Reaper - Celestial Reaper Roamer

This is a test build. You may comment and rate it.

Focused on: Hybrid damageSustain and Boon removal

Designed for: WvW Roaming

Difficulty:
Easy

Overview

A Cele Reaper build for WvW roaming.


Skill Bar

Staff
Pistol/Torch
Utility


Skill Variants

Utility

For the optional slot:

  • - ranged teleport and stun break, useful for disengaging or chasing down targets.
  • - better condition management, instantly gets rid of conditions that'd get in the way of doing damage like Blind Blind or Weakness Weakness and could even act as a low-CD ranged snare.
  • - low CD stun break with extra damage and Weakness Weakness application to shut down burst attempts.
  • - great CC that makes it hard for enemies to reach you or escape your damage.


Template Code

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Specializations


Equipment

Head
Celestial
Shoulders
Celestial
Chest
Celestial
Hands
Celestial
Legs
Celestial
Feet
Celestial
Backpiece
Celestial
Accessory
Celestial
Accessory
Celestial
Amulet
Celestial
Ring
Celestial
Ring
Celestial
Staff
Celestial
Sigil
Sigil
Pistol
Celestial
Torch
Celestial
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Consumables

Food

  • - passive damage mitigation and great stats.
  • - active damage mitigation.
    • - budget version


Utility

  • , , or .


Usage

General

  • Build Life Force by killing critters or any PvE mob before fighting players.
  • Both weapon sets offer a decent mix of defense and offense, but they're mostly just stalling until you can go back into for burst damage.
  • 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 will still play, potentially baiting out dodges or other defensive CDs), and send it only on a CD of 5 seconds.
  • On Staff try to use after whenever possible in order to combo AoE Weakness Weakness. These are also your two most dangerous skills on this set.
  • Staff is more of a utility weapon, low damage but it has a condition transfer, a CC, snare, and adds much needed range to the build. The Chill Chill and Fear Fear are useful both for keeping distance when you're waiting for CDs and preventing enemies from escaping when they're trying to flee.
  • If you're using only for the mobility you should consider dropping out of shroud near the end of the animation. The very end of Death's Charge brings your character to a halt, we can cancel this by cancelling shroud.
  • Entering shroud acts as an instant defensive measure:
    • Transfers conditions to enemies on your next attack via .
    • Procs Lesser Enfeeble for Weakness Weakness from which strikes foes after a small delay. If Lesser Enfeeble connects it'll immediately transfer conditions with Plague Sending. This is a really powerful interaction that could save your life even if you're stunned, as shroud can be activated while sitting in a CC.
    • removes one condition when you enter shroud and keeps cleansing you every few seconds while in shroud.
  • There's more to (SW) than just being a stun breaker with a bit of LF management, this skill allows for quite a bit of creativity. For example:
    • 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) teleport back when they catch up to you.


Shroud

  • Most of your burst comes from , where your damage is further increased by .
  • Opening with is very common, as it helps getting your damage off uninterrupted while the damage reduction helps you stay in shroud longer.
    • is the chain skill of this slot. This should only be used when either A) you need an emergency CC, or B) Infusing Terror is about to expire.
  • should be used in the field created by for the Frost Aura Frost Aura whenever possible.
  • should primarily be used on CC'd or downed targets (as Poison Poison reduces the resurrection healing coming from their allies), but thanks to the permanent Quickness Quickness while in shroud this skill is now much easier to land without any real setup.
  • 's a single target skill for the most part, as it only stuns one target. can Fear Fear targets long enough to prevent enemies from dodging this skill.
  • Use autoattacks when eveything else is on CD.


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