Necromancer WvW | Large Group Staff, Axe/Warhorn | Assaulter Frontline Necro

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Summary

WvW build designed to pair with our Wellomancer and Terror necro build. Uses specific skill rotation and blind/chill disrupt the enemies frontline.

 

Pros:

  • Amazing survivability and condition removal
  • Great burst and Death Shroud damage
  • Awesome front line CC ability
Cons:
  • Heavy reliance on Elite Skill for engagements
  • Lack of stability
  • Expensive Runes required


I. Weapons and Skills

Berserker's Staff
  • Weapon Strength: 985-1111
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Berserker's Axe
  • Weapon Strength: 857-1048
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Warhorn
  • Weapon Strength: 814-900
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Weapon Strength: -
  • Weapon Strength: -
  • 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 5
    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 16
    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 20
    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 32
    Mark. Inscribe a mark that causes fear when foes trigger it.
    Damage: 92Fear: 1 sRadius: 240Range: 1,200
    • 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
  • Well of Suffering¼ 35
    Well. Target area pulses, damaging foes and inflicting vulnerability.
    Damage (5x): 1,220Duration: 5x2Vulnerability: 5 sRadius: 240Pulse: 1 sCombo Field: Dark
    • 0
  • Well of Corruption¼ 40
    Well. Target area pulses, converting boons on foes into conditions
    Damage (5x): 610Duration: 5Radius: 240Pulse: 1 sCombo Field: Dark
    • 0
  • Well of Darkness¼ 50
    Well. Target area pulses, blinding foes with each pulse.
    Duration: 5Radius: 240Blind: 3 sPulse: 1 sCombo Field: DarkChilled: 1 s
    • 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

Staff
The staff is your secondary weapon for this build. It provides heavy damage and extra critical chance while in Death Shroud. Also provides some utility skills such as chill, condition transfer, and aoe fear.

 

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Auto-attack pierces by default and is the only staff skill that builds Life force.

 

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Short cooldown AoE bleed and regeneration.

 

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Chill is a great condition when applied in AoE. It will slow movement rate as well as slow down the recharge rate of skills by 66%. BE CAREFUL! This skill is a poison combo field so DO NOT place on the commander when water fields are called. Poison combo fields are not nearly as good as fire and water fields, so try your best not to override those in teamfights.

 

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This is your only blast finisher, which is extremely valuable in WvW. It's an amazing skill in itself that will transfer all condition on you to the enemy and you should use it when you can, but try to save it for a good occasion.

 

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Great AoE fear. Try not to use it at the start of a fight as most players will have stability at that point, which completely negates the skill.

 

Axe
Best single target weapon for power build necro and is awesome for bursting and slowing enemy movement rate.

 

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Since this is single target, it's not best for large fights, but still good at stacking vulnerability on single targets.

 

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Great signal target damage skill and will quickly fill you Life Force bar allowing the necro to spend more time in Death Shroud.

 

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AoE cripple and boon strip. This will be a critical skill to use at the begining of each engagement.

 

Warhorn
Warhorn adds a cool utility and is a most for the skill rotation for the start of each engagement.

 

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This is Daze skill projects out as a cone in front of the caster. Can be used to help disrupt an enemies heal or to secure a stomp.

 

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This skill the Necro into and moving AoE cripple and Life Force gain. This skill be used just before each engagement.

 

Utility Skills

 

Consume Conditions
One of the best heals in the game and is the superior option in most Necro builds.

 

Well of Suffering
Adds to this builds ability to stack Vulnerability and this well benefits from the power build increasing the damage done per tick.

 

Well of Corruption
This well will convert the enemies boons to conditions. This well should be places on top of static field and/or whenever Null fields are called by the commander. Try not to cast this well freely so it will be available for commander call outs. For this build this well be the second round of boon strips.

 

Well of Darkness
Dropping this well will negate large amount of damage and increase the cool downs on the enemies front line.

 

Plague
Great elite skill for this build. By using the second skill, you can mitigate a lot of damage for your team by perma-blinding/chill people around you. Third skill is good to perma-cripple to chase down people when you won a fight.

 

Alternate Utility Skills

 

Epidemic
Probably the best alternate option. Can be used if you want the extra damage. Allows you to do the Death Shroud 5 > 3 > Epidemic combo that's so devastating in teamfights.

 

Spectral Grasp
Kind of the poor man's Spectral Wall in teamfights. Can still be a good skill to use instead if you like it better. Works well to pull enemies off of walls or sieges, but it seems to be a bit buggy sometimes I'm not sure why.

 

Signet of the Locust
If you feel like you have a hard time keeping up with your group or you value movement speed in general, this works great.


