Been thinking about Reaping Strikes over all usefulness and it is coming up lacking.
Reaping Strike is the 2nd at will you get as a GWF. You charge the move and deal a devestating aoe Slash. While I love the concept of a charge move and I began using it by charging through enemeies and charging it then unleashing it as enemies caught up to me. The move became pointless the higher level I got as a GWF fighter.
First because Wicked strike is also an Aoe At will, second because charging the attack reduces you movement speed making it useless against any enemy with ranged attacks. The passive of the power lets you build determination faster while you charge this is kinda pointless as tactically you want to use it when you are not getting you face bashed in. Third in higher levels you have so many encounters that are better than this at will attack without charging. Fourth Sure strike becomes a much better partner to Wicked strike as it is the at will to rapidly strike one mob while reaping strike lets you rapidly strike many mobs, and you can only equip two at wills.
Reaping strike needs to be replaced or buffed. What I would like to see is an AT-will for the GWF that is more for tanking, because the other two are great for damage.
If Reaping strike reduced the damage you took while charging, like a lesser block power and then marked targets you hit I could see it's use. Sort of a block and counter attack type power.
On other note I would like to see more charge up encounter powers and dailies like reaping strike. As this is more of a rare occurrence use power it is not effective as a weak at-will but a charge up devastating daily or encounter would be nice to have.
I've read at least one report that it pairs very well with the at-will you get from the Swordmaster path. Do your debuff, then reaping strike and big big numbers.
I don't think it needs to be removed, but it's definitely not for everyone. Certainly not for me anyway, but if you can get the timing done just right it will dish a pretty nice chunk of burst. So I see it as a good choice for:
PvP
Bosses after level 30 when playing with a tank that can hold them
And that's about it.
And please no, no charge up powers. They are always clunky to use, require extremely good timing and almost always the cost versus reward with regards to activation time compared to damage isn't very good.
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silknightMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 199
edited March 2013
I suggested this in another thread, and I agree, it should have a defensive bonus while charging, but personally it's not for my play style and I'd love to see it axed. Charging moves with bad damage and no movement are neigh useless in most scenario regarding pvp and non tanking.
Been thinking about Reaping Strikes over all usefulness and it is coming up lacking.
Reaping Strike is the 2nd at will you get as a GWF. You charge the move and deal a devestating aoe Slash. While I love the concept of a charge move and I began using it by charging through enemeies and charging it then unleashing it as enemies caught up to me. The move became pointless the higher level I got as a GWF fighter.
First because Wicked strike is also an Aoe At will, second because charging the attack reduces you movement speed making it useless against any enemy with ranged attacks. The passive of the power lets you build determination faster while you charge this is kinda pointless as tactically you want to use it when you are not getting you face bashed in. Third in higher levels you have so many encounters that are better than this at will attack without charging. Fourth Sure strike becomes a much better partner to Wicked strike as it is the at will to rapidly strike one mob while reaping strike lets you rapidly strike many mobs, and you can only equip two at wills.
Reaping strike needs to be replaced or buffed. What I would like to see is an AT-will for the GWF that is more for tanking, because the other two are great for damage.
If Reaping strike reduced the damage you took while charging, like a lesser block power and then marked targets you hit I could see it's use. Sort of a block and counter attack type power.
On other note I would like to see more charge up encounter powers and dailies like reaping strike. As this is more of a rare occurrence use power it is not effective as a weak at-will but a charge up devastating daily or encounter would be nice to have.
I kind of disagree actually. I played in a duo for all three beta weekends and Sure Strike just didn't seem to work as well in fights with large mobs as Reaping Strike did. I was a little disappointed with how long it took to use at first as well, but it really got better and more fluid for me the farther along I went. When I used Roar on large groups it would knock them back and do nice damage, and then I would start charging Reaping Strike and have it ready by the time they got back to me. Also when you use Takedown on a large enemy, you can activate Reaping Strike and have it hit by the time he gets back up. Lastly, when you active Unstoppable it makes the attack even quicker which is nice. I think Sure Strike will be nice to sub in for fights when you need a little more speed and mobility, but overall I came to like Reaping Strike a lot more than I did at the start. That's the beauty of being able to swap out skills for different situations though : )
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prunetracyMember, Neverwinter Beta UsersPosts: 0Arc User
edited March 2013
Is Reaping Strike's damage per second actually higher? I couldn't really tell. It does good damage when fully charged, but it almost seemed like if i had been spamming Wicked Strike instead, I'd have done the same amount.
