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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
This build was last updated on February 07, 2024.

Overview

A Cele Reaper build for WvW roaming.


Skill Bar

Staff
Pistol/Torch
Utility


Skill Variants

Utility

For the optional slot:

  • Summon Flesh Wurm - ranged teleport and stun break, useful for disengaging or chasing down targets.
  • "Suffer!" - 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.
  • "You Are All Weaklings!" - low CD stun break with extra damage and Weakness Weakness application to shut down burst attempts.
  • Spectral Ring - 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 Reaper's Shroud for burst damage.
  • "Chilled to the Bone!" 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 Putrid Mark after Chillblains 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 Death's Charge 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 Plague Sending.
    • Procs Lesser Enfeeble for Weakness Weakness from Weakening Shroud 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.
    • Shrouded Removal removes one condition when you enter shroud and keeps cleansing you every few seconds while in shroud.
  • There's more to Spectral Walk (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 Spectral Recall when your enemies jump after you.
    • Activate SW break line of sight cast "Chilled to the Bone!" 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 Necrotic Traversal (if using Flesh Wurm) teleport back when they catch up to you.


Shroud

  • Most of your burst comes from Reaper's Shroud, where your damage is further increased by Reaper's Onslaught.
  • Opening with Infusing Terror is very common, as it helps getting your damage off uninterrupted while the damage reduction helps you stay in shroud longer.
    • Terrify 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.
  • Death's Charge should be used in the field created by Executioner's Scythe for the Frost Aura Frost Aura whenever possible.
  • Soul Spiral 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.
  • Executioner's Scythe's a single target skill for the most part, as it only stuns one target. Terrify can Fear Fear targets long enough to prevent enemies from dodging this skill.
  • Use autoattacks when eveything else is on CD.


Ratings

This build has a rating of 5 stars based on 1 votes.
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5 stars
Hanz gave this build 5 stars • April 2024
I think Harbinger is better but this isn't far behind. Everything about this synergizes well with Celestial, it's fairly tanky with high damage. Mobility's fine but not great, which is expected of Reaper.

Comments

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