Reaper - Power DPS
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Reaper is a self-sufficient AoE DPS class that gets better the less experienced its group is.
Reaper's niche is that it has a huge health pool for a DPS class, and sustains very high personal Quickness, Might, and critical chance. It also brings heavy CC and Vulnerability similar to Holosmith - Power DPS. This makes it one of the best "solo carry" DPS classes, and it's very strong in disorganized groups that don't have dedicated supports providing Quickness, Might, Fury, and so on. However, its effectiveness falls off in organized and experienced groups as its DPS is weak compared to other fully buffed DPS classes.
Apart from DPS, Reaper can provide some party support through , and can bring utilities like and to a dungeon/fractal group. It is also capable of stripping boons if needed.
None of the offhand weapon options offer any DPS. Warhorn is the default choice for the CC from , but other options can be taken if necessary:
Use Focus offhand for additional boonstrip.
Use Dagger offhand for a blind and condition cleanse. Be aware that dagger has no life force skill, making it more niche than the other two options.
- - your biggest heal, that also heals allies.
- - better DPS than when there are multiple targets.
- - if conditions are a problem.
When swapping out utility skills, don't replace unless it's absolutely necessary.
- - better burst damage and cleave than
- - AoE pull for easier cleaving. Also helps with chill uptime.
- - worth taking if Chill uptime is good, but life force is a problem.
- - destroys projectiles.
- - 1200 range teleport. Can also bodyblock certain projectiles (e.g. Old Tom's poison whirl).
- - AoE stability and condition cleanse.
- - transfers conditions and helps with chill uptime.
- - if the party lacks might.
- - swiftness for skips (ง ͠° ͟ل͜ ͡°)ง
- - better burst damage than . Also useful for soloing Thaumanova heat room with your massive health pool.
- - if area CC is needed.
Spite and Reaper are mandatory as they provide massive dps boosts. Soul Reaping is the standard third trait line, as it offers the best personal DPS with and .
- for encounters where more burst is needed (usually in fractals). It can also be taken when running for encounters that have too much incoming damage to maintain life force otherwise.
Blood Magic Variant
Blood Magic instead of Soul Reaping sacrifices significant personal DPS for sustain and party support. This is useful if your group struggles to stay above 90% health to maintain bonus or a lot of res power is needed.
- or slaying sigils if you can benefit from the bonus.
- or slaying potions
DPS Rotation (Video example)
The logic behind this rotation is to maximise uptime by entering shroud as often as is possible, while trying to time , and with so that their pulsing effects benefit from the extra ferocity and critical chance from and . Other damage skills such as and are used to fill downtime.
Loop part 1
- → → x7
- → → x2
Loop part 2
Above 50% health, the rotation boils down to the following:
- Every time you swap to greatsword (or exit shroud to it), use followed by .
- After performing two autoattack chains on greatsword, use your burst skills and enter shroud.
- If you exit shroud onto axe, use and immediately swap back to greatsword - you never want to be autoattacking on axe unless your target is beyond melee range.
- Always whirl inside the boss so you hit with every whirl finisher from .
Below 50% Health
When the boss is below 50% health, your rotation changes due to having no cooldown. Follow the rotation as above, but replace greatsword autos and with . You should also do one fewer shroud autoattack chain in each section.
- Your life force generation is lower below 50% health, as you no longer use . If you find yourself running low, replace one use of with and/or , as necessary.
- Similarly, your Chill uptime is lower, as you no longer use . If necessary, use before when you enter shroud, and use one fewer shroud autoattack chain (for four total).
- Never interrupt your autoattack chain.
- In real fights, you won't always be able to make full use of because taking damage in Shroud will reduce your remaining life force. Anticipate this and break your rotation if needed so that you can build up enough life force to resume the normal rotation.
- Try to make sure you are above 90% health before going into so that you benefit from . This is because you can't get healed while in . It's worth delaying your shroud by a little bit if you know that you're going to be healed soon.
- Whenever you you can use it to cancel the animation of the last autoattack for a slight DPS increase.
- If possible, bind a key to Stow Weapon and use it to cancel the animation of immediately after the damage number appears. This shaves 200-300 ms off the activation time, which translates to a big DPS increase when the boss is under 50%.
- is a DPS loss if the aftercast is not cancelled. You can cancel the aftercast by entering or weapon swapping. Feel free to save this skill for CC or the pull.
- The casts of and are easy to interrupt with or by entering , so don't be too quick with these skills.
- In fights with adds or trash mobs, you can reset 's cooldown by hitting adds under 50% health. Take advantage of this to push out more casts while the boss is over 50% health.
- On some bosses, you can prestack marks with a staff for slightly better burst damage when the fight begins. You can do this on Siax, Skorvald, Viirastra/Artsariiv, Mursaat Overseer, Slothasor, Samarog, Gorseval, Vale Guardian, and Keep Construct.
- Use or for boonstrip.
- Since has no cast time, you can weave it in during your shroud rotation for stability and damage reduction. The damage reduction will also reduce the loss of life force.
- You can jump as you cast , then for a long jump.