Difference between revisions of "Reaper - Greatsword Roamer"

(Equipment)
(Usage)
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* Spectral skills are going to be the main Life Force (LF) builders
 
* Spectral skills are going to be the main Life Force (LF) builders
 
** Even at maximum LF you can consider using {{Skill|Spectral Armor}} before entering {{Skill|Reaper's Shroud}}. Both the {{gw2wiki|Protection}} and the extra LF from incoming attacks are going to increase the time you'll be able to spend in shroud.
 
** Even at maximum LF you can consider using {{Skill|Spectral Armor}} before entering {{Skill|Reaper's Shroud}}. Both the {{gw2wiki|Protection}} and the extra LF from incoming attacks are going to increase the time you'll be able to spend in shroud.
 +
 
* Build Life Force by killing critters or any other PvE mob while roaming.
 
* Build Life Force by killing critters or any other PvE mob while roaming.
 +
 
* There's more to {{Skill|Spectral Walk}} (SW) than just being a stun breaker with a bit of LF management, this skill allows for quite a bit of creativity. For example:  
 
* There's more to {{Skill|Spectral Walk}} (SW) than just being a stun breaker with a bit of LF management, this skill allows for quite a bit of creativity. For example:  
 
** Activate SW {{to}} jump off a cliff while being chased {{to}} {{Skill|Spectral Recall}} when your enemies jump after you.  
 
** Activate SW {{to}} jump off a cliff while being chased {{to}} {{Skill|Spectral Recall}} when your enemies jump after you.  
 
** Activate SW {{to}} break line of sight {{to}} cast {{Skill|"Chilled to the Bone!"}} {{to}} teleport back at the very end of the channeling (this makes it harder to avoid and reduces the chance of getting interrupted, although the outcome is going to be a bit luck based).
 
** Activate SW {{to}} break line of sight {{to}} cast {{Skill|"Chilled to the Bone!"}} {{to}} teleport back at the very end of the channeling (this makes it harder to avoid and reduces the chance of getting interrupted, although the outcome is going to be a bit luck based).
 
** Activate SW {{to}} {{Skill|Necrotic Traversal}} (if using Flesh Wurm) {{to}} teleport back when they catch up to you.
 
** Activate SW {{to}} {{Skill|Necrotic Traversal}} (if using Flesh Wurm) {{to}} teleport back when they catch up to you.
* Use {{Skill|Locust Swarm}} for mobility while traveling between capture points, or as a source of {{gw2skill|Blind}} removal during combat. To elaborate, it does insignificant damage but ''frequently''. Most of your attacks are slow and easy to avoid, in melee range of an enemy there's a fairly high chance that the Locust pulses will be blinded instead of your important skills, which is quite convenient especially in Shroud.
+
 
* {{Skill|Wail of Doom}} is the only unblockable CC in the build.
 
 
* For mobility use the following sequence: {{Skill|Reaper's Shroud}} (this also applies {{gw2wiki|Swiftness}} from {{Trait|Speed of Shadows}}) {{to}} {{Skill|Death's Charge}} {{Skill|Exit Reaper's Shroud}} just before Death's Charge finishes.
 
* For mobility use the following sequence: {{Skill|Reaper's Shroud}} (this also applies {{gw2wiki|Swiftness}} from {{Trait|Speed of Shadows}}) {{to}} {{Skill|Death's Charge}} {{Skill|Exit Reaper's Shroud}} just before Death's Charge finishes.
 +
 
* {{Skill|"Chilled to the Bone!"}} has a very distinct animation which makes it easy to avoid, if you feel like that's going to happen then ''stow your weapon'' to cancel the channeling. This is also great for fake casting - you can use the skill, cancel it immediately with weapon stow (the whole animation will still play, potentially baiting out dodges or other defensive CDs), and send it only on a CD of 5 seconds.
 
* {{Skill|"Chilled to the Bone!"}} has a very distinct animation which makes it easy to avoid, if you feel like that's going to happen then ''stow your weapon'' to cancel the channeling. This is also great for fake casting - you can use the skill, cancel it immediately with weapon stow (the whole animation will still play, potentially baiting out dodges or other defensive CDs), and send it only on a CD of 5 seconds.
 +
 
* {{Skill|Ghastly Claws}} is one of the best burst skills in the build. Try to use it when you have a fair amount of {{gw2skill|Might}} stacks, {{gw2skill|Quickness}}, and peferably {{gw2skill|Vulnerability}} on the target. This is also the best skill to go with {{Sigil|Superior Sigil of Intelligence}}.
 
* {{Skill|Ghastly Claws}} is one of the best burst skills in the build. Try to use it when you have a fair amount of {{gw2skill|Might}} stacks, {{gw2skill|Quickness}}, and peferably {{gw2skill|Vulnerability}} on the target. This is also the best skill to go with {{Sigil|Superior Sigil of Intelligence}}.
  
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''Shroud
 
''Shroud
 
* Most of your burst comes from {{Skill|Reaper's Shroud}}, where your damage is further increased by {{Trait|Death Perception}} and {{Trait|Reaper's Onslaught}}.  
 