II. Traits

Adept Master Grandmaster

Trait Details

Curses
Wait Curses tree on a power build? Yes sadly it was necessary to get well ground targeting plus the blind/chill. However taking the 200 point in condition damage doesn't effect the whole of the build.

 

III: Chilling Darkness
This is the main trait in the entire build. Adding chill to the necro's well of darkness, plague form 2 skill, and whenever the Necro blasts a dark field.

 

VI: Focused Rituals
An addition to this build is getting Wells down when and where they are needed. This trait is a most in order to add precision is well placement.

 

Blood Magic
Take 20 points in this will be the survivability tree. Every trait is design to heal siphon in order to keep the Necro alive while he/she is on the frontline.

 

V: Vampiric Precision
The Necro will have an high critical chance so to take advantage of this each critical will now siphon life.

 

II: Bloodthirst
This will make the Necro's life siphon 30% more effective.

 

Soul Reaping
Take 30 in Soul Reaping in order to set up the second phase for the Necro's skill rotation.

 

VI: Unyielding Blast
While in Death Shroud the necro's auto attack will pierce and hit up to 3 targets. Positioning will be key to max dps and will take some skill to execute properly. Also this trait will continue to add to the vulnerability stacks.

 

II: Vital Persistence
When the Necro isn't in Plague form they should spend as much time in Death shroud as their life force will allow. This trait will decrease DS's naturally drain by 50%.

 

XII: Deathly Perception
This trait will bring the Necro's critical chance to 90% plus (depending on sigils and weapon swap) while in Death Shroud.


III. Stat Specifics & Effects

Primary Stats

  • Health 22262 (+3050)
  • Vitality 1221 (+305)
  • Armor 2536 (+700)
  • Toughness 1616 (+700)
  • Attack 2939 (+912)
  • Power 1828 (+912)
  • Critical Hit 47% (+47%)
  • Precision 1765 (+849)

Secondary Stats

  • Condition Damage 200 (+200)
  • Condition Duration (self) -65% (+-65%)
  • Critical Damage 60% (+60%)
  • Damage 1111 (+0%)
  • Defense 920 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 901 (+901)
  • Healing Power 200 (+200)
  • Life Force Pool 30% (+30%)
  • Stun Duration (self) -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

Stat and Effect Details

Some keep stats here is the Condition Duration(self) and Stun Duration(self). These stats when help the Necro survive on the front line as condition will near fall right off without a need for condition removal.

 

A high Critical Chance to proc life siphon and vulnerability stats from weapon sigils and traits.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Lemongrass Poultry Soup
Duration: 30min
Condition Duration (self): -40%
Vitality: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration (self): -40%
  • Vitality: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Maintenance Oil
Duration: 30min
Gain precision equal to 6% of your toughness
Gain precision equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain precision equal to 6% of your toughness
  • Gain precision equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Knight's Exalted Masque
  • Defense: 73
  • Toughness: 60
  • Power: 43
  • Precision: 43
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Knight's Exalted Mantle
  • Defense: 73
  • Toughness: 45
  • Power: 32
  • Precision: 32
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Ascalonian Clergy Vestments
  • Defense: 314
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Ascalonian Clergy Gloves
  • Defense: 133
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Knight's Exalted Pants
  • Defense: 194
  • Toughness: 90
  • Power: 64
  • Precision: 64
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Ascalonian Clergy Shoes
  • Defense: 133
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration

Armor Stat Totals

  • Defense 920
  • Toughness 370
  • Vitality 35
  • Condition Duration (self) -25%
  • Stun Duration (self) -25%
  • Power 139
  • Precision 139

Rune Bonuses

Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration

Accessories & Jewels

Cavalier's Amulet
  • Toughness: 120
  • Power: 85
  • Ferocity: 85
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Cavalier's Back
  • Toughness: 30
  • Power: 21
  • Ferocity: 21
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Cavalier's Ring
  • Toughness: 90
  • Power: 64
  • Ferocity: 64
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Cavalier's Ring
  • Toughness: 90
  • Power: 64
  • Ferocity: 64
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Berserker's Earring
  • Power: 75
  • Precision: 53
  • Ferocity: 53
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Berserker's Earring
  • Power: 75
  • Precision: 53
  • Ferocity: 53
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15

Accessory Totals

  • Power:534
  • Toughness:330
  • Ferocity:430
  • Precision:196

Weapon Set Sigils

Berserker's Staff
  • Weapon Strength: 985-1111
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set I

Sigil of Superior Accuracy

+7% crit chance.

Berserker's Axe
  • Weapon Strength: 857-1048
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Warhorn
  • Weapon Strength: 814-900
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Frailty
50% chance to cause vulnerability for 10s on hit.
Sigil of Superior Blood
50% chance to life steal on critical.

