| Reap is a Strength/Intelligence skill gem. A bloody scythe swipes across a selected area, applying a physical damage over time debuff in addition to hitting enemies with physical damage. If enemies survive you gain a blood charge, which raises the damage and cost of the skill.
It requires level 28, 42 str, 29 int. Tag: Spell, Physical, AoE, Duration. Cost: (25-46) life. Cast time: 0.80 sec. Critical strike chance: 6.00%. Effectiveness of added damage: 160%.
Reap conjures a bloody scythe that swings across an area, applying strong hit damage and physical damage over time. With each swing, it gains a charge that scales its damage up and increases its life cost, up to five times. It’s particularly potent against single target enemies.
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|Reap Support Gems||Descripton||Requires||Tag||Popularity|
|Brutality Support||Grant more physical damage while losing the ability to deal elemental and chaos damage.||Level 38||Physical, Support||81%|
|Controlled Destruction Support||Increase the damage of linked spells but reduces their critical strike chance.||Level 18||Spell, Support||80%|
|Spell Cascade Support||Cause the linked spells to repeat its effect in front and behind of wherever you have targeted your spell at, at the cost of reduced area of effect and damage.||Level 4||AoE, Spell, Support||66%|
|Efficacy Support||Grant more spell damage, more damage over time, and increased skill effect duration.||Level 8||Support, Duration||43%|
|Empower Support||+(0-2) to Level of Supported Active Skill Gems||Level 1||Level 1Support||38%|
|Swift Affliction Support||Increase the damage over time of linked skill gems but reduces their effect duration.||Level 31||Support, Duration||34%|
|Cruelty Support||Support skills that hit enemies, causing them to deal more damage with hits.||Level 18||Support, Duration||24%|
Reap is a physical spell that hits with physical damage and applies a strong physical damage over time debuff in a targeted area. If all enemies hit by this skill survive, the player gains a Blood Charge up to a maximum of 5. Blood charges increase this skill's damage and life cost.
Reap conjures a giant bloody scythe that swings across a selected area, applying strong hit damage and physical damage over time. Each use of this skill causes it to gain a charge that scales its damage up and increases its life cost, up to five times. These charges drop off over time, as well as after killing enemies, making Reap very powerful at stacking up damage against single targets.
|Reap||(0–10)% increased Area of Effect||4 Chaos Orb||100|
|Anomalous Reap||(0–60)% increased Critical Strike Chance||39 Chaos Orb||50|
|Divergent Reap||Recover (0–2)% of Life when an Enemy Dies while affected by this Skill's Debuff||80 Chaos Orb||50|
Reap is now offered to the Scion for completing Sever the Right Hand, and can be purchased from Clarissa by the Marauder, Templar and Witch.
|The Merciless Labyrinth||Enchantment Reap Damage 1||Reap deals 25% increased Damage||helmet(20%)|
|The Eternal Labyrinth||Enchantment Reap Damage 2||Reap deals 40% increased Damage||helmet(20%)|
|The Merciless Labyrinth||Enchantment Reap Area Of Effect 1||16% increased Reap Area of Effect||helmet(20%)|
|The Eternal Labyrinth||Enchantment Reap Area Of Effect 2||24% increased Reap Area of Effect||helmet(20%)|
|The Eternal Labyrinth||Enchantment Reap Maximum Blood Charges 1||+1 to Maximum Blood Charges||helmet(20%)|
Character Class: Scion. Ascendancy: Ascendant.
|Evasion Rating:||571||Charges:||E: 3 / F: 3 / P: 3|
Main skill: Reap. DAMAGE OVER TIME: 573k.
