Reaper - Balanced Condi Reaper
The community gave this build a rating, making it top-tier: Great
Focused on: Condition damage and Control
Designed for: PvP Conquest
Difficulty:
Easy
This build was last updated on October 21, 2024 and is up to date for the October 8, 2024 patch.
Overview
A Condition Reaper build for PvP taking a more "balanced" approach than Procmancer, opting for extra survivability via either Death or Blood Magic.
The Pistol version continues to be popular in ranked while Scepter is played more at tournaments.
Skill Bar
Staff
Pistol/Torch
Utility
Skill Variants
Utility
Almost always keep
on your bar, but the other two skills can be freely swapped out for any of the following:- - another stunbreak and some vertical mobility. Being able to disengage to the highground can be invaluable for your survival sometimes.
- - pulsing AoE Blind for survivability and Chill to put pressure on enemies.
- - unblockable AoE boon removal that could cover an entire capture point on some maps.
- Stability. Can be used both defensively and offensively. - great burst CD, especially useful against targets that rely on
- - low CD stunbreak with shout synergy. Occasionally seen replacing Spectral Walk in full shout builds with .
Weapons
- Scepter over Pistol - an equally viable option with better teamfight potential. Scepter with on Curses is often used in organized 5v5s (tournaments), while the Pistol variant remains popular in ranked because it's easier to survive on it solo thanks to the extra CC/Weakness application.
- Play either Dagger or Focus offhand instead Torch if you don't own the Secrets of the Obscure expansion, as Weaponmaster Training is necessary for the current set.
Template Code
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Specializations
Specialization Variants
Replacing Death Magic with Blood Magic is also a viable option:
Equipment
Staff
Sigil
Sigil
Pistol
Torch
Sigil
Sigil
Rune
Amulet
Relic
Equipment Variants
Amulets
- - better defense against Power-based burst damage.
Sigils
- over - improves your condition cleansing. Getting rid of several non-damaging conditions on weapon swap also increases your chances of transferring damaging conditions with .
- over - makes the stun from even longer when used on Staff.
Runes
- - offers more damage if you don't need the passive movement speed boost from Lynx.
Relics
There are plenty of viable options here, especially if you're playing a less shout-focused version of the build:
- - improves your healing reduction from Poison and adds more sources to the build.
- Fury can make this proc stronger. - adds burst damage to your elite skill by creating an AoE field beneath your target when used. Compared to Cerus it has the benefit of always spawning the pool under an enemy so you don't have to worry too much about positioning. The best thing about this relic isn't even the conditions but rather the strike damage it deals over just a few seconds.
- - adds a strong offensive proc whenever you use an elite skill. Enemies under the eye can get hit multiple times, so the value of this relic goes up significantly if you can stun them right under the eye with .
- - restores half a dodge roll's worth of endurance whenever you heal, improving your survivability. It's like a second Energy sigil.
Usage
General
- Use as often as possible, even out of combat. This is crucial for building Life Force (LF).
- On top of the Stability and AoE stun also applies Quickness when it strikes an enemy target in melee range. Using this right before entering creates the perfect setup for your hard hitting shroud skills.
- has a very distinct animation which makes it easy to avoid, if you feel like that's going to happen then stow your weapon to cancel the channeling. This is also great for fake casting - you can use the skill, cancel it immediately with weapon stow (the whole animation's still going to finish, potentially baiting out dodges or other defensive CDs), and send it only on a CD of 5 seconds.
- Entering shroud procs Weakness even when you're sitting in a CC could save your life, and instant offensive procs could effortlessly add extra pressure to your burst chains.
- Quickly following up with to corrupt more boons through is basically a 2 button burst combo that puts heavy pressure on every enemy around you.
- Entering shroud counts as a weapon swap and as such could proc and while on Pistol/Torch (if the sigils aren't on CD) which could then be applied to the enemy target via for increased burst and condition variety.
- The condition transfer from is yet another thing Weakening Shroud could trigger on its own.
, this is both defensive and offensive by nature. Being able to apply
- Ideally try to use inside the field left behind by to combo .
