Difference between revisions of "Reaper - Balanced Condi Reaper"
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| rating = great | | rating = great | ||
| focus = condition damage, control | | focus = condition damage, control | ||
− | | difficulty = | + | | difficulty = 1 |
− | | xpac = HoT | + | | xpac = HoT, SotO |
− | |||
}} | }} | ||
− | |||
− | |||
==Overview== | ==Overview== | ||
− | A Condition Reaper build for PvP taking a more "balanced" approach than Procmancer, opting for extra survivability via either Death or Blood Magic. | + | A Condition Reaper build for PvP taking a more "balanced" approach than [[Build:Reaper_-_Procmancer|Procmancer]], opting for extra survivability via either '''Death''' or '''Blood Magic'''. |
+ | <!--The <span style="color:#e3d43d">'''Pistol version'''</span> with its higher sustain continues to be popular in <span style="color:#e3d43d">'''ranked,'''</span> while <span style="color:#e3d43d">'''Scepter'''</span> is played more at <span style="color:#e3d43d">'''tournaments'''</span>.--> | ||
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| weapon4 = torch | | weapon4 = torch | ||
| healing = "Your Soul Is Mine!" | | healing = "Your Soul Is Mine!" | ||
− | | utility1 = | + | | utility1 = "You Are All Weaklings!" |
− | | utility2 = | + | | utility2 = "Suffer!" |
| utility3 = "Nothing Can Save You!" | | utility3 = "Nothing Can Save You!" | ||
| elite = "Chilled to the Bone!" | | elite = "Chilled to the Bone!" | ||
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'''Utility''' | '''Utility''' | ||
− | + | The utilities in this build are highly flexible, but you should aim to keep at least 1 stunbreak on your bar. Viable alternatives include: | |
− | * {{Skill|Spectral | + | * {{Skill|Spectral Walk}} - stunbreak with great kiting potential that could be immensely useful when it comes to shaking off enemies that are chasing you. The CD is rather long however, so we recommend taking a 2nd stunbreak too when playing this. |
− | * {{Skill| | + | * {{Skill|Summon Flesh Wurm}} - another stunbreak and some vertical mobility. Being able to disengage to the highground can be invaluable for your survival sometimes. |
− | * {{Skill| | + | * {{Skill|Well of Darkness}} - pulsing AoE Blind for survivability and Chill to put pressure on enemies. Works well is just about any situation. |
− | |||
− | |||
<!--* {{Skill|"Nothing Can Save You!"}} - 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.--> | <!--* {{Skill|"Nothing Can Save You!"}} - 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.--> | ||
− | * {{Skill| | + | * {{Skill|Well of Corruption}} - unblockable AoE boon removal that could cover an entire capture point on some maps. |
* {{Skill|Corrupt Boon}} - great burst CD, especially useful against targets that rely on {{Tooltip|Stability}}. Can be used both defensively and offensively. | * {{Skill|Corrupt Boon}} - great burst CD, especially useful against targets that rely on {{Tooltip|Stability}}. Can be used both defensively and offensively. | ||
− | |||
+ | '''Weapons''' | ||
+ | * ''Scepter'' over ''Pistol'' - an equally viable option with better teamfight potential. Scepter with {{Trait|Lingering Curse}} on Curses is often used in organized 5v5s (tournaments), while the Pistol variant remains popular in ranked because it's easier to survive on it solo thanks to the extra CC/Weakness application. | ||
− | ''' | + | * Play either ''Dagger'' or ''Focus'' offhand instead ''Torch'' if you don't own the ''Secrets of the Obscure'' expansion, as [https://wiki.guildwars2.com/wiki/Weaponmaster_Training Weaponmaster Training] is necessary for the current set. |
− | |||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQgnGgIvIirBEqIA8RL6AKYSMAHrEr0BAxOSAAAAAAAAAAAAAAAAAAAAAAADNgBaAFkAAA==] |
}} | }} | ||
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===Specialization Variants=== | ===Specialization Variants=== | ||
− | Replacing Death | + | Replacing Death Magic with Blood Magic is also a viable option: |
