Reaper - Condi Dread Reaper
The community gave this build a rating, making it second-tier: Good
Focused on: Condition damage
Designed for: Open World
Overview
A fast-paced Reaper build with strong condi burst, sustained condi damage, and constant CC. This is primarily a  Fear,
 Fear,  Chill, and
 Chill, and  Bleed build. It leverages interactions between the traits , , and  to rapidly stack 50+
 Bleed build. It leverages interactions between the traits , , and  to rapidly stack 50+  Bleeding, 25x
 Bleeding, 25x  Vulnerability, 25x
 Vulnerability, 25x  Might,
 Might,  Fury, and
 Fury, and  Quickness.
 Quickness.
This is a soloing build, trading some group damage optimizations for self-reliant boon generation, increased survivability, and some sustain.
The main downside is it provides few boons to allies, though some conditions it inflicts like  Fear,
 Fear,  Chill,
 Chill,  Blind, along with corrupting enemy boons and cleansing allies' conditions, are useful to allies too.
 Blind, along with corrupting enemy boons and cleansing allies' conditions, are useful to allies too.
Template Code
Skillbar
Weapon Variants
We default to double  Sword and
 Sword and  Scepter/
 Scepter/ Warhorn because they stack
 Warhorn because they stack  Bleed faster than all other weapons, and their offhands both have a
 Bleed faster than all other weapons, and their offhands both have a  Fear skill. Sword requires Expanded Weapon Proficiency with Secrets of the Obscure. Other weapon alternatives include:
 Fear skill. Sword requires Expanded Weapon Proficiency with Secrets of the Obscure. Other weapon alternatives include:
 Pistol/ Pistol/ Torch: The typical condi weapon set, but doesn't synergize as well with this build. It focuses on Torch: The typical condi weapon set, but doesn't synergize as well with this build. It focuses on Torment, Torment, Poison, and Poison, and Burn, and lacks all of Burn, and lacks all of Bleed, Bleed, Chill, and Chill, and Fear. However, Pistol #2 Weeping Shots with Quickness provides good condi burst, and can replace Scepter for an alternate single-target option. Requires Weaponmaster Training from Secrets of the Obscure. Fear. However, Pistol #2 Weeping Shots with Quickness provides good condi burst, and can replace Scepter for an alternate single-target option. Requires Weaponmaster Training from Secrets of the Obscure.
 Greatsword: Loses a Greatsword: Loses a Fear skill but gains more AoE Fear skill but gains more AoE Bleed application with  and the trait , and a strong CC/pull with . Bleed application with  and the trait , and a strong CC/pull with .
 Spear: Also loses a Spear: Also loses a Fear skill but gains multiple sources of Fear skill but gains multiple sources of Chill, both on the moderately quick autoattack chain and skill 4. Includes a Chill, both on the moderately quick autoattack chain and skill 4. Includes a Daze, teleport, boon rip, and cleaves 3 enemies.  Requires Lowland Spear Training or Lowland Spear Unlock from the Janthir Wilds expansion. Daze, teleport, boon rip, and cleaves 3 enemies.  Requires Lowland Spear Training or Lowland Spear Unlock from the Janthir Wilds expansion.
 Staff: Provides burst damage from range, and is the only other weapon besides Warhorn and offhand Sword with a Staff: Provides burst damage from range, and is the only other weapon besides Warhorn and offhand Sword with a Fear skill, but deals low sustained damage. Not recommended for PvE, but strong in WvW. Fear skill, but deals low sustained damage. Not recommended for PvE, but strong in WvW.
Skill Variants
Healing skills
We default to because of its low 16s cooldown, but any healing skill can be used. You could also consider:
- - A bigger heal and condition cleanse, but doesn't generate life force.
- - For group healing and a Light combo field.
- - For passive healing in combat, and group leech when cast on a target.
Utility skills
We default to the following skills because they all provide Fear or Chill:
-  -  Chills and transfers conditions. Chills and transfers conditions.
-  - The only utility skill that  Fears. Mandatory, do not replace. Fears. Mandatory, do not replace.
-  - Inflicts  Chill directly 5 times, and indirectly from Chill directly 5 times, and indirectly from Blind 2 times (via Curses trait ), stacking 28 Blind 2 times (via Curses trait ), stacking 28 Bleeds. Dark combo field. If you replace this skill with something else, also change the Curses trait to  or . Bleeds. Dark combo field. If you replace this skill with something else, also change the Curses trait to  or .
