
Definitely not since the warp looks kind of slow in comparison to other melee gap closers. Good for a last second retreat from an AoE while keeping the gcd rolling though.
To this day, I still wonder how SE decides which mechanics go on the job gauge and which doesn't.
As it is, outside of the dumb gauges, you'll have to look at your buffs for at least Demonic Sythe (probably the main offender that could have been on the gauge), Offerings of the Dead stacks and Soul Sow.
I'm actually surprised they went in a more "complicated" direction for this job with a lot of spinning plates. You know freestyle RPR will be the new flavor of freestyle SAM.




I quite welcome the sudden complexity, I was 100% fully ready for Reaper to be another AFK job like DNC, but I'm surprised to see my expectations be blown out of the water. Perhaps I treated you too harshly, SE.
Last edited by VentVanitas; 09-27-2021 at 07:03 PM.


Reaper doesn't seem complex though, at least not really? Like, it's a bunch of interlocking systems that comes off as complex because they all seem weird and the whole mess takes a bunch of sentences to explain, but the actual moment to moment gameplay is basic. Do 1 combo to build up a resource to do an ogcd attack that lets you do another combo that builds shroud that you can then use for a burst phase. At least with the information we have now, if I were to rank melee dps complexity, it would go mnk (personal bias because I can't play mnk worth a dang)> nin > sam post tsubame > rpr > drg > sam pre-tsubame.
Related to this, the big question for me now with reaper is what do you do between burst phases? Because as it is, the answer looks to be not a whole lot. Maintain the increased damage debuff, 1-2-3 combo to build soul, ogcd to spend it, a single hit of the shroud generators, and every 30 seconds that gcd that makes 50 soul and that seems to be it. And the burst phase just takes so long to get into. Like compare it to mch. MCH gets into it's fancy pants attack mode in 10 gcd's. 10 gcd's on rpr is only going to be 20 or 30 of the 50 shroud you need. And mch also has a lot more cool stuff to be doing and keeping track of while it's cd's are winding down where the rpr doesn't.
Thopug
So dunno, the flow just kinda seems a lot like ninja. A very hectic job during the opener and every minute thereafter, but pretty prosaic at all other times. Though it's gonna whip during dungeon trash since you get shroud on kills, that is going to be a good time.

That is just the difference between complex and difficult, I think. The Reaper does seem to be complex, but once you play it and get used to that complexity, it is not a difficult complexity, and more on the easy to play side.
[...]A much better thing to do with a large amount of actions, too many for a player to use all of the actions, is to create in-class diversity. ...hieh.. my disappointment finds it mind-blowing stupid that FFXIV never did this, and has always done that delete actions nonsense, instead.[...] ------------ [...]"I want you to lower me down into my coffin... so that you can.. let. me. down.. one. last. time." - 6.0 Dark Knight[...]
[...]"...you want to know.. why I chose to abandon the abyss for the void? ...It is simple. That power of darkness did fail me, so I chose to embrace a new power of the darkness...." - Anahlise, a Reaper[...]
It's going to be a builder spender(2 builder spenders actually) just less braindead then Dragoon. Which now Dragoon more or less has a braindead rotation now with a few positionals to feel "engaging".


Does anyone know if Reaper will have any GCD speed increasing skills like Huton/Shifu, or any traits etc?
Am hoping Reaper will be more like Lancer with slow but strong attacks and lots of double weaves.


They don't have an attack speed buff (or at least one wasn't shown) but lemure sets your gcd to 1.5 seconds for the duration so it's basically mch overheat and you will occasionally go very fast.
It's a shame that fixed GCDs waste Skill Speed, too. I'd have loved a speedy RPR, but with that, the stat's probably going to be far inferior to the standard Crit>DHit>Det.
This. As long as there are no actual gameplay-affecting conditions or multiple decision paths to work around, it will be more "convolution" than actual "complexity".
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