Necromancer WvW | Large Group Scepter/Dagger, Staff | Roamer Charromancer

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Summary

Build is built around doing as many bleeds as possible with additional bonuses to adding condition duration to your other conditions applied to players.
Because you have so many AOEs this type of build is a great 'badge farmer' in WvW.


I. Weapons and Skills

Giver's Scepter
  • Weapon Strength: 895-1010
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
Giver's Dagger
  • Weapon Strength: 924-981
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
Giver's Staff
  • Weapon Strength: 985-1111
  • Condition Duration: 239%
  • Precision: 171
  • Vitality: 171
  • Weapon Strength: -
Giver's Trident
  • Weapon Strength: 905-1000
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
Giver's Spear
  • Weapon Strength: 905-1000
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
  • Death Shroud10
    Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
  • Blood Curse½
    Bleed your foe.
    Damage: 118Bleeding: 4.5 s (170 damage)Range: 900
    • Rending Curse
      Bleed your foe.
      Damage: 118Bleeding: 4.5 s (170 damage)Range: 900
    • Putrid Curse
      Poison your foe.
      Damage: 168Bleeding: 4.5 s (170 damage)Poison: 6 s (336 damage)Range: 900
  • Grasping Dead¾ 10
    Summon skeletal hands to cripple foes in the target area.
    Damage: 270Crippled: 7 sx3Bleeding: 10 s (398 damage)Radius: 240Range: 900
    • 0
    • 0
  • Feast of Corruption¾ 10
    Strike your target, dealing additional damage and gaining life force for each condition on them.
    Damage: 371Life force: 8% + 1% per condition.x2Torment: 4 s + 1 stack per condition.Range: 900
    • 0
    • 0
  • Deathly Swarm¼ 18
    Unleash an insect swarm, blinding multiple foes. Transfer three conditions to your target on a successful attack.
    Damage: 208Number of bounces: 3Blind: 6 sRange: 900
    • 0
    • 0
  • Enfeebling Blood¾ 25
    Inflict weakness and bleeding on foes in the target area.
    Damage: 168Weakness: 10 sx2Bleeding: 10 s (850 damage)Radius: 240Range: 900
    • 0
    • 0
  • Consume Conditions30
    Corruption. Feast on your conditions, gaining health for each one consumed.
    Healing: 5,240Heal per condition: 724x5Self Vulnerability: 4 s
    • 0
  • Signet of the Locust¾ 30
    Signet Passive: Movement speed increased by 25%.
    Signet Active: Steal health from nearby foes.
    Passive effect: 25% movement speedDamage: 158Healing: 778Radius: 480Range: 1,200
    • 0
  • Blood is Power30
    Corruption. Bleed yourself to gain might for yourself and nearby allies while bleeding your target.
    Damage: 130x8Might: 8 sx2Bleeding: 30 s (2550 damage)x2Self bleeding: 10 s (850 damage)Range: 1,200
    • 0
  • Epidemic1 20
    Corruption. Apply vulnerability on yourself. Spread conditions (up to 25 stacks) on a target foe to all nearby foes.
    x3Self vulnerability: 6 sRadius: 600Range: 1,200
    • 0
  • Plague180
    Corruption. Become a virulent cloud and inflict multiple conditions on foes you touch.
    Damage: 75x3Stability: 3 s (per pulse)Poison: 2 s (84 damage)Self-Bleeding (10s): 425 DamageDuration: 20Radius: 240
    • 0

Weapon and Skill Details

Blood is Power and Epidemic are switched out with wells for additional support when defending towers and keeps. Wells also work well when in zergs.

 

I use an offset rare Scepter/dagger with superior runes of corruption to gain 25 stacks of condition damager bringing my total conditional damage to right at 1600.


II. Traits

Adept Master Grandmaster

Trait Details

Note if you do not plan on using wells under the 'Curses' trait line: you can trade out the VI power (Focused rituals) for III(chilling darkness) - when you blind a foe they are chilled. This is done by using your #4 power on your off-hand dagger skill.


