Difference between revisions of "Reaper - DM Power Reaper"
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Revision as of 06:32, 24 March 2020
Note: Please note that builds will default to plain icons, these may not be as accurate. We apologize for the inconvenience.
Contents
Overview
A frontline burst build fixing the often problematic squishiness of Power Reaper builds.
Skillbar
Template Code
Traits
Equipment
Consumables
- feast option with additional power and ferocity.
Variants
Sigil
Runes
- Additional damage reduction
- budget option for cleave
Usage
- Resource managment
- This build contains two resources you have to manage for optimal playing.
- Lifeforce for and it's skills.
Death's Carapace does not only provides up to 600 toughness which the life of you and your healers easier but also provides some extra power due to .
- Lifeforce
- and can refill lifeforce during range phases.
- Death's Carapace
- Any single stack of condition you apply to enemies provides one stack of Carapace via .
- Skills that pulse conditions, preferably multiple stacks are optimal to reach the cap in short time.
- is a great way to charge stacks during surprise (re)engages. In open engages however it is preferable to keep this skill for coordinated spiking.
- and provide sources for Death's Carapace during pre-engage range pressure.
- Weapons
- Besides resource generation, and are cheap skills which are a part of your zerg's range pressure.
- Even when the enemy is not yet in reach, their presence on the ground can deter from using certain angles for engage. This requires multiple Necromancers working into a similar direction.
- 's condition transfer can save your life if your other condition removal skills are unavailable.
- has a cooldown reset on downed players.
- and are helpful to disrupt the enemy melee train and very safe to use compared to the greatswords other skills due to their range.
- Burst
- Depending on the commander and can be used synchronized with other Necromancers or on your own in combination with entering for .
- Inside Death's Shroud a common burst rotation is to CC and . This can also follow-up the well spike when in melee range.
Comments