- Aside from and most of the cleansing is tied to trait procs like (when entering shroud) and (when leaving shroud, Blood Magic variant). With the Death Magic variant you periodically keep losing conditions while staying in shroud.
- There's more to
- Activate SW ⇒ jump off a cliff while being chased ⇒ when your enemies jump after you.
- Activate SW ⇒ break line of sight ⇒ cast ⇒ teleport back at the very end of the channeling (this makes it harder to avoid and reduces the chance of getting interrupted, although the outcome is going to be a bit luck based).
- Activate SW ⇒ (if using Flesh Wurm) ⇒ when they catch up to you. This works for stomping downed enemies as well, the channeling isn't interrupted by either of these teleports!
(SW) than just being a stun breaker with a bit of LF management, this skill allows for quite a bit of creativity. For example:
- For mobility use the following sequence:
- just before Death's Charge finishes (the ending of DC brings your character to a halt, which can be cancelled by dropping out of shroud early)
- Pistol-only is a great skill for quickly setting up other skills like , or a shroud burst.
- Scepter-only
- is a great setup for this skill, allowing you to deliver burst damage in an instant.
is best used on targets that already have several conditions on them to maximize damage and LF generation.
- On Staff try to use Weakness combo. AFTER for a free AoE
- and are the best skills to use with .
Shroud burst rotation example
- to your target
Pistol burst combo example:
- could serve as an opener as it has a very low cast time and doesn't really require setup, but it could also be used after Vile Blast.
- Superspeed or mobility skills could even escape the ring before the skill finishes. If they manage to leave the ring in time they'll avoid the CC. to set up Oppressive Collapse (OC), which has a much more visible animation and would be harder to land. Note: OC in general works best against slowed/stunned targets - the AoE ring spawns under your target the moment you press OC, so enemies with
Scepter burst combo example:
- for unblockable attacks.
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Ratings
Still the best way to play necro, but since the meta has shifted away from bunkers, towards the faster paced spike builds, the build tends to struggle against the more common match-ups, and struggles severely without a dedicated support. One of necromancers biggest issues as a whole is that it can hold its hp up for a long time, but struggles to recover it once it's gone. Has a lot of strengths to cover that weakness though, high cleanse, highest boon corrupt/rip in the game and high fear uptime
this build really out day and cant playable this meta...if u want win just go spear wb or spear chrono this 2 can ez farm any nec build . now every MAT WAT team run wb + chrono wituout any nec....
After the spears update and Janthir Wild, this build is strong but I'm no longer sure it can fall under "meta." While a lot of people run it, it just doesn't have the damage potential of something like Spearbender, Spear Virt, or even Spearbreaker. It's still a strong, balanced build with a niche in team fighting by providing a ton of AoE CC, but definitely weaker now with the spike builds.
Absurdly strong teamfighter that also hardly has any losing matchups 1v1. Hard carries teamfights with perma chilling and weakening enemies along with good hard CC and poison to deny rezzes, while also being able to take pretty much every 1v1 in the game except against vindi.
Tbh I too prefer Procmancer most of the time because it still has higher carry potential, but this is generally seen as the more competitive version of Condi Reaper now after several nerfs targeting the procs. I also end up switching to this in harder games because Procmancer can get bullied much harder without a support when facing high damage specs like Vindi. I think both can be 5 star builds in different scenarios, but right now this is the more popular version in both ranked and group play.
Feels like a generally worse version of procmancer. Definitely not a bad build, and this is a well made guide (which is the primary reason for bumping up the rating), but it feels like losing the strengths of the procmancer build in return for covering the weaknesses/making it a bit easier to play isn't super worth it. Maybe useful as a variant build in games where proc is hard countered, but otherwise just feels a bit underwhelming (unless I'm suffering from symptoms of skill-issue)
Very slippery and hard to kill, with great dueling capabilities thanks to Shroud and pistol, as well as good AoE control from afar through Staff. Particularly good against Scrappers, who you out-sustain, and thieves (Shroud 5 works even against stealth). It struggles when dueling classes with multiple dashes and blocks, such as Dragonhunter and Warrior (even with "Nothing Can Save You"). Ranger outranges and can be annoying to close the gap against
Comments
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