Necromancer PvE | Open World Staff | Support Minion Master Build

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Summary

Keep your minions alive and they will keep you alive. This build has lots of survivability and healing.


I. Weapons and Skills

Apothecary's Staff
  • Weapon Strength: 985-1111
  • Healing Power: 239
  • Toughness: 171
  • Condition Damage: 171
  • Weapon Strength: 0-0
  • Weapon Strength: 0-0
  • Weapon Strength: 0-0
Rabid Trident
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
  • Weapon Strength: 0-0
  • Death Shroud10
    Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
  • Necrotic Grasp¾
    Send out a grasping hand that damages foes in a line and grants you life force.
    Damage: 246Life force: 4%Combo Finisher: Projectile (20% chance)Range: 1,200
    • 0
    • 0
  • Mark of Blood¾ 4
    Mark. Inscribe a mark that bleeds foes when they trigger it, and grants regeneration to allies.
    Damage: 111Regeneration: 5 s (650 health)x2Bleeding: 8 s (1020 damage)Radius: 240
    • 0
    • 0
  • Chilblains¾ 12¾
    Mark. Inscribe a mark that chills foes when they trigger it, and leaves a poisonous area.
    Damage: 185Chilled: 4 sx3Poison: 5 s (504 damage)Radius: 240Combo Field: PoisonRange: 1,200
    • 0
    • 0
  • Putrid Mark¾ 16
    Mark. Inscribe a mark that transfers conditions from allies to foes when they trigger it.
    Damage: 444Radius: 240Combo Finisher: BlastRange: 1,200
    • 0
    • 0
  • Reaper's Mark¾ 25½
    Mark. Inscribe a mark that causes fear when foes trigger it.
    Damage: 92Fear: 1 sRadius: 240Range: 1,200
    • 0
    • 0
  • Summon Blood Fiend16
    Minion. Summon a blood fiend that transfers health to you on each attack.
    Damage: 311Healing: 428
    • Taste of Death¾
      Sacrifice your blood fiend to heal yourself.
      Healing: 6520
  • Summon Bone Fiend30
    Minion. Summon a bone fiend that attacks foes at range. Delivers a crippling attack once every ten seconds.
    Damage (2x): 744Crippled: 2 s
    • Rigor Mortis50
      Immobilize your bone fiend, and it will immobilize foes.
      Damage (2x): 716Immobilized: 2 s
  • Summon Shadow Fiend24
    Minion. Summon a shadow fiend to attack foes.
    Damage: 455
    • Haunt20
      Command your shadow fiend to teleport to and blind a foe.
      Damage: 525Blind: 5 sLife Force: 10%Radius: 120Range: 1,200
  • Summon Bone Minions16
    Minion. Summon two bone minions.
    Damage: 207
    • Putrid Explosion1
      Explode a bone minion.
      Damage: 1,529Radius: 240Combo Finisher: Blast
  • Summon Flesh Golem 48
    Minion. Summon a flesh golem to attack foes with crippling claws.
    Damage: 1,001Crippled: 1 s
    • Charge 40
      Command your flesh golem to charge a foe.
      Damage: 1,444Range: 1,200

Weapon and Skill Details

Stick with the staff !


II. Traits

Adept Master Grandmaster

Trait Details

You can switch "staff mastery" and "greater marks" for "minion master" and "death nova"
and "deathly invigoration" for "vampiric master" for more survivability


III. Stat Specifics & Effects

Primary Stats

  • Health 21422 (+2210)
  • Vitality 1137 (+221)
  • Armor 3099 (+1263)
  • Toughness 2179 (+1263)
  • Attack 2311 (+284)
  • Power 1200 (+284)
  • Critical Hit 1% (+1%)
  • Precision 937 (+21)

Secondary Stats

  • Boon Duration 30% (+30%)
  • Condition Damage 879 (+879)
  • Condition Duration 20% (+20%)
  • Damage 1111 (+0%)
  • Defense 920 (+0)
  • Healing Power 1608 (+1608)

Boons

  • Aegis
    Block the next attack.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Resistance
    Resistance temporarily negates the affected target of all effects caused by conditions.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

Conditions

  • Agony
    Agony is an effect unique to Fractals of the Mists that removes a percentage of the player's health every second and reduces received healing by ~50%.
  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Slow
    Slow is a condition that reduces the activation time of skills and abilities.
  • Taunt
    Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.
  • Teleport
    Teleport (alternatively, flash) is a mechanic that causes the user or target(s) to instantly move from one location to another.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Revealed
    Revealed is an effect applied when stealth is broken, for example by entering combat or exiting a Shadow Refuge circle prematurely.
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Super Speed
    Activate your slick shoes, enabling you to move at superior speeds.
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Duration:

Utility Nourishment

Duration:

Armor & Runes

Apothecary's Exalted Masque
  • Defense: 73
  • Healing Power: 60
  • Toughness: 43
  • Condition Damage: 43
Sapphire Orb
  • Power: 14
  • Toughness: 14
  • Healing Power: 20
Apothecary's Exalted Mantle
  • Defense: 73
  • Healing Power: 45
  • Toughness: 32
  • Condition Damage: 32
Sapphire Orb
  • Power: 14
  • Toughness: 14
  • Healing Power: 20
Apothecary's Exalted Coat
  • Defense: 314
  • Healing Power: 134
  • Toughness: 96
  • Condition Damage: 96
Sapphire Orb
  • Power: 14
  • Toughness: 14
  • Healing Power: 20
Apothecary's Exalted Gloves
  • Defense: 133
  • Healing Power: 45
  • Toughness: 32
  • Condition Damage: 32
Sapphire Orb
  • Power: 14
  • Toughness: 14
  • Healing Power: 20
Apothecary's Exalted Pants
  • Defense: 194
  • Healing Power: 90
  • Toughness: 64
  • Condition Damage: 64
Sapphire Orb
  • Power: 14
  • Toughness: 14
  • Healing Power: 20
Apothecary's Exalted Boots
  • Defense: 133
  • Healing Power: 45
  • Toughness: 32
  • Condition Damage: 32
Sapphire Orb
  • Power: 14
  • Toughness: 14
  • Healing Power: 20

Armor Stat Totals

  • Defense 920
  • Healing Power 539
  • Toughness 383
  • Condition Damage 299
  • Power 84

Rune Bonuses

Accessories & Jewels

Apothecary's Amulet
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Jewel
  • Healing Power: 25
  • Condition Damage: 15
  • Toughness: 15
Magi's Back
  • Healing Power: 30
  • Precision: 21
  • Vitality: 21
(Infused)
Apothecary's Jewel
  • Healing Power: 25
  • Condition Damage: 15
  • Toughness: 15
Apothecary's Ring
  • Healing Power: 90
  • Toughness: 64
  • Condition Damage: 64
(Infused)
Apothecary's Jewel
  • Healing Power: 25
  • Condition Damage: 15
  • Toughness: 15
Apothecary's Ring
  • Healing Power: 90
  • Toughness: 64
  • Condition Damage: 64
(Infused)
Apothecary's Jewel
  • Healing Power: 25
  • Condition Damage: 15
  • Toughness: 15
Apothecary's Earring
  • Healing Power: 75
  • Toughness: 53
  • Condition Damage: 53
Apothecary's Jewel
  • Healing Power: 25
  • Condition Damage: 15
  • Toughness: 15
Apothecary's Earring
  • Healing Power: 75
  • Toughness: 53
  • Condition Damage: 53
Apothecary's Jewel
  • Healing Power: 25
  • Condition Damage: 15
  • Toughness: 15

Accessory Totals

  • Toughness:409
  • Condition Damage:409
  • Healing Power:630
  • Precision:21
  • Vitality:21

Weapon Set Sigils

Apothecary's Staff
  • Weapon Strength: 985-1111
  • Healing Power: 239
  • Toughness: 171
  • Condition Damage: 171
  • Weapon Strength: 0-0
Sigil of Superior Life
You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Weapon Set I

Sigil of Superior Life

You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)

  • Weapon Strength: 0-0
  • Weapon Strength: 0-0

Weapon Set II

Rabid Trident
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
  • Weapon Strength: 0-0
Sigil of Superior Earth
60% chance to do a 5s bleed on critical.

Water Weapon I

Sigil of Superior Earth

60% chance to do a 5s bleed on critical.

Water Weapon II

Upgrade Item Details

For armor sapphire orbs, nothing else to put here. change to passion flower once A Net raises it to lvl 80


V. Basic Gameplay

spam death shroud and mark of blood as much as possible


Main Skill Rotation

Mark of Blood¾ 4
Mark. Inscribe a mark that bleeds foes when they trigger it, and grants regeneration to allies.
Damage: 111Regeneration: 5 s (650 health)x2Bleeding: 8 s (1020 damage)Radius: 240
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
Life Transfer40
Death Shroud. Damage nearby foes and steal their life force.
Damage (9x): 543Life force: 3%Duration: 3Range: 600
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.

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