Hey everyone I will be planning on doing a series of board posts regarding each class, so being the class with some of the most obvious and easy to understand skill trees I am starting off my how to series with the Reaver.
What abilities should I bring?
- War Horn: Causes enemies to panic, stack this with the passive that makes you instantly crit panicked enemies, and the perk that makes crits lower your cooldown. It also gives the Reaver some hard CC, which is definitely helpful to your team.
- Rampage: Hands down the best ultimate in the game, increased attack speed, crit chance and you heal yourself massively. The cooldown is 30 seconds, which may seem like a long time, but in actuality the cooldown starts the second you activate the ability, meaning by the time it is over you have already gone through 1/3 of the cooldown. If you have gotten crits then it will be even lower
- Dragon Rage: Fantastic ability, it will basically replace your auto attack. It is faster, has a large aoe, rips people to shreds and the third hit in the combo hits twice. You hurt yourself slightly while using it, but in combination with Rampage you will never die against anything other than demon commander or templars spin-to-win.
- Devour: This skill might not seem it, but it is fantastic. it functions as a high damaging guard breaker and heals you for more health depending on how low you are. Great panic button, breaks guards, hits twice, and it will have it's cooldown reduced by two seconds every time you hit with Dragon Rage.
How do I play Reaver?
First things first. You are not a tank. If you want to play him as a tank then give up now. Reaver is full dps, the only time he will be tanking is during Rampage when he gains threat from how jealous all the enemies are of your badassery. Your basic skill priority is as follows.
War horn > Rampage > Dragon Rage > Devour. This insures that enemies are panicked causing instant critical hits in an aoe with your deathblow passive ( I will go further into the skill trees later on), your flow of battle passive insures that each of these criticals will reduce the cooldown of Rampage, Devour and War Horn by one second. In the perfect situation, your Rampage will never be on cooldown. But wait there's more! Panicked enemies can not block, and if there is anything that completely screws the Reaver, it is getting blocked by an enemy; because not only do you waste your time but you are not healing yourself constantly or dealing damage. Aside from that, spam Dragon Rage.
But what if War Horn is on cooldown?
I am glad you asked. As previously mentioned the thing that really screws over the Reaver is being blocked by an enemy, and I cannot expect you to always have War Horn up and ready. So when you are being blocked by an enemy your next greatest ally is Devour. Devour is the most basic of basic skills for the Reaver, but that does not mean you should count it out. This ability hits twice, heals you and it will break your opponents guard allowing you to continue to go ham with Dragon Rage. Use it if you ever need health, need to break a block or just want a quick damage spike when you don't feel like losing health.
Why no Ring of Pain?
Another great question, and this one actually is a bit more complicated of an issue. My original build had Ring of Pain replacing War Horn, but in the end it didn't really pan out. So let me start with the good parts of Ring of Pain first.
The Good:
- Decent AoE Damage every second in a decently sized area
- Causes you to inflict more damage the more you are hurt
- Reduces the health cost of Dragon Rage (When Perked)
- Reduces the Cooldown of Devour (When Perked)
The Bad
- Stamina cost every second really screws you
- Half the benefits of Ring of Pain are negated or replaced by something else
For that last point let me go into some detail. Causing more damage the more you are hurt is an ability you already are forced to get, as a passive called 'blood frenzy' while this skill isn't nearly as strong (in fact it is half as good as ring of pains bonus) it is also not something you are going to be using regardless in the situation that you are keeping your Rampage up and maintaining your health levels. The same can be said for the reduction to the cost of Dragon Rage, and the cooldown to Devour. Once again Rampage maintains your health levels from using Dragon Rage. Dragon Rage itself already reduces the cooldown of Devour by two seconds when it is perked. So in the end, while it does do decent damage and it does have some pretty beneficial effects, it is simply not worth the stamina cost, because making sure you have the stamina needed to cast Rampage, War Horn and Devour will always take priority.
