating , but it was worth it .

Also , i figured out how to fix my resolution problem , so now i can proudly present :

Guild wars 2 + Reshade + 4K resolution = GLORIOUS SCREENS !

 
For our working friends:

Meet the Reaper: Necromancer’s Elite Specialization

Greetings, mortals and immortals alike. Today we’ll be talking about the highly anticipated greatsword-wielding necromancer elite specialization, the reaper. This devastating melee brawler is at home in battle when surrounded by as many enemies as possible, cleaving through hapless foes for life-force sustainment. Once the reaper has enough life force, they can transform into a devastating avatar of destruction that leaves enemies frozen in terror.

The Horror

The reaper’s thematic roots come from classic movie monsters and survival horror games. We pulled elements from slow but seemingly unstoppable horror monsters like Pyramid Head and Jason Voorhees to try to craft the feeling of a relentless pursuer who becomes extremely deadly once they close the distance to their prey. The greatsword is the ideal weapon for expressing this sense of dread due to its size and weight, but there was one thing that was missing—what’s a reaper without a scythe?

The reaper’s first minor trait is called Shroud Knight, and it gives the necromancer a completely new set of melee-focused skills while in Death Shroud. Additionally, when activating the new Reaper’s Shroud, they also equip a giant shadowy scythe and gain some additional particle effects to signify to opponents to watch out. The skills available while in Reaper’s Shroud share some similarities with their Death Shroud counterparts and—where applicable—inherit traits that are normally applied to them. Because Reaper’s Shroud is focused on melee combat, it centers much more on skills that allow reapers to get close, stay close, and cleave enemies. Here’s one example:

Death’s Charge—Spin your scythe and dash forward a moderate distance, damaging foes in your path. When the dash ends, release an explosive poison cloud.

Death’s Charge replaces Death Shroud’s Dark Path, which is a movement skill that allows a necromancer to close distances to opponents. Death’s Charge also closes distances, but uses slightly different properties. Both of these skills also benefit from the trait Path of Corruption, which causes Dark Path to convert boons on struck foes to conditions. If you’re wondering where the chill effect on the original Dark Path went, don’t be alarmed—it just moved to a different skill. In fact, the reaper is quite adept at utilizing this particular condition.

Chilling Victory

The chill condition has always been thematically tied to the deathly feel of the necromancer, and the reaper takes this a step further. Many of the reaper’s traits gain benefits from chill or chill effects in some way. With any elite specialization, we try to build a theme using the minor traits and expand on different aspects of that theme using the major traits. Besides Shroud Knight, here are the other two reaper minor traits:

Shivers of Dread—When you inflict fear on an opponent, you also inflict chill.
Since the reaper’s special weapon is melee focused, we wanted to make sure that players wouldn’t feel bad about using the necromancer’s iconic fear condition. It’s no fun to inflict fear on an enemy only to have them run away from your attacks. By adding chill to fear, the reaper can easily close the gap on a helpless victim. Reapers may not be light on their feet, but that doesn’t mean their enemies will be able to escape!

Cold Shoulder—Chill lasts longer, and chilled foes deal less damage to you.
By extending the duration of chill effects, the reaper is able to stay in close where their threat is the most potent. Chilled foes also have a harder time dealing damage to the reaper, making the reaper an imposing foe for enemies without proper condition removal.
Both of these traits work together with the reaper’s other chilling skills to wear down foes until they succumb to the cold touch of death.

443d5Chilled-to-the-Bone-590x331.jpg


Big Windup, Big Payoff

One of the most immediate things you’ll notice when you take charge of the reaper in Guild Wars 2: Heart of Thorns™ is that the greatsword attacks are slow. In fact, most of the reaper’s attacks have a fairly sizeable cast time. Drawing on the themes of horror monsters, we wanted to express a sense of dread and weight behind each blow. This means that while the reaper doesn’t swing a greatsword as fast as other professions do, the damage modifiers and effects for each blow are much more pronounced.
A core skill for the reaper’s greatsword is the Gravedigger execution skill. When activated, the reaper draws upon dark energy to deliver a slow but devastating blow to all the foes around them. This skill has a very high damage modifier and can easily take a huge chunk out of an unwary foe. If any of the foes struck by this skill are below 50% health, the skill’s recharge time is dramatically reduced. This skill fits with the overall feel of the reaper by allowing you to easily grind down groups of enemies that are already close to death.
Not all skills are single-hit powerhouses like Gravedigger. Some hit more than once, and others don’t do as much damage, but they are all tuned to deliver a satisfying payoff for the wait.