Maybe it scales better at higher levels, I didn't get too far with it.
Do people use a low charge Reaping Strike often? I tried minimal charge times to see how fast I could get multiple reapings off, but it's hard to measure effectively.
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zardoz007Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 2Arc User
edited March 2013
prunetracy really spelled out the problem with reaping strike in it's simplest form. It is Reaping Strike Vs Wicked Strike. They do about the same damage over time hit the same area but Wicked strike is easier and more reliable to use.
The benefits of reaping strike are a tricky to use tactical advantage on the charge time, I kinda see waiting for mobs to not be worth it when you are a GWF who has so much mobility and can easily run mobs down. And the other benefit is that you gain more determination while you get hit when charging it.
Is Reaping Strike's damage per second actually higher? I couldn't really tell. It does good damage when fully charged, but it almost seemed like if i had been spamming Wicked Strike instead, I'd have done the same amount.
Maybe it scales better at higher levels, I didn't get too far with it.
Do people use a low charge Reaping Strike often? I tried minimal charge times to see how fast I could get multiple reapings off, but it's hard to measure effectively.
Reaping Strike did do noticeably more damage for me when I charged it all the way up. The functionality is not for everyone and will probably not be for me in every situation, but when faced with larger groups of enemies I found it much more useful. When you're surround by several enemies at once and have a synergistic ability like Roar to accompany Reaping Strike, your mobility becomes less important at that point. The mobility of the GWF is great but I didn't find myself spamming sprint all that often to be honest... I used either Pushing Charge or Mighty Leap to close the gap most of the time, and then was more worried about taking out large groups as soon as possible, not moving around...Reaping Strike was more useful for that. And Again, when you activate the class skill Unstoppable you can get off two or three quick Reaping Strikes if necessary because the charge up is much quicker.
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prunetracyMember, Neverwinter Beta UsersPosts: 0Arc User
edited March 2013
I know it does more damage, but does it do more damage per second? The charging takes time that I could be swinging. It just seems like it's too close to tell. I'm not against the ability per se, it just seems awfully situational and I was struggling to find a place where I'd want to use it over Wicked Strike spam.
Perhaps if the movement speed during charging were higher, it'd have a decent niche as an approach skill. It feels odd to me to be surrounded by enemies letting them hit me while I hold my sword in place. But readying my sword as I approach a group of enemies and letting loose the moment they are in range seems perfectly reasonable.
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kotliMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 577
edited March 2013
TBH no one know what one does more DPS. But Reaping Strike is more of a kill the non-boss melee mobs fast skill I mean fully charged it takes away a lot of there health letting you keep your other powers for the bosses.
TBH no one know what one does more DPS. But Reaping Strike is more of a kill the non-boss melee mobs fast skill I mean fully charged it takes away a lot of there health letting you keep your other powers for the bosses.
Yeah exactly... I really am not sure what does more damage per second but if I had to guess I would day Reaping Strike does more by a little bit. This class is all about AoE damage control, managing your enemies, and keeping them at a distance as much as possible...for me anyways. I tried to use skills like Roar and Takedown a lot and those paired really well with Reaping Strike often enough for me not to ever worry about using Sure Strike...Sure Strike is just not as effective for my fighting style but would probably be better focusing on a single target. The other thing too that I think people are over looking, is that although you may take a little damage sometime when you use Reaping Strike you are gaining more Determination when that happens. When you can activate Unstoppable, Reaping Strike is even more beneficial because the charge is significantly reduced and you want to be using Unstoppable as much as possible. So far, I think Wicked Strike and Reaping Strike are the best pair of At Wills in most situations. I just can't tell you how many times I came up on a group of 4-5 enemies, used Roar to knock them back a feet, charged Reaping Strike while they walked back to me (taking no damage while charging) and let it loose when they get back in range and the mob was dead with only those two abilities used.
From my experience it was pretty useless. To me it felt like Wicked Strike did more damage. Once I got Sure Strike that became a mainstay on my left button and my primary attack. I used Master Strike to buff damage on my right at will power. ANd for AoE Damage I used one of the encounter powers.
