Were struggling even in the survivability dept. too much into HP instead of DPS so we can survive imo, maybe
1) boosting Dodge bonuses
2) Less concealment penalty
3) Alittle more Melee Power + Stat to damage bonuses
The main problem with melee survivability in high R is aoe attacks that can one-shot melees even with a tank fully holding aggro.
Dodge is quite a broken mechanic in reaper right now. They have to be super careful with it.
I would suggest adding something like +100 prr clickies and +100 mrr clickies that don't recharge and usable only in reaper mode (reaper trees, but I think those are going away). Fixing the enemy damage would be better, but that sounds like a tremendous effort that is unlikely to happen.
melee dps is fine and doesn't need a boost - the main problem is that it is 0 while dead.
Not so much only the deficiencies of melee in high reaper, but the conversation needs to include the imbalance of ranged spell/physical attacks with the functionality of being able to move and jump out of harms reach.
80% 3 second reduction in move speed and jump ability when spellcasting and using ranged attacks. Combat casting and shot on the run to reduce the modifier to 30%.
Bring back the value of gaining and keeping agro at the front line.
Moreover, add some reasonable prr/mrr bonuses in enhancement and epic destinies that favor melee.
The Nak Abides - Argo - Ascent
Ganak Goblinjuicer ~ Xanak the Irregular
Have you tried just running with a tank? Reaper should be about GROUP mechanics. Not everyone can do every role.
How far apart are the two Helplessness bonus?
Melee = %
Caster = %
I was under the impression that...Mass Freeze/Hold/Dance + AOE(+Helpless Damage) = Room clear.
Maybe the AOE damage should be looked at as oppose to the helpless damage?
I think the Vulnerability stripping to Elemental/Chemical damage was the start of block chaining AOE damages that might be the root?
I remember back in the day Pre-2008, if you wanted to clear mobs with high damage you would send in a Fighter or Barbarian to get the big hits and Casters, Range classes supported with lower damage but helped in picking off the mobs that were almost out of HP or running to open a door/dungeon.
Melees were sturdy characters that could take multiple hits.
I see plenty of melee that do well in high reaper - even before U59.
The major nerf to caster damage certainly toned those down.
The major improvement to lag help melee alot as they need to be able to position themselves.
The change to self healing ooc in reaper helps many melee quite a bit.
I have seen some amazing players reincarnate their casters to melee yesterday.
From my pov melee seem to be in a decent state.
Member of Spellswords on Ghallanda