Power Reaper
A melee Reaper for the zerg front: Greatsword damage built on chill, with boon strip on
Well of Corruption and
Spinal Shivers.
Reaper trades the Necromancer's ranged pressure for a spike that lands under a bomb. Greatsword is the damage; Axe/Focus is the set you swap to for
Unholy Feast and
Spinal Shivers once the push is spent.
Why these traits
Death Perception is why the gear can sit on Berserker's and Marauder without buying precision: the crit chance comes from the trait, and the crit damage lands while you are in
Reaper's Shroud.
Reaper's Onslaught adds ferocity and quickness in there and shortens your shroud cooldowns off Life Reap, while
Soul Eater pays you back in health for every hit you land up close. The chill chain underneath is the rest of the build —
Shivers of Dread turns the fear you inflict into chill,
Cold Shoulder makes chilled foes take more strike damage from you and deal less to you, and
Chilling Nova spreads chill again off your crits. Note what
Speed of Shadows actually does: it fires when you enter shroud, giving swiftness and clearing movement conditions — it is an entry tool, not an escape.
Gear reasoning
Deadeye is flat power, ferocity and precision, which is all this build wants — nothing on the bar cares about boon duration. The Berserker's/Marauder split is your vitality dial: more Marauder if you keep getting caught outside shroud, more Berserker's if the group holds. Two
Force and
Fire are straight damage,
Bloodlust stacks power off kills.
Fireworks only triggers on weapon skills with a 20-second recharge or longer, so on this bar it means
Nightfall and
Grasping Darkness — keep them in the rotation, not saved.
When not to run it
You have to be standing in it for any of this to work. You are not without
Stability —
Infusing Terror sits on the shroud bar and
"Chilled to the Bone!" hands you some for every foe you freeze — but it is yours, it is short, and it does not cover the squad.
In a ranged trade where nobody commits, Greatsword never gets to swing and your shroud bar drains to nothing. Take Scourge and put the damage where the fight is instead of walking to it.