Vidi's Reaver Guide
So you want to play a Reaver, do you?
You've made an excellent choice. In my opinion, the Reaver is one of the most
versatile classes in DAoC. There are many positives to playing a Reaver, and a
few negatives. I hope to explain them all as best I can and let you decide.
The Reaver is the melee arm of Arawn, the god of the Inconnu. The have access to
almost all forms of weaponry in Albion, with the noticeable exception of bows
and crossbows, but they are the only class with access to Flexible weapons (
whips, chains, flails, morning stars, etc ) They also have Soulrending, their
single spell line which grants them most of their strength. With this
combination of melee and magic, the Reaver can be not only a fun class to play
but also a formidable opponent to face.
It's always cool when a developer adds something new to a game. The addition of
Flexible weapons is no different. The new flex styles are very .well.flexible.
With the exception of the parry counter move which is listed at a very low flex
spec ( 4 or 5 ) but not available to the player until level 20 ( yes 20 ), the
styles are all useful immediately upon speccing for them. As with every other
melee line, however, the flex line is filled with counter moves, positional
moves and chains that most players simply cannot use. Even with the 10 slot
quick bar, its just far too many moves and chains ( along with spells ) to ever
hope to utilize them all.
That being said, there are some seriously decent moves in the Flex line. I won't
name them now as it's much more fun to experiment as a player and discover which
ones work for best for you, but |I will say that, Mythic did a good job with
making each style use the appropriate amount of endurance and kept the Flex line
from being a hindrance to the player as opposed to an advantage ( re: Midgard
Sword line )
The most important feature of the Flexible weapon line is it's ( once again )
flexibility. Flex weapons can be both slash and crush, giving the Reaver the
ability to change damage types to suit their opponent. Thrust is not an option
however, which I don't quite understand as a spiked morning star would
definitely be thrust damage as opposed to slash, but the versatility is still
there even with only the two damage types. ( That's one more than most other
weapons lines get )
This is the Reavers spell line. Each spell is replaced by a spell two levels
above it as this line is specced. For example, Debt to Arawn 1 is replaced by
Debt to Arawn 3 , not Debt to Arawn 2.
Let's take a look at each of the spells separately.
Surge of Infliction ( SoI ) - The Reavers damage add or buff. This is self only
and does not gives its benefits to group members. It lasts for 30 seconds and is
on a 150 second timer ( two and a half minutes ). While this seems like a long
time, I found that with the time it took to kill a few mobs and rest, SoI was
available to me most of the time. While at low levels, SoI doesn't seem to add a
lot of damage, the higher surges add much more and can be a deciding factor in
some rather precarious situations.
ONE NOTE: Though it may be observer error, it DID seem as if my reavers miss
ratio increased the second I hit SoI. This has been both confirmed and denied by
other reavers, so I leave it to you to decide.
Debt to Arawn ( DtA ) - Debt to Arawn is the reavers proccing self buff. On a
ten minute ( I think ) timer, this "buff" works like a weapons proc in that the
player has no control over when it goes off and when it doesn't. When attacking
a foe, if DtA activates it directly damages the foe AND sucks part of that
damage into the reaver, like a life tap does. There are many times a luckily
timed DtA proc has kept me in a fight.
Life Withdrawl ( LW ) - Life withdrawl is the reavers lifetap. This is an insta
cast shout that directly damages an opponent and heals the Reaver for a portion
of that damage simultaneously. Its on a 20 second timer so it can be used to
pull a mob and then usually once more in a fight. It works exactly like DtA does
( see above ) but is controllable. The range of LW is short ( If you can see the
name of the target above his head, he's in range. ) but it's enough to pull or
take down a hurt and fleeing enemy.
The Reaver has three AE pulse spells. Each works in the same way. The effect an
area around the Reaver, not the target. None of these pulsing spells can be used
simultaneously. Only one can be pulsing at any given time.
Wrack - Wrack is the DD AE pulse. While it doesn't do a lot of damage, it does
function as a damage add and can be quite useful in a tough fight. It does have
a drawback though which will be explained below.
Arthritic Curse - This AE pulse is supposed to decrease an opponent's damage. It
pulses and works in the same manner as the other two AE pulses.
Aura of Fate - This AE pulse is supposed to decrease an opponent's damage
absorption. It pulses and works in the same manner as the other two AE pulses.
NOTE: Neither Arthritic Curse nor Aura of Fate had ANY discernable effect. It is
my opinion that these two spells are both wasted if used.
WARNING: There is a HUGE drawback to all three of these pulsing spells. Anything
within the radius that is not a realmmate will be affected.
This means, you can draw agro from neutral mobs and break mezzes and
roots/snares if they are active. They use A LOT of mana as well, so without a
mana regen these can be costly to use. So use them with caution and at your own
I have to say that of the new classes, the Reaver is by far my favorite. I have
always been partial to hybrid classes anyway and the Reaver combines my favorite
features of hybrids, DD shouts and the ability to self heal, into a single
class. This makes the Reaver a lot of fun with very little comparable downtime.
While I have yet to take him into RvR ( level 30 currently ) the functionality
he is missing in PvE becomes strengths in RvR ( Wrack ) if used appropriately.
The Reaver my actually become my main rather quickly as his flexibility allows
for much more long term playability in my opinion.
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