Reaper - Condi DPS
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A condition damage build for necro that sacrifices the versatility of Scourge for higher damage. This build also brings large amounts of short-range cleave without having to rely on , and its frequent application of Blind and Chill make it effective at mitigating damage in mob-heavy fights.
- or for a little more damage. is slightly more DPS, but can hit targets other than the one you're attacking.
- is the only bonus source of life force generation you have, which may be necessary on some encounters.
- is your biggest heal in encounters without incoming conditions, and it provides a small amount of support.
Replace if you need any of the following:
- if projectile absorb is needed.
- if in an encounter with numerous adds spawning.
- for condition cleansing teammates and a strong condition transfer.
- is your go-to blink skill should you require quick mobility.
- If you need more life force, shadow friend can help.
- for good crowd control (or in any situation where a boss is too mobile to make use of the full damage potential of ).
- Use for strong self heal at a 10% dps loss.
- Use if you find yourself starved of life force.
Blood Magic variant (instead of Soul Reaping)
- You could bring to maximise DPS, but if you're taking Blood Magic its reasonable to assume that res power is more valuable.
Blood Magic gives more support in the form of minor heals. Usually not worth running, but here for the sake of completeness. Make sure to switch your heal to to benefit from the ranged revive.
Spite variant (instead of Soul Reaping)
Spite gives access to self-generate Quickness and Might, enabling you to easily maintain 25 stacks once a target is below 50% health. Use this in situations where you're completing a solo role (for example, doing Back Wargs at Escort). It also grants you far more vulnerability application.
Yes, this setup overcaps expertise by 6. It's worth it.
- or ascended versions
- , or for a cheaper alternative
- or for a cheaper alternative
A lot of condi reaper's damage comes from combo fields - by far the most effective comes from the ice field provided by . Whirl finishers from , and all apply Chill, which also applies Bleeding via . Your also has two projectile finishers on each attack.
In addition, applying Blind and Fear will also apply Chill via and respectively, boosting damage from any skill that applies those conditions. As has a 3-second internal cooldown, spreading out your sources of Blind (, , and ) is also beneficial.
Finally, entering or exiting counts as a weapon swap, meaning that we can trigger and twice on each loop while only having them on the greatsword. To achieve this, as soon as we swap to greatsword (and trigger the sigils) we enter , then remain in shroud for approximately 9 seconds so that the sigil cooldown ends, and to trigger them a second time.
Begin on greatsword.
- - be sure to let it complete the animation
- and - both provide whirl finishers but performs more, so use it first in case you drop Quickness
- - this is a priority skill that will interrupt the cast of the previous skill if you use it too early, so be careful
- Weapon Swap - you can weapon swap as soon as you see the claw from in order to cancel the aftercast
- (if available)
- (if available)
- → → x2
- If you didn't use this loop, do an extra autoattack chain
- Weapon Swap
If is not available at step 4, but is nearly off cooldown, you can delay steps 3-6 until after step 8.
- → → x3
- - one extra autoattack to ensure that we're in shroud long enough to trigger and a second time when we exit.
- Now return to step 2 of the burst section
- Use whenever there are enemies near the main target. A second necromancer can even bounce the conditions back to the main target.
- Try to position yourself inside the hitbox of your target to ensure that all created Chilling bolts hit your target as they spawn instead of flying off uselessly.
- While the build uses CC as part of it's rotation, if your groups needs immediate access to CC bring instead of for CC on demand. It's better to do this than lose out on DPS by saving .
- If necessary, you can delay your while in shroud if it will line up with a defiance bar.
- If you fail to transfer conditions with , clear them with as they hurt quite a bit! Be aware that this will Blind you, so make sure to throw a single autoattack out afterwards to clear it.
- is one of the strongest crowd control skills the necromancer has.
- With a Warhorn in your 2nd weapon set, use . Note that by taking warhorn you lose your ability to transfer the self-condis from and , resulting in a ~1.5k DPS loss.
Part of rotation:
- By making use of and spacing out the blinds in your rotation, you can upkeep chill on a target at all times to greatly assist breakbars.
- is both a pull and applicator of chill you can use whilst in Greatsword
- can also be used to apply additional chills for breakbars whilst in Greatsword.
- For your shroud you have and Shroud yourself with dark armor that grants stability every second. You may shatter this armor to fear foes around you.
- Take advantage of your to reach the green AoE if needed.
- helps to control the seekers, especially in later phases of the fight.
- The seekers can also be used as a reliable means of "Epi-bouncing" should your group have a 2nd Condi Necro.
- Be very careful with when/where you use so you don't accidentally pull in seekers.
