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Reaper is great but it absolutely needs to get nerfed. Reaper being on top of the damage charts, especially higher than samurai, is just completely unfair considering its utility.
Reaper is simple and easy to understand/play, its borderline overpowered, its fun to play and looks cool with great animations. I leveled it first and played through the story and haven't touched it since because its nearly impossible to get into any extreme content with it when every one is using it lol
Highest DPS, higher than SAM, but also has utility unlike SAM
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Reaper class has no cons at all. Only pros. Well honestly it has ONE con and that is Soulsow to Harvet Moon. I wish that could be used alot more then just one time. Thats about it.
Reapers a bit strong tbh. But that may also be that other classes are too weak.
Personal dps wise (and in a vacuum, so skill expression can still take place in a real scenario) I think it should go (in order) BLM, SAM, MCH, SMN, RPR=MNK, DRG, BRD, RDM, NIN, DNC. Just based on buffs and utility ect.
I’m sure many disagree but in my head it sounds around where jobs aught to perform based on what they do for a team.
I really love reaper it didn't beat monk for me but it's a very close 2nd spot on my list
A con is that Lemure's slice kinda screws over High ping players because of the 1.5 gcds in enshroud
too much potency, too much utility/mobility, nutty aoe. 6.1 will be interesting
I’ll be interested to see reaper adjustments in 6.05 and 6.1. Fun job that i will probably use for casual stuff but i like to use ranged dps for prog so i will continue to do that. I think i will continue to use reaper from time to time even though its probably going to be nerfed. I like how it handles and looks. I have played jobs that have been nerfed. I play for enjoyment and not for dmg output, otherwise i wouldnt have mained bard.
Con: lemure single target skill is worthless.
overturned, SUPER forgiving and easy to play
Reaper is the Bloodwhetter of DPS role jobs
I've only taken it to 80 and I still prefer DRG, but despite all the hype about it being a complex job, I find RPR not only easier, but also much more satisfying than playing SAM.
They really do need to rework SAM. I still think they got DRK and SAM's roles reversed but too late to change that.
EDIT: So what do you think are the best stats for RPR? Given how burst heavy it is I would imagine Crit and DH, but I see more more people saying DET beats out a lot of stats now on most jobs since the buff (except Crit obviously)
EDIT: sorry last one, just wanna say that RPR is about the closest thing to FF11 DRK re-imagined for 14 as we're gonna get, and it seriously makes me sad – angry even, over how DRK has been handled in this game.
The only thing it's missing is the sacrificing HP for damage component
NIN buffs please
I love being able to cast Communio from a distance. The fact it’s a long range skill is insane to me and so useful during EX trials and raids.
Been maining RPR since early access and it’s become my favorite job of the entire game. Just a fantastic job all around.
Let's be honest, it needs a nerf, and SMN needs a slight buff.
the con is that… too many people are playing it. 🙁
This is one of those jobs that puts the fear of god in me because its design is so clean and tight that I could see the devs fucking it up next expansion. Definitely feels like the kind of job that'd receive two or three skills with little to no change to it and people would be A-OK with it.
I love Reaper, he is my new main and for me it's the best Job right now but there is one thing i don't like about him:
I think "Shadow of Death" and "Whorl of Death" are unnecessary, Deaths design is a great aplifier but both skills themself are a bit too much. Shadow of Death has the same damage as slice and it's weird because there is now downside of using that skills for it's effect. Even if you delay your combo by one attack, you don't really think about having a though choice which one you should use. I think it would be better to give Harvest Moon the Death's design effect. Because then you have a harder choice because you benefit from using it before the fight and if you hit the enemy you give the Death Design aplifier. If the effect runs out the downside is to charge the skill for a longer time but you only have to use it once for the maximum duration. The charge time would be around the same as to spam Shadow of Death two times. But the risk and reward is more fair in my opinion and would feel better. It would be a buff for convenience but a bit harder to use.
Instead of a nerf i think you could balance Reaper better if you remove Shadow of Death and Whorl of Dearth and give the Death design to Harvest Moon, so this skill becomes the new opener. And you don't even loose damage by removing both skills. Because Shadow of Death is the same as Slice and Whorl of Death is less than Spinning Scythe. It also gives more space for keybinds, i think there is no downside.
The main con I would give reaper is how it syncs down. Content before lvl 60 is incredibly boring, with only the 123 combo and dot to maintain. It makes doing any synced down content an absolute drag.
I'd be optimistic to think they'll just bring the other melee up and buff them, without nerfing Reaper, but I'm damn near positive they're just going to nerf Reaper. Reaper feels so damn good, just bring the other jobs up to or above (cough SAMURAI cough), buff more nerf less.
Only thing I'd say is I think they should have changed the order of the levels you get some of the abilities. Most, if not all, classes feel pretty solid by 70, but starting with Reaper at 70 there are is a lot of GCDs and no OGCDs so it takes a bit to find it's groove.
the job is so boring and clunky until you reach high 80s which is such a huge drag