Reaper - Power Dread Reaper
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Focused on: Strike damage
Designed for: Open World
Overview
A fast-paced power Reaper build with strong damage, self-healing, life force generation, Barrier, and constant CC.
This build uses Fear with the traits , , and to maintain permanent
Quickness,
Fury, and 25x
Vulnerability without the usual trait . We take the Reaper master trait instead, along with , , and numerous Blood Magic traits like . The result is a tanky survivable build despite using full glass-cannon gear.
The main downside is it provides few boons to allies and is primarily a 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
Might, 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 75% crit chance (100% with
Fury). Mix in some
Marauder gear for a larger health pool. Mix in some pieces of
Zealot gear for stronger healing and larger Barrier.
- You could also experiment with a full
Celestial gear set - armor, weapons, trinkets, all or none. This build doesn't benefit much from Condition Damage. However, the extra Concentration and Expertise means only three Fear skills, instead of five, are needed to maintain permanent Quickness, Fury, 25x Might, and 25x Vulnerability. So you can experiment with different weapons, utility skills, or relics without Fear.
- For sigils we default to and , the latter to self-maintain 25x Might. In group events with alternate Might providers, you can swap that weapon for one with instead for maximum damage.
- For runes, are preferred, but there are some alternatives. Any rune with Power and Ferocity can work. is next best. has Power, Ferocity, and Precision if needed to hit 75% crit chance. has Power, Ferocity, and Vitality and is cheaper.
- 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
Budget consumables are acceptable for use in open world.
DPS
- Prioritize Steak Ascended food.
- /
- /
Defense
Farming
- Prioritize Steak Ascended food.
- /
- (and variants)
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 and
Vulnerability 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.
Besides Fear, there are three abilities, one whirl combo, and one passive trait that Chills ( Fear skill cooldowns. Critical Hits against Chilled targets cause a explosion that
Chills nearby targets.
Gain Might from critting enemies, hitting enemies that are below 50% health, or autoattacking enemies while in Reaper's Shroud. Gaining Might or any other Boon heals you thanks to .
With the Blood Magic traitline the self-healing and life force generation refills Reaper Shroud faster than you can spend it, unless you're taking heavy damage. And
converts 10% of healing into Barrier, or 100% of healing at full health. You constantly have Barrier, full life force, and fast health regen.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
Sword/Sword
Sword autoattack, Sword 3, and Sword 4 inherently heal, further increased by traits like and others listed in the Defense - Healing section below. Sword #2 and #5 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 .
Dagger/Warhorn
Dagger autoattack provides both constant life force regen, and healing with the traits and and others listed in the Defense - Healing section below. Dagger #3 -> Dagger #2 provide a strong burst of healing.
Warhorn is taken for the
Fear of , and the self-heal of .
Alternative weapons
Greatsword loses a
Fear skill but gains a powerful, spammable, damage skill in , a strong CC/pull with , and AoE Blind with .
Damage
Rotation Opener
With our opener we're aiming for two quick Fears at range with 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 remaining 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 - General
Non-healing 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 - If using Staff, cleanses your conditions.
- If using Greatsword,
Blind.
spreads AoE
Defense - Self-healing and Barrier
With Blood Magic there are numerous sources of self-healing and barrier:
- Passive Healing
- Active Healing
Use any of these as needed.
- Dodge -> Lesser Mark of Blood ->
- - use this only as a last resort, so as not to lose its passive self-healing while on cooldown.
Sword/Sword: Sword skills 1, 3, and 4 heal.
- -> ->
- -> - Gorge is optional since it costs health to cast, don't cast if you're very low on health.
Dagger/Warhorn: Dagger 2 heals, and is stronger after casting Dagger 3 to self-Bleed. Warhorn 5 siphons life from nearby enemies.
- -> - casting in this order will maximize the self-heal.
Reaper's Shroud:
-> -> - all apply Might, which heals you thanks to .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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