- Abuse the Adrenaline Mushrooms as much as possible.
- Place on top of the Champions and use off cooldown to help mitigate mob presence.
- Use for better mobility.
- Keep in mind that if you're about to do your shroud 5+4 combo and Gorseval begins his slam attack, you can use to prevent being knocked back whilst channeling (Assuming you aren't being given Aegis by allies).
- Use for the adds.
- You can use to help speed up the Charged Soul phase, provided they are not inside Gorseval's hitbox when you use it.
- You can use to clear orbs during the split phase as well. Just be aware that if the orbs are too far away Epidemic will either not reach them or target the walls instead (as they have an extremely large hitbox).
- can be pretty useful here.
- Take advantage of to kill adds as well as transferring the conditions from the champions back to Sabetha.
- Try to save for after bombs are thrown to launch up cannon players to avoid killing the saboteurs too early
- can generally be used twice when one of Sabetha's champions spawn. Once before 75% hp or so to help clear adds, and again at 25% to "Epi-Bounce" the conditions from the current champ back to Sabetha
- Keep an eye out for loose bandits when you're about to use and pull them in.
- will be very useful if you're unable to dodge the shake.
- Take advantage of to kill the Slublings. Pay attention to not kill your teammate who is clearing the mushrooms!
- Use to help pull slublings that are beyond the reach of your mesmer's pulls.
- If absolutely necessary, you could bring to mitigate some of the slubling's attacks.
- can be used to counter the Fear after the CC phase but be aware that your Stability can be corrupted into a long Fear.
- Transforming into a Slubling will kill your minions. Consider taking the first mushroom so you can spawn the minions afterwards.
- can be used to assist with CC'ing the saboteurs.
- As a fight centered around fighting large amounts of basic mobs, is very valuable here, try to use it as often as possible.
- When you get sacrificed, your minions die.
- Take advantage of the mobility of to reach the fountains or for placing the AoE's.
- Matthias will usually move about too much to make reliable, so bring Can't find such skill "Flesh Golem"! Please refer to our skill index. to help CC the sacrifices.
- You could swap dagger for warhorn here and take . As you will frequently be afflicted with conditions on this encounter, using it in place of can prove very effective.
Stronghold of the Faithful
- is extremely powerful here, be sure to use it to the fullest.
- Be sure to use the Wargs that spawn as "Condi Batteries" and Epidemic off of it to groups of mobs nearby
- At the end when you're fighitng Mcleod's phantasms, use Epidemic on the one you're NOT attuned to to still transfer conditions on it to the one you can damage for a large spike in dps.
- Better to use over , as it is hard to make use of the full effect of Plaguelands before enemies die
- You are able to perform the "back warg" role with no major changes to your build, though you can swap out Soul Reaping in favor of running Spite.
- Be sure to move properly so you remain inside the Warg's hitbox whilst you use the Shroud 5+4 combo so all of the chilling bolts hit
- Use to help stack mobs when your allies' pulls are on cooldown
- Just be careful not to do so near mines, as they can knock you back in unexpected directions if you're not careful.
As a condi build, you'd be better of running a power dps build, but in the event you HAVE to play Condi Reaper here:
- Use to help deal with the phantasms that spawn (just try to wait and make sure they will die on top of KC before using it
- You can also try bouncing it from one phantasm to another depending on how they spawn in the fight.
- If necessary you can use to help reposition the orb during orb phase
- Try to use just before KC is set to return for the burn phase to ensure all the damage from Plaguelands can have effect.
- Use to help clear the first Bloodstone Shard in the "pre-event" it will be back off cooldown by the time the fight starts proper.
- Use to help stack mobs when your allies' pulls are on cooldown
- is an effective way to help clear bloodstone shards during the fight
- Be aware that the tank needs to position Xera closer to the shards you want to clear
- Also be aware that your group needs to kill any mobs that have spawned, mobs that are about to spawn (shown by the orbs graphic) will still be considered valid targets, and that you will always have one Epidemic projectile get "eaten" by the invisible hitbox in the middle of the area.
Bastion of the Penitent
- can be used to mitigate the knockback projectiles from Cairn, but due to their travel path the situations where this is possible are generally slim (such as when the group is going for the first green circle, or when you are trying to rez an ally off stack.
- You can use Shroud and to mitigate the effects of Cairn's Spatial Manipulation attack (though it will still increase your stacks of Unseen Burden).
- can be used as an extra means of getting around should you get displaced during the fight.
- is extremely powerful here, but be aware that the timing of its usage can depend heavily on when/where your team's tank moves MO around the area.
