View Full Version : Reaver ~ End Ability
Xanoth
11-23-2006, 07:51 AM
<img src="http://img227.imageshack.us/img227/1781/eq2000135fr5.jpg">(Screen shot was taken with Symmetry X cloak equiped)It drains your health by 1% every 3 seconds. (seems some of the description is missing from the actual ability)Observations so far...Heal amount is not affected by spell crit in the same way that life taps are.Seems to be treated as an actual heal, not a tap, even though the damage only happens as a direct result of a "spell" attack.Heal is only triggered from the initial cast, DoTs (AE or otherwise) will only trigger the heal ONCE from the initial cast. This is also true for pestilence.While the health drain scales with your MAX HP to slowly drain you for more and more healt, the heal does not. It will always heal for 181 at level 70 (with Symmetry X <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> wish i had noticed the cloak effect sooner) and will not scale with the damage you are doing, the quality of your Equipment or spells.It does proc from multiple mobs hit by spell based AEs (tap veins and missery), but not melee (doom judgement, death circle)It doesn't actually seem to have a 100% proc chance despite it not listing anywhere that it should ever not proc, but i have noticed several times my HP has been under 100%, i cast a spell and no green number and no heal listed.my opinion...It's kinda useful for soloing, its kinda useful for mashing buttons to try and stay alive by triggering it as much as possible during scary situations, but all in all its a really weak end ability that just gets worse the better you gear yourself and the more HP you have. might be more useful with 8 points spent in heal crit... but i think its just more wasted points for little benefit.I had been told it was worthless, but i wanted totry it first hand <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /><p>Message Edited by Xanoth on <span class=date_text>11-23-2006</span> <span class=time_text>02:53 AM</span>
Rylight
11-23-2006, 08:24 AM
thanks for the info <div></div>
Ryochan
11-23-2006, 01:29 PM
Just a note to any Devs watching this... we told you this in beta.... end line AA's should not be totally useless... and 2 out of the 3 sk ones are and even the 3rd is questionable..<div></div>
Norrsken
11-23-2006, 01:30 PM
Seems the only time its useful is with the casting timer reduction of Death March...But if it isnt 100%, thats kindof screwed.<div></div>
Incur
11-23-2006, 01:56 PM
<DIV>hmm strange, not far enough to get it yet but it was working on every spell when i played with it in beta, but one thing to remember is that it works on spells only, our combat arts dont come in usefull for this one at all.</DIV> <DIV> </DIV> <DIV>Personally i found it very handy ((but this again is beta where i used it )) also, it worked on spells which damage mobs mana as well as damage and the 1% health every 5 seconds is absolutely tiny, admittedly i'd be much happier if they made it more like lich with a dmaage component, but thats just because im a crit fiend =)</DIV> <DIV> </DIV> <DIV>I find it was most usefull with all the other skills in the reaver line, with well timed stuns you could get a lot of your health back before the mobs get back to hitting and with a collection of health tapping items/procs/buffs etc you get almost as much green self heal spam as damage =)</DIV> <DIV> </DIV> <DIV>P.S. not really something to compare, but ive found the reaver line absolutely hideous in PVP, hard to finish a fight not at 100% health so far against other melee classes and with most of the mana still there =)</DIV>
Saeldar
11-23-2006, 05:40 PM