− | {{Specialization|Blood Magic|bot|bot| | + | {{Specialization|Blood Magic|bot|bot|bot|variant=y}} |
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| sigil4 = Exposure | | sigil4 = Exposure | ||
| rune = Lynx | | rune = Lynx | ||
− | | amulet = | + | | amulet = Rabid |
− | | relic = Relic of the | + | | relic = Relic of the Reaper |
}} | }} | ||
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===Equipment Variants=== | ===Equipment Variants=== | ||
'''Amulets''' | '''Amulets''' | ||
− | * {{Amulet| | + | * {{Amulet|Carrion}} |
+ | |||
'''Sigils''' | '''Sigils''' | ||
* {{Sigil|Escape}} over {{Sigil|Intelligence}} - improves your condition cleansing. Getting rid of several non-damaging conditions on weapon swap also increases your chances of transferring damaging conditions with {{Skill|Putrid Mark}}. | * {{Sigil|Escape}} over {{Sigil|Intelligence}} - improves your condition cleansing. Getting rid of several non-damaging conditions on weapon swap also increases your chances of transferring damaging conditions with {{Skill|Putrid Mark}}. | ||
+ | |||
+ | * {{Sigil|Savagery}} over {{Sigil|Intelligence}} - makes the stun from {{Skill|"Chilled to the Bone!"}} even longer when used on Staff. | ||
+ | |||
'''Runes''' | '''Runes''' | ||
* {{Rune|Necromancer}} - offers more damage if you don't need the passive movement speed boost from Lynx. | * {{Rune|Necromancer}} - offers more damage if you don't need the passive movement speed boost from Lynx. | ||
+ | |||
'''Relics''' | '''Relics''' | ||
− | * {{Relic|Relic of the | + | |
+ | There are plenty of viable options here, especially if you're playing a less shout-focused version of the build: | ||
+ | * {{Relic|Relic of the Demon Queen}} - improves your healing reduction from {{Tooltip|Poison}} and adds more sources to the build. Great at pressuring high sustain builds like supports. | ||
* {{Relic|Relic of the Sunless}} - adds burst damage to your elite skill by creating an AoE field beneath your target when used. 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. {{Tooltip|Fury}} can make this proc stronger. | * {{Relic|Relic of the Sunless}} - adds burst damage to your elite skill by creating an AoE field beneath your target when used. 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. {{Tooltip|Fury}} can make this proc stronger. | ||
− | * {{Relic|Relic of Cerus}} - 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 {{Skill|"Chilled to the Bone!"}} | + | * {{Relic|Relic of Cerus}} - 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 {{Skill|"Chilled to the Bone!"}}. |
* {{Relic|Relic of the Adventurer}} - restores half a dodge roll's worth of endurance whenever you heal, improving your survivability. It's like a second Energy sigil. | * {{Relic|Relic of the Adventurer}} - restores half a dodge roll's worth of endurance whenever you heal, improving your survivability. It's like a second Energy sigil. | ||
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* Ideally try to use {{Skill|Death's Charge}} inside the field left behind by {{Skill|Executioner's Scythe}} to combo {{Skill|Frost Aura}}. | * Ideally try to use {{Skill|Death's Charge}} inside the field left behind by {{Skill|Executioner's Scythe}} to combo {{Skill|Frost Aura}}. | ||
− | * Aside from {{Skill|Putrid Mark}} and {{Skill|Spectral Walk}} most of the cleansing is tied to trait procs like {{Trait|Plague Sending}} (when entering shroud) and {{Trait|Unholy Martyr}} (when leaving shroud). | + | * Aside from {{Skill|Putrid Mark}} and {{Skill|Spectral Walk}} most of the cleansing is tied to trait procs like {{Trait|Plague Sending}} (when entering shroud) and {{Trait|Unholy Martyr}} (when leaving shroud, Blood Magic variant). With the Death Magic variant you periodically keep losing conditions while staying in shroud. |
*There's more to {{Skill|Spectral Walk}} (SW) than just being a stun breaker with a bit of LF management, this skill allows for quite a bit of creativity. For example: | *There's more to {{Skill|Spectral Walk}} (SW) than just being a stun breaker with a bit of LF management, this skill allows for quite a bit of creativity. For example: | ||