- While the radius of effect for Epidemic is 900 units it can't hit the whole field so if possible try to hit at least 2 Jade Scouts/Soldiers with any given Epidemic
- While conditions won't transfer to an "inactive" jade scout, they can still transfer if it becomes active whilst the Epidemic projectile travels through the air.
- If a Jade Scout is about to reach the end zone, you're better off waiting an extra few moments before casting Epidemic.
- can be used to great effect during the "prisoner" phase. While as an invulnerable target Samarog will block Epidemic projectiles should Rigom be knocked back inside his hitbox, there is a sweet spot where Rigom can be targeted/affected by Epidemic and not have the projectiles be mitigated. By using Epidemic on Rigom and transferring his conditions to Guldhem you can achieve a one-player "Epi-bounce".
- Alternatively, if Rigom is at the front end of Samarog's hitbox but still inside it you can use Epidemic on Guldhem and still potentially have it reach Rigom.
- can be used to help re-position Rigom near Samarog.
- Be aware that if your timing is not good you will need to wait a short period for Rigom to stop being invulnerable before you can pull him.
- While is powerful CC here, depending on your group's dps it may only be up every 2nd breakbar, so try to coordinate this with your other team member's large CC skills.
- Just be aware that if you are targeted by Samarog's Brutalize attack it will kill any minions you have summoned (so try not to get fixated).
- Try to avoid using your Shroud combo just before or during a break bar, as it will neutralize your damage.
- Be careful when positioning to place your ice field from so you don't step in the black Rapid Decay AoEs.
- can both be used to transfer conditions from the Saul clones to Deimos or vice-versa, as well as slow down/kill the Prides before the reach the real Saul D'Alessio.
Hall of Chains
- is a must have here to help deal with both the Tormented Dead and the Elite Flesh Wurms.
- Additionally, you can also Epi-bounce whilst killing these if you have two Necromancers in your group. Communication is key here as they die very quickly once hit by the first Epidemic cast.
- Owing to the amount you'll be moving during this fight, it's better to bring for more consistent damage as well as the on-demand CC for SH's breakbars.
- Be careful with your positioning/timing for using so as not to pull the Tormented Dead on to the group.
- Also be careful with how you re-position to use your shroud combo so you do not walk into the Soul Rifts.
- Most of the damage you will deal during this encounter will be burst based, so make sure you practice your shroud combo!
- is useful here to help protect Desmina from the Spirit Hordes by blinding them.
- is your best tool for dealing with the Spectral Rifts short of equipping an Axe for .
Statue of Ice - The Broken King:
- Be careful not to use your shroud combo on top of the ice fissures or in his frontal cone attack.
Statue of Death and Resurrection - The Eater of Souls:
- You can use here to help clear the Spirit Hordes, and bounce conditions between the Eater of Souls and the Twisted Spirit (the spider).
- may be more useful here than if group CC is low.
Statue of Darkness - Eyes of Judgement and Fate:
- You can use here to help kill the Minotaur if it spawns, just make sure both the Minotaur and the Eye are both vulnerable to attacks to ensure this works.
- , and will also help remove conditions when Dhuum gains them.
- It's "safe" to do about 2 Scepter auto attack chains during the Vortex attack Dhuum does so don't push your luck and try to do more.
- Should you happen to be "afflicted" with the bomb, you can use to help get away/back to the group faster.
- You could use to help take some of the Deathling aggro off the Reaper of the Chaos Planes, but only if no-one else is clearing them.
- Summon it on the "line" between the center of the room and the Reaper, and Deathlings will aggro onto the Wurm as they run into it.
- Should you be chosen to do the "green circles" be aware that it will kill your minions every time you do this, so it might be wise to not use any minions in favor of other skills.
- You can use and to help mitigate the damage you take outside of the dome during the final 10% phase.
No Pain No Gain:
- Take to eliminate the boons that bosses will apply to themselves
- Even without Alacrity, this will always be off cooldown before boons are reapplied.
- Be careful with how you position whilst using your shroud combo. While you need to be inside of a target's hitbox to ensure all chilling bolts hit this also makes it likely that you will force other players out of the hitbox.
- Similar for Social Awkwardness, be careful how you position for your Shroud Combo (and by extension all of your damage) should you be the chosen target of the flux bomb
- Also be aware that as it applies blind, be sure to not let it negate any important skill casts like .
- These can be dealt with almost immediately by utilizing .
- You can also make use of to help temporarily deal with their attacks by causing widespread blind.
- It's down to chance which you get, but if an entity spawns (Jade Maw Tentacle, Mossman, Champ Rabbit) you can employ to perform Epi-bouncing at single target fights.