Other useful skills to consider:
-  - Breaks stun, grants AoE  Stability, converts your and allies' conditions into boons, Dark combo field, on a low 20s cooldown. Arguably Necro's strongest defensive utility skill. Stability, converts your and allies' conditions into boons, Dark combo field, on a low 20s cooldown. Arguably Necro's strongest defensive utility skill.
- - Alternate stun break, regenerate life force quickly.
- - Alternate stun break, lure attackers off cliffs in WvW then teleport back up while they fall to their deaths.
- - Replaces when underwater. Use on land for even more CC if needed.
-  - Additional AoE boon corrupt for some bosses that gain  Protection, Protection, Resolution, or Resolution, or Fury. Dark combo field. Fury. Dark combo field.
- - Inflicts Poison and Weakness, blocks incoming projectiles, Poison combo field.
Elite skills
 is mandatory, do not replace it. It has excellent synergy with . Together, they inflict  Chill,
 Chill,  Stun, and
 Stun, and  Fear, and grant
 Fear, and grant  Stability, double
 Stability, double  Quickness, and double
 Quickness, and double  Fury. Crucially, the skill and the relic are synced to the same 30s cooldown. Note - there is a 2s delay between casting the Elite skill and 's Fear proc. Make sure to remain in range of any target you want to be hit with that Fear.
 Fury. Crucially, the skill and the relic are synced to the same 30s cooldown. Note - there is a 2s delay between casting the Elite skill and 's Fear proc. Make sure to remain in range of any target you want to be hit with that Fear.
Specializations
- Skill Variants
-  - Inflict Torment every time your constant  Fears hit an enemy. Fears hit an enemy.
- For additional condition clear, which this build sometimes needs against heavy condition enemies.
- For additional boon corrupt.
- Spite Alternatives
In a party or squad with other players providing group  Quickness, you can change the Spite traitline to Soul Reaping (Burning), Death Magic (Poison + Carapace), or Blood Magic (party life steal + Barrier). These may be more useful in large open world map meta groups, bounties, public Convergences, and similar.
 Quickness, you can change the Spite traitline to Soul Reaping (Burning), Death Magic (Poison + Carapace), or Blood Magic (party life steal + Barrier). These may be more useful in large open world map meta groups, bounties, public Convergences, and similar.
Equipment
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
x6
x6
x12
Equipment Variants
 Dire or Dire or Trailblazer can be considered for a more survivable build or a WvW build. Try to keep Bleeding duration at 100%, possibly using  and  together if necessary. Also keep in mind that Precision is valuable, as it causes Chilling Novas, Bleeding on Crit, and increases Condition Damage as a percent of Precision (trait + utility buff). Try to keep at least 30% Crit Chance. Trailblazer can be considered for a more survivable build or a WvW build. Try to keep Bleeding duration at 100%, possibly using  and  together if necessary. Also keep in mind that Precision is valuable, as it causes Chilling Novas, Bleeding on Crit, and increases Condition Damage as a percent of Precision (trait + utility buff). Try to keep at least 30% Crit Chance.
 Celestial gear is also an option, in every slot - armor, trinkets, weapons. This remains a condition build with the same runes, sigils, relic, and traits as the main build. Though, as above, you may need  to reach the Bleed duration cap. Also, with Celestial's Concentration stat, we no longer need all five Fear skills to maintain permanent Quickness and Fury. Only three Fear skills are required, so you can experiment with different utility, relic, or weapons. Celestial gear is also an option, in every slot - armor, trinkets, weapons. This remains a condition build with the same runes, sigils, relic, and traits as the main build. Though, as above, you may need  to reach the Bleed duration cap. Also, with Celestial's Concentration stat, we no longer need all five Fear skills to maintain permanent Quickness and Fury. Only three Fear skills are required, so you can experiment with different utility, relic, or weapons.
 Berserker's or other power-based gear is also an option for a power variant of this build. Change the Curses traitline to Soul Reaping for raw damage or Blood Magic for self-healing and Berserker's or other power-based gear is also an option for a power variant of this build. Change the Curses traitline to Soul Reaping for raw damage or Blood Magic for self-healing and Barrier. Change a few condi traits to power traits:  ->  or ;  -> . Change Scepter -> Axe or Dagger with  and . Use  or . Barrier. Change a few condi traits to power traits:  ->  or ;  -> . Change Scepter -> Axe or Dagger with  and . Use  or .
