Reaper - Procmancer
The community gave this build a rating, making it top-tier: Great
Focused on: Condition damage and Control
Designed for: PvP Conquest
Overview
Procmancer is a PvP condition Reaper build that's all about pressuring targets in teamfights with the help of various trait procs, making its burst sudden and unexpected. In this build even a simple Blind could apply 3 other conditions to a target, and no Necromancer build has better Chill uptime than this one.
The build shines at constantly maintaining a wide variety of conditions on enemies while also pressuring them with AoE boon corruption at the start of burst chains. High damage, low sustain.
Skill Bar
Skill Variants
Utility
For the optional slot:
- Fear has great synergy with various traits. - area denial that can save your life and the
- - a potentially life-saving positioning tool.
- - stunbreak, defense against direct damage, and great Life Force generation.
- Chill application. - condition cleansing and frequent AoE
- - great skill to use against opponents who rely on blocking skills to survive like Dragonhunters or Virtuosos, but also works well against the many projectile-reflects of Tempests.
- Stability. Can be used both defensively and offensively. - great burst CD, especially useful against targets that rely on
Weapons
- Scepter over Pistol - Scepter remains a viable option especially for people who don't own the Secrets of the Obscure expansion. You lose a CC but gain a boon corrupt, however Scepter is a slower weapon and the damage requires some setup which makes it less ideal under pressure.
There are plenty of strong options for the off-hand slot:
- Torch over Dagger - while Torch is a strong weapon, it comes with several tradeoffs in this build. Torch increases your condition diversity, improves Life Force generation and adds a CC (single target), however it's going to cost you a condition transfer, Blind synergy (several traits in the build are centered around this condition) and AoE Weakness. Torch offers more damage but lowers your survivability and trades AoE soft-CC ( Blind, Chill, Weakness) for single target hard-CC (a knockdown).
- Focus over Dagger - adds more boon removal, burst damage and Life Force management tools to the build while retaining the Chill synergy. It offers no survivability tools however.
- Off-hand Sword over Dagger - ranged CC, life steal and Weakness application. Solid choice both for defense and offense but offers very little condition pressure. It's more of a utility weapon.
Template Code
Specializations
Variants
- Chill-related trait synergy by dropping . This becomes a more attractive option when NOT playing with off-hand Dagger - losing a Blind application by taking a different weapon would weaken Chilling Darkness while Plague Sending could compensate for the loss of Dagger's condi transfer. improves your survivability and could even translate into more damage sometimes, but you have to give up some valuable
Variants
- makes it a bit harder to build Life Force but increases your burst damage, especially in shroud.
- adds a bit of life stealing to the build for slightly higher sustain.
Equipment
Equipment Variants
Amulets
- - better defense against Power-based burst damage.
Sigils
- over - improves your condition cleansing. Getting rid of several non-damaging conditions on weapon swap also increases your chances of transferring damaging conditions with .
Runes
- - offers more damage if you don't need the passive movement speed boost from Lynx.
Relics
- Fury can make this proc stronger. - creates an AoE field beneath the target of your elite. Compared to Cerus it has the benefit of always spawning the pool under an enemy so you don't have to worry too much about positioning. The best thing about this relic isn't even the conditions but rather the strike damage it deals over just a few seconds.
- - adds a strong offensive proc whenever you use an elite skill. Enemies under the eye can get hit multiple times, so the value of this relic goes up significantly if you can stun them right under the eye with .
- Chill proc to every shout. Worth considering due to trait synergy especially when playing with at least one utility shout. - adds a
- - restores half a dodge roll's worth of endurance whenever you heal, improving your survivability. It's like a second Energy sigil.
Usage
General
- Fear and Blind both apply Chill, and Chill applies Vulnerability + Bleeding.
- Chill is the most important condition in the build. Not only because it gets your condi procs rolling but also because of the sustain tied to .
- Use as often as possible, even out of combat. This is crucial for building Life Force (LF).
- On top of the Stability and AoE stun also applies Quickness when it strikes an enemy target in melee range. Using this right before entering creates the perfect setup for your hard hitting shroud skills.
- 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's still going to finish, potentially baiting out dodges or other defensive CDs), and send it only on a CD of 5 seconds.
- Entering shroud procs Weakness even when you're sitting in a CC could save your life, and these are great instant offensive procs as well which could kickstart your burst chain.
- Quickly following up with to apply Blind and corrupt more boons through is basically a 2 button burst combo that puts heavy pressure on every enemy around you.
- Entering shroud counts as a weapon swap and as such could proc and while on Pistol/Dagger (if the sigils aren't on CD) which are instantly applied to the enemy target via for increased burst and condition variety.
and , these are both defensive and offensive by nature. Being able to rip boons and apply
- Ideally try to use inside the field left behind by to combo .
- Cleansing on this build is rather limited and often tied to offensive skills such as and , skill #4 on both weapons. Other than that you've got but depending on what 3rd utility you took this may or may not be the only stunbreak in the build so use it wisely.
- There's more to
- Activate SW ⇒ jump off a cliff while being chased ⇒ when your enemies jump after you.
- Activate SW ⇒ break line of sight ⇒ cast ⇒ 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 ⇒ (if using Flesh Wurm) ⇒ when they catch up to you. This works for stomping downed enemies as well, the channeling isn't interrupted by either of these teleports!
(SW) than just being a stun breaker with a bit of LF management, this skill allows for quite a bit of creativity. For example:
- When playing with Scepter,
- is a great setup for this skill, allowing you to deliver burst damage in an instant.
is best used on targets that already have several conditions on them to maximize damage and LF generation.
- is one of the strongest skills in the build due to its synergy with various traits. It's valuable in any situation from surviving enemy focus to pressuring multiple targets.
- For mobility use the following sequence:
- just before Death's Charge finishes (the ending of DC brings your character to a halt, which can be cancelled by dropping out of shroud early)
- is a great skill for quickly setting up other skills like , or a shroud burst.
- On Staff try to use Weakness combo. AFTER for a free AoE
- and are the best skills to use with .
Shroud burst rotation example
- to your target
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