To make Reaver great again, Reaver should get a snare instead of a rupt dot, that almost do nothing. Because Skalds can infinite kite with no endu cost of instants. And remove endu pots. This is an official QQ thread
To make Reaver great again, Reaver should get a snare instead of a rupt dot, that almost do nothing. Because Skalds can infinite kite with no endu cost of instants. And remove endu pots. This is an official QQ thread
Flex side style has a snare in side chain, but Levi spam is addicting.
You can try to chose your own fights, dont play the kiting game with the enemies. Fight around structures or trees, let them come to you if they want to fight. There you have the advantage. Also get a dd charge as additional range rupt. Your can put one on your feet or hand armor, since their hit chance is only 5% each, so losing this slot for reactive proc hasnt too much of an impact. Check out this video for some nice reaver gameplay: https://www.youtube.com/watch?v=6n3pFFPSlW4
Reavers are perfectly fine in their current state. I'd even argue that they are fairly over-powered in solo/small man play. As with any game that has classes/skill sets you need to play within your strengths to be effective. Chasing people down is not one of the Reaver's strengths (although Asp is actually quite effective here when enemies let you get a little bit too close). Try to fight in confined spaces, abuse your positionals if an opponent is sticking you, and save your goddamn interrupt spells for when you absolutely need them (PBAE pulse is also an interrupt). I basically only use both LTs at once when trying to burst someone in slam that I know ill have difficulty with when they get out of stun or when dealing with something like a Skald shout-kiting me.
If a Skald starts abusing you with shout-kiting immediately answer his first round with both LTs and look to kite to cover. Use a healing pot to answer the second round, and by the third round you should have LT shouts up again.This should put you in a situation where you are full or close to full after 3 rounds. That is 30 seconds of sprint speed and 15 seconds of snared running (assuming you purge the mez-- P3 is the first RA you should have after LW/tireless) to find a safe spot to fight. It's an uphill battle for sure, but you should be able to stand a chance if you can find structure to use.
The reality is some classes are going to be problematic for you when they are well played. This is the case for every single Melee in the game. The tradeoff here is you have a bevy of interrupts and the ability to kill just about anyone in slam if their purge is down.