Overall the damage output of the GWF seems to be lacking. All of those slow swings that seem to hit for not as much as rogues much faster hits. IMO the GWF needs a lot more damage to compensate for those super slow attacks.
From my experience it was pretty useless. To me it felt like Wicked Strike did more damage. Once I got Sure Strike that became a mainstay on my left button and my primary attack. I used Master Strike to buff damage on my right at will power. ANd for AoE Damage I used one of the encounter powers.
Overall the damage output of the GWF seems to be lacking. All of those slow swings that seem to hit for not as much as rogues much faster hits. IMO the GWF needs a lot more damage to compensate for those super slow attacks.
I think you are missing the point. The class is not about doing as much damage as the rogue...it's about doing above average damage and doing it to large groups rather than just one target like the rogue. It's also about being able to stand in there and take more of a hit if need be. There are also skills like Roar and Takedown that interrupt and knockdown, and add a different element to melee combat than when you're playing a rogue. The overall damage of the GWF is not lacking...it just isn't. If you want to do single target dps like a rogue then you are missing the point and the overall role of the class, unfortunately.
I think you are missing the point. The class is not about doing as much damage as the rogue...it's about doing above average damage and doing it to large groups rather than just one target like the rogue. It's also about being able to stand in there and take more of a hit if need be. There are also skills like Roar and Takedown that interrupt and knockdown, and add a different element to melee combat than when you're playing a rogue. The overall damage of the GWF is not lacking...it just isn't. If you want to do single target dps like a rogue then you are missing the point and the overall role of the class, unfortunately.
I don't want to do the same damage as the rogue. If I had a wish list it would be something like this.
1) Do more damage. On average I put out 120k to 180k for a rogue. It is possible that I was doing stuff wrong so I am not necessarily putting this on Cryptic, it could very well be me. However I have a lot of end game experience from a lot of different styles of games and I am not one to just go with the flow, I tend to make better builds in most MMO's than the sites like Noxxic or Eliteist Jerks or MaxDPS or others come up with. So I am pretty confident in my abilities. I also understand the 4e rules a bit and have experience with the whole combat advantage mechanic. If 2/3rds of rogue damage is the intended mechanic then I will live with it.
2) Be less squishy. The rogue, with stealth, stun, and Bait and Switch is far more stout and survivable than the GWF. I took about 4 to 5 times the potions as I did on a rogue, and I had a cleric companion. My rogue had a dog. Luckily this is a known issue and is being addressed. Yay!
3) Have master strike be more useful. Right now it does pitiful damage as a base attack. I am fine with the buff mechanic, I just want it to be as viable, damage wise as wicked strike or sure strike. Either one, because that is the skills I will be taking off my bar to replace it with, or even for it to do as much damage as reaping strike. Any one of the three. But for it to do 1/4 to 1/3 the damage of them is just not cool. It is a freaking paragon path power, there should be no doubt as to how powerful it is, it should always be the most powerful option there. Right now that is situation / debatable.
4) Side note here not related to GWF directly as a class, but more as an overall choice for a GWF. I don't really feel the whole "human versatility" thing going on here. It is pretty clear that a Half-Orc is a better choice for an offensive play style. It is pretty much not in the whole human versatility line of things to make them a "tanking" race by buffing defense by 3%. But a minor issue and I can deal with it. I just have a concern that I am going to be looked down upon for not being the "optimal" build based on race choice. IMO human should always be a viable option, it is in every iteration of DnD I ever played, yet in this game human seems like a guardian only kind of choice.
As for playing it wrong, I fully understand the concept of 300 dmg x 4 targets is 200 more dmg a swing than 1000 dmg to a single target. I also understand that I will adjust, learn, and change a lot from one play weekend on beta to several weeks of live. I was just sharing my experiences and thoughts from my initial play through.