- For sigils you should prioritize 100% Bleeding Duration, then Condition damage or Bleeding application. The following sigils could also be considered: , , , , .
- For runes, are preferred, but there are some alternatives. Aim for 100% Bleeding duration, then maximum Condition Damage. Try to use the runes where the 5th and 6th runes give 100 and 125 Condition Damage respectively. , , , , .
- For the relic,  is mandatory. Without any boon duration in the build, we need five Fears to maintain permanent uptime on Quickness and Fury. Nightmare's AoE Fear on the same short 30s cooldown as  provides that fifth Fear. It also increases the Elite skill's breakbar damage, and spreads more  Chill and Chill and Bleed. Bleed.
Consumables
Use whatever food is needed to get Bleeding Duration to the 100% cap if needed, then prioritize Condition Damage and Precision.
DPS
- Prioritize Flatbread Ascended food.
- / / /
- / /
Defense
Farming
- Prioritize Flatbread Ascended food.
- /
- (and variants)
Usage
Core mechanics
 Fear is a key mechanic of this build. Inflicting fear on an enemy grants
 Fear is a key mechanic of this build. Inflicting fear on an enemy grants Quickness and
 Quickness and  Fury to you and inflicts
 Fury to you and inflicts  Chill on enemies, thanks to  and . Review your sourcess of Fear and use them all aggressively on cooldown. No Concentration or boon duration is needed for 100% uptime on
 Chill on enemies, thanks to  and . Review your sourcess of Fear and use them all aggressively on cooldown. No Concentration or boon duration is needed for 100% uptime on  Quickness,
 Quickness,  Fury, 25x
 Fury, 25x  Vulnerability, and 25x
 Vulnerability, and 25x  Might (from hitting Chilled enemies), as long as you're casting all five
 Might (from hitting Chilled enemies), as long as you're casting all five  Fear skills on cooldown.
 Fear skills on cooldown.
 Chill inflicts 4x
 Chill inflicts 4x  Bleeding and
 Bleeding and  Vulnerability thanks to  and . Besides Fear, there are three abilities, one whirl combo, and two passive traits that Chill (, ). Use these to fill gaps between
 Vulnerability thanks to  and . Besides Fear, there are three abilities, one whirl combo, and two passive traits that Chill (, ). Use these to fill gaps between  Fear skill cooldowns.
 Fear skill cooldowns.
Critical Hits inflict  Bleeding directly from the trait  and . Critical Hits against Chilled targets cause a  explosion that
 Bleeding directly from the trait  and . Critical Hits against Chilled targets cause a  explosion that  Chills and
 Chills and  Bleeds nearby targets. Gain
 Bleeds nearby targets. Gain  Might from hitting enemies that are Chilled, hitting enemies that are below 50% health, or autoattacking enemies while in Reaper's Shroud.
 Might from hitting enemies that are Chilled, hitting enemies that are below 50% health, or autoattacking enemies while in Reaper's Shroud.
Weapon Notes
Sword/Sword
Mainhand sword autoattack stacks  Bleed faster than any other weapon with this build, even Scepter. Sword autoattack inflicts
 Bleed faster than any other weapon with this build, even Scepter. Sword autoattack inflicts  Chill on the third attack of the chain. Each Chill inflicts 4x
 Chill on the third attack of the chain. Each Chill inflicts 4x  Bleed. Sword's autoattack chain takes 2.08s to complete, or 1.39s under Quickness (2.08s/1.5=1.39s). [4x Bleed]/[1.39s] = 2.88 Bleed/second. Offhand Sword also contributes to Bleed stacking by inflicting both
 Bleed. Sword's autoattack chain takes 2.08s to complete, or 1.39s under Quickness (2.08s/1.5=1.39s). [4x Bleed]/[1.39s] = 2.88 Bleed/second. Offhand Sword also contributes to Bleed stacking by inflicting both  Fear and
 Fear and  Chill, along with
 Chill, along with  Vulnerability and
 Vulnerability and  Might. All sword attacks cleave and pierce, hitting up to five enemies, giving a high chance to proc .
 Might. All sword attacks cleave and pierce, hitting up to five enemies, giving a high chance to proc .