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** Activate SW {{to}} break line of sight {{to}} cast {{Skill|"Chilled to the Bone!"}} {{to}} 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 {{to}} break line of sight {{to}} cast {{Skill|"Chilled to the Bone!"}} {{to}} 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 {{to}} {{Skill|Necrotic Traversal}} (if using Flesh Wurm) {{to}} {{Skill|Spectral Recall}} when they catch up to you. '''This works for stomping downed enemies''' as well, the channeling isn't interrupted by either of these teleports! | ** Activate SW {{to}} {{Skill|Necrotic Traversal}} (if using Flesh Wurm) {{to}} {{Skill|Spectral Recall}} when they catch up to you. '''This works for stomping downed enemies''' as well, the channeling isn't interrupted by either of these teleports! | ||
− | |||
− | |||
− | |||
*For mobility use the following sequence: | *For mobility use the following sequence: | ||
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:# {{Skill|Exit Reaper's Shroud}} 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) | :# {{Skill|Exit Reaper's Shroud}} 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) | ||
− | * {{Skill|Vile Blast}} is a great skill for quickly setting up other skills like {{Skill|Weeping Shots}}, {{Skill|"Chilled to the Bone!"}} or a shroud burst. | + | * ''Pistol-only'' {{Skill|Vile Blast}} is a great skill for quickly setting up other skills like {{Skill|Weeping Shots}}, {{Skill|"Chilled to the Bone!"}} or a shroud burst. |
+ | |||
+ | * ''Scepter-only'' {{Skill|Feast of Corruption}} is best used on targets that already have several conditions on them to maximize damage and LF generation. | ||
+ | ** {{Skill|"Suffer!"}} is a great setup for this skill, allowing you to deliver burst damage in an instant. | ||
* On Staff try to use {{Skill|Putrid Mark}} AFTER {{Skill|Chillblains}} for a free AoE {{Tooltip|Weakness}} combo. | * On Staff try to use {{Skill|Putrid Mark}} AFTER {{Skill|Chillblains}} for a free AoE {{Tooltip|Weakness}} combo. | ||
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:# {{Skill|Executioner's Scythe}} | :# {{Skill|Executioner's Scythe}} | ||
:# {{Skill|Soul Spiral}} | :# {{Skill|Soul Spiral}} | ||
+ | |||
+ | |||
+ | ''Pistol burst combo example:'' | ||
+ | :# {{Skill|Harrowing Wave}} could serve as an opener as it has a very low cast time and doesn't really require setup, but it could also be used after Vile Blast. | ||
+ | :# {{Skill|Vile Blast}} to set up Oppressive Collapse (OC), which has a much more visible animation and would be harder to land. '''Note:''' OC in general works best against slowed/stunned targets - the AoE ring spawns under your target the moment you press OC, so enemies with {{Tooltip|Superspeed}} or mobility skills could even escape the ring before the skill finishes. If they manage to leave the ring in time they'll avoid the CC. | ||
+ | :# {{Skill|Oppressive Collapse}} | ||
+ | :# {{Skill|Weeping Shots}} | ||
+ | |||
+ | |||
+ | ''Scepter burst combo example:'' | ||
+ | :# {{Skill|"Nothing Can Save You!"}} for unblockable attacks. | ||
+ | :# {{Skill|Oppressive Collapse}} | ||
+ | :# {{Skill|Harrowing Wave}} | ||
+ | :# {{Skill|"Suffer!"}} | ||
+ | :# {{Skill|Feast of Corruption}} | ||
==Top Streamers== | ==Top Streamers== | ||
+ | * Twitch: [https://www.twitch.tv/bel_uh Bel_uh] | ||
+ | |||
* Twitch: [https://www.twitch.tv/grimjacke Grimjacke] | * Twitch: [https://www.twitch.tv/grimjacke Grimjacke] | ||
* Twitch: [https://www.twitch.tv/CarolinDnB CarolinDnB] | * Twitch: [https://www.twitch.tv/CarolinDnB CarolinDnB] |
Latest revision as of 08:37, 29 July 2025
The community gave this build a rating, making it top-tier: Great
Focused on: Condition damage and Control
Designed for: PvP Conquest
Overview
A Condition Reaper build for PvP taking a more "balanced" approach than Procmancer, opting for extra survivability via either Death or Blood Magic.
