Necromancer PvE | Dungeon Scepter/Dagger, Staff | Damage Lingering Close to Death
Table of Contents
Summary
Sup all, I'm Devourerofmemes one of the three creators of this site, I fell in love with Necromancer in the first beta weekend event and have been playing it ever since. This build makes use of sinister stats for high condition damage, power and precision. Since conditions got a rework, I expect sinister condition builds to become on par with berserkers/assassins builds in PvE. Finally, those of us that enjoy condition builds can hopefully move into the meta. Atm, this is still not the case because the ramp up time, I hope they bump the dps to be slightly higher on condition builds vs power to balance it over time.
I. Weapons and Skills
- Rending CurseBleed your foe.Damage: 118Bleeding: 4.5 s (170 damage)Range: 900
- Putrid CursePoison your foe.Damage: 168Bleeding: 4.5 s (170 damage)Poison: 6 s (336 damage)Range: 900
- 0Protection: 3 s
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- 0Protection: 3 s
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- 0Protection: 3 s
- Charge 40Command your flesh golem to charge a foe.Damage: 1,444Range: 1,200
Weapon and Skill Details
Weapons
Staff offers great AoE damage, while scepter is more single target based. You'll normally be opening with staff and switching to scepter for higher sustained damage, but I'll go more into rotation in their respective section below.
Staff Skills
- Necrotic Grasp: This attack does more damage than it gets credit for, but you'll primarily use it when there are multiple enemies stacked together in a line or you need the 1200 range. However, each hit gives 4% life force, so it can be used to fill up your life force quickly, especially if you're hitting multiple targets per cast.
- Mark of Blood: This has great AoE bleed damage, however don't forget about the regeneration. This skill is great for adding additional healing to yourself or allies. The regeneration is 5s and the CD is 6s, so in some situations it's best to stay in staff and cast a few Marks of Blood in a row, before switching back to a damage rotation.
- Chillblains: This has decent poison damage, but it also provides amazing peels through the use of chill, which reduces enemy movement speed by 66%. Also remember that poison reduces enemy healing by 33% and the poison field can be combo-ed for area weakness.
- Putrid Mark: Staffs highest burst damage skill and a blast finisher. However many don't read the skill description, which explains it also transfers conditions from yourself to enemies that trigger the mark. So if you've gained condition stacks, you can use this to remove them. If you're health is high enough this is a better option than Consume Conditions, because you're not wasting a heal to remove condition stacks.
- Reaper's Mark: This is your best CC skill. Use this to interrupt enemy skills like abomination charges in Arah, or to clear an area around a downed ally so the revive is safer. It can also be nice when running to skip mobs in dungeons.
Scepter Skills
- Curse Chain: This will be your primary sustain damage skill in long fights. It has high bleed and poison damage. However it can feel very useless on trash mobs.
- Grasping Dead: Decent bleed damage and a great peel and kiting tool through cripple application. Although cripple is only 33% reduced movement speed this is on a shorter cd than Chilblains, so you'll be able to use it twice as often.
- Feast of Corruption: This is scepters highest burst damage skill which scales with the number of conditions on your target. It also scales life force generation with each condition the target has. I suggest casting 2 > 5 before using it, unless the target already has a number of conditions. This is unaffected by condition stacks, so you only need to worry about having multiple condition types before using it.
- Deathly Swarm: Similar to Putrid Mark but also providing a blind, this will transfers conditions from yourself to enemies. It's another preferred options to remove conditions if you still have high health or Consume Conditions is on CD. Keep the CD timers of this and Putrid Mark in your head, so you know when to swap weapon sets to removing conditions from yourself. During the South sun Cove events I would purposely stand in enemy fire while in death shroud, stack up a duration of over 1 minute of burning, drop out of DS and immediately transfer the stack to the enemy boss. This works in a number of dungeon fights.
- Enfeebling Blood: Another quick way to build AoE bleed stacks, while also providing the damage reducing benefits of AoE weakness.
- Life Blast: Decent damage if you're within 600 range, we have the Reaper's Might trait, so we gain 15s of might every cast.
- Dark Path: Use it for port and the chill peel, damage is low.
- Doom: Single target fear that has increased duration within 600 range, this can be cast while stunned, dazed or knocked down. Great to use before reviving an ally or to interrupt enemy skills.
