Reaper - Condi Dread Reaper
This is a rough draft. Once adequately written, it will progress to the testing stage, where it can be rated by the community. You can help by proposing changes with a comment.
Focused on: Condition damage
Designed for: Open World
Overview
A fast-paced Reaper build with strong condi burst, sustained condi damage, and constant CC. This is primarily a Fear,
Chill, and
Bleed build. It leverages interactions between the traits , , and to rapidly stack 50+ stacks of
Bleeding, 25x
Vulnerability, 25x
Might,
Fury, and
Quickness.
The main downside is it provides few boons to allies and is mainly a solo build in PvE. 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
We default Scepter/Warhorn and double Swords. Sword requires Expanded Weapon Proficiency with Secrets of the Obscure. Other weapon alternatives include:
- Staff: Staff provides burst damage from range, and is the only other weapon besides offhand Warhorn and offhand Sword with a
Fear skill, but deals low sustained damage.
- Greatsword: Greatsword loses a
Fear skill which may cause gaps in
Quickness uptime. But it gains which, when combined with the Curses trait , can rapidly stack
Blind ->
Chill ->
Bleed.
- Pistol/X: With Weaponmaster Training mainhand Pistol is an option. Pistol gains an additional
Stun with , but loses the boon corrupt that both Scepter 3 and Sword 3 provide.
Skill Variants
Healing skills
We default to
because of its low 16s cooldown, but any healing skill can be used. You could also consider:- - a bigger heal and condition cleanse, but doesn't generate life force.
- - for group healing and a Light combo field.
- - for passive healing in combat, and group leech when cast on a target.
Utility skills
We default to:
Chills and transfers conditions.
- Fears. Mandatory, do not replace.
- The only utility skill that Chill (5 AoE pulses) and
Blind (2 AoE Blind pulses also apply
Chill via Curses trait ). If you replace this skill with something else, also change the Curses trait to or .
- additional
Other useful skills to consider:
- - breaks stun and converts your and allies' conditions into boons.
- - alternate stun break, regenerate life force quickly.
- - alternate stun break, lure attackers off cliffs in WvW then teleport back up while they fall to their deaths.
- - replaces when underwater. Use on land for even more CC if needed.
- - additional AoE boon corrupt for WvW.
Elite skills
Chill,
Stun, and
Fear, and grant
Stability,
Quickness, and
Fury. Crucially, the skill and the relic are synced to the same 30s cooldown.
Specializations
Variants
Fears hit an enemy.
- apply Torment every time your constant - for additional condition clear, which this build sometimes needs against heavy condition enemies.
- for additional boon corrupt.
Equipment
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
x6
x6
x12
Equipment Variants
Stats
Dire/Trailblazer
For a more survivable build, replace some Viper pieces with
Dire or
Trailblazer. Try to keep Bleeding duration at 100%, possibly using and together if necessary. 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). Try to keep at least 30% Crit Chance.
Celestial
There is also a Celestial variant of this build:
- Replace all armor, trinkets, and weapons with
Celestial versions.
- Use or .
- Use / with to get Bleed duration to 100%.
Because of the extra Concentration, you can maintain 100% uptime on Quickness and
Fury with only three or four
Fear skills instead of five. Therefore you can replace with another utility skill, or Warhorn or offhand Sword with a different weapon, or with an alternative. Feel free to experiment.
Sigils
If you overcap Bleeding Duration beyond 100%, 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. 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.
DPS
- Prioritize Flatbread Ascended food.
- / / /
- / /
Defense
Farming
- Prioritize Flatbread Ascended food.
- /
- (and variants)
Usage
Core mechanics
Fear applies
Quickness,
Fury, and
Chill. There are five abilities that apply Fear. Use them all aggressively on cooldown. This is the core of the build.
Chill applies
Bleeding and
Vulnerability. Besides Fear, there are three abilities, one whirl combo, and two passive traits that apply Chill ( , ). Use these to fill gaps between
Fear skill cooldowns.
- 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.
- No Concentration or boon duration is needed for 100% uptime on
Quickness,
Fury, and 25x
Might, as long as you're casting all five
Fear skills on cooldown.
Weapon Notes
Scepter/Warhorn: Conditions applied by Scepter are empowered by the Curses trait . Scepter's autoattack chain applies
Bleeding to a single target with all three attacks in the chain. The trait changes Scepter 3 into an AoE boon corrupt skill . Warhorn is taken for
Fear
Double Swords: Offhand Sword inflicts Fear,
Chill,
Vulnerability and grants
Might. Mainhand Sword attacks cleave and pierce, hitting up to five enemies, giving a high chance to proc .
Staff provides burst damage from range, and is the only other weapon besides offhand Warhorn and offhand Sword with a Fear skill, but deals low sustained damage.
Greatsword loses a Fear skill which may cause gaps in
Quickness uptime. But it gains which, when combined with the Curses trait , can rapidly stack
Blind ->
Chill ->
Bleed.
With Weaponmaster Training mainhand Pistol is an option. Pistol is a condition weapon, but focuses on Torment and
Poison, rather than
Bleed or
Chill. Pistol gains an additional
Stun with , but loses the boon corrupt that both Scepter 3 and Sword 3 provide. Pistol's autoattack bounces between three enemies, providing more AoE condi cleave than Scepter's single-target autoattack, but less than mainhand sword's 5-target autoattack.
Standard Rotation
- Open with Elite + Utilities
- Elite:
- Utility:
- Utility:
- Utility:
- Scepter/Sword
- Sword 5 x2: ->
- Sword 4 x2: ->
If using Staff:
- Staff 5:
- Staff 3:
- Staff 2:
- Staff 4 (optional):
If using Greatsword:
- GS 4
- GS 5
- GS 3
- Weapon Swap to Scepter/Warhorn
- Warhorn 4:
- Scepter 3:
- Scepter 2:
- Enter Reaper's Shroud
- Shroud 3 x2:
Fear. Use on cooldown. Killing a mob reduces its cooldown by 50%, so in large packs it's almost spammable.
-> : Double tap for a quick AoE - Shroud 5 + 4: Ice Field + Whirl Finisher 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 (single target) or Sword (AoE) until Fear cooldowns reset, then repeat the rotation.
Ratings
Comments
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