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View Full Version : Reaving: Suggestion


Xersu
07-11-2008, 01:06 PM
Reaving in its current state is very 'skippable ' and underwhelming. Also with our current epic weapon the Seething Hate proc only will give us hate when our life is low. Proposed change: <b>Make Reaving act more like the bloodythirsty choker</b>Reaving: Recast: 1 minute 30 seconds (1 minute 21 seconds with the STR line)Duration: 10-15 secondsPossible effect 1: "The Shadowknight thirsts for blood! All Spells and Combat arts do 10% (15%?) more damage for the duration of the effect. This spell is exhausting on the Shadowknight and will cost 5%-10% of their maximum hit point total for every spell or combat art used"Possible effect 2: "All lifetaps are increased by 10% during the duration"Tertiary effect possibility (can swap effect 2 for this one, but would prefer both): "All spells and combat arts now siphon life for 5% (10%) of their damage delt for the duration of Reaving"Reason:Reaving is completely underwhelming and makes little difference to the life expectancy of the SK. With the ability to hurt ourselves for CA and Spell damage and increased lifetaps timed with the luck of seething hatred as a proc the SK can get agro back (or even take it). I do not believe this is overpowered simply because of the recast timers of the currect lifetaps. It will cost 30% (assuming the effect is 10%) of the SKs life to do the 3 major lifetaps. Siphon Life, Siphon Strike, Tap Veins and depending on the encounter it is very possible to end up at 100% life again. Throw in Death touch with some lifetap AAs and again its possible (15 minute recast, so it doesn't really count but once a boss fight for raids). I would even suggest playing with making the damage increased by 20-35% for the duration (especially if the effect is only 10 seconds). Mix this with Death March for 50% (or 65% for M1) casting speed and the SK may find themselves low on health for good off tank burst damage <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> I feel this change is in line with the SK and gives them a "lifeburn" feel from the Necro, since I believe the SK is a "necrotank". Please discuss <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> -Zephlin Oasis

Nole
07-11-2008, 11:49 PM
<p>Of all the ideas I've ever read on this forum, this is by far the worst ever. You would give up a 25-50% of our self-healing potential for the ability to die even faster? Have you taken leave of your senses? +10% to all our lifetaps every minute and a half with no downside wouldn't cover even a small part of the lost incoming healing, much less with such a heinous cost.</p><p>edit: If you want a real fix, make the heal amount depend on the target. Like... if the target is epic make the heal much bigger, somewhat bigger for heroic.</p>

Xersu
07-12-2008, 05:35 AM
This is not a survivability ability, this would be a dps maneuver. Currently losing 1 health for the ability to spam abilities is currently underwhelming as I see it. I offtank for raids not really main tank. When I use the choker I don't find the HP loss with my healers that terrible. All this ability would do is mimic the choker ability. While the numbers chosen clearly are tentative, and I agree that the SK DPS on spells and CAs is completely underwhelming, perhaps a 50% boost in spell and CA damage is more in line. Besides a poor choice in making seething hatred a proc that requires SKs to be not at 100% health. I don't really have problems surviving as an SK, while I am perfectly aware they have the lowest avoidance and crappy survivability. But I am hoping to get more DPS out of the class currently.

Grimm79
07-12-2008, 05:54 AM
Right you want to mimic the behaviour of the bloodthirsty choker... but don't we already have the bloodthirsty choker for that? I'd rather not trade of a unique ability for the purpouse of a little more dps.

Nole
07-12-2008, 06:16 AM
<p>Not only that, this would be totally useless and counterproductive solo or in a group where the healers are overwhelmed. Meanwhile, it wouldn't do all that much for our DPS, and really SKs need more survivability not less.</p><p>Not only that, but it's really our best SK AA-line end ability.</p>

Solarax
07-12-2008, 03:14 PM
i have to agree with the othersi dont want a slight bit more situational dps increase . i would much rather have the healing . in fact i would just like them to increase the % of it and maybe change some of the aa so it can have 3 levelsfirst level like it currently is and each new level adds 1%

Nole
07-12-2008, 06:34 PM
<p>What I personally thing they should do is change it so it's something like:</p><p>2% if target not Heroic or Epic</p><p>2.5% if target Heroic</p><p>5% if target Epic</p><p>This way it would scale up a bit as the damage we take scales up, without overpowering it for lower content.</p>