Feedback:User/Derikvyreflame/Reaper's Sweep

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Here's my suggestion for a change in functionality for Reaper's Sweep (Edited to fit regular format):


10 Energy1 Activation time25 Recharge time Elite Scythe attack Half range Projectile. This attack deals +10...34...40 damage and inflicts deep wound condition (5...17...20 seconds). Removes a dervish enchantment teardown effect: shadowstep to target foe and inflicts crippled condition for each rank of Mysticism you have.

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This skill only has 1 second activation, but there is a 1/2 second aftercast if it fails or misses. The animation would be the character throwing the scythe from the side, which goes in a straightline towards the foe. The skill requires line of sight, and on the initial hit of the projectile, the target would suffer Deep Wound. If you lose an enchantment, and the projectile hits, you shadowstep to the enemy and strike them with an animation similar to Crippling Sweep, which, fittingly, causes cripple. If the projectile misses, or is obstructed, it comes back as the 1/2 second aftercast wears off. It returns to your hands with a shadowstep-like animation, which also changes your scythe's appearance back to normal.


I decided half range would be better than the normal spell range for balance, so it doesn't become abused as a long-distance shadowstep, while also helping Dervishes not waste it when the enemy dodges from a distance. To keep with the teardown factor of the dervish, the shadowstep and following attack requires 1 enchantment to be removed, and the cripple scales with Mysticism to adress that, which also gives other professions less incentive to use it.


EDIT: tl; dr

After consideration, and feedback from some other users, I have modified the suggestion to this:


7 Adrenaline5 Recharge time Elite Half range Projectile Scythe attack. This attack deals 10...26...30 slashing damage and inflicts deep wound condition (5...9...10 seconds). Lose 1 Dervish enchantment. Removal effect: Shadow step to target foes location, and target foe is knocked down (2...3...3 seconds).

The goal of the skill is to be used to finish off your target, who may be kiting, etc. I changed the damage so that it is straight slashing damage, affected by armor, and a low deep wound, and the teardown effect now causes KD like the original skill.

Also, I made it require adrenaline, to avoid the use of it at the beginning of battle, and gave it a short recharge to avoid it being over-used.

Thank you for your time! Derikvyreflame 22:07, 14 September 2011 (UTC)