Edit: By some of the slow swings I mean stuff like wicked strike. Often times you never get to the third, more powerful strike. So you have to weigh doing more damage to being a burden on the healer. With the main dynamic of combat being movement, the actual usefulness of Wicked Strike is severely limited by making you go through three full, very slow, swings to achieve it's damage potential. At the very least it should be a two swing mechanic, if not just a flat AoE swing with a base damage. IMO they got too fancy and out smarted themselves. It sounds all sweet in theory, but there is just too much movement for this at will to be as good as it sounds. There are other examples as well but this reply is already too long :P
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legatusseraphMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited March 2013
If I remember right, both sure strike and wicked strike had in their description that the damage done was reduced if more than one target was struck. That said I don't think it was in reaping strike's description. The way I ran my at wills was sure strike+reaping strike and only used reaping if there were 4+ targets to hit or as an aoe finisher after throwing out an at will encounter power. I also found reaping to work quite will vs some bosses. Basically any time the boss did a red circle power, run outside of it and charge up reaping strike. Right after the boss finishes his attack (and misses you) take the 1/2 step in hit with reaping strike; it's almost like you're storing up dps while out of range by charging the attack safe instead of just losing the dps being off target.
I'ts not a great attack, but imo it's better than wicked strike which just feels slugish once you get sure strike. I think wicked needs to get buffed up to sure strikes speed (speed it up and add 1 more light hit so it's identical to sure strike but horrizontal) and then buff up reaping strikes damage by about 20% to compensate for the charge and crawl or as someone else metioned, give it a defensive buff (dmg reduction) while charging. Either way, all three at wills should be equally viable just with different purposes and not just 2 good ones and one wayward step child.
If I remember right, both sure strike and wicked strike had in their description that the damage done was reduced if more than one target was struck. That said I don't think it was in reaping strike's description. The way I ran my at wills was sure strike+reaping strike and only used reaping if there were 4+ targets to hit or as an aoe finisher after throwing out an at will encounter power. I also found reaping to work quite will vs some bosses. Basically any time the boss did a red circle power, run outside of it and charge up reaping strike. Right after the boss finishes his attack (and misses you) take the 1/2 step in hit with reaping strike; it's almost like you're storing up dps while out of range by charging the attack safe instead of just losing the dps being off target.
I'ts not a great attack, but imo it's better than wicked strike which just feels slugish once you get sure strike. I think wicked needs to get buffed up to sure strikes speed (speed it up and add 1 more light hit so it's identical to sure strike but horrizontal) and then buff up reaping strikes damage by about 20% to compensate for the charge and crawl or as someone else metioned, give it a defensive buff (dmg reduction) while charging. Either way, all three at wills should be equally viable just with different purposes and not just 2 good ones and one wayward step child.
Yeah, both of you guys make some good points. The only thing about potentially speeding up Wicked Strike is that it kind of negates the class ability, Unstoppable. When you have enough Determination to activate it then you are getting that increased attack speed right there. If you speed up the standard attack speed then when you do use Unstoppable it would probably be just too fast to be fair. I think we also need to keep in mind that the current setup may just be the most realistic, which is cool in its own right. Take into consideration the amount of time it would take to wield a weapon of that size...you can't have attacks that are unrealistically fast. Sure Strike is about as fast as it should get imo unless you're in Unstoppable mode. I think there could be a few minor tweaks made definitely, but I think as far as realism and balance the current setup is pretty well done. I didn't quite get to the paragon path so I didn't get to see how Master Strike worked unfortunately. As we get more experience playing I think the key will be to figure out the best skill sets for different situations and equip accordingly.
2) Be less squishy. The rogue, with stealth, stun, and Bait and Switch is far more stout and survivable than the GWF. I took about 4 to 5 times the potions as I did on a rogue, and I had a cleric companion. My rogue had a dog. Luckily this is a known issue and is being addressed. Yay!
Not to go too far off topic but I wanted to address this statement.
Go with the dog on your GWF.
There are two ways to really play with companions, pro and anti-cyclical. By picking the dog or control wizard companions you actually give yourself more of a buff and better survivability because you can kill or control mobs faster than your cleric can heal damage done to you.
I didn't invest in the GWF companion, but I think it would also be a good choice though I think you get better results with a companion that can control the battlefield - even slightly - like the dog can with their single target knockdown.
3) Have master strike be more useful. Right now it does pitiful damage as a base attack. I am fine with the buff mechanic, I just want it to be as viable, damage wise as wicked strike or sure strike. Either one, because that is the skills I will be taking off my bar to replace it with, or even for it to do as much damage as reaping strike. Any one of the three. But for it to do 1/4 to 1/3 the damage of them is just not cool. It is a freaking paragon path power, there should be no doubt as to how powerful it is, it should always be the most powerful option there. Right now that is situation / debatable.