Scepter/Warhorn
Scepter inflicts  Bleeding,
 Bleeding,  Poison and some
 Poison and some  Torment, and is greatly improved by . This trait increases the base duration of Scepter conditions, enabling Scepter Bleeds to exceed the 100% duration cap. Scepter's slightly slower autoattack chain and lack of
 Torment, and is greatly improved by . This trait increases the base duration of Scepter conditions, enabling Scepter Bleeds to exceed the 100% duration cap. Scepter's slightly slower autoattack chain and lack of  Chill application mean it does not stack Bleed quite as fast as Sword. Scepter's autoattack chain completes in 2.4s, or 1.6s under Quickness (2.4s/1.5=1.6s). The full chain inflicts 3x Bleed (one per attack). [3x Bleed]/[1.6s] = 1.875 Bleed/second. Lingering Curse also changes skill 3 from single target into an AoE boon corrupt skill . Warhorn is taken for the
 Chill application mean it does not stack Bleed quite as fast as Sword. Scepter's autoattack chain completes in 2.4s, or 1.6s under Quickness (2.4s/1.5=1.6s). The full chain inflicts 3x Bleed (one per attack). [3x Bleed]/[1.6s] = 1.875 Bleed/second. Lingering Curse also changes skill 3 from single target into an AoE boon corrupt skill . Warhorn is taken for the  Fear of .
 Fear of .
Alternative weapons
 Pistol/
 Pistol/ Torch is a condition weapon set that focuses on
 Torch is a condition weapon set that focuses on  Torment,
 Torment,  Poison, and
 Poison, and  Burn, rather than
 Burn, rather than  Bleed,
 Bleed,  Chill, and
 Chill, and  Fear. Pistol gains an additional
 Fear. Pistol gains an additional  Stun with , but loses the boon corrupt that both Scepter 3  and Sword 3  provide. Pistol's autoattack  bounces between three enemies, providing more AoE condi cleave than Scepter's single-target autoattack, but less than mainhand sword's 5-target autoattack.
 Stun with , but loses the boon corrupt that both Scepter 3  and Sword 3  provide. Pistol's autoattack  bounces between three enemies, providing more AoE condi cleave than Scepter's single-target autoattack, but less than mainhand sword's 5-target autoattack.  Torch gains some AoE knockdown CC, but loses the crucial offhand
 Torch gains some AoE knockdown CC, but loses the crucial offhand  Fear this build is based around. However, pistol #2 Weeping Shots with Quickness provides good single target condi burst, and can be used in place of Scepter for that if needed. Both require Weaponmaster Training from Secrets of the Obscure.
 Fear this build is based around. However, pistol #2 Weeping Shots with Quickness provides good single target condi burst, and can be used in place of Scepter for that if needed. Both require Weaponmaster Training from Secrets of the Obscure.
 Greatsword lacks access to
 Greatsword lacks access to  Fear which may cause gaps in
 Fear which may cause gaps in  Quickness uptime. But it gains  which, when combined with the Curses trait , can rapidly stack
 Quickness uptime. But it gains  which, when combined with the Curses trait , can rapidly stack  Blind ->
 Blind ->  Chill ->
 Chill ->  Bleed. Greatsword's autoattack inflicts
 Bleed. Greatsword's autoattack inflicts  Chill on the third attack. It takes 2.88s to complete, or 1.92s with Quickness (2.88s/1.5 = 1.92s). [4 Bleed]/[1.92s] = 2.08 Bleed/second, slower than Sword autoattack chain, but faster than Scepter. Though Greatsword auto can hit up to 3 targets, potentially proc'ing  on them, spreading AoE Bleed faster than single-target Scepter but slower than 5-target Sword. Finally,  is a strong AoE pull that groups together many monsters, or damages breakbars.
 Chill on the third attack. It takes 2.88s to complete, or 1.92s with Quickness (2.88s/1.5 = 1.92s). [4 Bleed]/[1.92s] = 2.08 Bleed/second, slower than Sword autoattack chain, but faster than Scepter. Though Greatsword auto can hit up to 3 targets, potentially proc'ing  on them, spreading AoE Bleed faster than single-target Scepter but slower than 5-target Sword. Finally,  is a strong AoE pull that groups together many monsters, or damages breakbars.
