arbitraryreign

Just a gay cat dad's blog

  • any

Interests: video games, food, cats, husband.
I've got two kitties, Kirby and Butter.
Currently playing: FFXIV (evergreen), Outer Wilds DLC
Recently finished: Outer Wilds base game, Returnal


So ends my journey to level every job! I will reflect upon that in another post, though. Let's talk about reaping.

What I like:

  • Positionals existing out of rotation and not until level 70. This made a lot of roulettes super easy because they are very often sub-70. But even above 70, preparing for one or two positionals every now and again feels more manageable than having to switch phases.
  • Cool, dark aesthetic and animations. Although it is not necessarily my aesthetic, it all looked very cool, and the extra panache on blade swipes kept it all interesting to look at the whole way up. Very similar to the edge Dark Knight has over other tanks.
  • Putting Death's Design on mobs lets you build up your Soul Gauge quite quickly. It's a neat way to let you use one of your OGCDs more often.
  • The sound of Crest of Time Borrowed breaking. I just love it and wish I had it at all levels.
  • Hell's Ingress warps you towards your destination point on the map, not directly forward, which is super fascinating when you use it to warp off a cliff and end safely on the floor. I tried doing it towards the warp during the adds phase of the Construct 7 fight of Ridorana Lighthouse, and for a second, I just appeared to be falling, which is scary and fun.

What I dislike:

  • Keeping Death's Design on the enemies. Whereas, the 10% damage increase buff is a part of other melee rotations, putting this as an enemy debuff outside of rotation is a bit frustrating.
  • Overlapping mode/proc availability. I just did the Expert and 90 duties, so I could play with my full ability set, and I found that there were times when I had more than 50 Soul, more than 50 Shroud, two stacks of Soul Slice/Scythe, and Arcane Circle just because they pop up organically from using them. Also, Death's Design on a mob naturally fills the Soul Gauge quickly, and I spend it to prevent it from capping. I had a number of moments where I wasn't sure what the best thing was to do at a given time because I wanted to expend all the things.
  • I kinda wish my avatar was a little fighting buddy like the Automaton Queen or the Simulacrum. I really enjoy those because I get to see them longer.
  • Soulsow/Harvest Moon is cool but a bit of a wet fart of an ability. I'd prefer something that exists in battle than outside of it, and I find that I forget about it entirely because of that.

Anyway, it was a cool job to end this project on. I just wish I got more than a feather plume for it. 😬


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in reply to @arbitraryreign's post:

I had a number of moments where I wasn't sure what the best thing was to do at a given time because I wanted to expend all the things.

You absolutely can just spend all the goods as soon as they come up, especially you can and should pop both Arcane Circle and Enshroud at the same time if they come up because Big Damage (and then Plentiful Harvest will give you another Shroud by the time it's ready). After that it's just priority order: do Arcane Circle as soon as it's up because it's free damage, do Shroud as soon as it's up, Gluttony, then Blood Stalk, then Soul Slice. Basically, your 1-2-3 combo is your downtime when all your other cooldowns/gauges are building back up again. If you get into Savage optimization it's apparently more tricky than that, but for normal content, this is all you need to worry about.

Also though, I agree so hard on Soulsow/Harvest. :( The devs seem to really like "charge this thing if idle" abilities (see also meditation on MNK/SAM), but then they kinda didn't design a game where that's usually a good move. XD So it just ends up being a little extra damage burst in group pulls and then I forget about it entirely for bosses.

I was just expressing a feeling more than looking for suggestions, but thank you for trying to help either way.

I like the Monk's ability because at least it does charge during battle (38+), and Samurai's to eat up Sen, which you also charge during battle. Soulsow is just weird. Why would I want an ability that I'll use once during any battle? Especially one on GCD.

My apologies. :# RPR is my favorite melee class and i get a bit overenthusiastic. :eggbug-wink: Also you can use Soulsow in combat, it's just a very slow cast. It's kind of a wash vs. Harpe tho: Soulsow cast is 5s to get a 600pot, but Harpe recast is 2.5s for 300 so ... eh.

Hard agree on how annoying it is to keep Death's Design on enemies, especially groups of mobs. The rotation feels like it flows so smoothly until "oop, 30 seconds have almost passed, better slap Shadow of Death on 'em" hits you like a brick wall.

For me it’s a little annoying, but I’m getting used to it. It’s like maintaining Surging Tempest on Warrior, except it’s in a different part of the HUD — and Surging Tempest is a little intrusive too because in a single target context it comes from your alternate 3rd melee step, that you only take if you need to lengthen the time on the buff.

Edit: to add to this, I have taken to just slapping an extra Shadow of Death on the enemy right after exiting my first Enshroud, and then I’m trying to handle it just like I do Warrior’s buff: re-up it if it has 30 seconds or less remaining, so that I have plenty of oppotunities to remember to do it.

Well, Warrior is easier for me because it's part of the rotation. Surging Tempest and Storm's Path have the same combo damage but different Beast Gauge output. So I alternate them because a combo ending in one plus a combo ending in the other result in 50 Beast Gauge, so I can top off and reliably earn a Fell Cleave.

Ah, gotcha. I use Storm’s Eye much less often, only for buff maintenance, because I always prefer the extra gauge and heal from Storm’s Path if possible. I also can’t keep track of which combo finisher I used last, so it’s easier for me to make the decision based on the buff timer every time. Same thing for Dragoon’s single target chains, based on my Power Surge timer.

Haha, yes, this is a worse annoyance on Reaper, on dungeon pulls also. I try to tag the first pack with Whorl of Death once the tank has gathered them, and just have to hope I can do the same efficiently on subsequent packs. Alliance raid mob packs … yeah they’re just a mess, I don’t have a systematic approach yet.