* Most of your burst comes from {{Skill|Reaper's Shroud}}, where your damage is further increased by {{Trait|Death Perception}} and {{Trait|Reaper's Onslaught}}.  
 +
 
* Opening with {{Skill|Infusing Terror}} is very common, as it helps getting your damage off uninterrupted while the damage reduction helps you stay in shroud longer.
 
* Opening with {{Skill|Infusing Terror}} is very common, as it helps getting your damage off uninterrupted while the damage reduction helps you stay in shroud longer.
 
** {{Skill|Terrify}} is the chain skill of this slot. This should only be used when either A) you need an emergency CC, or B) Infusing Terror is about to expire.  
 
** {{Skill|Terrify}} is the chain skill of this slot. This should only be used when either A) you need an emergency CC, or B) Infusing Terror is about to expire.  
 +
 
* {{Skill|Death's Charge}} should be used in the field created by {{Skill|Executioner's Scythe}} for the {{gw2skill|Frost Aura}} whenever possible.
 
* {{Skill|Death's Charge}} should be used in the field created by {{Skill|Executioner's Scythe}} for the {{gw2skill|Frost Aura}} whenever possible.
 +
 
* {{Skill|Soul Spiral}} should primarily be used on CC'd or downed targets (as {{gw2wiki|Poison}} reduces the resurrection healing coming from their allies), but thanks to the permanent {{gw2wiki|Quickness}} while in shroud this skill is now much easier to land without any real setup.
 
* {{Skill|Soul Spiral}} should primarily be used on CC'd or downed targets (as {{gw2wiki|Poison}} reduces the resurrection healing coming from their allies), but thanks to the permanent {{gw2wiki|Quickness}} while in shroud this skill is now much easier to land without any real setup.
 +
 
* {{Skill|Executioner's Scythe}}'s a '''single target skill''' for the most part, and one that's best used on low-HP targets. {{Skill|Terrify}} can {{gw2wiki|Fear}} targets long enough to prevent enemies from dodging this skill.
 
* {{Skill|Executioner's Scythe}}'s a '''single target skill''' for the most part, and one that's best used on low-HP targets. {{Skill|Terrify}} can {{gw2wiki|Fear}} targets long enough to prevent enemies from dodging this skill.
* Use auto attacks when eveything else is on CD.
+
 
 +
* Use autoattacks when eveything else is on CD.
  
  
 
''Greatsword
 
''Greatsword
* {{Skill|Nightfall}} is the only thing that justifies taking Greatsword, its strength is arguably on par with Well skills. Nightfall is fairly versatile and useful in many sutations, especially when it comes to surviving vs melee players.
+
* {{Skill|Nightfall}} is the only thing that justifies taking Greatsword, its strength is arguably on par with Well skills. Nightfall is fairly versatile and useful in many situations, especially when it comes to surviving vs melee players.
 +
 
 
* The auto attack chain is just way too slow and will barely (if ever) be used.
 
* The auto attack chain is just way too slow and will barely (if ever) be used.
 +
 
* {{Skill|Gravedigger}} suffers from the same problem as the auto chain, but at least it hits way harder. This will mostly be used as a downed cleave skill when Shroud is on CD, but if you're feeling lucky you can try to use it for bursting in regular combat especially against bunkers. Much easier to land with some lingering {{gw2skill|Quickness}} from {{Trait|Reaper's Onslaught}}.
 
* {{Skill|Gravedigger}} suffers from the same problem as the auto chain, but at least it hits way harder. This will mostly be used as a downed cleave skill when Shroud is on CD, but if you're feeling lucky you can try to use it for bursting in regular combat especially against bunkers. Much easier to land with some lingering {{gw2skill|Quickness}} from {{Trait|Reaper's Onslaught}}.
 +
 
* {{Skill|Death Spiral}} is excellent for stacking some vulnerability/life force.
 
* {{Skill|Death Spiral}} is excellent for stacking some vulnerability/life force.
 +
 
* {{Skill|Grasping Darkness}} is a decent CC but can be hard to land against moving targets.  
 
* {{Skill|Grasping Darkness}} is a decent CC but can be hard to land against moving targets.  
 +
 
* After unloading skills 3-5 spend most of your time in Reaper's Shroud waiting for weapon swap to come off CD.
 
* After unloading skills 3-5 spend most of your time in Reaper's Shroud waiting for weapon swap to come off CD.

Revision as of 11:28, 9 November 2019

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Gold.png

The community gave this build a rating, making it second-tier: Good.

Focused on: Direct damage.

Designed for:


Overview

A high pressure Reaper WvW roamer.

Skill Bar

GreatswordHealingUtilityElite
Axe/Focus

Slot Changes

Utility

For the optional slot:

  • - ranged teleport and stun breaking, useful for disengaging or chasing down targets.
  • - unblockable boon corruption.
  • - ranged CC which stops enemies from escaping, and even helps with LF management.

Template Code

[&DQg1NzInIjaiAKIA+gD6AL0BMAEAAL0BAxOSAAAAAAAAAAAAAAAAAAAAAAA=]
COPY

Specializations

Variants

  • trades some vulnerability stacking for slightly higher sustain.