Agreed. It would be much nicer if it had more up front damage, but then again I think it's hard to measure how much help the debuff can be. Also once you get the paragon buff that allows it to effect your encounter abilities as well I think it'll shine nicely.
4) Side note here not related to GWF directly as a class, but more as an overall choice for a GWF. I don't really feel the whole "human versatility" thing going on here. It is pretty clear that a Half-Orc is a better choice for an offensive play style. It is pretty much not in the whole human versatility line of things to make them a "tanking" race by buffing defense by 3%. But a minor issue and I can deal with it. I just have a concern that I am going to be looked down upon for not being the "optimal" build based on race choice. IMO human should always be a viable option, it is in every iteration of DnD I ever played, yet in this game human seems like a guardian only kind of choice.
Dude. Really? Um, you did notice that ALL the characters on the loading screen when you pick your race come dressed in armor of the class that they'd best represent right? So half-orcs have a big axes making them a GWF, half-elves dressed as clerics, humans and dwarfs as guardian fighters, elf as control wizard, all that?
Anyway, my point is that you're overthinking things. I went half-elf for my GWF, worked out fine, especially taking the constitution buff since it increases your armor penetration as a GWF. Racials are great, but they aren't game breaking, you're not going to be denied a guild invite or dungeon invite because you picked a "sub-optimal race!" This is going to be a fun action combat MMO, not the race to the world first hardcore WoW game.
Anyway, to the topic at hand. Reaping and charge attacks in general aren't that fun. Yeah, I could go in, knock back with roar and charge up. Or I could go in, hit "not so fast" for huge AoE damage and then follow it up with a few hits of either Wicked or Sure and move on. Though really that's just a difference in playstyle.
To me reaping has too high an activation cost for damage done. Maybe if all the bosses were just stand there and beat on the tank it would be more useful, but when bosses randomly drop aggro or teleport to someone or blitz through you then it's just not worthwhile to be sitting there charging up an attack only to have it miss completely because the boss is now across the room beating on the wizard/cleric/rogue.
It provides 3 swings up front which helps minimize the damage you take from trash mobs without hurting your downtime between groups too much (compared to waiting for the AoE jump/whirlwind slow combo to recharge). You'll notice if you start charging reaping strike it has a HUGE aggro radius as soon a charge is made (as though you hit everything at about 50-60'), so if you start charging it near melee they'll come to you. Obviously this does not work with ranged mobs, which I prefer to use the above combo on or land in the middle and then aim sure strikes to finish the small remainder of health. If you're trying to put DPS on a boss running around the screen I'd recommend using sure-strike for the mobility and feel that wicked strike would be just as bad as reaping strike since you really need to land that third blow to get good damage out of it anyway.
Been thinking about Reaping Strikes over all usefulness and it is coming up lacking.
Reaping Strike is the 2nd at will you get as a GWF. You charge the move and deal a devestating aoe Slash. While I love the concept of a charge move and I began using it by charging through enemeies and charging it then unleashing it as enemies caught up to me. The move became pointless the higher level I got as a GWF fighter.
First because Wicked strike is also an Aoe At will, second because charging the attack reduces you movement speed making it useless against any enemy with ranged attacks. The passive of the power lets you build determination faster while you charge this is kinda pointless as tactically you want to use it when you are not getting you face bashed in. Third in higher levels you have so many encounters that are better than this at will attack without charging. Fourth Sure strike becomes a much better partner to Wicked strike as it is the at will to rapidly strike one mob while reaping strike lets you rapidly strike many mobs, and you can only equip two at wills.
Reaping strike needs to be replaced or buffed. What I would like to see is an AT-will for the GWF that is more for tanking, because the other two are great for damage.
If Reaping strike reduced the damage you took while charging, like a lesser block power and then marked targets you hit I could see it's use. Sort of a block and counter attack type power.
On other note I would like to see more charge up encounter powers and dailies like reaping strike. As this is more of a rare occurrence use power it is not effective as a weak at-will but a charge up devastating daily or encounter would be nice to have.
all our stuff cuts in wide swaths, all are pbaoe you have to target the guy though
1. you can hold down mouse on alot of attacks in this game to get alot
2. put autorun on when charging reaping and you can position your BIG PBAOE while you charge it
3. Go beserk then use reaping WHILE using daily WHILE using encounter; run into a big group of mobs and do this. Have a potion handy.
