Necromancer WvW | Large Group Scepter/Dagger, Staff | Roamer Charromancer
Table of Contents
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
- 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
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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
Spite
Curses
Death Magic
Blood Magic
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
Conditions
Control
Fields & Finishers
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
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
- Defense: 73
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- Poison Duration: 15%
- Condition Damage: 100
- +20% Bleeding Duration; when you are downed, you create a death nova. (Cooldown: 30 seconds)
- Defense: 73
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- Poison Duration: 15%
- Condition Damage: 100
- +20% Bleeding Duration; when you are downed, you create a death nova. (Cooldown: 30 seconds)
- Defense: 314
- Precision: 25
- Condition Duration: 5%
- Precision: 50
- When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
- Precision: 100
- When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
- Defense: 133
- Precision: 25
- Condition Duration: 5%
- Precision: 50
- When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
- Precision: 100
- When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
- Defense: 194
- 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)
- Defense: 133
- 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)
Armor Stat Totals
- Defense 920
- Condition Damage 50
- Bleeding Duration 20%
- Precision 25
- Condition Duration 5%
Rune Bonuses
Superior Rune of the Afflicted- Condition Damage: 25
- Bleeding Duration: 10%
- Precision: 25
- Condition Duration: 5%
- Condition Damage: 25
- Bleeding Duration: 10%
Accessories & Jewels
- Condition Damage: 25
- Power: 15
- Vitality: 15
- Condition Damage: 5
- DMG Taken from Guards and Lords: -1%
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
- 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
- Weapon Strength: 895-1010
- Condition Duration: 120%
- Precision: 85
- Vitality: 85
- Weapon Strength: 924-981
- Condition Duration: 120%
- Precision: 85
- Vitality: 85