Death Wail

To fit in with the area-of-effect theme of the greatsword, the reaper gets a full set of shout skills. All of these shout skills act as attacks that can hit up to five enemies and scale in effectiveness based on the number of targets struck (and yes, you read that right—reaper shouts deal damage!). In this way, the reaper is rewarded for diving into the thick of battle to engage as many foes as possible. Reaper shouts differ from warrior and guardian shouts in that they focus more on harming foes than they do on bolstering allies.
“Rise!” is an example of this new type of shout. When activated, it strikes up to five foes in a large radius, dealing a small amount of damage and summoning a jagged horror for each foe struck. While it’s not especially powerful when going toe-to-toe with a single enemy, it scales in power very quickly with more foes. Additionally, one of the reaper’s traits allows a tactical player to reduce the recharge of any shout based on the number of foes it strikes. Reapers with this trait and several shout skills can become dangerous powerhouses over prolonged encounters.

bc1afGlamor-1-590x331.jpg


Fear the Reaper

That’s all for today’s glimpse into the dreaded reaper specialization. If you’re not scared off yet, tune in tomorrow for the Points of Interest livestream at noon Pacific Time (UTC-7) on the official Guild Wars 2 Twitch channel, where we’ll be going over more of this deathly specialization.
 

Retro

Member
Sounds interesting, I'm not sure about the "slow but powerful" approach to attacks (like all things, I need to see it in action before I can even start to process it and it'll likely require playing it to appreciate it), but I'm willing to give it a chance.

I wonder if we'll be able to trait Reaper to be support-oriented. Trooper runes mean you can damage and heal at the same time with all of those shouts and I'm curious if the will be any traits that could support that.

I'm definitely glad I leveled a Necro. When HoT hits I'm going to be bouncing between characters checking them all out.
 

Anno

Member
That sounds interesting. I like that thematically they accented some of the weaknesses of the class (low mobility and speed) into the strengths. Cleave, chill and maybe the shouts could help allay some of the PvE concerns I've seen voiced. Mostly I just want to be some tall dark deathly creature wielding a huge scythe.
 

Retro

Member
Mostly I just want to be some tall dark deathly creature wielding a huge scythe.

Well, it sounds like you're getting exactly that, at the very least.

Thinking on it, I wonder if the "slow attacks" thing is going to make Life Force generation tough to ramp up, and if so how hard will it be to get into Shroud Knight form to utilize things like their charge attack.

I'm just glad the profession is getting some melee and movement skills, all they've had is Dagger and even that was just the auto attack. I had trouble leveling mine because their weapons and abilities seem completely at odds with each other.
 
Let's create Scythe Skills, Scythe animations but not add a new weapon...a waste imo.

Reaper looks interesting and will probably get me to play my Necro more often. Have to wait and see how the slow attacks will feel. Auto attack must do chill because none of thier attacks will hit.
 

Proven

Member
Necros got offensive Orders after all.

I wish we didn't get a new shroud, but instead got new skils to spend shroud. Still, by getting a new shroud it means we get 3 sets of skills instead of the 2 for other professions.

Both Greatsword and the new shroud look to be power focused. I could be surprised by the shroud though.

The new Spite trait that causes Vuln on Chill makes more sense now.

Current shroud is a mix of power and condi. If they do the same with reaper shroud there's a build I've been brainstorming over the past half week that might be possible.

First Order revealed helps minion masters feel like minion masters. Even though I don't want to use the slow sword, I'd have instant abilities for damage and effects besides wells, and they're harder to dodge!

Chill on Fear means I have another way to keep people in Wells. Nice.

Just before this came out, I was reading on reddit about how one of our weaknesses is a bunch of abilities with counter play that need to almost all land in order to win. One of those aspects is long cast times. So now we get even longer cast times in melee!

That Greatsword attack with the executioner effect better not have the same animation as Arcing Slice or I'll be disappointed.

Necros join the Spin2Win crowd.

We desperately need more Weakness applications to cut down on dodges.
 
