With that said, I'm still figuring out how to play Reavers. I have made a few observations and would appreciate it if the more experienced players could give their opinion.
- Disablers. This probably comes from playing other classes, where you have a plethora of disabling options - Stun, Daze, Confuse, Freeze, Pin etc. As far as I can see, Reavers have the diseases, curses and pacification hex to disable enemies. (I don't really count Bone Grab, since its purpose is somewhat different.) Diseases and curses are awesome, but in the early game there's a lack of options to keep the enemy from doing any relevant damage (or any damage at all). The only real option is Catalepsy, which comes in at Lv8, and is rather short-lived.
- Effect Recovery. Reavers have no native means to recover from said Disablers. They are not the only ones with that problem, though, and few external solutions are available. They don't get any effect resistance, either. Of course, wild infusions work, but in-universe it doesn't make any sense to use them. The only other way is specific gear, which may or may not be available.
- Health Recovery. Corruptors already don't have many regen options apart from Blood Grab, which is an awesome talent. Reavers don't get that, but neither do they get Fast Metabolism to increase their regen rate. Ruin does give some regen in-combat, though.
I'm not saying "Reavers need X", I'd like to know how people work around these problems, especially against casters.
Take for example a generic boss caster, say, the Shade. He has a disabler, Freeze. Reaver problem 1: How to get rid of the Freeze. He also has a high-power damage spell. Reaver problem 2: How to survive this and the next damage spike while simultaneously getting rid of the Freeze. This requires some form of either non-physical damage resistance or fast regen.
How are you playing your Reavers?