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Matt Dec 2, 2014 @ 8:34am
Best upgrade strategy for Reaper?
I know people are going to say things like "Well, what build are you going for? How do you want to play? There's no 'best' build."

But clearly each character has their own strengths and intended purpose, even if they can be played differently.

But I'm not quite sure how I should be playing Reaper. He's sort of like Assassin in that he's fast and has quick slash attacks. Yet I die very quickly so should I upgrade defense? I have 22 upgrade points and would really appreciate it if an experience player could guide me in a general direction.
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GreenSage Dec 2, 2014 @ 8:59am 
All characters have different Defence Percentile Values.
Every gear in particular has a DPV.

Fighting with reaper is in question:

Did I land the dash attack to close the gap? Yes? Follow up with 2nd part of dash attack?
No? Throw it out regardless, pressure is pressure, and I can redirect it to dodge an attack if I'm in danger.


in close quarters you ask the following:

is he going to dodge my hold D launcher? No?
Throw out a second hold D, then jump cancel into an air string.


Point being, the basics of reaper consist of the two following strings:

Basics -> hold D mixup, 2nd Hold D, jump cancel off 2nd hold D, a1,2,3,4.

Dash 1, dash 2, jump, a1,2,3,4.


Point being, if you land a string with reaper, it's usually 6 hits minimum.

Reaper has a relatively high base Strength on all his attacks, ultimately, this gives him a higher increase per point since strength is estimated to be a rough +0.25% per point.


Speed is slow, ever since the nerf. Relatively, they upgraded speed to achieve higher caps, but still. The max speed was higher then, rather than now.
Reaper benefits from speed marginally, his air attacks kill close to 80% of his velocity and air movement, meaning his dash attacks are the only benefit, which isn't overly good or bad, considering it's a half faint with a launcher followup, that has decently good lunge on it.


Defense is close to 7.5% on reaper's weapon.
There are better heroes for Defense, but there are worse heroes for defense indefinitely.

I personally find Defense reaper to be a poor choice.


If you want a good build, use STRENGTH.

-Green.


Addendum:

His skills aren't that bad either.
His trinket is way too slow for what it does, so get rid of that for another skill.
His helmet is quality half-counter grade stuff. Upgrading this might save you and give you a good way to offset "poor survivability" that you experience.
His weapon skill is garbage, don't even bother with it outside of your Epic/Ultimate Weapon upgrades.
His armor is pretty decent. It damages, stalls, extends combos, resets the floor tumbler, is air usable and sets up rather nicely.

I don't know what you want, but I'd say:
-Full helmet w/ half STR
-Full armor w/ half STR
-Full armor and full helmet
Matt Dec 2, 2014 @ 9:08am 
Hmm, thanks. Any tips for landing the hold D? I find that I often get hit before the launch. Is it just a matter of stunning them first?
GreenSage Dec 2, 2014 @ 9:21am 
Originally posted by N1ghtshade3:
Hmm, thanks. Any tips for landing the hold D? I find that I often get hit before the launch. Is it just a matter of stunning them first?

dD or ddD.
mix it in dude, people expect it if you just hold D point blank.

Learn to mix it up too, otherwise if you follow a standard, regular pattern (considering it's dodgeable with high reflexes) people will start either guard-dropping to smack you, ultimately punishing you for being predictable, or you start mixing your game up to keep them guessing.

Every once in a while I throw out a d3, rather than Hold D off of d2.
They expect me to finish up with a guard break, but they try to escape by dropping their guard and end up getting pulverised instead with reaper's hardest hitting attack.

Stunning/fainting is a good way to lock it in.
Using your dash attack to lock a half-faint is a good way to land extra damage.
*You would need to use dash d1, cancel the frames by moving, then throw in your basic hold D or basics into a hold D.

Ultimately, stick to dash d1,2 into a jump combo, or mix in your hold D after your basic standing d's.
The elusive one Dec 2, 2014 @ 10:21am 
Speed and your trinket skill are what you should be going for. This is the traditional build for reaper.
GreenSage Dec 2, 2014 @ 11:07am 
Originally posted by Naranja LS:
Speed and your trinket skill are what you should be going for. This is the traditional build for reaper.

What a load of nonsense.
Just because it's the traditional way, doesn't mean it's the right way anymore.

Reaper is no longer the best chasing/harass hero.
His lunge is decent at best and it doesn't preserve inertia, so there's no point to upgrading his speed, as his air attacks not only DON'T preserve speed, but mitigate it as well.

His default trinket is mediocre at best, and anything else you put on him is subject to muling.
If you give him a passive trinket, it starts upgrading speed as well, so I see why you say speed and trinket.

