Reaper - Condi Dread Reaper
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Focused on: Condition damage
Designed for: Open World
Overview
A fun, frenetic, solo open world condition Reaper build with both strong condi burst and strong sustained condi damage. This is primarily a Bleed build, leveraging interactions between the traits , , and to stack Bleeding, Chill, and multiple boons.
It can self-maintain 25x Might, 25x
Vulnerability, duration-capped
Fury (30s), duration-capped
Quickness (30s), 50+ stacks of
Bleeding, plus a few stacks of
Poison and
Torment. It puts out constant AoE CC since its damage rotation depends on casting all
Fear skills on cooldown. It can also be used in WvW zergs with a few gear changes, explained in the Equipment section.
The main downside is it provides few boons to allies and is purely a solo build. Some conditions it inflicts like Fear,
Chill,
Blind, along with corrupting enemy boons and cleansing allies' conditions, are useful to allies though.
Template Code
Build and Stat Calculations
Skillbar
Weapon Variants
Scepter/Warhorn is a strong single target weapon set. Conditions applied by Scepter are empowered by the Curses trait , and Scepter's autoattack chain applies
Bleeding to a single target with all three attacks in the chain. Warhorn is taken for
Fear on Warhorn 4.
On the second weapon set, we recommend double Swords. Sword/Sword is a strong AoE weapon combo that can quickly burst multiple Bleed stacks onto targets. Sword 5 inflicts
Fear and grants
Might. Sword 4 inflicts
Vulnerability and
Chill. Sword 1 autoattack chain inflicts
Chill. All five sword attacks cleave and pierce, hitting up to five enemies, giving a high chance to proc .
Usage of mainhand and offhand sword requires Expanded Weapon Proficiency with Secrets of the Obscure. Other weapon alternatives include:
Staff provides burst damage from range, and is the only other weapon besides offhand Warhorn and offhand Sword with a Fear skill (Staff 5), but deals very low sustained damage.
With Weaponmaster Training mainhand Pistol is an option. Besides Scepter, Pistol is the other mainhand weapon that inflicts heavy conditions. However, Pistol focuses on Torment and provides no inherent
Bleed or
Chill application, so Scepter is still stronger for single target in this build. The main value of Pistol is that Pistol 3 provides an additional
Stun which is useful for breakbars. Pistol's autoattack also bounces between two enemies, providing slightly more cleave AoE than Scepter autoattack, but mainhand Sword is superior for AoE.
Skill Variants
Healing skills
We default to
because of its very low 16s cooldown, but you can use any healing skill with this build. You could also consider:- - more healing and cleanses all conditions, but doesn't generate life force.
Utility skills
We default to:
- 24px Chills and transfers conditions. -
- 24px Fears. Mandatory, do not replace. - The only utility skill that
- - Breaks stun and converts your and allies' conditions into boons.
Other useful skills to consider:
Chill (5 AoE pulses) and
Blind. Curses trait pairs well with this skill.
- additional - - alternate stun break.
- - alternate stun break.
- - Replaces when underwater. Use on land for even more CC if needed.
Elite skills
Chill,
Stun, and with also
Fear. Grants boons, notably
Stability,
Quickness, and
Fury. Mandatory, do not replace.
: Applies conditions, notably
Specializations
Variants
- for additional condition clear, which this build sometimes needs against heavy condition enemies.
- for additional boon corrupt.
- pairs well with .
Equipment
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
x6
x6
x12
Equipment Variants
Stats
For more survivability and/or boon duration, replace some Viper pieces with
Trailblazer or
Ritualist stats. Try to keep Bleeding duration at 100%, possibly using and together. Also keep in mind that Precision is valuable, as it causes Chilling Novas, Bleeding on Crit, and increases Condition Damage as a percent of Precision (trait + utility buff).
WvW
This build also works well in a WvW Zerg due to the constant CC and strong condi burst, but with a few changes. In WvW zergs, the conditions you inflict are constantly being cleared, sent back, or converted to boons, so Expertise and condition duration are less valuable. Instead focus on Condition Damage and survivability:
- Replace all the Viper Armor and Trinkets with
Dire or
Trailblazer gear.
- Use . With full Dire armor and trinkets this gives almost 30,000 health unbuffed, and over 2100 Condition Damage unbuffed.
- Keep the Viper weapons for a base ~20% Crit Chance, but replace with , , or .
- Switch two traits to and , for more condition clear and boon corrupt.
Sigils
If you overcap Bleeding Duration beyond 100%, you can replace
with one of the following. Aim for 100% Bleeding Duration, then maximum Condition Damage, or alternatively sigils that apply Torment or Poison.- (WvW)
- (WvW)
- (WvW)
Runes
are preferred, but any of the runes below can work until you can craft Trapper Runes. Aim for 100% Bleeding duration, then maximum Condition Damage. Try to use the runes where the 5th and 6th runes give 100 and 125 Condition Damage respectively.
- (WvW)
Relic
Chill and
Bleed.
is by far the strongest relic for this build, both in PvE and WvW. Nightmare's AoE Fear on a relatively short 30s cooldown helps maintain Quickness and Fury uptime, increases breakbar damage, and applies more
Consumables
Use whatever food is needed to get Bleeding Duration to the 100% cap if needed, then prioritize Condition Damage and Precision.
Food
Utility
Usage
Core mechanics
Fear applies
Quickness,
Fury, and
Chill. There are five abilities that apply Fear. Use them all on cooldown.
Chill applies
Bleeding and
Vulnerability. Besides Fear, there are three abilities, one whirl combo, and two passive traits that apply Chill ( , ).
- Critical Hits apply
Bleeding directly from the trait and , and Critical Hits against Chilled targets cause a explosion that
Chills and
Bleeds nearby targets.
- Gain
Might from hitting enemies that are Chilled, hitting enemies that are below 50% health, or autoattacking enemies while in Reaper's Shroud.
- Breakbar damage happens naturally by cycling through the Damage rotation. The strongest breakbar abilities are and . Omit those from the damage rotation if needed to reserve them for active breakbar phases, but both are on relatively low 30s cooldowns and generally don't need to be conserved.
Standard Rotation
- Open with Elite + Utilities
- Scepter/Sword
- Sword 5:
Fear +
Might
-> : - Sword 4:
Vulnerability +
Chill
-> :
(If using Staff instead of dual Swords, cast Staff 5 ( Fear) -> Staff 3 (
Chill +
Poison) -> Staff 2 (
Bleed), optionally Staff 4 to clear your conditions, then weapon swap.)
- Weapon Swap to Scepter/Warhorn
- Enter Reaper's Shroud
- Shroud 3:
Stability +
Fear. Use on cooldown. Killing a mob reduces its cooldown by 50%, so in large packs it's almost spammable.
-> : - Shroud 5 + 4: Ice Field + Whirl Finisher that applies massive amounts of
Poison and
Chill.
-> : - Shroud 1: -> -> : autoattack in Reaper's Shroud for a few seconds for Crits to cause a explosion and to allow Fear cooldowns to reset.
- Exit Reaper's Shroud, attack with Scepter until Fear cooldowns reset, then repeat the rotation.
Ratings
Comments
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