Difference between revisions of "Reaper - Power Dread Reaper"
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WIP - info below is just a placeholder, still testing weapons, runes, sigils, etc. This is a power version of [https://metabattle.com/wiki/Build:Reaper_-_Condi_Dread_Reaper Condi Dread Reaper]. | WIP - info below is just a placeholder, still testing weapons, runes, sigils, etc. This is a power version of [https://metabattle.com/wiki/Build:Reaper_-_Condi_Dread_Reaper Condi Dread Reaper]. | ||
− | A fast-paced power Reaper build with strong damage, self-healing, and constant [https://wiki.guildwars2.com/wiki/Control_effect CC]. This build uses constant {{tooltip|Fear}} with the traits {{trait|Dread}}, {{Trait|Shivers of Dread}}, {{trait|Bitter Chill}} to maintain 100% uptime on {{Tooltip|Quickness}} | + | A fast-paced power Reaper build with strong damage, self-healing, and constant [https://wiki.guildwars2.com/wiki/Control_effect CC]. This build uses constant {{tooltip|Fear}} with the traits {{trait|Dread}}, {{Trait|Shivers of Dread}}, {{trait|Bitter Chill}} to maintain 100% uptime on {{Tooltip|Quickness}} (and {{Tooltip|Fury}} and 25x {{Tooltip|Vulnerability}}) without the trait {{trait|Reaper's Onslaught}}. This lets us take self-healing traits {{trait|Blighter's Boon}} and {{trait|Soul Eater}} instead, providing more sustain in challenging content. |
The main downside is it provides few boons to allies and is mainly a solo build in PvE. Though some conditions it inflicts like {{tooltip|Fear}}, {{tooltip|Chill}}, {{tooltip|Blind}}, along with corrupting enemy boons and cleansing allies' conditions, are useful to allies. | The main downside is it provides few boons to allies and is mainly a solo build in PvE. Though some conditions it inflicts like {{tooltip|Fear}}, {{tooltip|Chill}}, {{tooltip|Blind}}, along with corrupting enemy boons and cleansing allies' conditions, are useful to allies. | ||
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===Weapon Variants=== | ===Weapon Variants=== | ||
We default to {{Tooltip|Dagger}}/{{Tooltip|Warhorn}} and double {{Tooltip|Sword}}. Sword requires [https://wiki.guildwars2.com/wiki/Expanded_Weapon_Proficiency Expanded Weapon Proficiency] with Secrets of the Obscure. Other weapon alternatives include: | We default to {{Tooltip|Dagger}}/{{Tooltip|Warhorn}} and double {{Tooltip|Sword}}. Sword requires [https://wiki.guildwars2.com/wiki/Expanded_Weapon_Proficiency Expanded Weapon Proficiency] with Secrets of the Obscure. Other weapon alternatives include: | ||
− | *{{Tooltip|Axe|X}}: | + | *{{Tooltip|Axe|X}}: Gains boon rip with {{skill|Unholy Feast}} and more range than dagger or greatsword, but loses life force regeneration compared to dagger, and does less damage than dagger or greatsword. |
− | *{{Tooltip|Greatsword}}: loses a {{tooltip|Fear}} skill but gains | + | *{{Tooltip|Greatsword}}: loses a {{tooltip|Fear}} skill but gains a powerful, spammable, damage skill in {{skill|Gravedigger}}, a strong CC/pull with {{skill|Grasping Darkness}}, and AoE Blind with {{skill|Nightfall}}. |
===Skill Variants=== | ===Skill Variants=== | ||
===== Healing skills ===== | ===== Healing skills ===== | ||
− | We default to {{ | + | We default to {{skill|Signet of Vampirism}} to increas self-healing, but any healing skill can be used. You could also consider: |
+ | |||
+ | *{{Skill|"Your Soul Is Mine!"}} - low 16s cooldown and life force regeneration. | ||
*{{Skill|Consume Conditions}} - a bigger heal and condition cleanse, but doesn't generate life force. | *{{Skill|Consume Conditions}} - a bigger heal and condition cleanse, but doesn't generate life force. | ||
*{{Skill|Well of Blood}} - for group healing and a Light combo field. | *{{Skill|Well of Blood}} - for group healing and a Light combo field. | ||
− | + | ||
===== Utility skills ===== | ===== Utility skills ===== | ||
We default to: | We default to: | ||
*{{skill|"Suffer!"}} - {{tooltip|Chill}}s and transfers conditions. | *{{skill|"Suffer!"}} - {{tooltip|Chill}}s and transfers conditions. | ||