- Life Transfer: Great AoE and works nicely for large trash pulls. This generates a good amount of life force so don't use it if you're currently at max.
- Tainted Shackles: Our lovely new 5 skill added in the 6/25 patch, this applies the new condition torment and will cause an immobilize to enemies that stay within range when it finishes. I like to start this and fear while it stacks torment causing the target to take extra damage from the movement fear forces.
Signet of Vampirism: This offers more group support and synergizes well with our blood traits.
Utility Skills
Well of Suffering: Amazing AoE damage and 10 stacks of vulnerability if the enemy eats the entire duration.
Blood is Power: 8 stacks of might for you and allies with a high damage bleed, make sure to transfer the self bleed with staff 4 or scepter 4.
Signet of Spite: Improves Power. Can be used defensively if needed.
Epidemic: One of the best AoE condition skills in the game if used correctly, it will transfer all conditions on an enemy including the stacks to 5 targets within 600 range of the enemy targeted. You'll get self vulnerability from casting this so transfer it to an enemy with staff 4 or scepter 4.
Elite Skill
Summon Flesh Golem: You actually do more damage with scepter maintaining bleeds and poison than you do by using Lich Form, so this is the best way to add some extra DPS, we also trait 30% more damage from minions just for this. His charge skill wrecks objects and enemies trapped against a wall, just make sure he's facing them when you cast Charge, because he'll take off in a straight line and sometimes it takes a second or two before he faces what you're targeting.
Skill Variations
For running by mobs in dungeons I switch in Signet of Locust, Spectral Walk, Bone Minions and Plague Form Elite. Spectral walk provides 30 seconds of swiftness, so if it's a short run or you're group is stacking swiftness you don't need Signet of Locust and could take Spectral armor for another stun break. Bone minions can be killed to cause a blast finisher so they are great from blasting a lightning field for max swiftness duration. If you don't have that in group switch it for something else. Plague Form has stability and blinds if you get in a bad situation during the run. For certain fights like Lupicus in Arah I suggest taking Flesh Wurm to Port out of Necrid Trap or similar situations. Lastly on single target boss fights swap in Flesh Wurm for Epidemic, it has second highest DPS of the non elite minions with 1200 range and gives you a port skill if needed. Signet of Spite would be another option, 10 sec poison, 10 sec 2 stacks of bleeding, and 10 sec 5 stacks of vulnerability.
Traits
Spite
- Reaper’s MightShroud skill 1 grants 1 stack of might for 15 seconds.
- Spiteful TalismanReduces focus skill recharges by 20%. Increase damage to foes with no boons by 5%.
- Spiteful RenewalStriking a foe below 25% health consumes a condition from you and heals you when the condition is removed. (ICD 5s)
- Bitter ChillInflicting chill on a foe also inflicts 3 stacks of vulnerability for 8 seconds.
- Death’s EmbraceIncreases damage while downed by 25%. Striking foes below 33% health inflicts 1 stack of vulnerability for 5 seconds.
- Chill of DeathCast the focus skill Spinal Shivers when attacking a foe below 50% health. This trait now benefits from the recharge bonus of Spiteful Talisman.
- Rending ShroudWhile in shroud apply 3 stacks of vulnerability for 10 seconds to foes around you.
- Unholy FervorReduces recharge of axe skills by 20% and deal 10% more damage to vulnerable foes.
- Siphoned PowerStriking a foe below 50% health grants 2 stacks for might for 10 seconds. (1s ICD)
- Signets of SufferingReduces recharge of signet skills by 20%. Signets grant 3 stacks of might for 15 seconds on cast and convert up to 2 boons on affected foes to conditions.
- Close to DeathIncreases 20% damage to enemies below the health threshold (50%).
- Spiteful SpiritEntering shroud casts the axe skill Unholy Feast. This trait benefits from the recharge bonus of Unholy Fervor.
Curses
- Barbed PrecisionCritical hits have a 33% chance to inflict bleeding. The duration of your applied bleeding stacks is increased by 20%.
- Plague SendingWhen you have 3 or more conditions on you your next critical hit casts Plague Signet on your target. This trait benefits from the recharge bonus of Signets of Suffering.
