Results 1 to 5 of 5
  1. #1
    Community Member Drunkendex's Avatar
    Join Date
    Jul 2016
    Location
    Somwehere where there is LOTS of rakija.
    Posts
    1,234

    Default New to reaper, could use some pointers

    Mainly, I'm interested in what are general changes in mob strength (PRR/MRR/power boosts, etc).

    So far I got familiar with different types of reapers, and on how to tackle them (unless game lags out), but I noticed that even on R1 I do noticeably less damage to mobs than on elite.

    As they say, preparation is the key to success.

  2. #2
    Community Member
    Join Date
    Jan 2015
    Location
    Seattle
    Posts
    683

    Default

    This is going to depend pretty heavily on your build(s) and the levels at which you're playing. There is some general, anecdotal advice I can give beyond the obvious "things do less damage" math (link)

    "Offspec" or "bonus" self-heals are less useful
    Some examples are Ravager and Frenzied Berserker T5s, Spellsinger's Sustaining Song (except at absolute endgame), Artificer Admixtures (I can't speak to the RMM T5). Self-healing is nerfed to 40% in R1 and an additional 4% per skull. In my experience, this boils down to "you have to make a concerted effort to heal yourself" - cure / repair / negative energy spells will do the job, but you might have to pause between combats. For what it's worth, this largely isn't an issue in Epics because Rejuv Cocoon or Renewal are readily available options

    HP and mitigation quickly surpass periodic boosts
    This kind of ties into the above point. You need to worry a lot more about your ability to survive burst damage - whether a Polar Ray, Disintegrate, or a couple of beefy champs, your health can drop REALLY quickly. My last life as a 18 Bard I really appreciated the temp HP from Warchanter Core #4, but at a certain skull value (roughly R3, 'cause I'm a noob) it wasn't useful any longer because mooks were hitting for twice as much as my temp hp. Things like Displacement kept this viable in R1 / R2, as it provided a scale factor for my temp hp. For the same reason, tactics became much more important, both the playstyle and CC
    Last edited by Discpsycho; 03-12-2020 at 04:05 PM. Reason: link

  3. #3
    Community Member Drunkendex's Avatar
    Join Date
    Jul 2016
    Location
    Somwehere where there is LOTS of rakija.
    Posts
    1,234

    Default

    Quote Originally Posted by Discpsycho View Post
    This is going to depend pretty heavily on your build(s) and the levels at which you're playing. There is some general, anecdotal advice I can give beyond the obvious "things do less damage" math (link)

    "Offspec" or "bonus" self-heals are less useful
    Some examples are Ravager and Frenzied Berserker T5s, Spellsinger's Sustaining Song (except at absolute endgame), Artificer Admixtures (I can't speak to the RMM T5). Self-healing is nerfed to 40% in R1 and an additional 4% per skull. In my experience, this boils down to "you have to make a concerted effort to heal yourself" - cure / repair / negative energy spells will do the job, but you might have to pause between combats. For what it's worth, this largely isn't an issue in Epics because Rejuv Cocoon or Renewal are readily available options
    I use hires for this, park him/her, try to survive fight and call when needed.

    HP and mitigation quickly surpass periodic boosts
    This kind of ties into the above point. You need to worry a lot more about your ability to survive burst damage - whether a Polar Ray, Disintegrate, or a couple of beefy champs, your health can drop REALLY quickly. My last life as a 18 Bard I really appreciated the temp HP from Warchanter Core #4, but at a certain skull value (roughly R3, 'cause I'm a noob) it wasn't useful any longer because mooks were hitting for twice as much as my temp hp. Things like Displacement kept this viable in R1 / R2, as it provided a scale factor for my temp hp. For the same reason, tactics became much more important, both the playstyle and CC
    My greatest issue (besides carnage reapers, 150+ latency FTW) is actually regular mob groups, and not bosses, they chip me way fatter than I'm used to, that's why I asked what Reaper changes in melee/ranged/spell power.
    I'm gonna need to see what options in PRR/MRR I have at current level (7), because I only have 25 PRR 16 MRR ATM, not nearly enough to tackle reaper. (just checked, and via CC i can increase both by 6)

  4. #4

  5. #5
    Community Member Drunkendex's Avatar
    Join Date
    Jul 2016
    Location
    Somwehere where there is LOTS of rakija.
    Posts
    1,234

    Default

    Nice, this is exactly what I wanted to know.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload