Life Force is a second health pool that you can dip into when you want to gain access to your .
You gain Life Force through the death of enemies or allies that surround you. You can also gain
Life Force through a selection of different skills:
Your Life Force ticks down by 5% for every second that you are in . When you are in and take damage, that damage will remove your
Life Force. The damage you take in is, however, reduced by 50%.
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.
Minions are specific to the Necromancer class and can have many uses in the
Power Reaper 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 Power Reaper builds:
The Reaper specialization gains access to shouts. When using the
Power Reaper build, you will probably come into contact with only two shouts:
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.
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:
Keep an eye on your Chill uptime. While it is usually safe to assume it will be permanent, if you notice it dropping do not be afraid to use .
Chill 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 10% damage modifier. Try to avoid taking excess damage or try to heal up before entering .
Feel free to use as soon you enter Shroud for the damage reduction.
Cleaving adds is extremely beneficial for Life Force generation. , , and all your other
Life Force generating skills all scale off the amount of targets hit.
has a huge aftercast that can be canceled near instantly by either swapping weapons or entering .
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 Blind 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 Power. 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 Life Force.
can be used to strip boons from a target. This can be very useful at Qadim and
Qadim the P.
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 Keep Construct and
Vale Guardian, 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.
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 Power per stack of
Might instead of + 30 stat points. It also reduces your stat point gain of
Condition Damage 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 .
is amazing. This trait improves your Life Force gain from all sources by 10%.
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 Chill and why you should use if you see no
Chill. This trait gives you 15% more damage against
Chilled enemies.
is the second modifier that causes your to be strong. This trait, along with , cause you to gain a massive + 600 Ferocity while in .
You can provide ~ 20 - 22 stacks of Vulnerability through , , and . You can provide
Vulnerability through .
You provide almost permanent Poison with .
You provide roughly 80% Chill uptime with , , and . You can also provide
Chill through and .
You provide roughly 40% Cripple uptime with , and . You can also give
Cripple with .
You provide roughly 50% Blind uptime with and . You can also give
Blind with .
You can provide a minor amount of Fear with .
provides a large spread of conditions with few stacks, however you should never use the active.
You can gain personal Might from , and .
You can gain personal Stability and 20% damage reduction from .
You can gain personal Swiftness from .
You can gain personal Quickness whenever you use due to . This trait will pulse three seconds of
Quickness every three seconds.
You will need to use more frequently to maintain decent levels of Life Force due to .
Make sure you don't accidentally Pull in
Seekers with . Try to aim them to the side of
Vale Guardian or, if you are tanking at the wall, you can aim them into the wall.
Save to help CC Vale Guardian. You can also use if it's convenient.
If you have no one to strip the Blue Guardian you can use . This will strip the debuff and allow you to DPS.
will help apply some quick Vulnerability.
You can use all your Cooldowns on the
Blue Guardian as they will be ready again by the time you are back at
Vale Guardian.
Use to help CC the Blue Guardian and
Green Guardian. You also have and .
You need to start your rotation quickly so you aren't using during the Breakbar Phase.
If you have trust issues, you can use to give yourself Stability to prevent the
Knockback from .
You don't need to skill save during the split phase as all of your skills will be back off Cooldown by the time you are back at
Gorseval.
You can use to Stun the
Charged Souls if they are getting close to
Gorseval.
Use the end of the split phase to build up your Life Force a bit!
Drop just as the Breakbar Phase starts. This will help support your subgroup during this phase.
You can help CC with , , , and .
Remember that will drain extremely quickly during the Breakbar Phase! Luckily, after each
Breakbar Phase adds will spawn. This will help replenish your
Life Force.
You can aim to Pull in
Slublings. Once they are
Pulled in, you can
Blind them with .
If your subgroup lacks a Stun Break or some way to prevent the
Fear after each
Breakbar Phase, you can take . This is a personal
Stun Break and will convert conditions to boons.
You can help CC with , , and .
You also have . This will attempt to Pull multiple
Slublings when you use this skill, including your squad member who is transformed. Make sure you use directly inside
Slothasor's hitbox to avoid
Pulling anything friendly!
If you're scared about the Fear after each
Breakbar Phase, you can use to grant yourself
Stability.
If you are not getting Aegis for , you can use in your to grant yourself
Stability.
Take advantage of the adds that spawn. You may be able to use on them and Keep Construct at the same time. If the add is under 50% health, your will
Recharge.
Delay until the burn phase. It will provide a significant spike in your DPS.
You can help CC with , and .
You can aim to Pull in adds if they aren't under control. Once they are
Pulled in, you can
Blind them with .
is useful for add control and Breakbar damage.
can be used in the second phase to help strip boons if Xera manages to get into any shard AoEs.
You can help CC with , , and .
You will need to use more frequently to maintain decent levels of Life Force as there are no adds. You may also find that you need to use to help increase your
Life Force as well.
You can use to provide yourself with Stability to skip .
If you get ported by , use to get back to Cairn quickly.
You will need to use more frequently to maintain decent levels of Life Force as there are no adds. You may also find that you need to use to help increase your
Life Force as well.
Mursaat Overseer 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 Life Force as there are no adds.
Try to reset your burst rotation between each Breakbar Phase.
Take care during the split phase with . It's very easy to accidentally Pull Rigom away from
Samarog.
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 Deimos and them at the same time. If one of the adds is under 50% health, it will reset the
Cooldown on .
You will need to use more frequently for the first 50% of the fight, to maintain decent levels of Life Force as there are no adds. Once the Prides and Greeds start spawning, you should have enough
Life Force. The hands will also give you
Life Force at the end of each split phase.
If Saul manages to Steal boons from your squad. You can use to remove some of them.
will help apply some quick Vulnerability to any of the Sauls.
You can use all your Cooldowns at the split phase as they will be ready again by the time you are back at
Deimos.
The Breakbars at each of the split phases are very small. Don't waste all your CC immediately on a single
Breakbar. You have access to , , and .
If you have no access to boon strip, you could drop for . If Dhuum still has boons, you can use to remove the final few.
Take advantage of the Enforcer that spawns with Dhuum. You can use it to reset the
Cooldown of your .
After each , you will be stuck only casting on Axe. Make sure you don't kill yourself with Retaliation damage.
You can use to deal with mechanics. It has a low Cooldown and can be used to get back and forth from
Dhuum
Delay your in order to Pull 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:
Power Reaper is the perfect class to do solo Lamp. You have a lot of crowd control in the form of
Blind,
Stun,
Pull and .
Below, you can see how to solo the first lamp:
Here is the written explanation:
Here is the written explanation:
You can Pull the Greater Lava Elementals with if no one else is controlling them. You can also
Fear them with . You can also
Stun them with .
If you need to, you can use to remove any boons that are on Qadim. This might come in handy if your squad skips the
Stability Pyre. You can remove the
Stability for the duration of the
Breakbar.
You can drop just before the end of each Breakbar Phase. This will ensure that your subgroup gets healed up before occurs.
After each Breakbar Phase, you can use to quickly get back to
Sabir.
Make sure that you don't waste your burst if a Breakbar Phase is about to occur.
In the final phase, you can go and deal with the adds. You have a lot of Breakbar 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 .
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 Cooldown for the main phase.
For the remaining split phases, you can use . Use to grant yourself Stability to ignore the
Knockback from .
You can also destroy the projectile from by using .