Queue Reaper Soundtrack: https://www.youtube.com/watch?v=ClQcUyhoxTg


I thought it looked really, really cool. I will get some more milage out of my necro with this! I think it's a great idea to slow down the attack speeds. Ranger, War and Guardian all attack fast with greatsword. Gravedigger sounds like one hell of a KO Puncher! And I agree that if the inspiration is things like Pyramid the attacks should be a bit slower.
The fact that the new Death Shroud is melee oriented skills is brilliant. Can't wait for that!



I understand what Kos is saying about the new weapon types, but they must really have had their reasons. Either logistics or extra work through adding the weapon types throughout the entire game and in all the different variants and styles. I dunno. Necro already has a scytche effect when using staff. I think it will be fine.
 

Levyne

Banned
It sounds cool on paper and seems to address what they "need", but I can't get excited for it. I guess thematically I just don't care for the whole motif of those sorts of classes.
 

Morokh

Member
Looking at the skins, we get a hood and a greatsword, curious to see how the hood looks without the buff-looking Arah armor.

And yeah, that shout + minion master traits = mayhem, let's just cross our fingers for a slight AI upgrade.
 

Retro

Member
It sounds cool on paper and seems to address what they "need", but I can't get excited for it. I guess thematically I just don't care for the whole motif of those sorts of classes.

I have to agree, the "DarkBlackEvilDeathPlague" theme isn't particularly original and now the Grim Reaper imagery is completely unsubtle whereas before it was still fairly obvious but not so blatant.

I still think it would have been interesting to crib a lot of thematic elements from Vanguard's Blood Mage,the only MMO class that can give Mesmer a run for its money in the originality department. The idea of forming blood unions with enemies to harm them, using your own life force as fuel for spells and then life tapping it back, harvesting organs from enemies and creating horrible little symbiotes from them... at the very least it would give the class some non-green icons =p
 

Proven

Member
Finally watched the entire video. Greatsword gets a pull. Thank you (although its range is probably 600 max). The execution slice is probably the last attack shown and looks decent one handed.

Why don't we have a release date yet again? Or a beta test date?
 

Wallach

Member
As a guy who currently plays a power-based DS Necro... I'm pretty stoked. My Norn was born for this kind of action. Plus saying one of your primary thematic inspirations is classic monster/slasher iconography and you have my attention.

Still, I think I need to see some trait line changes beyond Reaper. The fact that Orders are less party-focused doesn't inspire too much confidence that they are actually helping our group image.
 

Proven

Member
Wonder if one of the shouts/orders does an AoE TAUNT.
Good point.

Also, when I get home, I'm going to formalize my number one complaint with Necro

Thread title: Blood Magic Grandmaster Minor
Body: Shadow Leech: Take double damage in Death Shroud. Life Leech effects heal you even in Death Shroud.

Edit:
I wonder if we'll be able to trait Reaper to be support-oriented. Trooper runes mean you can damage and heal at the same time with all of those shouts and I'm curious if the will be any traits that could support that.
Was just pointed out to me that Orders do not affect allies, but Trooper runes are dependent on allies affected. This can change though.

Edit again: Instantly corrected: https://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Trooper
 

Spyware

Member
Reaper sounds quite fun. Mostly just interested in the game of "deciding which of my five characters will get the elite spec" atm tho :p
 

Callunah

Neo Member
ok fun tidbit that no one will care about.. lol Rubi's wedding anniversary...and Colin's anniversary.... are the same day as my birthday! =)
 

Wallach

Member
Wallach must be happy, everyone talking about the norm Necro in the video

Someone there looking out for me. Or just has good taste.

On the Reaper topic, the last slow, big-hitter melee class I played in a game with action combat was the TERA Berserker, which was totally awesome. I just hope that they actually make good on the "high reward" part. If we're still going to be a largely "selfish" class - and now an even more melee-focused light armor job angle - it really needs to pay off.

So excited, though. I want to see all the details on these new Reaper shroud abilities. Let's go already. gooooooooooooooo

Edit - That hood has a pretty high chance of looking awesome on a lot of gear. I may actually get to look different. Since this game came out.
 

Spyware

Member
Cresc got a greatsword for the Necro he's gonna give the elite spec to, and I think he made a great choice :D It even has a chill effect!

tumblr_nocqyvyL0T1qg7wmro1_540.png
 
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