Reaper - Balanced Condi Reaper
Overview
A Condition Reaper build for PvP taking a more "balanced" approach than Procmancer, opting for extra survivability via either Death or Blood Magic.
Part of the ranked arena metagame.
Skill Bar
Skill Variants
Utility
The utilities in this build are highly flexible, but you should aim to keep at least 1 stunbreak on your bar. Viable alternatives include:
- - stunbreak with great kiting potential that could be immensely useful when it comes to shaking off enemies that are chasing you. The CD is rather long however, so we recommend taking a 2nd stunbreak too when playing this.
- - 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. Works well is just about any situation.
- - 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
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 thanks to the extra CC/Weakness application. Of course Scepter can be extremely powerful in ranked too especially in teamfights with AoE boon removal traited, but it's a harder version of the build.
- 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
Specializations
Specialization Variants
Replacing Blood Magic with Death Magic is also a viable option. Both of these are defensive specializations - Death focuses on damage mitigation while Blood gives you more healing:
Equipment
Equipment Variants
Amulets
- - better choice if the enemy team has more condi specs than power, due to the higher HP but lower toughness. Consider replacing with .
Sigils
- 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:
Poison and adds more sources to the build. Great at pressuring high sustain builds like supports.
- improves your healing reduction from
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
- Every shout skill inflicts
Chill via . Shout skills become more powerful in melee range.
- Use
- Start using this skill the moment the game starts, even before the gates open.
as often as possible, even out of combat. This is crucial for building Life Force (LF).
Fear, effectively stunbreaking yourself while CC'ing others, and both skills can be used as fodder to quickly get rid of
Aegis or
Blind. Let's say you were casting your elite but got blinded - Suffer can transfer the blind, while the other shout can be sacrificed to consume it (the shout will miss but your elite will land). Same goes for Aegis, altugh this time Suffer's also going to miss.
and are 2 instant shout skills you can use even while stunned or casting other skills. This is important because with Suffer you could even transfer
- When playing with Blood Magic, dodge rolling in combat creates a . The effects of this are negligible, the important part is that it can be used in a similar manner as the 2 shouts mentioned above - you can get rid of blind and Aegis just by dodging, and then immediately follow up with something without the fear or missing.
- 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.
- Pistol version: 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 .
- Your best sources of condi cleansing are
- With the Death Magic variant you periodically keep losing conditions while staying in shroud too.
, and . These are also offensive by nature as they transfer your conditions, not just remove them.
- On Staff try to use
Weakness combo.
AFTER for a free AoE
- and are the best skills to use with .
- 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.
Mobility
- The rune gives you a passive 25% movement speed boost.
- Use the following sequence in shroud to move around the map faster:
- 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)
Damage
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.
Blind.
+ cast right as FoC is about to go off. Suffer will inflict several conditions on the target instantly while also drastically reducing the chance of FoC missing due to a
Blasting
- When playing with Blood Magic, becomes usable even out of combat - if you drop it at the feet of an ally, the mark triggers.
- This is quite useful because now you get to contribute to
Swiftness and
Stealth stacking before fights!
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