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Old Nov 29, 2005, 04:56 AM // 04:56   #1
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Default How to fix Soul Reaping?

Soul Reaping obviously isn't a fantastic pet to have around as far as attributes go. But, how could you fix it to give by ratio the same amount of energy in PvP that it does in PvE without making special rules in PvP just for this one thing? Or at least make it less unimpressive in PvP without overpowering it in PvE?

Currently:

*For each point of soul reaping, you gain 1 energy for any death on the field.

Fixed? Options:

*For each point of soul reaping, you gain 1 second of +2 energy regen for any death on the field.
*For each point of soul reaping, you gain 2 energy every second for 5 seconds for any death on the field.

Either of those would potentially be more peneficial in PvE, but not as problematic.

First one, you're capped out at a maximum benefit at a level of 1, but still benefit greatly at 12. Having more enemies die just means a greater duration, not technically a greater benefit.

Second one, you essentially get a makeshift energy regen that can go over the standard 10 pip limit, but is still limited for every level so it doesn't get out of hand. At higher levels you're basically gifted with unlimited energy for 5 seconds, unless you somehow can manage to have something die every five seconds for the entire duration of combat, which I don't think is really possible.

Another option is leading away from the "for every death" part, which kind of defeats the purpose of calling it "Soul Reaping."

But:

*For every point of soul reaping, each time any creature suffers total damage equal to that of its maximum health, you gain 1 energy.

I'm not sure how that would work in PvE (may be nightmarishly good), but in PvP it would work out much better, as even though no one may die in 30 minutes of play, you will be garnering the effects of Soul Reaping the entire time. In PvE, you're still limited by how much damage your party can inflict, so essentially (and theoretically) you still are rather limited in how much damage is being thrown around, unless you get into very large mobs that are overwhelming you. In that case, if your own party is taking damage that fast, having that much energy won't do you much good, as there are no spells that cost 25 energy that make you invincible and have instant recharges. But, I'm sure it would still be strange regardless (I know I'm forgetting some spells or skills that can be abused.) Still, that's my favorite option as far as starting ideas go.

Anyway, there are some ideas I'm throwing out for the sake of chewing the cud. I'm sure A.Net will never ever change Soul Reaping, although that's a shame, considering how worthless Soul Reaping is in PvP (which I'm sure they know and cannot fix with skill changes and nerfs). The only reason I ever play a necro primary in PvP, personally, is for the sake of maxing out my attributes with runes. Any other class's specific attribute will totally dominate the necro's in every way in PvP, as far as I've ever seen, in my own experience.

Also, remember: having more energy does not necessitate more power or more longevity, only more room to use more high-cost spells and skills.

Last edited by Plague; Nov 29, 2005 at 05:01 AM // 05:01..
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Old Nov 29, 2005, 01:48 PM // 13:48   #2
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I disagree. Soul Reaping is amazing. It may be a little more limited in PvP, especially in small arenas, but it is a great attribute. Specifically:

Your first option, 1 second of +2 regen actually gains less energy than the current system. If you find it underpowered now it'll be worse with this.

Your second option is absurd, netting you 10 times the energy of the current system. 10 times the energy?

Soul reaping is a great attribute - in my mind the most powerful energy engine in PvE. In GvG it shines, as there are so many deaths, including all the footmen and archers etc... any change to it will unbalance both PvE and GvG. It is reasonably good in tombs, but dismal in RA/TA. Such is life.
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