*{{skill|Spectral Ring}} - The only utility skill that {{tooltip|Fear}}s. Mandatory, do not replace. | *{{skill|Spectral Ring}} - The only utility skill that {{tooltip|Fear}}s. Mandatory, do not replace. | ||
− | *{{Skill|Signet of Spite}} - | + | *{{Skill|Signet of Spite}} - Increases Power. |
+ | |||
Other useful skills to consider: | Other useful skills to consider: | ||
*{{skill|Well of Power}} - breaks stun and converts your and allies' conditions into boons. | *{{skill|Well of Power}} - breaks stun and converts your and allies' conditions into boons. | ||
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*{{Skill|Spectral Walk}} - alternate stun break, lure attackers off cliffs in WvW then teleport back up while they fall to their deaths. | *{{Skill|Spectral Walk}} - alternate stun break, lure attackers off cliffs in WvW then teleport back up while they fall to their deaths. | ||
*{{Skill|Spectral Grasp}} - replaces {{Skill|Spectral Ring}} when underwater. Use on land for even more CC if needed. | *{{Skill|Spectral Grasp}} - replaces {{Skill|Spectral Ring}} when underwater. Use on land for even more CC if needed. | ||
− | *{{Skill|Well of Corruption}} - | + | *{{Skill|Corrosive Poison Cloud}} - defensive skill that inflicts {{tooltip|Weakness}} and blocks missiles. |
+ | *{{skill|"Nothing Can Save You!"}}^* - boon rip (AoE) and makes up to ten of your next attacks unblockable. | ||
+ | *{{skill|Signet of the Locus}}^* - boon rip (AoE) and movement speed. | ||
+ | *{{Skill|Well of Corruption}}^* - boon corrupt (AoE). | ||
+ | *{{Skill|Corrupt Boon}}^* - boon corrupt (single target). | ||
+ | |||
+ | ^* Boon rip and corrupt skills are particularly useful for some challenging boss or champion monsters that gain {{tooltip|Protection}}, {{tooltip|Resolution}}, or {{tooltip|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 ===== | ===== Elite skills ===== | ||
{{Skill|"Chilled to the Bone!"}} in conjuction with {{Relic|Relic of the Nightmare}} is mandatory, do not replace it. Together they inflict {{tooltip|Chill}}, {{tooltip|Stun}}, and {{tooltip|Fear}}, and grant {{tooltip|Stability}}, {{tooltip|Quickness}}, and {{tooltip|Fury}}. Crucially, the skill and the relic are synced to the same 30s cooldown. | {{Skill|"Chilled to the Bone!"}} in conjuction with {{Relic|Relic of the Nightmare}} is mandatory, do not replace it. Together they inflict {{tooltip|Chill}}, {{tooltip|Stun}}, and {{tooltip|Fear}}, and grant {{tooltip|Stability}}, {{tooltip|Quickness}}, and {{tooltip|Fury}}. Crucially, the skill and the relic are synced to the same 30s cooldown. |
Revision as of 21:32, 20 April 2025
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
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 (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 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 Dagger/
Warhorn and double
Sword. Sword requires Expanded Weapon Proficiency with Secrets of the Obscure. Other weapon alternatives include:
X: Gains boon rip with and more range than dagger or greatsword, but loses life force regeneration compared to dagger, and does less damage than dagger or greatsword.
Greatsword: loses a
Fear skill but gains a powerful, spammable, damage skill in , a strong CC/pull with , and AoE Blind with .
Skill Variants
Healing skills
We default to
to increas self-healing, 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:
Chills and transfers conditions.
- Fears. Mandatory, do not replace.
- The only utility skill that - - Increases Power.
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.
Weakness and blocks missiles.
- defensive skill that inflicts - ^* - boon rip (AoE) and makes up to ten of your next attacks unblockable.
- ^* - boon rip (AoE) and movement speed.
- ^* - boon corrupt (AoE).
- ^* - boon corrupt (single target).
^* 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.
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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