<DIV>This ability is near useless. The fact that the persistant hp cost scales based on our HP, and the heal portion does not makes this ability become worse as you improve your character...better gear(HP), are in a group with HP buffs etc. The persistant HP cost need to be fixed, or the heal portion need to scales as well, or simply remove the persistant HP cost altogether.</DIV> <DIV> </DIV> <DIV>The second issue with this ability, is that it goes from spells only, and not combat arts. That means more of less only half of our abilities. A lot of our spells that trigger this have a long recast 30-60 sec and we don't have that many. When the fight is 30 sec or less...and we can spam them all in a short burst...we come ahead nicely making the ability kinda nice. But if the fight last more then that...there is essentially a 30 seconds window where we barely can trigger this effect....and we do not come ahead...it's acutally a detriment to have it up. We simply do not have enough spells that trigger this...to sustain it constantly.</DIV> <DIV> </DIV> <DIV>It does need to be revised, as it is now...it doesn't provide any benefit. This is an end of line ability, it should in my opinion definitly be something that players want to strive for, as it is now...it simply is not.</DIV> <DIV> </DIV> <DIV> </DIV>
Xanoth
11-23-2006, 06:54 PM
<blockquote><hr>Incurus wrote:<DIV>hmm strange, not far enough to get it yet but it was working on every spell when i played with it in beta, but one thing to remember is that it works on spells only, our combat arts dont come in usefull for this one at all.</DIV><hr></blockquote>Yeh i mentioned it doesnt work with combat arts and is sepll only. also its on "hostile spell", rather than "spell attack", which means debuffs, clickies (the shocker) etc all should proc the heal.but since taking reaver i've found exactly how many of my attacks are combat arts and how quickley they refresh compared to our spells. makes me wish i hadn't let the chel'drak pants go cheap to warriors now... =/It certainly has its uses though, really handy for grinding trash to get transmuted <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />
Ceruline
11-24-2006, 10:39 AM
My finding (in beta) was that it was actually pretty useful in solo/group play. Combined with the other reaving abilities, the aggregate effect was a noticeable decrease in the amount of attention the healer needed to pay to me. As was mentioned, it definitely seemed like a 100% proc on spells in beta - with one or two exceptions which didn't seem to proc it (The taunts, for instance - which were both duly /bugged). Could it use a boost? Sure. Should both the healing AND the damage scale? Definitely. Should it be affected by crits? YES. Is it useless? Not at all.I love the concept behind the skill - I'd like nothing more than to see it fleshed out enough so that it was a relatively integral part of the arsenal.<div></div>
Iyemana
11-24-2006, 07:21 PM
do the 3 +40 to heal spells adornments work with this ability? IE if you have all 3 will it add 120 to each heal?<div></div>
Xanoth
11-25-2006, 02:24 AM
hrm... still needs more testing but i have a feeling its increasing hate by quite a bit. 181 heal on every spell cast equates to a resonable amount of extra hate, still not sure if its that sueful for raiding because of the big increase in HPdrain to no incraese in life tap when your 10-12k HP =/seems pretty good for grouping and solo though...
Chaaz
11-26-2006, 12:42 AM
<DIV>My view on this spell, great idea, but sorely implemented.</DIV> <DIV> </DIV> <DIV>The health drain is a percent, but yet the healing portion is not. This punishes players for better gear or buffs. No player should have to get healing + to make this ability remain the same ratio. For example, Necros life burn does NOT punish the player when they increase their health pool. The higher their life pool, the more damage it does. They are NOT required to earn a damage + ability on gear to achieve the same ratio. The wizards Mana Burn is the same. They are NOT punished for achieving a higher mana pool. Their ability remains the same in ratio WITHOUT the need for damage + gear.</DIV> <DIV> </DIV> <DIV>Several Fixes for this:</DIV> <DIV>1. Make the health drain a specific amount of health, so the ratio stays the same.</DIV> <DIV>2. Make the heal amount a %, so it keeps the same ratio instead of punishing players for higher health totals.</DIV> <DIV>3. Neither 1 or 2, instead, add a damage component to the Reaver ability.</DIV>
TheGeneral
11-26-2006, 04:15 AM
G'Luck and I hope they listen, but a large number of us tested this in beta and proved how broken and useless it was. Notice that nothing changed.