|Body Armour||Reap and its support gems|
|Main Weapon||Divergent Tempest Shield, Lifetap Support, Flame Dash|
|Offhand Weapon||Vitality, Arrogance Support, War Banner|
|Helmet||Frost Shield, Lifetap Support, Immortal Call, Vaal Righteous Fire|
|Gloves||Vulnerability, Arcanist Brand Support, Punishment, Lifetap Support|
|Boots||Flesh and Stone, Petrified Blood, Arctic Armour, Enlighten Support|
|Body Armour||Onslaught Guardian Astral Plate(This item has hunter influence)|
|Weapon||Cold Iron Point Ezomyte Dagger|
|Offhand Weapon||Gale Barrier Ezomyte Tower Shield|
|Helmet||Crown of the Inward Eye Prophet Crown|
|Gloves||Rapture Knuckle Apothecary's Gloves|
|Boots||Brood Trail Two-Toned Boots|
|Amulet||Gloom Torc(This item has hunter influenceThis item has warlord influence)|
|Ring||Victory Gyre + Loath Knot|
|Flasks||Chemist's Quartz Flask of Staunching, Chemist's Quicksilver Flask of Adrenaline, Rumi's Concoction Granite Flask, Experimenter's Amethyst Flask of Warding, Panicked Divine Life Flask of Grounding|
Low life, Low Mana and Low Energy Shield now all count as being on 50% or below. This new threshold is large enough a value that a player could survive for a long time on Low Life with the help of the new Petrified Blood skill. As a result, certain skills, passives and items have been rebalanced to compensate. For example, the Punishment curse’s effect that causes enemies to take more damage while on low life has been reduced in power as it now takes effect for a larger portion of the monster’s life. It has made similar changes to the Assassin’s “Ambush and Assassinate” passive, Infernal Mantle, and Replica Last Resort.
The Blood Magic Support gem has been split into Arrogance Support and Lifetap Support gems, as the lack of a damage multiplier made it a poor choice for primary skills. Now each of these new supports is balanced for the appropriate use case.
There are a small number of new passive clusters on the Passive Skill Tree for generic physical damage, as well as Physical Damage over Time Multiplier to better support the new skills. Certain sources of Bleeding Damage and Damage over time Multiplier for Bleeding have been changed to Physical Damage over Time to let them apply to Corrupted Blood and the new Reap and Exsanguinate skills. These include The Gladiator’s Gratuitous Violence passive and the Ascendant’s Gladiator notable. Not all bleed related passives and modifiers on items have been changed, so a full Bleed invested build and a build using both Bleeding and Corrupted Blood won’t always look the same.
Corrupted Blood now never counts as Bleeding damage, so reductions to bleeding damage taken no longer affect it. The Staunching flask modifier and Pathfinder’s Master Surgeon notable now state that they apply to both Bleeding and Corrupted Blood. Corrupted Blood’s damage has been rebalanced so it is more consistent between sources, so specific monsters that had very high Corrupted Blood damage will no longer be as strong, while others that dealt almost no damage will be dealing a more noticeable amount.
Bladestorm now has a multiplier to Bleeding damage while in Blood Stance, similar to the multiplier on Lacerate, to enable Bleeding builds on the blood themed skill.The Elder-influenced Weapon modifiers that grant a chance for Poisons or Bleeds inflicted with this Weapon to deal 100% more Damage have been removed. In their place, Elder-influenced Weapons can now roll a new Local Poison or Bleed Damage over Time Multiplier modifier. The double damage chance modifiers were too multiplicatively powerful for these builds, providing power that only the modifier granted, so they’ve been changed to an effect that is additive with other Bleed/Poison damage multipliers.
The way skills specify costs has been refactored. Skills now specify what resource they use. Consequently, stats can specify whether they affect all costs/reservations, or some combination. For example, the Righteous Decree notable on the Templar now reduces Mana Costs of Skills, while the Tireless notable affects all skill costs. Some existing passive skills and items have been updated to affect all costs or reservations, but many effects are now resource specific where appropriate, like the Inspiration Support. These changes also open up new possibilities for alternate costs. For example, the Chainbreaker keystone no longer removes rage on Hit, instead adding a small Rage cost to all skills (which would then be affected by skill cost modifiers). This has allowed us to keep Chainbreaker functional with spells while still losing rage when used alongside skills that don’t hit like Damage over Time spells.
As a major benefit of these changes, reservation skills no longer have an associated cost by default, so you don’t need the current mana available to reserve a skill. Even when your mana is completely depleted, you can still enable an aura, making it much easier to swap out auras or turn one on again if you accidentally disabled it.
Because of this, Mine skills now have both a mana cost and mana reservation. This means that both modifiers to costs and reservation both affect their appropriate parts of mine costs, so Indigon no longer provides spell damage without affecting mine costs at all.
Reap has an attack time override of 1.5 seconds.
Improved the targeting of the Reap skill. Previously, casting Reap while targeting a Monster could result in the skill failing to hit the Monster, as the skill was being cast from the point of your cursor. Now, casting Reap while targeting a Monster will cause the skill to be cast at the Monster's location.