Reaper - Wonkamancer Apr16

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Bronze.png

Maybe it never coalesced into something brilliant. Maybe it never made it off the ground floor. Maybe we based our better ideas off of it. Basic builds are anywhere from downright bad to just shy of being good enough to showcase. These builds share the widest ratings and can lead to wildly differing levels of success.

Focused on: Hybrid damage.

Designed for:


Overview

Mind you that this build is WIP and may not be viable at all. This is just me messing around with the Corruptionmancer Build from the previous meta.

I don't want to be arrogant by putting my name on the build but I want to avoid having to try a thousand meaningless names for a build that noone's going to play anyway.

Skill Bar

StaffHealingUtilityElite
Scepter/Warhorn

Specializations




Equipment

Staff.png
I.png
Superior Sigil of Hydromancy
9Recharge.png
Superior Sigil of Hydromancy.pngSuperior Sigil of Hydromancy
Damage nearby foes and chill them for 2 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Bursting
Superior Sigil of Bursting.pngSuperior Sigil of Bursting
Adds 6% to current condition damage.
I.png
Scepter.png
Warhorn.png
II.png
Superior Sigil of Geomancy
9Recharge.png
Superior Sigil of Geomancy.pngSuperior Sigil of Geomancy
Inflict bleeding on nearby foes for 10 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Bursting
Superior Sigil of Bursting.pngSuperior Sigil of Bursting
Adds 6% to current condition damage.
II.png
Superior Rune of the Elementalist
Superior Rune of the Elementalist.pngSuperior Rune of the Elementalist
(1): +25 Power (2): +35 Condition Damage (3): +50 Power (4): +65 Condition Damage (5): +100 Power (6): +20% Chill Duration; +20% Burning Duration
Viper's Amulet
Viper's Amulet.pngViper's Amulet
+1050 Power +560 Precision +1050 Condition Damage +560 Expertise

Variants

Rune

  • Superior Rune of Grenth Superior Rune of Grenth
    Superior Rune of Grenth.pngSuperior Rune of Grenth
    (1): +25 Condition Damage (2): +10% Chill Duration (3): +50 Condition Damage (4): 25% chance when struck to cause chill for 3 seconds. (Cooldown: 30s) (5): +100 Condition Damage (6): +20% Chill Duration; When you use a healing skill, nearby foes are chilled for 3 seconds. (Cooldown: 10s)
    for more Chill duration and condition damage at the cost of direct damage. (Maybe even the better option. Discuss please!)

Amulet

  • Mercenary's Amulet Mercenary's Amulet
    Mercenary's Amulet.pngMercenary's Amulet
    +1050 Power +560 Toughness +560 Vitality +1050 Condition Damage
    for more survivability at the cost of condition duration and damage.
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