III. Stat Specifics & Effects

Primary Stats

  • Health 23402 (+4190)
  • Vitality 1335 (+419)
  • Armor 2340 (+504)
  • Toughness 1420 (+504)
  • Attack 2027 (+115)
  • Power 1031 (+115)
  • Critical Hit 31% (+31%)
  • Precision 1576 (+660)

Secondary Stats

  • Bleeding Duration 60% (+60%)
  • Boon Duration 20% (+20%)
  • Condition Damage 1027 (+1027)
  • Condition Duration 295% (+295%)
  • DMG Taken from Guards and Lords -2% (+-2%)
  • Damage 996 (+0%)
  • Defense 920 (+0)
  • Experience from Kills 20% (+20%)
  • Healing Power 100 (+100)
  • Movement Speed 25% (+25%)

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

Rare Veggie Pizza
Duration: 30min
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration: 40%
  • Condition Damage: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Tuning Crystal
Duration: 30min
Gain Condition damage equal to 6% of your toughness
Gain Condition damage equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain Condition damage equal to 6% of your toughness
  • Gain Condition damage equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Khilbron's Mask of the Lich
  • Defense: 73
Superior Rune of the Afflicted
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. Poison Duration: 15%
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you are downed, you create a death nova. (Cooldown: 30 seconds)
Khilbron's Mantle of the Lich
  • Defense: 73
Superior Rune of the Afflicted
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. Poison Duration: 15%
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you are downed, you create a death nova. (Cooldown: 30 seconds)
Khilbron's Coat of the Lich
  • Defense: 314
Superior Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
Khilbron's Gloves of the Lich
  • Defense: 133
Superior Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
Khilbron's Leggings of the Lich
  • Defense: 194
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Khilbron's Boots of the Lich
  • Defense: 133
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)

Armor Stat Totals

  • Defense 920
  • Condition Damage 50
  • Bleeding Duration 20%
  • Precision 25
  • Condition Duration 5%

Rune Bonuses

Superior Rune of the Afflicted
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
Superior Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%

Accessories & Jewels

Speaker's DawncordUtility Slot
  • Condition Damage: 157
  • Precision: 108
  • Toughness: 108
Rabid Back
  • Condition Damage: 30
  • Precision: 21
  • Toughness: 21
(Infused)
Carrion Jewel
  • Condition Damage: 25
  • Power: 15
  • Vitality: 15
Ralena's BandOffensive Slot
  • Condition Damage: 126
  • Precision: 18
  • Toughness: 85
  • Vitality: 67
(Infused)
Malign WvW InfusionOffensive Infusion
  • Condition Damage: 5
  • DMG Taken from Guards and Lords: -1%
Vassar's BandDefensive Slot
  • Condition Damage: 126
  • Precision: 18
  • Toughness: 85
  • Vitality: 67
(Infused)
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
0
    Resilient WvW InfusionDefensive Infusion
    • Toughness: 5
    • DMG Taken from Guards and Lords: -1%
    0
      Resilient WvW InfusionDefensive Infusion
      • Toughness: 5
      • DMG Taken from Guards and Lords: -1%

      Accessory Totals

      • Precision:165
      • Toughness:304
      • Condition Damage:469
      • Vitality:149
      • Power:15
      • DMG Taken from Guards and Lords:-2%

      Weapon Set Sigils

      Giver's Scepter
      • Weapon Strength: 895-1010
      • Condition Duration: 120%
      • Precision: 85
      • Vitality: 85
      Giver's Dagger
      • Weapon Strength: 924-981
      • Condition Duration: 120%
      • Precision: 85
      • Vitality: 85
      Sigil of Superior Earth
      60% chance to do a 5s bleed on critical.
      Sigil of Superior Agony
      Bleeds you apply last 20% longer.

      Weapon Set I

      Sigil of Superior Earth

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

      Sigil of Superior Agony

      Bleeds you apply last 20% longer.

      Giver's Staff
      • Weapon Strength: 985-1111
      • Condition Duration: 239%
      • Precision: 171
      • Vitality: 171
      • Weapon Strength: -
      Sigil of Superior Hydromancy
      You freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

      Weapon Set II

      Sigil of Superior Hydromancy

      You freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

      Giver's Trident
      • Weapon Strength: 905-1000
      • Condition Duration: 120%
      • Precision: 85
      • Vitality: 85
      Giver's Spear
      • Weapon Strength: 905-1000
      • Condition Duration: 120%
      • Precision: 85
      • Vitality: 85
      Sigil of Superior Fire
      50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
      Sigil of Superior Air
      50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

      Water Weapon I

      Sigil of Superior Fire

      50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

      Water Weapon II

      Sigil of Superior Air

      50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)


      V. Basic Gameplay

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