Reaper in Harvest wields a two-handed scythe as an instrument that reaps Reaped Souls with every strike. The rhythm is simple and grim: build souls swing after swing, then trigger Soul Infusion once the gauge caps — a builder-spender melee loop, dark and rhythmic.
Its signature, Harvester, turns every point of damage dealt into healing: 15% of all damage comes straight back as health. That total self-sufficiency is what defines the spec — a melee fighter that needs nobody else to stay standing.
You now heal yourself equal to 15% of all damage dealt.
The closest retail analog is Blood Death Knight: your own damage IS your healing, through an AoE cleave-and-leech loop (Harvester's 15%-of-damage heal plus Crimson Thirst echo Death Strike), a resource economy gating your strongest windows (Soul Fragments and Reaped Souls feeding Soul Infusion like banked Bone Shield charges), and a Strength-scaling brawler chassis — the same fantasy Blood DK plays in retail PvP: dive in, keep swinging, out-sustain the burst, and be nearly impossible to solo down. The generate-then-consume rhythm of Soul Fragments also echoes Vengeance Demon Hunter, but Blood DK remains the better full-kit analog since, like Harvest, none of its sustain is an external heal — it's all self-directed toughness, not party support.
How is this number calculated?
Measured scope: Zul'Gurub, all difficulties — High Priest Venoxis, High Priestess Jeklik, High Priestess Mar'li, Bloodlord Mandokir, High Priest Thekal, High Priestess Arlokk, Jin'do the Hexxer, Hakkar, Gri'lek, Gahz'ranka.
These numbers come from Ascension Logs’ public combat logs, not an in-house guess.
The index compares each spec to the median player — the one sitting exactly in the middle of the ranking — on the same boss and the same group format: 1.00 matches that median player, 1.40 means 40% more damage than them. Only each player’s best fight counts, never their average — otherwise a player posting fifty fights would count as much as fifty different players, and averaging would mostly reward beginners still learning the spec rather than those who’ve mastered it. The comparison always happens on the same boss and the same format: a two-minute fight and a seven-minute one aren’t comparable, and a flex raid doesn’t give the same support as a 25-man.
Tiers (S, A, B…) aren’t picked by hand: the cutoffs are calculated from the real spread of every measured spec. A spec under 15 distinct players or 30 fights isn't ranked at all, rather than given a made-up grade.
How is this number calculated?
Mythic dungeons only — Ascension CoA has no Mythic+ tier yet (229 tracked encounters).
These numbers come from Ascension Logs’ public combat logs, not an in-house guess.
The index compares each spec to the median player — the one sitting exactly in the middle of the ranking — on the same boss: 1.00 matches that median player, 1.40 means 40% more damage than them. Only each player’s best fight counts, never their average — otherwise a player posting fifty fights would count as much as fifty different players, and averaging would mostly reward beginners still learning the spec rather than those who’ve mastered it. The comparison always happens on the same boss: 92.4% of dungeon fights are played in 5-player groups, and splitting by group size as well would discard more usable damage rows (4.5% lost against 1.4% when comparing by boss alone) for zero additional publishable spec — group size is therefore not part of the comparison.
Tiers (S, A, B…) aren’t picked by hand: the cutoffs are calculated from the real spread of every measured Dungeon spec — this column has its own distribution, it doesn’t reuse Raid’s cutoffs. A spec under 15 distinct players or 30 fights isn't ranked at all, rather than given a made-up grade.
Each performance above links to its own real combat report. Ascension Logs, however, doesn’t offer a rankings page covering every Mythic dungeon — unlike Raid, there’s no « View the source rankings » button here.
Ranking updated on August 17, 2026
These talents are a PvE configuration. The Arena and Battleground grades shown above rate the specialisation’s PvP potential — not this tree.
Crow's Harvest, Slaughter and Doomrend are all weapon-damage-% two-hand Physical hits that must land and not be dodged (no offhand to cover a miss), Darkrend Scythe's bleed scales with haste, and Harvester's flat 15% lifesteal on all damage means Critical Strike compounds the self-heal on every crit.
See also: All Ascension builds · Ascension builder
Talent data: ascension.gg
· Spec tiers & analysis: ascensionsidekick.com
Editorial rewrite, interactive talent tree, tooltips and fact-checking: KAMI LABS




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