- Chilling DarknessBlinding a foe inflicts chill on them for 2 seconds. 5-second internal cooldown
- Furious DemiseWhen you enter shroud, gain fury for 5 seconds.
- Master of CorruptionReduces recharge of corruption skills by 33% but causes corruption skills to apply additional conditions to you when cast. (Condition applied varies per skill.)
- Path of CorruptionShroud skill 2 converts boons on struck foes to conditions.
- TerrorCauses fear to deal damage per second scaling with your condition damage stat. Damage is increased vs foes that have at least one other condition on them.
- Target the WeakYour critical hit chance is increased by 2% for each condition on your target. Additionally you gain condition damage equal to 13% of your precision.
- Weakening ShroudCritical hits inflict weakness for 5 seconds (10s ICD). When you enter shroud cast Enfeeble on nearby foes (Enfeeble is functionally identical to the dagger skill Enfeebling Blood.)
- Parasitic ContagionYou are healed for 10% of your outgoing condition damage.
- Lingering CurseGain 150 condition damage while wielding a scepter. The base duration of all scepter conditions is increased by 50%.
Blood Magic
- Mark of EvasionCast Mark of Blood when you dodge roll. (8s ICD)
- Ritual of LifeRevive allies 10% faster. When you start reviving an ally cast Well of Blood. This trait benefits from the recharge bonus of Vampiric Wells.
- Quickening ThirstReduces recharge of dagger skills by 33% if used while you are over 75% health. Move 25% faster while wielding at least one dagger.
- Blood BondWhen you inflict at least 4 stacks of bleeding to a single target cast Lesser Signet of Vampirism on them. This trait benefits from the recharge bonus of Signets of Suffering.
- VampiricYou siphon health with your attacks. Your minions siphon health and give it to you.
- Life from DeathWhen you exit shroud you heal and partially revive allies around you.
- Banshee’s WailReduces recharge of warhorn skills by 20% and increases effect durations for warhorn skills by 50%.
- Vampiric PresenceYou and allies near you siphon health with attacks (combat only). This effect stacks with the siphoning granted by Vampiric.
- Last RitesGain increasing healing power based on how low your health is. Other allies near you do not bleed out while downed (combat only).
- Vampiric RitualsReduces recharge of well skills by 20%. Wells siphon health for you every pulse and grant protection to allies when cast.
- Unholy MartyrDraws conditions from allies when you enter shroud and every few seconds while you remain in shroud. Gain life force each time a condition is transferred.
- TransfusionShroud skill 4 heals and partially revives nearby allies. Additionally you teleport up to 5 nearby downed allies to your location while channeling this skill.
Trait Details
Things are pretty obvious here. We're grabbing spite and curses for maximum damage. I've added blood to offer some support and extra damage through siphon health and protection on wells. If you're in a pug and people are getting downed you may consider grabbing Transfusion.
III. Stat Specifics & Effects
Primary Stats
- Health 19212 (+0)
- Vitality 1000 (+0)
- Armor 2007 (+40)
- Toughness 1040 (+40)
- Attack 3146 (+1101)
- Power 2101 (+1101)
- Critical Hit 50% (+50%)
- Precision 1961 (+961)
Secondary Stats
- Agony Resistance 85 (+85)
- Bleeding Duration 45% (+45%)
- Condition Damage 2333 (+2333)
- Condition Duration 50% (+50%)
- Damage 1045 (+0%)
- Defense 967 (+0)
- Experience from Kills 20% (+20%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
- High Condition Damage.
- Decent Precision.
- Decent Power Damage.