What should my Skill Tree look like?'
If you take a look at all the skills, it should be pretty obvious what kind of build would be optimal, but regardless I will go into my own personal set up and explain it as I go.
REAVER LINE
- Devour: Got to have it and it is a great skill. Skip out on the perk for it however, you will not be spamming devour so much that the crit chance will be beneficial to you for that one hit.
- Ring of Pain: Different skill, same story. Take it to get down the line and skip the perk.
- Fervor: Most obvious choice of for a damage dealer ever. You are meant to be killing things, and killing things makes you kill things better? Take dat.
- Blood Frenzy: Gotta have it, decent skill but for the most part you won't be needing it once you have Rampage.
- Wrathful: Not sure how big of a difference this makes, but I grabbed it for giggles.
- Bloodbath: Oh, those two skills you spam the hell out of now benefit everyone by weakening the enemy? Yes please.
- Scenting Blood: Probably the best passive effect for the Reaver. You have improved crit chance, and speed (movement and attack) when near wounded targets. With how the Reaver is that is pretty much everyone, also should we mention that speed buff is massive?
- War Horn: Went into detail about this earlier, panicked enemies are like weak peasants begging to reset your skills for you. (Note: I skipped out on the perk for this because guarded and armored enemies are not a huge problem, up to you)
- Flow of Battle: Keep the Rampage rolling but also lowers the cooldown of war horn and devour
- Terrifying Fury: Panic causes crits and crits cause panic? I love it when fantastic passive are necessary.
- Relentless Attack: Somehow you managed to not get a critical, fix that.
- Deathblow: Insures that all those panic crits we talked about earlier happen.
- Dragon Rage: This is your new auto attack. Love it. Perk it out to make Devour spammable.
- Ravage: Perk from Dragon Rage, this causes each hit from Dragon Rage to lower the cooldown of Devour by 2 seconds, as well as increase the damage of Dragon Rage.
- Rampage: Explained it detail earlier, in a nutshell it is absolutely necessary.
ASSAULT LINE
- Mighty Blow: Actually a really fun skill, but fun doesn't mean optimal you gotta have it but that doesn't mean you have to perk it out. So don't.
- Coup De Grace: More damage for the damage dealer. Yup.
- Adamant: More armor means less damage, you benefit quite a bit from this because the Reaver wears heavy armor but we just need it to get down the line.
- Deep Reserves: The first reason we came to the assault skill tree in the first place, more stamina regen means more availability to Rampage, Warhorn, and Devour.
- Crippling Blows: I think I made it obvious you will be critting a lot, but now your crits screw over tougher enemies damage.
- Clear a Path: The real reason we came here. This makes it so every time you hit multiple enemies you replenish 10 stamina. Dragon Rage can hit multiple targets. Figure it out.
What kind of gear do I want?
While dps takes priority over most other stats you will benefit the most from critical chance and strength parts. Having a Pommel or Grip with 6% additional crit chance is a huge bonus. As for attributes I would recommend Strength (damage), Constitution(Health) and Cunning(critical chance). Keep in mind that sometimes a unique effect can make up for a lack in dps, a lower damage unique maul I got from a chest gives +2 guard per hit for example, and while this isn't anything overpowered or dramatic, it does stack up.
Closing
So you have it, a basic guide on what is needed to start you adventures as a Reaver. Experiment with it, mix and match some thing and find out what works for you. If you find yourself out of position or dying quickly you may want to swap out Crippling Blows with Bear Mauls the Wolves for example. Keep in mind that even though this guide is meant to help you understand some ability synergy with the Reaver, there is a lot of things you will simply have to figure out for yourself when it comes to putting it to use. For example, do yourself and everyone around you a massive favor and kill off ranged combatants first. No seriously. For the love of god do this. They may seems like small fries, but then your keeper has six arrows in his head and you have another three in you before you realized the venatori commander isn't the only thing your supposed to be killing.