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: Strike damage
Designed for: Open World
Overview
A fast-paced power Reaper build with strong damage, passive self-healing, Barrier, and constant CC. This build uses
Fear with the traits , , to maintain 100% uptime on
Quickness (and
Fury and 25x
Vulnerability) without the trait . This lets us take self-healing traits and instead, providing more sustain in challenging content.
The main downside is it provides few boons to allies and is mainly solo build. However, it does provide some leech to allies when running the Blood Magic traitline (which we default to here) instead of Soul Reaping. Additionally, 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 double Sword and
Dagger/
Warhorn. Sword requires Expanded Weapon Proficiency with Secrets of the Obscure. Other weapon alternatives include:
Greatsword: loses a
Fear skill but gains a powerful, spammable, damage skill in , a strong CC/pull with , and AoE Blind with .
Axe: Gains boon rip with and more range than dagger or greatsword, but loses self-healing and life force regeneration compared to dagger, and does less damage than dagger or greatsword. Applies
Vulnerability, but not needed thanks to . Usually not recommended.
Skill Variants
Healing skills
We default to
to increase passive self-healing in conjunction with , , and Blood Magic traitline, but any healing skill can be used. You could also consider:- - low 16s cooldown and life force regeneration.
- - a bigger heal and condition cleanse, but doesn't generate life force.
- - for group healing and a Light combo field.
Utility skills
We default to the following utility skills, but only one is mandatory. Use any other two utility skills you prefer.
Fears. Mandatory, do not replace.
- The only utility skill that Stability, and converts your and allies' conditions into boons, on a low 20s cooldown.
- breaks stun, grants AoE - * - boon rip (AoE), potentially powerful active self-heal, passive movement speed, on a low 20s cooldown
Other useful skills to consider:
- Offensive
- * - boon rip (AoE) and makes up to ten of your next attacks unblockable.
- * - boon corrupt (AoE).
- * - boon corrupt (single target).
- - Chills and transfers conditions.
- - replaces when underwater. Use on land for even more CC if needed.
- - passive life force generation, instant revive one downed ally.
- - passive Power increase. The active ability applies some conditions, but has a long 40s cooldown and isn't worth casting in a power build.
- Defensive
- - 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.
- - alternate stun break and condition clear, passively reduces incoming condition damage
Weakness and blocks missiles.
- defensive skill that inflicts
* Boon rip and corrupt skills are particularly useful for some challenging boss or champion monsters that gain Protection,
Resolution, or
Resistance, and who have a kill timer. Without a way to remove or corrupt those boons, it can take longer than the timer to kill them, failing the event.
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. Note - there is a 2s delay between casting the Elite skill and 's Fear proc. Make sure to remain in range of any target you want to be hit with that Fear.
Specializations
- Variants
Replace Blood Magic with Soul Reaping for more damage and less self-heal, ally healing, and self-barrier.
Equipment
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x18
Equipment Variants
- Use all
Assassin trinkets to get closer to 100% crit chance with
Fury. Mix in some pieces of
Zealot gear for more healing.
- For sigils ...
- For runes, are preferred, but there are some alternatives. ...
- For the relic,
Chill and
Bleed.
is mandatory. Without any boon duration in the build, we need five Fears to maintain permanent uptime on Quickness and Fury. Nightmare's AoE Fear on the same short 30s cooldown as provides that fifth Fear. It also increases the Elite skill's 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 explosion that
Chills nearby targets.
Gain Might from hitting enemies that are below 50% health, or autoattacking enemies while in Reaper's Shroud.
This is a power version of Condi Dread Reaper, and plays and feels almost exactly the same, except it does strike damage instead of condition damage.
Weapon Notes
Dagger/Warhorn
... Dagger autoattack provides both constant life force regen, and healing with the Blood trait Fear of , and the self-heal of .
Sword/Sword
All sword attack heal, and sword #2 and #5 also regenerate life force. 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
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 Dagger/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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