I will not greeble mean things as im still learning this class; its been the greebliest 4 days so far though:)
Sorry but at 60, even after the patch, I still do not find RS a viable option at upper levels. It's fine when you have nothing else at the start of the game, but I gave up on it way early and never looked back. Tried a bit after patch, still have the same opinion. Say what you want about the damage, the problem is the charge time, it negates any good of it, especially in PvP. PvE it can be okay, but I've had better luck stacking WMS or WS in mobs of enemies.
The reason I say this is because Wicked Strike will hit more individual targets over time, even if the damage might be a smidge lower than RS. (Which it probably isn't, but lets just assume they're on par when hitting three targets.) When combined with WMS, which hits 10 targets in roughly a second, to WS which hits 5 targets once every rough second, you'll be hitting 15 or so targets every two seconds. Reaping Strike can not come even close to that number. It relies on burst damage to debuffed targets less often.
Reaping Strike is great for building determination if you have any aggro, and is basically the at-will when you want to 'chain' Unstoppable. It's very useful in that regard, and lets you speed-spam WMS a whole lot on trash groups (As it hits more targets faster) and you wait to use Reaping Strike for when you either need to chain your unstoppable or when there are 5 or less targets left alive. (Who should be deeply debuffed for a big hit after an unstoppable full of WMS spam.)
I don't know if the determination gain is higher when cancelling WMS/WS as a combo when you have the Destroyer cap or not. It might. Maybe Sentinel's would get more use out of Reaping Strike than the Destroyer, as they should have better defense/deflect stats to help you survive long enough to really make use of chaining Unstoppable. Executioners Strike is just a bad feat, you feel like you should always be using Reaping Strike since you spent those points, but Reaping Strike is probably not useful in every fight. Kind of lame, but probably true the further into T2 you get.
MoF/Thaum CWSS/Thaum CWIV/Protector GFSW/Combat HRSM/Destroyer GWFWK/Executioner TRDO/Faithful DC
I personally don't use Reaping Strike, I just plain don't like it. The charge time is too long and anything less than full charge does lousy damage. It is easily interruptable while charging which means you just wasted 2.5 seconds of a 3 second charge. As far as DPS goes, it's actually the lowest of the at-wills because of the charge requirement.
I personally use Weapon Master Strike as my AoE attack even over the recently buffed Wicked Strike as WMS with the Defense debub and the fact it can attack twice in one swing gives it a higher DPS than Wicked.
Depends on how you play. If you build your encounters specifically to use reaping strike, then yes... it's very OP. Unstoppable, Daring, Fury, Roar, then charge and you are gonna hit very, very hard. Then it's wet noodles again. why are we so defiant of wet noodles? Noodle Soup is great.... English goes with chicken, and then it just gets better from there.
I think reaping strike can be useful in circumstances. In a fight where you've got some good teamwork... you could charge it up near the healer, and get the mobs off them in one hit right when they appear for a burst of damage and, in turn, threat. Then use wicked strike to sustain your area damage. If you get them on you well enough, use it again to get a boost of determination... as you'll need it to prevent some of the damage you're taking at this point.
I think it would take some experimentation, but I think it has it's purposes.... but is most useful if you're getting hit. I think it's more of an off tank ability, really.
I think reaping strike can be useful in circumstances.
That's the inherent issue though... 'Given Circumstances' anything can be useful. Fact remains that Weapon Master's Strike/Sure Strike/Wicked Strike are just more useful/better overall given all the circumstances one faces. At least thus far, not speaking on any future changes, etc.
Its a pity they didn't take a cloud of steel approach for reaping strike give it a dozen charges and while holding down the button you'd swing constantly with each hit doing more than the last so firing off a full set would give a nice burst AoE /single target at will. As long as the charges were high enough with a decent enough recharge it could be great for PvE while in PvP I can't imagine people would just stand there for a GWF to go all reaperous maximus on them.