Weapon Set II

Sigil of Superior Frailty

50% chance to cause vulnerability for 10s on hit.

Sigil of Superior Blood

50% chance to life steal on critical.

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

Runes
For this build we went with Rune of Melandru. These runes will help the Necro stay on the frontline and keep the blind/chill going will in Death Shroud.

 

Sigils

 

Sigil of Bloodlust
This sigil is only for stacking power damage once you have your full stacks switch it out.

 

Sigil of Accuracy
This sigil on the staff will increase critical chance while equipped and will bring CC to 95% while in Death Shroud.

 

Sigil of frailty
This sigil takes advantage of the necro's high critical chance to add vulnerability stacks.

 

Sigil of Blood
Adding more life siphon on critical.

 

Alternatives
Other good choices include: Sigil of Energy, Sigil of Stamina, Sigil of Geomancy. Sigil can always be change and are not critical to the build but when choosing just be sure to use sigils that make since and take advantage of the build.

 

Food

 

Bowl of Lemongrass Poultry Soup
This will add to the condition duration(self) and allow the necro to stand in the middle of the frontline and /dance.

 

Master Maintenance Oils
This is where the Necro will gain most of their critical chance.


V. Basic Gameplay

The ultimate goal of this build is to be able to spam blind/chill on the frontline negate majority of the enemies damage with plague skill 2 and well of darkness. Seems like a very daunting task, but the better you get with the build, the more it will make sense. Obviously the bigger the teamfight is, the more difficult it is and sometimes straight up impossible. But you should be able to have a lot of teamfight presence no matter what.

 

Here's what you should do in a typical teamfight:
Start by dropping your Well of Darkness where to suspect the will be fighting happen. (This will take some getting to know your commander and how he/she likes to fight);
First skills to use is Warhorn 5 to get up your swiftness and AoE cripple;
Followed by Axe 3 for an AoE boon removal just on the edge of the engagement just before popping into plague form:
Stick right on the commander and follow them as close as possible while only using the 2 skill to constantly blind/chill spam;
After plague form ends its to Death Shroud;
While in Death Shroud move off the frontline and fight mid range using your positioning to do max DPS with your life blast. Remember your life blast pierce;
If winning the fight, try standing in the escape path of your enemies and drop your AoE crowd control there and fear them back in. If losing the fight use your crowd control to disengage.

 

Keep in mind the beginning of this fight you will be in plague form and it will be up to the terror and wellomancers to lay down wells and CCs. However once you are out of plague you well be the 2nd wave of null field and Wells of Power.

 

General tips:
Try to keep your life force pool maxed at all time by killing ambiant animals while running around.

 

Plague is not a good "uhoh I'm about to die" skill. The best time to use it is when your commander says to push through a big group all the way to the other side. Using the Plague 2 will mitigate a lot of the melee damage coming your team's way. It can also be used to chase down a smaller group of people that you want to perma-cripple with Plague 3.


Main Skill Rotation

Well of Darkness¼ 50
Well. Target area pulses, blinding foes with each pulse.
Duration: 5Radius: 240Blind: 3 sPulse: 1 sCombo Field: DarkChilled: 1 s
Locust Swarm1 30
Gain swiftness and summon a swarm of locusts that cripple nearby foes.
Damage: 60Crippled: 1 sSwiftness: 10 sRadius: 210Life force: 1%
Unholy Feast1 12
Damage and cripple nearby foes. Remove a boon from each foe you strike.
Damage: 269Converts a boon to a condition on struck foes.Crippled: 5 sRange: 600
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
Plague of Darkness
Add blindness to your plague.
Blind: 1 sPoison: 1 s (84 damage)Radius: 240Chilled: 1 s
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
Tainted Shackles¼ 40
Death Shroud. Bind nearby enemies with your life force, conditioning them repeatedly. If enemies move out of range of this ability, the bind will break. If the bind is allowed to expire, it immobilizes and damages them.
Damage: 292x3Torment: 10 s (960 damage)Range: 600
Life Transfer40
Death Shroud. Damage nearby foes and steal their life force.
Damage (9x): 543Life force: 3%Duration: 3Range: 600
Life Blast1
Death Shroud. Blast a foe with accumulated life force, dealing more damage the more life force you have.
Damage: 336Damage (within 600 units): 470Range: 1,200Vulnerability: 10 s

Use your wells on commander calls (null fields/CC/All damage on me). Think of your or staff skills as utilities (chill to slow an enemy/fear to lock down a portal) but it is not in the main rotation just there to power up the Necro's Death Shroud. As for your Axe skills use the 2 skill to refill your life force and the 5>3 combo to whenever they are off cool down and your life force isn't full.


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