- You can use to blind the Jade Maw's Tentacle and prevent it knocking back your group.
- You can use to teleport up to the 4 panels in the rotary energy wall segment from below, and use a combination of , Flesh Wurm, , , and some quick movements to hit all 4 panels.
- Underwater Combo:
- Has a similar cadence to the terrestrial rotation, with spear in place of greatsword, and trident in place of sceptre.
- to group up mobs and begin dealing damage.
- -> inside hitboxes for Chilling Bolts
- Immediately leave shroud and use Spear 2 and 5 for more Chilling Bolts.
- Weapon swap and spam trident skills. deals an astonishing amount of damage on condi reaper.
- prevents you from transforming into a dolphin (this doesn’t serve much purpose, it’s just amusing).
- Use // to stack up Swiftness before advancing through the dolphin segment.
- Placing a Flesh Wurm between Mai Trin and Horrik can block his fire projectiles, lowering damage done to your group
- / can be used to assist in stacking the golems in the split phases in the Anomaly fight.
- can be used to block the projectile knockback attacks from the JT golems.
- It can also be used in tandem with a White Mantle Portal Device to teleport your party up to the boss room from the right arm seals, and functions well enough as a bone fiend alternative.
- Use to block both firestorm projectiles and the projectile attacks from the Molten Effigy.
- In the event that you need to mitigate the Enrage from the secondary boss (usually Firestorm), your minions each remove the stacks of enrage at the same rate you do, leading to a vastly reduced time taken to remove enrage stacks for every minion you have equipped.
- can be used to deal with the Dredge the Firestorm summons in its 2nd form.
- Using , the passive damage reduction/mitigation and stability from allows you to brute force through the steam walls toward the end of the fractal.
- is a useful pull for relocating the Veteran Molten Dredge Protector who makes the Weapon Core invulnerable
- blocks both the fire tornados and the fire AoEs during the weapon test boss
- Reaper can solo capture the capture points between boss 1 and 2 through clever usage of , , and to move the ads out of the capture areas and keep them out.
- You can use
- If in a bind, you can use to “eat” damage from Ensolyss’ hallucination stomp attack, the hallucinations “dying” after this finisher will replenish any life force lost this way. Just be aware, it most likely won’t protect you from being hit by all 5 simultaneously.
- Try to maintain your Life Force, as it can be a deciding factor that allows you to survive during the capture phases.
- Condi Reaper can easily perform as poison kiter at Siax, allowing your team to focus on damage rotations without worrying about the poison or hallucination spawning AoEs.
- To guarantee aoe aggro, make sure your kiter is the only player in the boss room when the fight starts. To ensure this, have other players stack on the mistlock and only run in when the first break bar starts.
- The game logic behind this is as follows:
- Siax can only target the hallucination attack on players within the fighting area
- Siax targets a player as the first breakbar begins.
- Once targeted, the "fixation" for this attack will only change once the current target goes down/dies.
- Aside from this, you can Scepter auto attack at range (this is the only time it’s ok :P), and use to deal with boons and to deal with Hallucinations as needed.
- Additionally, you can save your Shroud combo for dealing with the Hallucinations the spawn during the split phase.
- You can use to cancel any given attack a Sand Binder is doing (this is because their attacks are only able to be cancelled by pulls, and their breakbars are also immediately broken by pulls.
- can block the following in the Amala fight:
- Lyssa staff autoattacks
- Melandru Earth Elemental boulder throw
- Grenth Staff attacks (used after teleporting to a flesh wurm)
- Grenth Flesh Wurm attacks
- is effective for the following:
- Killing the excess Lyssa clones
- Epi-bouncing off the Melandru Earth Elemental
- The Priestesses of Lyssa, Melandru, Grenth and Balthazar's extra minions.
- Clearing the wurms during Grenth phase (don’t use Epidemic if there are shambling horrors up)
- can be used to help mitigate the boons Amala applies to herself during several phases of the fight.
- , and will also help with this.
- blocks the bouncing orbs that leave behind the damaging AoEs at Skorvold.
- can mitigate the damage from the red skull attacks that require allies to get inside the dome
- Only do this if an ally is unable to get to the dome and you need to stay alive. This does not mean you can stop the attack occurring and affecting your allies by going into Shroud.
- This also requires that you have roughly 60% or more Life Force remaining.
- will, in most cases, insta-break a Viraastra clone during the determination phases
- blocks both Arkk’s and Viraastra's red orb attacks (specifically the ones that cause knockdown/apply damaging AoEs on the ground.
- allows you to pull all 4 additional mobs that spawn with both of the mini bosses in the Arkk fight.
