Hi everyone
I just wanted to add a few suggestions for melee characters to survive a bit better in reaper. I've posted this in another thread, but I think it might be useful for this thread too:
Firstly, I don’t believe it is possible to build for max avoidance with all melee builds. I’m not here to argue that one specific melee class (e.g. monk) is better than all others either. Instead, I will try to argue that in order to deal with reaper as a melee, it is important to consider how you build your character and how you play it.
I play a few melee classes and builds:
- Pally/Ranger tempest TWF kopeshes, ranged bows
- Pally tank S&B dwarven axe, ranged throwing axes
- Bard/fighter/rog swash buckler & short swords, ranged most throwers
- Bard/fighter warchanter TWF Bast swords, ranged most throwers
- Monk henshin THF staves, ranged shurikens
- Monk Ninja Spy TWF short swords, ranged shurikens
- Druid/monk non wolf Wraps, ranged shurikens
From my experience playing reaper 5+ at endgame with most of these chars, this is what I would suggest:
Build with some defense in mind
Being 100% offense focused normally results in very quick and frequent deaths, and soulstones do zero damage
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Certainly focus more on dps gear, enhancements, feats, epic destinies and epic twists, as this is the main role of a melee dps character, but make sure you also boost your defense: PRR, MRR, and dodge are must haves on all dps builds; saves nice too whenever possible.
When a class does not provide enough heroic enhancements for defences, try balancing this by taking a defensive epic destiny. I chose to go mostly offensive with the heroic enhancs of my Swash bard while running in Unyielding Sentinel to boost my defenses. I can easily change to Dreadnought or Divine Crusader for more dps depending on the quest I decide to do, so no major issues with that approach.
Have as much dodge as possible
In high reaper skulls, most mobs will kill you with one hit. PRR that isn’t as high as a dedicated tank (300+) cannot stop/reduce that enough, but dodge can prevent it entirely. Therefore, any dodge% is essential, and always preferable to PRR (if/when you can’t get both). On most of my melees (incl my dwarven pally tank) I reach around 30% dodge 100% of the time. There are three things that need to be considered to achieve this amount of dodge:
1. Dodge cap (base 25%)
- ship buff ‘Fencing Master’ gives +2 Dodge cap + 25% base = 27% Dodge cap that all classes with a guild can achieve
- some class enhancements (not all classes) can raise this further
- Scion features (Air/ Astral Plane) can add +4 to Dodge cap
2. Max DEX bonus from armor (this value also caps your Dodge, so you want it to be as high as your Dodge cap)
- wear armor that has the most max dex bonus, and hence dodge: on many chars I found wearing medium armor better than heavy. This is normally not an issue for rangers, rogues and monks as they wear light armor/cloth
- class enhancements to max DEX bonus (pallies, fighters, bards, rangers, rogues all offer that)
- racial enhancements to max DEX bonus (Dwarves come to mind, can’t think of other races now)
- blue augment on armor for +2 max DEX
3. Dodge bonuses
- cannith craft a 22% Dodge item (15% enhancement bonus + 7 insight bonus). A nice item can be +15 enhancement Dodge, +45 Sheltering, +7 insight Dodge. Features such as dodge and mobility are good too, but with an item like this, I did not need them
- class/racial enhancements for dodge% & increase to max DEX bonus
- Scion features (Air/ Astral Plane) can add +4 to Dodge%
- there are many epic twists that can help add dodge%. I like tier 1 Magister Unearthly reactions: 3% dodge, +6 reflex saves and tumble that lets you pass through mobs
- an excellent twist I use on all my melees is the tier 3 Shadowdancer ‘Meld into Darkness’. This gives 100% dodge that ignores dodge cap and is added to your current dodge value for 15 seconds. Very handy, 2 min cooldown not too bad, depending on # skulls, practically able to use once per combat encounter.
Always get concealment bonus (though some mobs have true seeing, which negates this)
Blur gives 20% concealment. This can be obtained through items (Bracers of wind, heroic shroud etc.); wands via UMD or through kindly asking a caster in your group :-D
Displacement (50% concealment) is available for bards (which in my view, makes them a very strong class for reaper), bur for the other melee classes, I tend to twist tier 4 Shadowdancer ‘Improved Invisibility’ in some quests. It gives invisibility that is not broken by attacks nor spells for 30 seconds, so during this time you deal extra dps through sneak attack (Leg Executioner's Helm comes to mind), and once the invis is over, you receive a displacement buff for 1minute 30 secs with a 4 minute cooldown. When used wisely in between uses of Meld into Darkness, it can really help your chances of survival.
Always wear a ghostly item for incorporeality bonus (separate roll from concealment, so extra chance of avoidance)
A ghostly item is a must: 10% incorporeality is the best one can hope for without having to splash 6 monk levels for ‘Veil’ (25%), 12 wizard for ‘Wraith form’ (25%) or having to run in Shadowdancer destiny for ‘Shadow Form’ (25%).
Focus on some type of CC, and invest in the dcs for them
- Dire charge is usable by all classes as it uses the modifier of your highest ability, and in my opinion it is a must for all melee classes. Although investing in stun dc (bonuses: enhancement, insight, quality) may seem like a loss in dps, as it uses a couple of gear slots, it actually isn’t. Stun makes enemies helpless, which means they receive 50% more damage from all your attacks (even more if you twist ‘Sense weakness’ or have class/racial enhancements like ‘No mercy’). On top of that, while they are stunned you will stay alive, which means dps (once again, soulstones deal zero damage)
- Stunning blow is a great option for characters that have high strength. In my case, it is only one of my melees (Pally/ranger). Improved trip can be very useful for builds that focus on strength and take Combat expertise: putting a single target out of combat for a full 60 seconds is not a bad thing!
- Some class enhancements have debilitating attacks that help with cc: warchanters Mass & single target freeze stuns, Swash ‘Low Blow’, monks ‘stunning fists’, ‘jade’. Not all melee classes have that available in enhancements though (fighter, ranger, rogue and pally come to mind), though these normally have very powerful attacks that can almost insta kill mobs
Don’t run ahead of the group drawing agro from an entire group of mobs hoping that cleaves and great cleaves will do the job
This suggestion, in my opinion, is the biggest game changer for many melee players. Since melees are a minority in reaper groups, your group members (ranged and offensive casters) will most likely draw agro. Therefore, that ‘agro drawing role’ should not be part of the role of a ‘dps melee’ character. Instead, move strategically around/behind enemies, mass stun with dire charge, use dps attacks, cleaves, etc. Once the mobs are no longer stunned (and while dire charge is on cooldown), use another form of singe target cc (feats/enhancs suggested above) combined with meld into darkness (or if that is on cooldown Improved invisibility) to up your defense.
Even when both ‘MID’ and ‘Impr Invis’ are on cooldown, if you have focused on achieving higher dodge (as per advice above), you will be deflecting damage far more often than if you were 100% dps focused.
The bottom line is while alive, you may deal a bit less damage, since you took so many defensive feats, enhancs, etc., but you will do so for longer than if you are simply a soulstone in someone’s backpack.
It has certainly helped my melee characters be more useful in reaper, while making me feel far less frustrated while playing them.
Apologies for the length of my post and I hope these suggestions are useful. Thank you for reading this
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