Condition Reaper struggles with Life Force generation so cleaving adds becomes key in keeping your up on more damage intensive encounters. Try to position yourself so , , and hit multiple targets for maximum generation.
Try to use your slightly to the side of a boss. This will ensure that when you use you will be whirling in the ice field left behind by and not another combo field.
is also a whirl finisher and should be used inside the ice field left by . Don't forget to use twice when the boss is below 50% health.
Life Force is a second health pool that you can dip into when you want to gain access to your .
You have two traits that help you with Life Force generation and size:
You need all the help you can get when generating Life Force. Boss auras, that tick every three seconds on almost all encounters, will quickly chip away at your Life Force when you enter . You need to get that Life Force back up as high as possible before you next enter .
Life Force issues are reduced on encounters with adds or split phases. These breaks or adds will help you top up your Life Force to ensure that you are always above 50% whenever you are in . You always want to be above 50% due to the trait .
gives you access to five additional skills. When you enter your Life Force 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 Life Force.
Let's take a look at your skills and see what they do:
is your highest DPS heal skill. It will constantly tick healing to you and can be sacrificed for a bigger heal.
is taken to help provide you with Life Force through . This will be the first utility that you replace if you require something different.
is taken for the flat damage and additional conditions. This can also be swapping out freely if you require something different.
If you need to take a different utility skill from the standard setup will be the best minion to replace. If you struggle for Life Force generation though dropping will be the better option.
is another viable heal skill choice if you are starved for Life Force.
can be taken if you find you need additional on demand boon removal. The best way to use this skill in your rotation when the boon removal is not needed is .
is a strong choice if you need additional mob cleave. You will not have access to this skill during the part of your rotation and the self inflicted Weakness could potentially interfere with the condition transfer parts of your rotation so be wary. The best time to use this skill is the start of the Scepter part of your rotation.
can be taken at a moderate DPS loss in exchange for a large amount of CC depending on hitbox size.
reduces the cooldown on your and . It also causes your Corruption skills to give you conditions which can then be transferred via .
is a game changer. This trait changes your Scepter Skill #3 into . It also causes you to have increased Condition Damage while on your Scepter set. Finally, any conditions that are applied by your Scepter skills have 50% more Condition Duration. provides more Life Force than if there are multiple enemies around.
causes your skills to have a lower cooldown. This means that you can enter more frequently to get off your burst from .
increases your Life Force to ~79% of your health pool. Again, this will help you maintain high Life Force. This trait is also the reason for wanting to maintain a good amount of Life Force. It increases your damage by 10% while about 50% Life Force.
causes you to give Burning whenever you hit with .
makes your critical hits against Chilled enemies cause an explosion that applies more Chill to surrounding enemies. This will, in turn, cause Bleeding due to the trait . This trait has an eight second cooldown.
has already been references about 100000 times so far. Just to clarify in case you missed it, this trait causes any Chill you apply to also inflict two stacks of Bleeding. Check out the section below on "Boons & Conditions" to see your sources of Chill.
If you do not have then you will want to take . This will help your cap out your Critical Chance.
You provide permanent Bleeding through , , , , , , , and .
You provide permanent Burning from and .
You provide permanent Poison from , , and .
You provide permanent Torment from , and .
You have roughly 70% Cripple uptime through , , and .
You have roughly 50% Weakness uptime through , and .
You provide minor amounts of Fear through .
You can give tiny amounts of Immobilize with .
You can provide Might to your subgroup through .
You can gain personal Stability and 20% damage reduction from .
You can gain personal Protection from .
You gain personal Fury when entering due to .