Comments
I don't think it needs to be removed, but it's definitely not for everyone. Certainly not for me anyway, but if you can get the timing done just right it will dish a pretty nice chunk of burst. So I see it as a good choice for:
PvP
Bosses after level 30 when playing with a tank that can hold them
And that's about it.
And please no, no charge up powers. They are always clunky to use, require extremely good timing and almost always the cost versus reward with regards to activation time compared to damage isn't very good.
Maybe it scales better at higher levels, I didn't get too far with it.
Do people use a low charge Reaping Strike often? I tried minimal charge times to see how fast I could get multiple reapings off, but it's hard to measure effectively.
The benefits of reaping strike are a tricky to use tactical advantage on the charge time, I kinda see waiting for mobs to not be worth it when you are a GWF who has so much mobility and can easily run mobs down. And the other benefit is that you gain more determination while you get hit when charging it.
Perhaps if the movement speed during charging were higher, it'd have a decent niche as an approach skill. It feels odd to me to be surrounded by enemies letting them hit me while I hold my sword in place. But readying my sword as I approach a group of enemies and letting loose the moment they are in range seems perfectly reasonable.
Overall the damage output of the GWF seems to be lacking. All of those slow swings that seem to hit for not as much as rogues much faster hits. IMO the GWF needs a lot more damage to compensate for those super slow attacks.
I don't want to do the same damage as the rogue. If I had a wish list it would be something like this.
1) Do more damage. On average I put out 120k to 180k for a rogue. It is possible that I was doing stuff wrong so I am not necessarily putting this on Cryptic, it could very well be me. However I have a lot of end game experience from a lot of different styles of games and I am not one to just go with the flow, I tend to make better builds in most MMO's than the sites like Noxxic or Eliteist Jerks or MaxDPS or others come up with. So I am pretty confident in my abilities. I also understand the 4e rules a bit and have experience with the whole combat advantage mechanic. If 2/3rds of rogue damage is the intended mechanic then I will live with it.
2) Be less squishy. The rogue, with stealth, stun, and Bait and Switch is far more stout and survivable than the GWF. I took about 4 to 5 times the potions as I did on a rogue, and I had a cleric companion. My rogue had a dog. Luckily this is a known issue and is being addressed. Yay!
3) Have master strike be more useful. Right now it does pitiful damage as a base attack. I am fine with the buff mechanic, I just want it to be as viable, damage wise as wicked strike or sure strike. Either one, because that is the skills I will be taking off my bar to replace it with, or even for it to do as much damage as reaping strike. Any one of the three. But for it to do 1/4 to 1/3 the damage of them is just not cool. It is a freaking paragon path power, there should be no doubt as to how powerful it is, it should always be the most powerful option there. Right now that is situation / debatable.
4) Side note here not related to GWF directly as a class, but more as an overall choice for a GWF. I don't really feel the whole "human versatility" thing going on here. It is pretty clear that a Half-Orc is a better choice for an offensive play style. It is pretty much not in the whole human versatility line of things to make them a "tanking" race by buffing defense by 3%. But a minor issue and I can deal with it. I just have a concern that I am going to be looked down upon for not being the "optimal" build based on race choice. IMO human should always be a viable option, it is in every iteration of DnD I ever played, yet in this game human seems like a guardian only kind of choice.
As for playing it wrong, I fully understand the concept of 300 dmg x 4 targets is 200 more dmg a swing than 1000 dmg to a single target. I also understand that I will adjust, learn, and change a lot from one play weekend on beta to several weeks of live. I was just sharing my experiences and thoughts from my initial play through.
Edit: By some of the slow swings I mean stuff like wicked strike. Often times you never get to the third, more powerful strike. So you have to weigh doing more damage to being a burden on the healer. With the main dynamic of combat being movement, the actual usefulness of Wicked Strike is severely limited by making you go through three full, very slow, swings to achieve it's damage potential. At the very least it should be a two swing mechanic, if not just a flat AoE swing with a base damage. IMO they got too fancy and out smarted themselves. It sounds all sweet in theory, but there is just too much movement for this at will to be as good as it sounds. There are other examples as well but this reply is already too long :P
I'ts not a great attack, but imo it's better than wicked strike which just feels slugish once you get sure strike. I think wicked needs to get buffed up to sure strikes speed (speed it up and add 1 more light hit so it's identical to sure strike but horrizontal) and then buff up reaping strikes damage by about 20% to compensate for the charge and crawl or as someone else metioned, give it a defensive buff (dmg reduction) while charging. Either way, all three at wills should be equally viable just with different purposes and not just 2 good ones and one wayward step child.