- is very good for dealing with the Anomalies that spawn during the Arkk fight.
- , if placed correctly, can block all 5 projectiles sent out by the Elemental Source that cause the fires to go out (this is done by aiming CPC at the top part of the “spire” that makes up the base of the elemental)
- By using , you can kill the first set of Icebrood Crystals before you enter the room (only useful if still waiting for other players to arrive/not be afk/you get there first)
- The combo is as follows:
- The combo is as follows:
- Using can essentially make a tentacle unable to attack for its duration due to the multiple applied blinds (hard CC can also cancel their attack)
- Be aware that the terrain makes difficult to use, due to somewhat uneven floor panels
- Epidemic may target “invisible hitboxes” in this fight, so plan accordingly.
- Using hard CC on the Jade Elementals can remove their passive projectile reflect (though they can still cast a manual Magnetic Shield. Make sure you remove their reflect before using /.
- Using within a second of Ai dashing to the side of the arena to perform her multi-part projectile attack will give it enough time to apply all stacks of conditions before she moves again (with the exception being if she reaches a phase hp threshold). It is best to drop Plaguelands at the location where you will break her though.
- Be aware that her hitbox is a little weird. You will need to jump if you're using to allow it to hit her.
- can hit the Sorrows in the dark phase of the CM fight, and is effective for dealing with their break bars. Two necros with should be sufficient to kill the Sorrows with damage instead, removing the need to break them at all!
- is useful for lowering the total ground needed to be covered with the wisp at the start of the fractal.
- You can the Champion Oakheart during the Bloomhunger army phases, effectively making it an effective "Condi Battery" to help account for the buildup time of your Condi damage.
- Using a combination of and allows you to solo the southern turret room: https://gfycat.com/DazzlingBlaringHart
- Use Flesh Wurm to teleport part way through the heat room, making getting to the end safer.
- For the two southern doors in the eastern room, you can use in tandem with sufficient conditions on the door to destroy the portal behind the door (which controls completion) without breaking the door and releasing the enemies inside.
- During the Subject 6 fight, keep in mind that even if it is blocking you can still use unblockable attacks on it. As such, you can use to help deal with the mini Ooze's.
- Be sure to remember to swap out for for the final Anomaly fight, as there is little usage for it.
- allows for teleporting to the top of the “Guitar Hero™ ” segment before the Old Tom fight, and can be placed at the top to block the projectiles.
- General Tip: You can interact with the first panel and dodge forward at the same time to continue moving to the second panel, then do the same thing with your 2nd dodge to solo all 3 panels without the need for teleports.
- Placing inside of Old Tom’s hit box blocks all of his Poison projectiles until the Flesh Wurm/Old Tom is slain.
- This also works to block the lightning ball attacks from the Raving Asura.
- The stability from can be used to prevent yourself from being knocked off of the interaction panel at the start of the fractal, allowing allies to focus on protecting you instead of camping the switches.
- Be sure to use the SAB boom box to pop your minions if you’re going into the bomb run segment to avoid unwanted aggro.
- can be used to teleport up to the panels that activate the lava buckets in the final boss, and is generally always off cooldown in time (even without a Chrono).
- The specific advantage of this being you can place it up next to the switch in advance, meaning you can teleport up immediately as soon as the boss enters the required area.
- cancels both bosses’ healing “attack”
- This applies to any kind of pull, though results may vary occasionally
- = Never die in the final fight due to how damage scaling works while the boss is under the effects of lava. (x10 more damage, x10 more healing)
- can be used on Siegemaster Dulfy to easily cleave down her siege weaponry, deals with those pesky ballista shots (can also Epidemic from mobs onto siege/doors to progress faster later on)
- allows you to alternate pulling mobs with your teammates, meaning there’s always a pull off cooldown for grouping up the Ascalonians you encounter throughout the fractal (this also combos well with to blind the burst damage from the warriors)
- To prevent aggro’d minions keeping the Grawl Shaman on his pedestal, keep a Super Adventure Box (SAB) Boom Box in your inventory; using it will “pop” all your minions and stop them holding aggro (this works in any fractal where you are not transformed)
- By using Shroud/Mistlock, Necro has a simplified version of the skip from the mini boss to the final boss. Jump off the edge, let the Mistlock absorb the lethal damage then use Shroud to safely get to the platform (there is a safer way that preserves the Mistlock, but this is technically faster).
- Once you activate the checkpoint, you can then /gg yourself to avoid your allies having to wait for you to get out of combat
- Minions contribute to the degrading of the Grawl Shaman’s lava shield separately to you, so more minions = faster shield degradation