Skill Bar
Skill Variants
Utility
The utilities in this build are highly flexible, but you should aim to keep at least 1 stunbreak on your bar. Viable alternatives include:
- - stunbreak with great kiting potential that could be immensely useful when it comes to shaking off enemies that are chasing you. The CD is rather long however, so we recommend taking a 2nd stunbreak too when playing this.
- - another stunbreak and some vertical mobility. Being able to disengage to the highground can be invaluable for your survival sometimes.
- - pulsing AoE Blind for survivability and Chill to put pressure on enemies. Works well is just about any situation.
- - unblockable AoE boon removal that could cover an entire capture point on some maps.
Stability. Can be used both defensively and offensively.
- great burst CD, especially useful against targets that rely on
Weapons
- Scepter over Pistol - an equally viable option with better teamfight potential. Scepter with on Curses is often used in organized 5v5s (tournaments), while the Pistol variant remains popular in ranked because it's easier to survive on it solo thanks to the extra CC/Weakness application.
- Play either Dagger or Focus offhand instead Torch if you don't own the Secrets of the Obscure expansion, as Weaponmaster Training is necessary for the current set.
Template Code
Specializations
Specialization Variants
Replacing Death Magic with Blood Magic is also a viable option:
Equipment
Equipment Variants
Amulets
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 .
- over - makes the stun from even longer when used on Staff.
Runes
- - offers more damage if you don't need the passive movement speed boost from Lynx.
Relics
There are plenty of viable options here, especially if you're playing a less shout-focused version of the build:
Poison and adds more sources to the build. Great at pressuring high sustain builds like supports.
- improves your healing reduction from
Fury can make this proc stronger.
- adds burst damage to your elite skill by creating an AoE field beneath your target when used. 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 .
- - restores half a dodge roll's worth of endurance whenever you heal, improving your survivability. It's like a second Energy sigil.
Usage
General
- 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 instant offensive procs could effortlessly add extra pressure to your burst chains.
- Quickly following up with to 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/Torch (if the sigils aren't on CD) which could then be applied to the enemy target via for increased burst and condition variety.
- The condition transfer from is yet another thing Weakening Shroud could trigger on its own.
, this is both defensive and offensive by nature. Being able to apply
- Ideally try to use inside the field left behind by to combo .
- Aside from and most of the cleansing is tied to trait procs like (when entering shroud) and (when leaving shroud, Blood Magic variant). With the Death Magic variant you periodically keep losing conditions while staying in shroud.
- 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:
- 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)
- Pistol-only is a great skill for quickly setting up other skills like , or a shroud burst.
- Scepter-only
- 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.
- 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
Pistol burst combo example:
- could serve as an opener as it has a very low cast time and doesn't really require setup, but it could also be used after Vile Blast.
Superspeed or mobility skills could even escape the ring before the skill finishes. If they manage to leave the ring in time they'll avoid the CC.
to set up Oppressive Collapse (OC), which has a much more visible animation and would be harder to land. Note: OC in general works best against slowed/stunned targets - the AoE ring spawns under your target the moment you press OC, so enemies with
Scepter burst combo example:
- for unblockable attacks.
Top Streamers
- Twitch: Bel_uh
- Twitch: Grimjacke
- Twitch: CarolinDnB
Ratings









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