Power Reaper

is an easy build to learn and play. The build has good burst, a lot of skills that can CC, a very large cleave radius, and strong application.

Whilst lacks single-target damage in most situations, its strengths make it useful for encounters with split phases and multiple adds. That is, the potential for generating and the large cleave area allow one to swiftly destroy adds.

Most of the damage from this build comes from being in and stacking up your ticking DPS skills like , and . This is due to the multitude of modifiers you have for .

is beginner friendly, in rotation and gearing, however it requires some serious management.

Build Updated
Jun 22, 2021
Skill Floor
2 / 5
Skill Ceiling
3 / 5
Boon Reliance
4 / 5
May 2021 Balance
Item Stat Sigil / Rune
Primary Weapon Set
Main Hand
Secondary Weapon Set
Main Hand
Item Stat
Food & Utility
Infusion x18
Rotation Log
Build Template
x 7 x 2 x 6 x 2

Once the boss is at <50% health, replace the following skills for ;

You also always do six auto attack chains in .

You can before the end of the animation of has ended. The damage ticks at the start of the animation.

You can cancel the aftercast of by using .

You should use weapon stow to reduce the aftercast of .

You can also swap out for to get more burst.

Utility Skills & Variations

is your highest DPS heal skill. It will constantly tick healing to you and can be sacrificed for a bigger heal.

is one of your burst DPS skills that should be used together with and . This skill will also pulse and to five enemies every second for a maximum of five seconds.

is one of your highest DPS skills and should always be used just before you go into . It has a hefty aftercast that can be avoided by entering . Use inside for leeching bolts.

is a flat damage utility that gives you + 180 . Never use the active form of this utility as it will result in a huge DPS loss.

provides constant, low damage and can also be used for CC through .

is a viable heal skill choice if you feel that condition cleanse will be needed.

is another viable heal skill choice if you are starved for .

can be used to strip boons from a target. This can be very useful at and .

can be taken if you feel the need for an emergency button.

adds a substantial amount of burst to your rotation, assuming you can precast before the encounter begins. The most practical use for this is on , and , but if you have to delay your opener or the fight lasts longer than ~70 seconds then it is not worth it.

is a great AoE CC that can be used on non-boss encounters such as Trio, Escort or River.

Traits & Variations

is a flat damage modifier against boonless foes. Enemies will be boonless 99% of the time in raids so this is an easy modifier to maintain.

causes you to gain + 40 stat points of per stack of instead of + 30 stat points. It also reduces your stat point gain of from 30 to 20.

causes your damage to be back loaded. This trait will increase your damage by 20% when the enemy has less than 50% health. This creates a nice synergy between and .

increases the amount of you get by 10%. This is an amazing trait that will help you to survive the boss auras that tick away at your .

causes you to do 10% more damage for 10 seconds when you enter or leave .

is the reason why your is so strong, along with . This is the reason why you want your ticking AoEs to be down when you enter .

causes you to deal 10% more damage to foes within 300 range. It also causes you to heal for 5% of the damage dealt.

is the reason why you want to have permanent and why you should use if you see no . This trait gives you 15% more damage against enemies.

is the second modifier that causes your to be strong. This trait, along with , cause you to gain a massive + 600 while in .

Introduction to Reaper

is a second health pool that you can dip into when you want to gain access to your .

You gain through the death of enemies or allies that surround you.

You can also gain through a selection of different skills: - 13.20% for a full channel. - 1.65% per hit for 5 seconds. - 1.1% per target. - 1.1% per target. - 5.5% per target. - 2.2% per hit per target. - 4.4% per target. - 1.65% per target.

Your biggest sources of are: , , and .

Your ticks down by 5% for every second that you are in . When you are in and take damage, that damage will remove your . The damage you take in is, however, reduced by 50%.

You have two traits that help you with generation and size: increases the amount of you gain from skills by 10%. increases your maximum pool by 20%.

