夺魂者 Reaper - Power Curses Roamer

友情提醒:这些配装转载自 metabattle.com
为了保证维护和更新,您可以通过 赞助 来支持我们!

此配装转载自 https://metabattle.com/wiki/Build:Reaper_-_Power_Curses_Roamer

The community gave this build a rating,making it top-tier: 极佳 Great

擅长:直伤生存增益移除

使用场合:战场游走 WvW Roaming

Difficulty:
Easy
该配装最后更新于:1 月 20, 2024;并已与以下版本同步:1 月 30, 2024 patch.

概述 Overview

A Power Reaper build for WvW roaming. Significantly more durable than most other Reaper builds without sacrificing too much damage, and the boon corruption from Curses traits is quite useful against tanky opponents.

技能 Skill Bar

法杖
Axe/Dagger
Utility

技能变体 Skill Variants

Utility

For the optional slot:

模板代码 Template Code

[&DQgnGgIvIjbBEqIAvQH6APoAMAGmEr0BAxOSAAAAAAAAAAAAAAAAAAAAAAA=]
请手动复制

特性 Specializations

装备 Equipment

头部
Marauder
肩膀
Marauder
上衣
Marauder
手套
Marauder
腿部
Marauder
足部
Marauder
背部
Marauder
饰品
Marauder
饰品
Marauder
项链
Marauder
戒指
Marauder
戒指
Marauder
法杖
Cavalier
法印
法印
利斧
Cavalier
匕首
Cavalier
法印
法印
符文
x6
灌注
x18
Relic

装备变体 Equipment Variants

Stats

There's some room for customization when it comes to gearing:

  • For more focus on boon duration replace the Amulet and 1 Accessory with Diviner Diviner ones. With Ascended gear this will give you exactly 30% boon duration, enough to hit breakpoints on some traits granting Protection ProtectionQuickness Quickness
  • You may choose to sacrifice some crit chance for more tankiness by replacing the Amulet and 1 Ring with Cavalier Cavalier ones.

Runes

  • - more tanky option.

Relics

  • - offers slightly higher burst damage and it's easy to maintain, but you have less control over it than you do over Fireworks.
  • - significantly increases your mobility but there are only 2 Swiftness Swiftness sources in the build, against other builds with boon removal this might end up losing a lot of value.

消耗品 Consumables

食物 Food
  • - passive damage mitigation and great stats.
  • - active damage mitigation.
    • - budget version

增强 Utility

使用说明 Usage

General

  • Build Life Force by killing critters or any PvE mob before fighting players.
  • Both weapon sets offer a decent mix of defense and offense, but they're mostly just stalling until you can go back into :burst damage.
  • has a very distinct animation which makes it easy to avoid, if you feel like that's going to happen then stow your weapon to cancel the channeling. This is also great for fake casting - you can use the skill, cancel it immediately with weapon stow (the whole animation will still play, potentially baiting out dodges or other defensive CDs), and send it only on a CD of 5 seconds.
  • is the best burst skill on Axe/Dagger and doesn't really require any setup. is best used on targets below 50% HP.
  • Dagger skills are mostly defense oriented. is one of the main condi removal tools in the build but also Blind Blinds targets, and the condi transfer is good at counterpressuring targets even on a Power build. mitigates incoming damage through Weakness Weakness
  • On Staff try to use after whenever possible in order to combo AoE Weakness Weakness。 These are also your two most dangerous skills on this set.
  • Staff is more of a utility weapon, low damage but it has a condition transfer, a CC, snare, and adds much needed range to the build. The Chill ChillFear Fear are useful both for keeping distance when you're waiting for CDs and preventing enemies from escaping when they're trying to flee.
  • If you're using only for the mobility you should consider dropping out of shroud near the end of the animation. The very end of Death's Charge brings your character to a halt, we can cancel this by cancelling shroud.
  • Entering shroud acts as an instant defensive measure:
    • Transfers conditions to enemies on your next attack via
    • Procs Lesser Enfeeble for Weakness Weakness which strikes foes after a small delay. If Lesser Enfeeble connects it'll immediately transfer conditions with Plague Sending. This is a really powerful interaction that could save your life even if you're stunned, as shroud can be activated while sitting in a CC.
    • removes one condition when you enter shroud and keeps cleansing you every few seconds while in shroud.
  • There's more to (SW) than just being a stun breaker with a bit of LF management, this skill allows for quite a bit of creativity. For example:
    • Activate SW jump off a cliff while being chased when your enemies jump after you.
    • Activate SW break line of sight cast teleport back at the very end of the channeling (this makes it harder to avoid and reduces the chance of getting interrupted, although the outcome is going to be a bit luck based)。
    • Activate SW (if using Flesh Wurm) teleport back when they catch up to you.

Shroud

  • Most of your burst comes from ,where your damage is further increased by
  • Opening with is very common, as it helps getting your damage off uninterrupted while the damage reduction helps you stay in shroud longer.
    • is the chain skill of this slot. This should only be used when either A) you need an emergency CC, or B) Infusing Terror is about to expire.
  • should be used in the field created by :the Frost Aura Frost Aura whenever possible.
  • should primarily be used on CC'd or downed targets (as Poison Poison reduces the resurrection healing coming from their allies), but thanks to the permanent Quickness Quickness while in shroud this skill is now much easier to land without any real setup.
  • 's a single target skill:the most part, as it only stuns one target. can Fear Fear targets long enough to prevent enemies from dodging this skill.
  • Use autoattacks when eveything else is on CD.