Difference between revisions of "Reaper - Procmancer"
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{{Specialization|Curses|bot|mid|top}} | {{Specialization|Curses|bot|mid|top}} | ||
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− | * {{Trait|Plague Sending}} improves | + | * {{Trait|Plague Sending}} improves your survivability and could even translate into more damage sometimes, but you have to give up some valuable {{Tooltip|Chill}}-related trait synergy for it. This becomes a more attractive option when NOT playing with ''off-hand Dagger'' as you'd lose both a {{Tooltip|Blind}} and a condition transfer with a different off-hand, and this trait could compensate for that without much of a cost. |
{{Specialization|Reaper|mid|mid|mid}} | {{Specialization|Reaper|mid|mid|mid}} | ||
''Variants'' | ''Variants'' |
Revision as of 11:25, 13 October 2023
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 condi 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 against blocks on a low CD.
- Weakness. - low CD stunbreak with damage mitigation through
- Stability. Can be used both defensively and offensively. - great burst CD, especially useful against targets that rely on
- Poison and Weakness spam to the table, further mitigating damage as well as enemy healing. - excellent anti-projectile skill which also brings
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.
- 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).
Template Code
Specializations
Variants
- Chill-related trait synergy for it. This becomes a more attractive option when NOT playing with off-hand Dagger as you'd lose both a Blind and a condition transfer with a different off-hand, and this trait could compensate for that without much of a cost. 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.
Runes
- - offers more damage if you don't need the passive movement speed boost from Lynx.
Relics
- Burning to the build for more condition diversity. - a proc that adds a source of
- Chill proc to every shout. Worth considering 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.
- - 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 .
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 Scepter/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 corrupt 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
Shroud burst rotation example
- to your target
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