Overall that's a bad idea, Reaper would benefit greatly from a Warp Mage robe for it's Defense, Speed and Dexterity latent properties instead of a speed build.


Passive are a way to go on reaper, but speed builds so slowly, its mediocre to believe one should be stacking it, instead of his main attributes.

(Strength, and skills [Not passives or his weapon skill which is F-tier])
Sumerius Dec 2, 2014 @ 1:07pm 
speed is best stat for mains
The elusive one Dec 2, 2014 @ 2:46pm 
Originally posted by GreenSage:
Originally posted by Naranja LS:
Speed and your trinket skill are what you should be going for. This is the traditional build for reaper.

What a load of nonsense.
Just because it's the traditional way, doesn't mean it's the right way anymore.

Reaper is no longer the best chasing/harass hero.
His lunge is decent at best and it doesn't preserve inertia, so there's no point to upgrading his speed, as his air attacks not only DON'T preserve speed, but mitigate it as well.

His default trinket is mediocre at best, and anything else you put on him is subject to muling.
If you give him a passive trinket, it starts upgrading speed as well, so I see why you say speed and trinket.

Overall that's a bad idea, Reaper would benefit greatly from a Warp Mage robe for it's Defense, Speed and Dexterity latent properties instead of a speed build.


Passive are a way to go on reaper, but speed builds so slowly, its mediocre to believe one should be stacking it, instead of his main attributes.

(Strength, and skills [Not passives or his weapon skill which is F-tier])

2014 is all about being evasive. Speed helps with this. You don't want to keep your main hero slow and strength is borderline useless now. I talked with a guy with over 140 str on his fire mage and he told me he saw little change in damage.
GreenSage Dec 2, 2014 @ 3:54pm 
Originally posted by Naranja LS:

2014 is all about being evasive. Speed helps with this. You don't want to keep your main hero slow and strength is borderline useless now. I talked with a guy with over 140 str on his fire mage and he told me he saw little change in damage.

140 STR is a factor of [x1.35]

Let me put that into perspective.

That's an additional 1 damage for every 3 damage you do.

If the base of Meteor was nerfed to 25 (13 in off-state), then you dish out 33 damage (17 in off-state)

Reaper's melee damage hits over 9 damage on every hit, meaning at 140 Strength, all his basic hits would deal a minimum of 12 damage (excluding enemy defense).

Ultimately, considering reaper is a poor choice for a chaser hero, since giving him speed influences nothing else except his ability to chase, then if he's bad at chasing, and it's the only positive effect that speed gives him, why on earth give him speed.


IF All mains need speed,
AND Reaper benefits poorly from speed,
THEN Reaper is a poor main.


That is the logic train. And it leads to nopeville.
The elusive one Dec 2, 2014 @ 4:49pm 
Originally posted by GreenSage:
Originally posted by Naranja LS:


Ultimately, considering reaper is a poor choice for a chaser hero, since giving him speed influences nothing else except his ability to chase, then if he's bad at chasing, and it's the only positive effect that speed gives him, why on earth give him speed.


IF All mains need speed,
AND Reaper benefits poorly from speed,
THEN Reaper is a poor main.


That is the logic train. And it leads to nopeville.

Speed is for chasing, jumping distance and evading and just movement in general. It doesn't matter what hero. That's why you add speed. Also, reaper has been a poor main for like a year now, everybody knew this already. Typing the stats out and actually seeing them in use is a completely different thing.
EmilyRose Dec 3, 2014 @ 1:47am 
Originally posted by GreenSage:
Originally posted by Naranja LS:

2014 is all about being evasive. Speed helps with this. You don't want to keep your main hero slow and strength is borderline useless now. I talked with a guy with over 140 str on his fire mage and he told me he saw little change in damage.

140 STR is a factor of [x1.35]

Let me put that into perspective.

That's an additional 1 damage for every 3 damage you do.

If the base of Meteor was nerfed to 25 (13 in off-state), then you dish out 33 damage (17 in off-state)

Reaper's melee damage hits over 9 damage on every hit, meaning at 140 Strength, all his basic hits would deal a minimum of 12 damage (excluding enemy defense).

Ultimately, considering reaper is a poor choice for a chaser hero, since giving him speed influences nothing else except his ability to chase, then if he's bad at chasing, and it's the only positive effect that speed gives him, why on earth give him speed.


IF All mains need speed,
AND Reaper benefits poorly from speed,
THEN Reaper is a poor main.


That is the logic train. And it leads to nopeville.

Then what hero is a good chaser ?
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Date Posted: Dec 2, 2014 @ 8:34am
Posts: 10