You need all the help you can get when generating . Boss auras, that tick every three seconds on almost all encounters, will quickly chip away at your when you enter . You need to get that back up as high as possible before you next enter .

issues are reduced on encounters with adds or split phases. These breaks or adds will help you top up your .

Minions are specific to the class and can have many uses in the build.

Minions have high base health and will not easily die, unless specifically targeted by an enemy.

Once a minion is summoned, you will gain access to a secondary skill. This skill will vary depending on which minion was summoned.

You will encounter two minions with the builds: is your heal skill. This minion will siphon health to you with it's auto attack. The secondary skill for this minion is . This skill will heal you for a more significant amount but it will destroy your minion. is an elite skill that deals fairly high physical damage and inflicts . The secondary skill for this minion is . This skill deals 232 damage.

The specialization gains access to shouts. When using the build, you will probably come into contact with only two shouts: is a heal skill that will grant you 3% per hit, for a maximum of five targets. is an elite skill that deals 200 damage and grants you 10 seconds of .

gives you access to five additional skills. When you enter your will decrease by 5% per second. This means that you will only have a limited time in before you need to exit to recuperate your .

The majority of your burst comes from due to the traits and .

You will want to time your big ticking skills to make sure that they are used under the effects of and . This is why the rotation places down , and just before entering .

Let's take a look at your skills and see what they do: is your auto attack chain while in . Your final attack, , will give you and reduce the of your other abilities by one second. It reduces their due to the trait . is a strong movement skill that destroys projectiles and gives to nearby enemies. Use this skill for mobility when moving during split phases. . reduces all incoming damage by 20% and grants you for six seconds. causes a one second aoe . is one of your heavy hitting skills. It does direct damage, applies and is a whirl finisher. Make sure to use this skill inside of a boss so you know all the projectiles from your whirl finisher actually hit. is a CC skill that also leaves behind an ice field that applies .

Keep an eye on your uptime. While it is usually safe to assume it will be permanent, if you notice it dropping do not be afraid to use . uptime can especially be more spotty sub 50% when you are not going to be using Greatsword autos.

When entering your current health amount is used for calculating bonuses. If you enter below 90% health you will not benefit from the extra 5% damage modifier. Try to avoid taking excess damage or try to heal up before entering .

Feel free to use as soon you enter for the damage reduction.

Cleaving adds is extremely beneficial for generation. , , and all your other generating skills all scale off the amount of targets hit.

has a huge aftercast that can be canceled near instantly by either swapping weapons, entering or using .


= 200 damage.

= 150 damage.

= 200 damage.

= 232 damage.

Spirit Vale

You will need to use more frequently to maintain decent levels of due to .

Make sure you don't accidentally in with . Try to aim them to the side of or, if you are tanking at the wall, you can aim them into the wall. Mind however that aiming it at a cliff will cause the skill to miss entirely.

Save to help CC if your squad needs it, but be aware of the fact that will kill your minions very quickly. You can also use if it's convenient.

The first will kick you out of shroud so you'll have to start your rotation as soon as possible. This is not an issue when tanking in the middle.

If you have no one to strip the you can use or . This will strip the debuff and allow you to DPS.

will help apply some quick .

You can use all your on the as they will be ready again by the time you are back at .

Use to help CC the and . You also have and .

You need to start your rotation quickly so you aren't using during the .

If you have trust issues, you can use to give yourself to prevent the from .

You don't need to skill save during the split phase as all of your skills will be back off by the time you are back at .

You can use to the if they are getting close to .

Use the end of the split phase to build up your a bit!

Drop just as the starts. This will help support your subgroup during this phase.

You can help CC with , , , and .

Remember that will drain extremely quickly during the ! Luckily, after each adds will spawn. This will help replenish your .

You can aim to in adds if they aren't under control.

You can help CC with , and .

Salvation Pass

You can aim to in . Once they are in, you can them with or .

If your subgroup lacks a or some way to prevent the after each , you can take . This is a personal and will convert conditions to boons.

You can help CC with , , and .

