Reaper Build Critique

Reaper Build Critique

in Necromancer

Posted by: Veta.6174

Veta.6174

My PvE/Fractals Build only:

http://gw2skills.net/editor/?vRAQNAR4dnMbCt0gtbCebCs3glfBLOJGFviQJtAwHgKL8FCWA-TRTBABccQA24IA08BI4hHAgzHAhV0go0+DXp8LiLIoE8G1fQR3BCmgA4ABEA4Agf/93f/NpAGbnF-e

This is currently all I am using.

My current gear setup is all Arah’s berserker with Arah Berserker weapons and Reaper’s Greatsword (beserker attributes). The jewelry is all from ascended/laurel merchants, no crafted or additives yet (such as the extra infusion slots).

I did the armor runes based on a little more survivability/shroud duration along with that I will be almost critting 100% of the time. The Greatsword #3 ability adds 12 stacks of Vulnerability almost instantly along with Well of Suffering adding 12 stacks over 6 seconds. 2 stacks every 1 second. If I pull the target with me using the #5 Greatsword ability that is another 3 stacks of vulnerability at the start. Each auto attack from Reaper’s Shroud will provide 2 stacks of vulnerability. Transforming into Reaper’s shroud alone provides 3 vulnerability stacks initially and every 3 seconds up to 5 nearby targets. This does not include hitting targets below 50% hp threshold for added vulnerability stacks.

Weapon sigils were based around crit rates. I was not sure if a 5% damage increase, therefore a 5% critical damage increase, would be better than flat damage from the passive damage weapon sigils. The dagger setup is mostly for regeneration if I find myself in a tight situation.

The purpose is to inflict as much invulnerability as possible (increase everyone else damage output along with mine) and that I gain advantages to the invulnerability such as the 2% chance to crit per vulnerability stack. I would probably swap out that trait for Chilling Victory assuming my crit chance is already high enough to where the might would make the build even more effective.

The utility is chosen for these reasons:
“Your Soul is Mine:” does not really have any cons to it other than it does not consume conditions. It does slight ae damage, initial life force and per target hit, and a short cooldown (20 seconds).

Well of Blood: I like this for the amount of healing it can provide to everyone as a whole. I am likely to use the damage absorption if I know there is a troubling situation ahead. This can provide decent initial and over-time healing to the team so the cooldown (40 seconds) I am not too worried about as it does not have any drawbacks other than that because it almost always align with the damage absorption recast.

Consume Conditions: I have not liked this one all too much since it was added to have vulnerability stacks added. I consume my conditions because I am in trouble and need health and/or conditions removed, but in the process I take more damage for a bit. It has a decent high cooldown too (30seconds).

Well of Suffering is probably one of the best of the damaging utilities and it adds a lot of stacks of vulnerability.

“You are all weaklings” gives some stacks of might + cc stability. AE damage, instantaneous.

“Rise” gives me a damage reduction of 50% for the minions present and for a long duration (25 seconds max, 40second recast). Minions per target hit along with ae damage, up to 6 total (1 intial + 1 per target hit, max 5 targets hit). Instantaneous.

Elite Ability:
The “Chilled to the Bone” shout is neat, but it offers very little with a long cooldown.

Lich Form provides a significant amount of damage, but during that time I cannot use any of my conditions or other means of survivability during that duration. On top of that it also has a long cooldown. I mostly use it on bosses for the increased health for the duration and the amount of AE damage it can provide in a frontal line. It also has an ae frontal line that removes conditions from allies.

Plague: I like it for its utility. It can be used to constantly keep blind on a target therefore, reducing damage output (in certain circumstances) to a large group of targets. I prefer it on fractals where there is a large amount of auto attack damage/adds and I can be near the target such as the open sea with the jelly fish towards the end.

Flesh Golem: This is probably my favorite of them all. It is always maintained, as long as it does not die. It provides CC for a short duration in multiple targets with a short cooldown (40 seconds). If it does die it will be up shortly after with a 48second cooldown.

I have been playing off and on for some time now. I came back just to test reaper. I have not really played that much since the condi-cap was removed. Previously I was using a rampager’s condi-setup scepter/focus with staff off-sets.

I am sure this setup is probably bad, but feedback never hurts.

Reaper Build Critique

in Necromancer

Posted by: Cam Ron.4170

Cam Ron.4170

I think you would do more damage with runes that give +175 power. your gear doesn’t provide enough vitality for it for wurm runes to be worth it.

If you don’t mind spending some gold I definitely recommend Strength or Hoelbrak runes. We have strong might generation and I think overall those runes would net you a decent amount more damage