Reaper - Power Curses Roamer
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage, Sustain and Boon removal
Designed for: WvW Roaming
Difficulty:
Normal
This build was last updated on July 31, 2024 and is up to date for the October 8, 2024 patch.
Overview
A Power Reaper build for WvW roaming. Significantly more durable than most other Reaper builds without sacrificing too much damage, and the boon corruption from Curses traits is quite useful against tanky opponents.
Skill Bar
Staff
Axe/Dagger
Utility
Skill Variants
Utility
For the optional slot or even over
:- - ranged teleport and stun break, useful for disengaging or chasing down targets.
- Blind or Weakness and could even act as a low-CD ranged snare. - better condition management, instantly gets rid of conditions that'd get in the way of doing damage like
- - unblockable attacks and frequent boon removal.
- Weakness application to shut down burst attempts. - low CD stun break with extra damage and
- - great CC that makes it hard for enemies to reach you or escape your damage.
- Weakness shuts down power-based builds in melee too. Furthermore the healing reduction from Poison could help you wear down tanky Cele builds. - creates a safe zone against ranged enemies, could help against some popular specs like Deadeyes or Soulbeasts and the
- - ranged CC which stops enemies from escaping, and even helps with LF management.
Weapons
- Sword/Sword over Staff - both of these are utility weapons first and foremost. Dual Swords offer much better mobility and some extra boon corruption while retaining tools like Fear and Weakness applications at the cost of sacrificing range, condition management, healing reduction and the ability to fire your skills behind your back while building distance under pressure.
- Focus over offhand Dagger - a more offensive option with good damage and boon removal.
Template Code
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Specializations
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Staff
Cavalier
Cavalier
Sigil
Sigil
Axe
Cavalier
Cavalier
Dagger
Cavalier
Cavalier
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
Stats
There's some room for customization when it comes to gearing:
- For more focus on boon duration replace the Amulet and 1 Accessory with Diviner ones. With Ascended gear this will give you exactly 30% boon duration, enough to hit breakpoints on some traits granting Protection and Quickness.
- You may choose to sacrifice some crit chance for more tankiness by replacing the Amulet and 1 Ring with Cavalier ones.
Runes
- - more tanky option.
Relics
- - offers slightly higher burst damage and it's easy to maintain, but you have less control over it than you do over Fireworks.
- Swiftness sources in the build, against other builds with boon removal this might end up losing a lot of value. - significantly increases your mobility but there are only 2
Consumables
Food
- - passive damage mitigation and great stats.
- - active damage mitigation.
- - budget version
Utility
- or .
Usage
General
- Build Life Force by killing critters or any PvE mob before fighting players.
- Both weapon sets offer a decent mix of defense and offense, but they're mostly just stalling until you can go back into for burst damage.
- 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 will still play, potentially baiting out dodges or other defensive CDs), and send it only on a CD of 5 seconds.
- is the best burst skill on Axe/Dagger and doesn't really require any setup. is best used on targets below 50% HP.
- Dagger skills are mostly defense oriented. Blinds targets, and the condi transfer is good at counterpressuring targets even on a Power build. mitigates incoming damage through Weakness. is one of the main condi removal tools in the build but also
- On Staff try to use Weakness. These are also your two most dangerous skills on this set. after whenever possible in order to combo AoE
- Staff is more of a utility weapon, low damage but it has a condition transfer, a CC, snare, and adds much needed range to the build. The Chill and Fear are useful both for keeping distance when you're waiting for CDs and preventing enemies from escaping when they're trying to flee.
- If you're using only for the mobility you should consider dropping out of shroud near the end of the animation. The very end of Death's Charge brings your character to a halt, we can cancel this by cancelling shroud.
- Entering shroud acts as an instant defensive measure:
- Transfers conditions to enemies on your next attack via .
- Procs Lesser Enfeeble for Weakness from which strikes foes after a small delay. If Lesser Enfeeble connects it'll immediately transfer conditions with Plague Sending. This is a really powerful interaction that could save your life even if you're stunned, as shroud can be activated while sitting in a CC.
- removes one condition when you enter shroud and keeps cleansing you every few seconds while 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) ⇒ teleport back when they catch up to you.
(SW) than just being a stun breaker with a bit of LF management, this skill allows for quite a bit of creativity. For example:
Shroud
- Most of your burst comes from , where your damage is further increased by .
- Opening with
- is the chain skill of this slot. This should only be used when either A) you need an emergency CC, or B) Infusing Terror is about to expire.
is very common, as it helps getting your damage off uninterrupted while the damage reduction helps you stay in shroud longer.
- Frost Aura whenever possible. should be used in the field created by for the
- Poison reduces the resurrection healing coming from their allies), but thanks to the permanent Quickness while in shroud this skill is now much easier to land without any real setup. should primarily be used on CC'd or downed targets (as
- Fear targets long enough to prevent enemies from dodging this skill. 's a single target skill for the most part, as it only stuns one target. can
- Use autoattacks when eveything else is on CD.
Ratings
I'm very impressed so far. Both Curses and Death magic act as defensive lines in the build more or less but that doesn't show on the damage because the burst is still great. At the same time Carapace stacks, high Protection uptime and Weakness spam make this build quite tanky even with Marauder stats. Curses supplies us with good boon corruption too which helps us bring down Cele builds and further adds to both the damage and sustain (if we can corrupt Might into Weakness for instance). Curses also bumps up our crit chance considerably while Death Magic increases Power. Condition cleansing is above average as well. Mobility's okay, Pack runes + Agility sigil give it good Swiftness uptime and then there's Death's Charge too, or even Flesh Wurm if you're willing to drop Suffer. It's a 5/5 from me, even after the boon corruption nerfs.
Comments
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