Reaper - Condi Dread Reaper
This is a test build. You may comment and rate it.
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,
Chill, and
Bleed build. It leverages interactions between the traits , , and to rapidly stack 50+
Bleeding, 25x
Vulnerability, 25x
Might,
Fury, and
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,
Chill,
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
Scepter/
Warhorn because they stack
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:
Pistol/
Torch: The typical condi weapon set, but doesn't synergize as well with this build. It focuses on
Torment,
Poison, and
Burn, and lacks all of
Bleed,
Chill, and
Fear. Both weapons require Weaponmaster Training from Secrets of the Obscure.
Greatsword: Loses a
Fear skill but gains more AoE
Bleed application with and the trait , and a strong CC/pull with .
Spear: Also loses a
Fear skill but gains multiple sources of
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.
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.
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.
- Fears. Mandatory, do not replace.
- The only utility skill that Chill directly 5 times, and indirectly from
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 .
- Inflicts
Other useful skills to consider:
Stability, converts your and allies' conditions into boons, Dark combo field, on a low 20s cooldown. Arguably Necro's strongest defensive utility skill.
- Breaks stun, grants AoE - - 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.
Protection,
Resolution, or
Fury. Dark combo field.
- Additional AoE boon corrupt for some bosses that gain - - Inflicts Poison and Weakness, blocks incoming projectiles, Poison combo field.
Elite skills
Chill,
Stun, and
Fear, and grant
Stability,
Quickness, and
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
Fears hit an enemy.
- Inflict Torment every time your constant - 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.
Equipment
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
x6
x6
x12
Equipment Variants
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.
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 or other power-based gear is also an option for a power variant of this build. Change the Curses traitline to Soul Reaping (raw damage) or Blood Magic (self-healing and
Barrier); change a few condi traits to power traits: -> / , -> ; change Scepter -> Axe or Dagger with and , and 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,
Chill and
Bleed.
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
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
Quickness and
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
Quickness,
Fury, 25x
Vulnerability, and 25x
Might (from hitting Chilled enemies), as long as you're casting all five
Fear skills on cooldown.
Chill inflicts 4x
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
Fear skill cooldowns.
Critical Hits inflict Bleeding directly from the trait and . Critical Hits against Chilled targets cause a explosion that
Chills and
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.
Weapon Notes
Sword/Sword
Mainhand sword autoattack stacks 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
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
Chill, along with
Vulnerability and
Might. All sword attacks cleave and pierce, hitting up to five enemies, giving a high chance to proc .
Scepter/Warhorn
Scepter inflicts Bleeding,
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
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 .
Alternative weapons
Pistol/
Torch is a condition weapon set that focuses on
Torment,
Poison, and
Burn, rather than
Bleed or
Chill. 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.
Torch gains some AoE knockdown CC, but loses the crucial offhand
Fear this build is based around. Both require Weaponmaster Training from Secrets of the Obscure.
Greatsword lacks access to
Fear which may cause gaps in
Quickness uptime. But it gains which, when combined with the Curses trait , can rapidly stack
Blind ->
Chill ->
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.
Spear also lacks access to
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
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
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.
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
Fear. Use on cooldown. Killing a mob reduces its cooldown by 50%, so in large packs it's almost spammable.
-> : Double tap for a quick AoE - Ice Field + Whirl Finisher spreads massive amounts of
Poison and
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
Chill increasing their ability cooldowns.
- Sidestep and walk or dodge out of enemy attacks.
- Constant
Fear prevents incoming damage.
- Permanent
Chill reduces the rate of incoming damage.
Weakness prevents critical strikes and causing glancing blows (50% of normal damage).
Blind causing the enemy's next attack to miss.
- is as a second health bar and has a natural 33% damage reduction.
Stability and further reduces damage taken.
provides - Use in condition heavy fights. If more is needed, run , , and/or the trait .
Stability,
Stuns, and
Chills.
provides - Sword skills 1, 3, 4 heal a little bit, along with Warhorn 5.
- Scepter 3
Fury,
Protection, or
Resolution on powerful enemies.
and Sword 3 can corrupt boons on enemies. Use them to remove - If using Staff, cleanses your conditions.
- If using Greatsword,
Blind.
spreads AoE
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
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