biggest issue with RPR is how easily its rotation will drift.
for a class that was "overtuned", that rotation is really god damn annoying to keep on the rails
biggest issue with RPR is how easily its rotation will drift.
for a class that was "overtuned", that rotation is really god damn annoying to keep on the rails
the few issues i have with reaper are:
resource negative (let arcane crest give 10 meter if the shield is broken) (have harpe give 10 meter) (have harvest moon give 20 meter) (have shadow of death give X amt of meter when it expires) any, all, some but not all of these would be great
harvest moon feels disjointed from the rest of your kit (i would accept a nerfed HM if it worked like shoha or something where after X amt of communio casts or plentiful harvest casts or both it procs harvest moon)
thats about all i can think of that i think would improve the job as i think no other melee suffers from disconnects or downtime as much as reaper does
Considering how Harvest moon works actually, you can't use it properly into a fight without drifting your rotation by 2.5sec at least, leading to further ressource problem. One good exemple of such problem is P7S fight. The boss send you twice into the air during the fight, cumulating several seconds of stun. This will ultimately lead to a skip on an Odd minute Enshroud in the later part of the fight. We can say that using Harvest moon or Harpe will create the "same" situation. (considering you have a theorical 100% melee uptime on the boss)the few issues i have with reaper are:
resource negative (let arcane crest give 10 meter if the shield is broken) (have harpe give 10 meter) (have harvest moon give 20 meter) (have shadow of death give X amt of meter when it expires) any, all, some but not all of these would be great
harvest moon feels disjointed from the rest of your kit (i would accept a nerfed HM if it worked like shoha or something where after X amt of communio casts or plentiful harvest casts or both it procs harvest moon)
thats about all i can think of that i think would improve the job as i think no other melee suffers from disconnects or downtime as much as reaper does
Not only that, but having only one use of that through the fight is kinda "meh". Of course you can use it as a tool to keep attacking from a distance without loosing too much potency because of the downtime, but that's only 2.5 sec of break. P6S is a good exemple if you aren't lucky with the Exchange of Agonies forcing you to go outside instead of inside.
Unless you don't have the choice or you don't optimize the fight (which will be very specific) you don't want to use it.
Now on what you propose :
The idea of a "Shoha-like" ability isn't really a bad idea. It can give some new life to the spell, and I think it will not be too much on the actual kit.
For the resource part, first of all, hard disagree with the arcane crest giving gauge. If we admit that the boss is actually doing a raid wide every 30 second, and that the reaper is using arcane crest 100% right this will give the reaper a mere 2.66 Potency per second boost (which means 6.66 for every GCD of 2.5). And that's for the very best in theory ! Which means that the true value of this will be consistenly lower. (Based on a 10 minute fight)
Imo, Samourai face the same problem and I think it's not normal for a class to have a ressource generated depending on what the boss do, affecting your performance overall if the boss isn't doing any raid damage. Samourai need to use third eye 3 time then 2 time (repeat with 3) correctly to unleash more shinten, which takes a minimum of 75 second for a 540 potency (through 2 attack). Getting something near 18 Potency per GCD (in theory), which is still 3 time greater than what the reaper could have.
Your idea on shadow of death could be of some use, if the general idea behing the RPR wasn't to keep it up all the time. And sadly, it's not the case here.
maybe if this stupid 2 minute burst meta just disappear, RPR will be in a good spot.
i dont think the BIG PROBLEM on RPR is really the job itself, but is easier to fix one job instead of the whole bad meta SE created.
The two minute burst 'meta' really has nothing to do with it. RPR's damage is largely dependent on correctly setting up burst windows. If you wanted to take that away you might as well just play SAM and do significantly more damage for significantly less effort (well, you can do that now anyways). No, the reason why we're doing less damage is because we've kept largely quiet while vastly more popular jobs have mouthed off about job difficulty despite having no basis for their claims. They really just need to forcibly dethrone SAM and rebalance dps jobs across the board, regardless of whatever preconceptions the playerbase has built up to this point. But this is just going to continue if you're willing to put up with it.
Reaper damage is low because we can't build resource fast enough. Either we need 15 seconds of Fell Cleave or we are given ways to build resource faster(stuff that gives Sacrifice stacks outside of AC for more Harvests) the damage is gonna be low since Reaper damage is reliant on Enshroud/Gibbet/Gallows.
Why? SAM is top dps because it only offers dps. "Dethroning" them would relegate them back to the problems they had in SB which was basically no one brought them into raids because there was no point. If they don't pump out high dps then why bring them when another job can pump out decent dps and give the raid buffs.
SAM output is fine. Its everyone else they need to address.
RPR also only offers dps. The tiny regen tick on Arcane Crest does not justify SAM having a free dps advantage for significantly less effort. If you put jobs on an even footing, then competent SAM players will easily still find their places in groups, just the same as everyone else. And if you're not, well, the same is true for everyone else. You shouldn't require an unfair advantage just to get picked.
Arcane Circle: Increases damage dealt by self and nearby party members by 3%.RPR also only offers dps. The tiny regen tick on Arcane Crest does not justify SAM having a free dps advantage for significantly less effort. If you put jobs on an even footing, then competent SAM players will easily still find their places in groups, just the same as everyone else. And if you're not, well, the same is true for everyone else. You shouldn't require an unfair advantage just to get picked.
Duration: 20s
You apparently don't even know your own job. Also, what do you mean less effort? RPR is brain dead easy to play.
I'm not saying rpr should do bad dps, but sam doesn't have raid buffs. They absolutely should always be the top dps for this reason alone because if they are not top dps then why bring them? Being a "competent" samurai means nothing when another job that does equal dps also brings damage buffs to the table.
SAM does more rdps than RPR, even including the contribution from Arcane Circle. Do you really not understand how rdps is calculated and attributed to jobs? Raid buffs are irrelevant to this discussion, because SAM does more damage even when you attribute the damage generated by raid buffs to the jobs that bring them. That's the crux of the problem.
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