Vehnic
12-04-2006, 07:42 PM
Has anyone been able to confirm whether or not having points into the Crusader Heal Crit AA will effect the heal amount from Reaver? Healing spell upgrade items/adornments improve it by a SMALL amount (eg, a +10 item/adornment gives about +2 to the "lifetap").<p>Message Edited by Vehnic on <span class=date_text>12-04-2006</span> <span class=time_text>06:59 AM</span>
gnarkill
12-05-2006, 01:20 PM
<div><blockquote><hr>Vehnic wrote:<div></div> <div></div>Has anyone been able to confirm whether or not having points into the Crusader Heal Crit AA will effect the heal amount from Reaver? Healing spell upgrade items/adornments improve it by a SMALL amount (eg, a +10 item/adornment gives about +2 to the "lifetap").<p>Message Edited by Vehnic on <span class="date_text">12-04-2006</span> <span class="time_text">06:59 AM</span></p><hr></blockquote>In beta our heal crit AA line most definantly affected Reavers heals...Have not tried since release since it sux on a pvp server cuz SKs are always stifled/mezzed/interrupted something bad in pvp and Reaver would help kill us imo</div>
Saeldar
12-12-2006, 01:40 AM
<P>I got this friday and have been keeping on all the time. I personally consider to be as important to me as the Int crit AA from crusader line for me and my playstyle.</P> <P>It builts on the strenght of the sk which I think is fighting lots of mobs. It goes off from every mob hit by an aoe...actually works only with tap veins and unending misery. Still it can add up to a lot of healing when fighting multiple mobs. I think it's balance vs fighting single mob where button mashing is required to get a decent benefit from it. </P> <P>After an entire weekend, it's always been a benefit having it on for me. As a soloer, like a lot of sk...I always pull a bunch of mobs at once getting good benefit from it. In group I play with an illusionist all the time so power consumption is never an issue for me...so I do a lot of button mashing. This make reaver a must have in my case...I always get some good benefit from it.</P> <P>I'm not uber by any mean though...standing at 6.7k hp self buffed. In my regular group I generally stand at 7.5k hp(only fury as healer) so I find the ratio of 70 hp or so lost every 3 sec for 178 heal to be pretty good. Not sure I'd say the same if I was standing at 9-10k hp.</P> <P>My only suggestion would be to make the healing scale, or have the hp cost fixed. It' simply doesn't scale right now...a well geared sk with a shaman and cleric in group and reaching 10-11khp would most likely have a very hard time actually getting a benefit from it.</P> <P>But for me, as it is now...with my gear, my playstyle...it's simply a must have like the int crit AA. </P>
Xanoth
12-12-2006, 05:19 AM
<blockquote><hr>Quote: Test NotesShadowknight: Reaver: Increased health gain to 2.5% of maximum health per hit. Reaver is now affected by Taunts<hr></blockquote>now do i respec back to it or not?just when life seemed stable they went and fixed it<p>Message Edited by Xanoth on <span class=date_text>12-12-2006</span> <span class=time_text>12:19 AM</span>
Pitt Hammerfi
12-12-2006, 07:10 AM
<DIV>just standing here now with only 7.3k health, this increase will give me an extra 10 health per tick</DIV> <DIV> </DIV> <DIV>178 is what my reaver is on now, and it will be 188 after changes</DIV> <DIV> </DIV> <DIV>of course if you buffed to max HP the increase will be greater, but yeah it wont be that much to warrant coming back to it if you didnt like it in the first place.</DIV>
gnarkill
12-12-2006, 08:46 AM
<div><blockquote><hr>Pitt Hammerfist wrote:<div>just standing here now with only 7.3k health, this increase will give me an extra 10 health per tick</div> <div> </div> <div>178 is what my reaver is on now, and it will be 188 after changes</div> <div> </div> <div>of course if you buffed to max HP the increase will be greater, but yeah it wont be that much to warrant coming back to it if you didnt like it in the first place.</div><hr></blockquote>Yea it would heal me for a little more then 200...but adding the effect to taunts makes it juicier but still meh...As powerful as some other classes bottom 3 are I dont see why this doesnt proc on every spell/debuff/ca..oh well at least they are trying</div>
amazing j
12-12-2006, 12:23 PM
Atm they just seem to have made more useless to the lower level SK's rather than more usefull to a 70 SK.:smileyvery-happy:
Nocifer Deathblade
12-14-2006, 03:39 AM
<BR> <BLOCKQUOTE> <HR> amazing j wrote:<BR> Atm they just seem to have made more useless to the lower level SK's rather than more usefull to a 70 SK.:smileyvery-happy:<BR> <HR> </BLOCKQUOTE><BR>Only for solo, lower level SK in group now can benefit more from the change. Imagine 10k hp buffed SK in group enjoying 250 hp healed per cast and pays 100 hp per tick. Before the change, low level SK had to pay 100 hp while geting only 180ish.. It scales further as we get strong gears in the future with higher hp etc. Before the change, the scaling with stronger gear will hurt us more.. Now it's not a case anymore..
Seolta
12-14-2006, 04:00 AM
<P> </P> <P>I wonder if + to Healing Amount effects (from gear and adornments) are still going to affect Reaver now that it's a heal percentage and not a set numerical amount. (anyone on Test tried this?)</P> <P>This is exactly the kind of thing that usually gets pushed live while being bugged heh.</P> <P> </P>
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