You also have . This will attempt to multiple when you use this skill, including your squad member who is transformed. Make sure you use directly inside 's hitbox to avoid anything friendly!

If you're scared about the after each , you can use to grant yourself .

We recommend playing at this encounter.

Stronghold of the Faithful

If you are not getting for , you can use in your to grant yourself .

Take advantage of the adds that spawn. You may be able to use on them and at the same time. If the add is under 50% health, your will .

Delay until the burn phase. It will provide a significant spike in your DPS.

You can help CC with , and .

You can aim to in adds if they aren't under control. Once they are in, you can them with .

is useful for add control and damage.

can be used in the second phase to help strip boons if manages to get into any shard AoEs.

You can help CC with , , and .

Bastion of the Penitent

You will need to use more frequently to maintain decent levels of as there are no adds. You may also find that you need to use to help increase your as well.

You can use to provide yourself with to skip .

If you get ported by , use to get back to quickly.

You will need to use more frequently to maintain decent levels of as there are no adds. You may also find that you need to use to help increase your as well.

is just a DPS golem. Take this as an opportunity to practise your rotation.

You will need to use more frequently to maintain decent levels of as there are no adds.

Try to reset your burst rotation between each .

Take care during the split phase with . It's very easy to accidentally Rigom away from .

If someone betrays you when you are targeted with the mechanic, you can enter . You will have enough health to survive the mechanic.

You can help CC with , , and .

You don't have access to any blocks with this build. This means you will always have to run to the middle for every .

You can use on the Prides and Greeds. Try to cleave and them at the same time. If one of the adds is under 50% health, it will reset the on .

You will need to use more frequently for the first 50% of the fight, to maintain decent levels of as there are no adds. Once the Prides and Greeds start spawning, you should have enough . The hands will also give you at the end of each split phase.

If Saul manages to steal boons from your squad. You can use to remove some of them.

You can use all your at the split phase as they will be ready again by the time you are back at .

The at each of the split phases are very small. Don't waste all your CC immediately on a single . You have access to , , and .

Hall of Chains

We recommend playing at this encounter.

If you have no access to boon strip, you could drop for . If still has boons, you can use and to remove the final few.

Take advantage of the Enforcer that spawns with . You can use it to reset the of your .

After each , you will be stuck only casting on Axe.

You can use to deal with mechanics. It has a low and can be used to get back and forth from

Mythwright Gambit

Delay your in order to in the Swords. If these are under control, you can use to help CC the Shields.

You also can use , and to CC the shields.

Delay your burst until Conjured Amalgamate has Sword debuffs. Your burst skills can be considered:

We recommend playing at this encounter.

is the perfect class to do solo Lamp. You have a lot of crowd control in the form of , , and .

The first lamp: For the first room you can use . The second room can simply be auto attacked down with your . You can use for the third room. The fourth room can be killed with and then with . You can also them together with . The final room can be killed with .

The second lamp: For the first room you kill them by auto attacking in . The second room can be cleared with and auto attacking in . You can use for the third room. The fourth room can be killed with and then with . The final room can be killed with . Use to pull them together.

You can the Greater Lava Elementals with if no one else is controlling them. You can also them with . You can also them with .

If you need to, you can use to remove any boons that are on . This might come in handy if your squad skips the Pyre. You can remove the for the duration of the .

Key of Ahdashim

Make sure you don't take Pillar, almost all of your DPS skills are melee.

During the split phase, don't waste your at the 75% split. It won't be back off for the main phase.

For the remaining split phases, you can use . Use to grant yourself to ignore the from . You can also destroy the projectile from by using .

You can drop just before the end of each . This will ensure that your subgroup gets healed up before occurs.

After each , you can use to quickly get back to .

Make sure that you don't waste your burst if a is about to occur.

In the final phase, you can go and deal with the adds. You have a lot of damage and can quickly burst them down.

You have no way to avoid the one-hit shockwave. You are forced to take the Tornados to avoid it.

You can help CC with , , , and .

We recommend playing at this encounter.