 Spear also lacks access to
 Spear also lacks access to  Fear but includes a
 Fear but includes a  Chill on its autoattack chain. Its autoattack chain completes in ~2.4s, or 1.6s under Quickness (2.4s/1.5 = 1.6s). [4x Bleed]/[1.6s] = 2.5 Bleed/second, slower than Sword but faster than Scepter. Spear also hits 3 targets, potentially proc'ing . Spear has an additional Chill on its fourth skill and
 Chill on its autoattack chain. Its autoattack chain completes in ~2.4s, or 1.6s under Quickness (2.4s/1.5 = 1.6s). [4x Bleed]/[1.6s] = 2.5 Bleed/second, slower than Sword but faster than Scepter. Spear also hits 3 targets, potentially proc'ing . Spear has an additional Chill on its fourth skill and  Daze on its third skill. Spear requires the Janthir Wilds expansion and either Lowland Spear Training or Lowland Spear Unlock.
 Daze on its third skill. Spear requires the Janthir Wilds expansion and either Lowland Spear Training or Lowland Spear Unlock.
 Staff is the only other weapon besides Warhorn and offhand Sword with a
 Staff is the only other weapon besides Warhorn and offhand Sword with a  Fear skill. It provides burst damage from range, but it deals low sustained damage. Sword/Sword is more effective at stacking
 Fear skill. It provides burst damage from range, but it deals low sustained damage. Sword/Sword is more effective at stacking  Bleed due to its faster attack speed, cleave, and pierce. Not recommended for PvE, but useful in WvW zergs.
 Bleed due to its faster attack speed, cleave, and pierce. Not recommended for PvE, but useful in WvW zergs.
Damage
Rotation Opener
With our opener we're aiming for two quick Fears from Spectral Ring and the weapon skill. Open from 900 range or closer with Sword/Sword:
- on top of enemy
- ->
- ->
If using Staff:
- on top of enemy
If using Greatsword:
- on top of enemy
Close to within melee range, then cycle through Fear and Chill skills:
- Weapon Swap to Scepter/Warhorn
- Enter
-  -> : Double tap for a quick AoE  Fear. Use on cooldown. Killing a mob reduces its cooldown by 50%, so in large packs it's almost spammable. Fear. Use on cooldown. Killing a mob reduces its cooldown by 50%, so in large packs it's almost spammable.
-  -> : Ice Field + Whirl Finisher spreads massive amounts of  Poison and Poison and Chill. Chill.
- -> -> : autoattack in Reaper's Shroud for a few seconds for Crits to cause a explosion and to allow Fear cooldowns to reset.
- Exit Reaper's Shroud, attack with Scepter (single target) or Sword (AoE) until Fear cooldowns reset, then repeat the rotation.
Defense
Defense mainly comes from constant  Fear disabling enemies, and permanent
 Fear disabling enemies, and permanent  Chill increasing their ability cooldowns.
 Chill increasing their ability cooldowns.
- Sidestep and walk or dodge out of enemy attacks.
- Constant  Fear prevents incoming damage. Fear prevents incoming damage.
- Permanent  Chill reduces the rate of incoming damage. Chill reduces the rate of incoming damage.
 Weakness prevents critical strikes and causing glancing blows (50% of normal damage). Weakness prevents critical strikes and causing glancing blows (50% of normal damage).
 Blind causing the enemy's next attack to miss. Blind causing the enemy's next attack to miss.
- is as a second health bar and has a natural 33% damage reduction.
-  provides  Stability and further reduces damage taken. Stability and further reduces damage taken.
- Use in condition heavy fights. If more is needed, run , , and/or the trait .
-  provides  Stability, Stability, Stuns, and Stuns, and Chills. Chills.
- Sword skills 1, 3, 4 heal a little bit, along with Warhorn 5.
- Scepter 3  and Sword 3  can corrupt boons on enemies. Use them to remove  Fury, Fury, Protection, or Protection, or Resolution on powerful enemies. Resolution on powerful enemies.
- If using Staff, cleanses your conditions.
- If using Greatsword,  spreads AoE  Blind. Blind.
Crowd Control
Breakbar damage happens naturally by cycling through the Damage rotation. The strongest breakbar abilities are and . Omit those from the damage rotation if needed to reserve them for active breakbar phases, but both are on relatively low 30s cooldowns and generally don't need to be conserved.
Ratings


Comments
Enjoy an ad-free experience & support the website, for only $1 per month! Upgrade to Premium
 
				 
				
			