Not to go too far off topic but I wanted to address this statement.
Go with the dog on your GWF.
There are two ways to really play with companions, pro and anti-cyclical. By picking the dog or control wizard companions you actually give yourself more of a buff and better survivability because you can kill or control mobs faster than your cleric can heal damage done to you.
I didn't invest in the GWF companion, but I think it would also be a good choice though I think you get better results with a companion that can control the battlefield - even slightly - like the dog can with their single target knockdown.
Agreed. It would be much nicer if it had more up front damage, but then again I think it's hard to measure how much help the debuff can be. Also once you get the paragon buff that allows it to effect your encounter abilities as well I think it'll shine nicely.
Dude. Really? Um, you did notice that ALL the characters on the loading screen when you pick your race come dressed in armor of the class that they'd best represent right? So half-orcs have a big axes making them a GWF, half-elves dressed as clerics, humans and dwarfs as guardian fighters, elf as control wizard, all that?
Anyway, my point is that you're overthinking things. I went half-elf for my GWF, worked out fine, especially taking the constitution buff since it increases your armor penetration as a GWF. Racials are great, but they aren't game breaking, you're not going to be denied a guild invite or dungeon invite because you picked a "sub-optimal race!" This is going to be a fun action combat MMO, not the race to the world first hardcore WoW game.
Anyway, to the topic at hand. Reaping and charge attacks in general aren't that fun. Yeah, I could go in, knock back with roar and charge up. Or I could go in, hit "not so fast" for huge AoE damage and then follow it up with a few hits of either Wicked or Sure and move on. Though really that's just a difference in playstyle.
To me reaping has too high an activation cost for damage done. Maybe if all the bosses were just stand there and beat on the tank it would be more useful, but when bosses randomly drop aggro or teleport to someone or blitz through you then it's just not worthwhile to be sitting there charging up an attack only to have it miss completely because the boss is now across the room beating on the wizard/cleric/rogue.
all our stuff cuts in wide swaths, all are pbaoe you have to target the guy though
1. you can hold down mouse on alot of attacks in this game to get alot
2. put autorun on when charging reaping and you can position your BIG PBAOE while you charge it
3. Go beserk then use reaping WHILE using daily WHILE using encounter; run into a big group of mobs and do this. Have a potion handy.
I will not greeble mean things as im still learning this class; its been the greebliest 4 days so far though:)
Targets Hit Over Time
Determination Gain
The reason I say this is because Wicked Strike will hit more individual targets over time, even if the damage might be a smidge lower than RS. (Which it probably isn't, but lets just assume they're on par when hitting three targets.) When combined with WMS, which hits 10 targets in roughly a second, to WS which hits 5 targets once every rough second, you'll be hitting 15 or so targets every two seconds. Reaping Strike can not come even close to that number. It relies on burst damage to debuffed targets less often.
Reaping Strike is great for building determination if you have any aggro, and is basically the at-will when you want to 'chain' Unstoppable. It's very useful in that regard, and lets you speed-spam WMS a whole lot on trash groups (As it hits more targets faster) and you wait to use Reaping Strike for when you either need to chain your unstoppable or when there are 5 or less targets left alive. (Who should be deeply debuffed for a big hit after an unstoppable full of WMS spam.)
I don't know if the determination gain is higher when cancelling WMS/WS as a combo when you have the Destroyer cap or not. It might. Maybe Sentinel's would get more use out of Reaping Strike than the Destroyer, as they should have better defense/deflect stats to help you survive long enough to really make use of chaining Unstoppable. Executioners Strike is just a bad feat, you feel like you should always be using Reaping Strike since you spent those points, but Reaping Strike is probably not useful in every fight. Kind of lame, but probably true the further into T2 you get.
I personally use Weapon Master Strike as my AoE attack even over the recently buffed Wicked Strike as WMS with the Defense debub and the fact it can attack twice in one swing gives it a higher DPS than Wicked.
I think it would take some experimentation, but I think it has it's purposes.... but is most useful if you're getting hit. I think it's more of an off tank ability, really.