Soul Reaping 5 for All? Theory-Crafting

  • Okay, let's address the big elephant in this update...

    Like others have said, the new Necromancer mod is game-changing! Just imagine these on all the mesmer heroes, and all the others too! This crazy mod can potentially make us forget all the forget-me-nots!

    But I was thinking, is SR 5 really superior than, say, a 40/40 set on a mesmer? :/

    15 energy gain per 15 seconds does seem too good to miss, but you will sacrifice a 20% HSR mod, which helps pump out spells a bit more. Energy was never a problem with BiP on the team (BiP gives a steady 20 energy per 10 secs, and is readily available. Heroes get casted on once their energy drops below half). If the enemies are hard to kill and fights are drawn out (with seldom deaths), SR 5 cannot upkeep the energy very well on its own, so you will still need a BiP. If the enemies are easy and deaths are very often, you probably won't need the extra energy anyway. In both cases maybe having 20% HSR can lead to faster kills?

    On the other hand, if you have a minion master, or better, one with Aura of the Lich, SR 5 almost guarantees very useful energy gains early in fights. And maybe BiP can be changed to a damage-dealing elite. This can potentially be another E-surge mesmer or a spirit spammer (which also uses SR 5). And if you use cons to speed things up, oh my, SR 5 will be very strong. Not to mention your necro hero will no longer be a liability losing 33% health every now and then.

    All in all SR 5 is indeed game-changing! Can't wait to test it out.

    So what about it? Are they really that good, or rather overrated? Any new theories or in-game experiences? Would love to hear.

  • The fact that it's too strong lies in the fact that this option can be used on virtually all builds, even if you don't equip it on all your switches (F1-F4). Compared to other mods, which I think are useful in a specific case, with a specific build. That's what makes this mod, compared to the others, an “abusive” element.

    The other is that heroes are stupid. Equipping them with this mod means fewer situations where they run out of mana.

    I've tested this mod in mesmer and unless you're up against a boss that's hard to kill, it's really pleasant, even if I was doing without before. As for the 40/40, I prefer a mesmer staff that also has other attribute skills on builds. Even if I have some 40/40 in reserve just in case. The 40/40 is more for my monk who plays heal. And if adding 5 SR to a 40/40 set leaves me with only 40/20, then I take a 40/20 staff and 5 SR, with a recharge advantage. So it's more useful on a staff and not on a 40/40 set. I see people getting excited about high prices for wand enhancement, and I find it almost pointless.

    As far as I'm concerned, if you don't need an ench.+20%, +30hp, +5ar on a cast weapon (sword, axe, spear), or the same on a staff, this is the mod for you.

  • People set prices at random. Like, for the 5 SR spear, I'm offered 20a, I refuse, it goes straight to 12a (...) I'm offered the staff version for 5a, even though I bought it for 135e shortly before and dropped one via a weapon in a chest.

    But the real question is the chance of dropping it. It's not % (1-20%) it's either 4 or 5 (I haven't seen 3 or less). On the other hand, there will be a problem of supply and demand, that's for sure.

    For other mods, there are almost exclusively WTS at Kama US. Prices are very low, so it's more like a contest to get rid of them as quickly as possible. ^^