Specialization Changes

If you wish to be more tanky, drop Spite for Blood Magic:



Equipment

Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Cavalier stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Cavalier stat icon.png
Cavalier stat icon.png
Marauder stat icon.png
Marauder stat icon.png
PvE weapon swap.png
Marauder stat icon.png
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6x
Superior Rune of Durability
18x
Mighty WvW Infusion

Runes

  • - if you're willing to sacrifice sustain for higher damage.
  • - retains some of Durability's sustain and offers better mobility in combat.

Consumables

    • - budget version

Usage

General

  • Spectral skills are going to be the main Life Force (LF) builders
    • Even at maximum LF you can consider using before entering . Both the Protection Protection and the extra LF from incoming attacks are going to increase the time you'll be able to spend in shroud.
  • Build Life Force by killing critters or any other PvE mob while roaming.
  • There's more to (SW) than just being a stun breaker with a bit of LF management, this skill allows for quite a bit of creativity. For example:
    • Activate SW jump off a cliff while being chased when your enemies jump after you.
    • Activate SW break line of sight cast teleport back at the very end of the channeling (this makes it harder to avoid and reduces the chance of getting interrupted, although the outcome is going to be a bit luck based).
    • Activate SW (if using Flesh Wurm) teleport back when they catch up to you.
  • For mobility use the following sequence: (this also applies Swiftness Swiftness from ) just before Death's Charge finishes.
  • has a very distinct animation which makes it easy to avoid, if you feel like that's going to happen then stow your weapon to cancel the channeling. This is also great for fake casting - you can use the skill, cancel it immediately with weapon stow (the whole animation will still play, potentially baiting out dodges or other defensive CDs), and send it only on a CD of 5 seconds.
  • is one of the best burst skills in the build. Try to use it when you have a fair amount of Might Might stacks, Quickness Quickness, and peferably Vulnerability Vulnerability on the target. This is also the best skill to go with .


Shroud

  • Most of your burst comes from , where your damage is further increased by and .
  • Opening with is very common, as it helps getting your damage off uninterrupted while the damage reduction helps you stay in shroud longer.
    • is the chain skill of this slot. This should only be used when either A) you need an emergency CC, or B) Infusing Terror is about to expire.
  • should be used in the field created by for the
    Frost Aura Frost Aura
    40Recharge.png
    Frost Aura
    Protect yourself with frost armor that reduces incoming damage by 10%. While active, it chills foes that hit you. Each attaker can be affected by this only once per second.
    Frost Aura.pngFrost Aura (7s): -10% Incoming Damage
    Chill.pngChilled (2s): -66% Movement Speed, -66% Skill Recharge Rate
    whenever possible.
  • should primarily be used on CC'd or downed targets (as Poison Poison reduces the resurrection healing coming from their allies), but thanks to the permanent Quickness Quickness while in shroud this skill is now much easier to land without any real setup.
  • 's a single target skill for the most part, and one that's best used on low-HP targets. can Fear Fear targets long enough to prevent enemies from dodging this skill.
  • Use autoattacks when eveything else is on CD.


Greatsword

  • is the only thing that justifies taking Greatsword, its strength is arguably on par with Well skills. Nightfall is fairly versatile and useful in many situations, especially when it comes to surviving vs melee players.
  • The auto attack chain is just way too slow and will barely (if ever) be used.
  • suffers from the same problem as the auto chain, but at least it hits way harder. This will mostly be used as a downed cleave skill when Shroud is on CD, but if you're feeling lucky you can try to use it for bursting in regular combat especially against bunkers. Much easier to land with some lingering Quickness Quickness from .
  • is excellent for stacking some vulnerability/life force.
  • is a decent CC but can be hard to land against moving targets.
  • After unloading skills 3-5 spend most of your time in Reaper's Shroud waiting for weapon swap to come off CD.
Build rating - 4 stars
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4 Ratings
4 stars
Ruler gave this build 4 stars May 2019

Im giving this 4 Stars because of how forgiving I've found it, while still being able to do MASSIVE burst damage. Its up there with Spellbreaker on builds I'd reccommend for new roamers. If you're struggling to sustain try taking the Death Magic line over Spite, helps with survivability and has a couple get out of jail free cards.

4 stars
Fergand gave this build 4 stars May 2019

It can feel vulnerable against high mobility opponents. However, with good timing and patience you can burst many opponents from full to down very quickly. While primarily for damage, you can use shroud defensively if you're finding yourself running low on HP and unable to heal. Life force is a precious resource though, so try to limit your time in shroud to when you can take full advantage of it's strength.

5 stars
Bluezone76 gave this build 5 stars October 2018

very nice and fun build, it does really high damage

1 More Rating
4 stars
Hanz gave this build 4 stars September 2018

If you want to roam on necro, this is probably your best bet. Why am I not rating it higher? Well.. we're talking about the class with the worst mobility, worst range, worst sustain, in a category (roaming) that is mainly about 1v1ing in predominantly open fields. What's saving it is the A+ pressure and above average mobility (by necro standards).