- High Crowd Control
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
- (30min)
- Condition Duration: 40%
- Condition Damage: 70
- Experience from Kills: 10%
Utility Nourishment
Condition Damage: 100
Condition Duration: 10%
Experience from Kills: 10%
- (30min)
- Condition Damage: 100
- Condition Duration: 10%
- Experience from Kills: 10%
Armor & Runes
- Defense: 77
- Condition Damage: 63
- Power: 45
- Precision: 45
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Condition Damage: 5
- Agony Resistance: 5
- Defense: 77
- Condition Damage: 47
- Power: 34
- Precision: 34
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Condition Damage: 5
- Agony Resistance: 5
- Defense: 330
- Condition Damage: 141
- Power: 101
- Precision: 101
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Condition Damage: 5
- Agony Resistance: 5
- Defense: 140
- Condition Damage: 47
- Power: 34
- Precision: 34
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Condition Damage: 5
- Agony Resistance: 5
- Defense: 203
- Condition Damage: 94
- Power: 67
- Precision: 67
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Condition Damage: 5
- Agony Resistance: 5
- Defense: 140
- Condition Damage: 47
- Power: 34
- Precision: 34
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Condition Damage: 5
- Agony Resistance: 5
Armor Stat Totals
- Defense 967
- Condition Damage 644
- Bleeding Duration 45%
- Power 315
- Precision 315
- Agony Resistance 30
Rune Bonuses
Superior Rune of the Krait- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Accessories & Jewels
- Condition Damage: 5
- Agony Resistance: 5
- Condition Damage: 5
- Agony Resistance: 5
- Condition Damage: 5
- Agony Resistance: 5
- Condition Damage: 5
- Agony Resistance: 5
- Condition Damage: 5
- Agony Resistance: 5
- Condition Damage: 5
- Agony Resistance: 5
Accessory Totals
- Power:426
- Precision:466
- Condition Damage:722
- Toughness:40
- Agony Resistance:45
Weapon Set Sigils
- Weapon Strength: 940-1060
- Condition Damage: 125
- Power: 90
- Precision: 90
- Weapon Strength: 970-1030
- Condition Damage: 125
- Power: 90
- Precision: 90
- Condition Damage: 5
- Agony Resistance: 5
- Condition Damage: 5
- Agony Resistance: 5
Weapon Set I
Superior Sigil of Bursting+6% Condition Damage
Sigil of Superior Earth60% chance to do a 5s bleed on critical.
- Weapon Strength: 1034-1166
- Condition Damage: 251
- Power: 179
- Precision: 179
- Weapon Strength: -
- Condition Damage: 5
- Agony Resistance: 5
- Condition Damage: 5
- Agony Resistance: 5
Weapon Set II
Superior Sigil of Bursting+6% Condition Damage
- Weapon Strength: 950-1050
- Condition Damage: 125
- Power: 90
- Precision: 90
- Weapon Strength: 950-1050
- Condition Damage: 125
- Power: 90
- Precision: 90
- Condition Damage: 5
- Agony Resistance: 5
- Condition Damage: 5
- Agony Resistance: 5
- Condition Damage: 5
- Agony Resistance: 5
- Condition Damage: 5
- Agony Resistance: 5
Water Weapon I
Superior Sigil of Bursting+6% Condition Damage
Water Weapon II
Superior Sigil of Bursting+6% Condition Damage
Upgrade Item Details
Gear Stats
I take Sinister gear for highest damage output, carrion works fine with this build as well, but you'll sacrifice DPS for more survivability. Carrion is a better choice for PvP and WvW.
Runes
Superior Rune of the Krait: adds 45% bleed duration.
Sigils
Sigil of Night: Should be used in night dungeons.
Sigil of Earth: Adds more bleed from scepter spam, 1500 stacks is a large cap.
Sigil of Minor Corruption: Another 250 condition damage at max stacks.
Sigil of Bursting: 6% more condition damage.
V. Basic Gameplay
With this build you tend to stay within 600 range for group buffs and make sure you dodge red circles. I think necro is one of the better classes to revive allies with since you can Death Shroud revive and take a decent amount of damage without effecting your main health pool. You also have staff 5 and DS 3 to fear with making it a little easier.
Main Skill Rotation
This is your main AoE trash rotation.
Main Single Target Rotation
This is your single target opening rotation, use 2,5,3 on CD while maintaining your 1 spam for max bleeds and poison.
Underwater Rotation
This should kill most mobs underwater, if you're fighting a veteran or champion, strafe and kite while working in defensive skills. You'll want to stack bleeds with trident for long fights underwater.
VI. Changelog
7/23/13: Moved 10 points from Death Magic to Soul Reaping, since Greater Marks was move to master tier. I also dropped Terror for Master of Corruption and swapped in Blood is Power, since terror was nerfed.
4/17/14: Removed dhruumfire due to nerf and added Close to death. I also added sigil of bursting to staff, since you can now have 2 sigils in a 2h wep.
4/27/15: Added sinister gear.
6/16/15: Added new traits, runes and sigils for specialization changes.