Ok I must admit I was one of those people who screamed and cried when they heard the new Soul reaping update. I swore the 3 energy gain in fifteen secounds would suck and I wanted no part of it.
That being said, Thank You ANet for not listening to me and people like me. I have been playing my Necromancer and have found my current SS build gets slowed down more by skill recharging then by low energy. While it sound unelegant, the new soul reaping mechanics definatly work better then the previous system. Nice Buff. I don't even care that SS is back to 15e.
I am starting this thread to see if other necs feel the same. Or if you disagree with the current soul reaping mechanics. Discuss your feeling/experiences.
New changes to Soul Reaping
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k
Well, I agree with the fact that it doesn't really effect SS builds, but not sure you can say the same with other builds. SS has always been pretty frontloaded, awaken, arcane echo, then as many SS's as you can. So you're pretty much empty energy wise and then you just wait till they die and you get a big lump back. So this new SR wouldn't really change anything.
If your build uses a more constant energy flow I'd expect things to be a bit different. Can't really say though, SS (and SV) pwns HM so that's really all I been running, though olias seems to MM same as always. Course he has 10 SR and SoLS which factions and prophs only people may not have.
If your build uses a more constant energy flow I'd expect things to be a bit different. Can't really say though, SS (and SV) pwns HM so that's really all I been running, though olias seems to MM same as always. Course he has 10 SR and SoLS which factions and prophs only people may not have.
D
Earlier I played "Tahnakai Temple" with my necro.
After some old friends couldn't do it themselves I had to help again. ^^
Here's my characters skillbar:


I chose to try out the new Paragon PvE-only skill. I have Sunspear maxed and thought it would come in handy for my minions. Since "Fallback" heals the minions then "There's nothing to fear" must affect them as well.
The point is...
I had absolutely no problems keeping 8-10 minions up AND using "There's nothing to fear" (15E, 10sec/re). So far I have no problems with the change to Soul Reaping with a MM-Build. (<-- I wrote MM-Build)
Greetings,
Dione (Daphne)
After some old friends couldn't do it themselves I had to help again. ^^
Here's my characters skillbar:
I chose to try out the new Paragon PvE-only skill. I have Sunspear maxed and thought it would come in handy for my minions. Since "Fallback" heals the minions then "There's nothing to fear" must affect them as well.
The point is...
I had absolutely no problems keeping 8-10 minions up AND using "There's nothing to fear" (15E, 10sec/re). So far I have no problems with the change to Soul Reaping with a MM-Build. (<-- I wrote MM-Build)
Greetings,
Dione (Daphne)
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Originally Posted by Kakumei
This is not the simple and perfect solution people make it out to be.
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I hardly believe this is the simple and perfect solution.
It would require a lot of work, much more than ANet would want to put into it.
And its obviously not perfect, however I would rather have that, than this.
k
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Originally Posted by Puebert
Yeah, [skill=text]Signet of Lost Souls[/skill] is one of the greatest skills for energy management.
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Quote:
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Originally Posted by Dione Davore
I chose to try out the new Paragon PvE-only skill. I have Sunspear maxed and thought it would come in handy for my minions. Since "Fallback" heals the minions then "There's nothing to fear" must affect them as well.
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Still a badass skill for any Para - yay for usefulness in skirts again!
D
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Originally Posted by arcanemacabre
It doesn't. Just tested it. It doesn't give them any health when the shout ends, so I think it's a safe assumption it doesn't offer the damage reduction, either.
Still a badass skill for any Para - yay for usefulness in skirts again! |
But it's still a nice buff for the partymembers.

T
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Originally Posted by cyberjanet
Can someone explain to me the difference between 3 times every 15 seconds and once every 5 seconds? I don't understand it, it looks identical.
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With the new rules, you have the first 3 trigger SR, and the fourth go unreaped. The goofy artificial mechanic then makes you wait 11 seconds till you can reap again.
Basically, it allows for "spikes" of deaths.
The important change was that it does not count if you have full energy.
That is the only thing worth noting.Do not take this as an agreement with the mechanic, merely an explanation.
Thanks!
TabascoSauce
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Originally Posted by TabascoSauce
With the new rules, you have the first 3 trigger SR, and the fourth go unreaped. The goofy artificial mechanic then makes you wait 11 seconds till you can reap again.
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I suppose I shouldn't knock it till I've tried it, but I'm having trouble working up the enthusiasm to try it.
Large groups tend to fall over dead in short time periods within the realm of PvE. 3 hits of 10-14 energy ought to fill your bar right up from those 'spike deaths', as opposed to 1 hit of 10-14 energy during that short period of time only giving you a portion of the bar filled. On paper, you get the same amount of energy either way, but in practice, this is by far the lesser of the two evils.
