Reaper - Power 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
WIP - info below is just a placeholder, still testing weapons, runes, sigils, etc. This is a power version of Condi Dread Reaper.
A fast-paced power Reaper build with strong damage, self-healing, and constant CC. This build uses constant Fear with the traits , , to maintain 100% uptime on
Quickness,
Fury, and 25x
Vulnerability without the trait . This lets us take self-healing traits and instead, enabling powerful sustain.
The main downside is it provides few boons to allies and is mainly a solo build in PvE. Though some conditions it inflicts like Fear,
Chill,
Blind, along with corrupting enemy boons and cleansing allies' conditions, are useful to allies.
Template Code
Skillbar
Weapon Variants
We default to Scepter/
Warhorn and double
Sword. Sword requires Expanded Weapon Proficiency with Secrets of the Obscure. Other weapon alternatives include:
X:
Greatsword: loses a
Fear skill but gains ..., and a strong CC/pull with .
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 - -
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.
Protection,
Resolution, or
Resistance.
- additional AoE boon corrupt for some bosses that gain
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
...
Equipment
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x3
x15
Equipment Variants
- ...
- For sigils ...
- For runes, are preferred, but there are some alternatives. ...
- As for the 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 spreads more
Consumables
DPS
- ...
Defense
- ...
Farming
- ...
Usage
Core mechanics
Fear is a key mechanic of this build. Inflicting fear on an enemy grants
Quickness and
Fury to you and inflicts
Chill on enemies, thanks to and . Review your sourcess of Fear and use them all aggressively on cooldown. No Concentration or boon duration is needed for 100% uptime on
Quickness,
Fury, 25x
Vulnerability, as long as you're casting all five
Fear skills on cooldown.
Chill inflicts
Vulnerability thanks to . Besides Fear, there are three abilities, one whirl combo, and two passive traits that Chill ( , ). Use these to fill gaps between
Fear skill cooldowns.
Critical Hits against Chilled targets cause a Chills and
Bleeds nearby targets. Gain
Might from hitting enemies that are below 50% health, or autoattacking enemies while in Reaper's Shroud.
Weapon Notes
Dagger/Warhorn
... Warhorn is taken for the Fear of .
Sword/Sword
Mainhand sword autoattack inflicts Chill. Offhand Sword inflicts
Fear,
Chill,
Vulnerability and grants
Might. All sword attacks cleave and pierce, hitting up to five enemies, giving a high chance to proc .
Alternative weapons
24px Axe/Warhorn ...
Greatsword lacks access to
Fear which may cause gaps in
Quickness uptime. But it gains ... is also a strong AoE pull that group together many monsters, or damage breakbars.
Damage
Rotation Opener
With our opener we're aiming for two quick Fears from Spectral Ring and the weapon skill. Open from 900 range or closer with Sword/Sword:
- on top of enemy
- ->
- ->
If using Greatsword:
- on top of enemy
Close to within melee range, then cycle through Fear and Chill skills:
- Weapon Swap to Scepter/Warhorn
- Enter
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 - Ice Field + Whirl Finisher spreads massive amounts of
Poison and
Chill.
-> : - -> -> : 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 Dagger (melee) or Sword (ranged) until Fear cooldowns reset, then repeat the rotation.
Defense
Defense mainly comes from constant Fear disabling enemies, and permanent
Chill increasing their ability cooldowns.
- Sidestep and walk or dodge out of enemy attacks.
- Constant
Fear prevents incoming damage.
- Permanent
Chill reduces the rate of incoming damage.
Weakness prevents critical strikes and causing glancing blows (50% of normal damage).
Blind causing the enemy's next attack to miss.
- is as a second health bar and has a natural 33% damage reduction.
Stability and further reduces damage taken.
provides - Use in condition heavy fights. If more is needed, run , .
Stability,
Stuns, and
Chills.
provides - All Sword skills heal a little bit, along with Warhorn 5.
- If using Staff, cleanses your conditions.
- If using Greatsword,
Blind.
spreads AoE
Crowd Control
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.
Ratings
Comments
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