Necromancer PvE | Dungeon Dagger/Warhorn, Dagger/Focus | Damage DPS Necro for PvE

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Summary

Necro is far from optimal when it comes to organised groups and speed clears. However when built and played right they can be pretty strong. Their main strengths are good single target dps, good access to aoe blinds and dark fields, some fairly good condition support and reasonable vuln access. What they lack is mobility, cleave, projectile defence, vigor and other defensive options. What you get with this build is the highest possible single target dps, very nice burst aoe and the flexibility to change to a rampager spec for clearing trash mobs in fractals with sustained condi aoe. This build is mainly suited for organised groups. But It works very well in pugs as well, you just have to be prepared to adapt to your group more.


I. Weapons and Skills

Berserker's Dagger
  • Weapon Strength: 924-981
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Warhorn
  • Weapon Strength: 814-900
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Dagger
  • Weapon Strength: 924-981
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Focus
  • Weapon Strength: 832-883
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Trident
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Death Shroud7
    Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
  • Necrotic Slash¼
    Slash your foe twice.
    Damage (2x): 302Range: 130
    • Necrotic Stab
      Strike your foe again.
      Damage: 235Life force: 2%Range: 130
    • Necrotic Bite
      Strike your foe and gain life force.
      Damage: 403Life force: 6%Range: 130
  • Life Siphon12
    Siphon health from your foe.
    Damage (9x): 909Healing: 202 per pulseRange: 600
    • 0
    • 0
  • Dark Pact1 25
    Immobilize your foe.
    Damage: 252Immobilized: 3 sRange: 600
    • 0
    • 0
  • Wail of Doom½ 24
    Screech a wail of doom in a cone pattern, dazing foes.
    Daze: 2 sRange: 600Unblockable
    • 0
    • 0
  • Locust Swarm1 24
    Gain swiftness and summon a swarm of locusts that cripple nearby foes.
    Damage: 60Crippled: 1 sSwiftness: 10 sRadius: 210Life force: 1%
    • 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
  • 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
  • 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
  • Signet of Spite¾ 60
    Signet Passive: Improves power.
    Signet Active: Inflict bleeding, blindness, crippled, poison, and vulnerability on your foe.
    Damage: 263Blind: 5 s x2Bleeding: 10 sCrippled: 10 sx2Poison: 10 sWeakness: 10 sx5Vulnerability: 10 sRange: 1,200
    • 0
  • Summon Flesh Golem 48
    Minion. Summon a flesh golem to attack foes with crippling claws.
    Damage: 770Crippled: 1 s
    • Charge 40
      Command your flesh golem to charge a foe.
      Damage: 1,444Range: 1,200

Weapon and Skill Details

Weapons

 

For weapons you should have the following (all berserker):

 

- Main hand Dagger with a DPS sigil (force/night/slaying)
- Warhorn with a sigil of frailty/strength/energy
- Focus with sigil of frailty/strength/energy
- Staff with sigil of energy
- Stacking weapons with perception sigils
- Axe with a DPS sigil

 

Additional optional weapons:

 

- Rampager/Berserker scepter.
- Rampager/Berserker offhand dagger.

 

Your main weapon set will be dagger + warhorn with a focus in the second set. Staff is useful for more difficult skipping sections where you might need to cc some mobs to get passed. You want to equip your stacking weapon/weapons whenever you are about to clear some trash mobs and swap to your main dps weapons once fully stacked. I also recommend having a warhorn and focus with energy sigils for skipping sections and more difficult boss fights such as Lupicus. The main hand axe is an option you can take in your second set if you aren’t completely comfortable staying full melee (This is recommended for less experienced players especially when starting out). Its also fairly decent for fights like the legendary imbued shaman or Dredge Powersuit/Ice Elemental where most groups tend to kite them between the lava buckets.

 

The optional weapons are simply for better aoe, especially when swapping to a hybrid build for certain fractals. Also the offhand dagger can be used for extra aoe weakness which is helpful in the dredge fractal.

 

 

Utilities

 

For your standard skill bar you want to take Well of Suffering and Signet of Spite most of the time. This leaves one situational utility slot. Well of Suffering is a must have due to the damage and vuln it provides, it is especially useful for aoe’ing groups of mobs. Also be aware that Well of Suffering may get in the way of your groups might stacking in fire fields, so try to use it after a fire field is placed down (first field placed down takes priority). Signet of Spite is also important simply for the passive (180 power).

 

The 3rd slot is situational. If you don’t need any extra blinds, condition removal or a stunbreak there are several dps options. The most common one and probably the most beneficial for single target dps is Blood is Power. This provides 10 stacks of might for a pretty reasonable duration. You can use this without line of sight (LoS) or without a target to get the might without inflicting bleeds on yourself. Blood is Power is wasted if your group can keep permanent 25 might on you, so keep that in mind when choosing the 3rd slot. The other option I use quite often is Well of Corruption. This provides some extra aoe and is particularly useful for mobs and bosses that stack boons. If im about to reach a large group of trash I will usually take this for a more potent aoe combo.

 

For some encounters you may find that having signet of spite or well of suffering isn’t worth the loss of utility and that’s fine. Go with whatever you feel you need. If you need a stunbreak or swiftness for running sections then I find Spectral Walk is the best choice, especially when traited. Another utility I occasionally use is Summon Bone Minions. The reason for this is the blast finishers. You can summon the bone minions before engaging on a boss and if your group is pre stacking might with a fire field you can detonate the bone minions for 6 stacks of aoe might. Or you can detonate 1 bone minion for 3 stacks of aoe might and then swap it out for another utility before getting put in combat.

 

Elite
Your elite slot is also pretty situational. Most of the time I run with Plague because it has great access to aoe blind and its an instant cast 30 second stability transform. If you engage in fights where minions should survive for a reasonable amount of time then you can take Flesh Golem and abuse the charge into a wall for some pretty nice damage. Flesh Golem is your standard dps elite. Lich Form is rarely used and doesn’t scale properly when down levelled but it can be useful if your group decides to range certain encounters.

 

Heal
For your heal slot you will probably stick with Consume Conditions. Blood fiend can be good for improving dps slightly if it doesn’t die. Well of Blood is very situational and not really worth it most of the time especially as the light field could overlap your groups fire fields. Vampiric Signet can be used as a middle ground between Blood fiend and Consume Conditions. It will heal for less while also helping your party members slightly and it will be less of a dps loss than casting consume conditions.


II. Traits

Adept Master Grandmaster

Trait Details

Spite
The first adept trait you take is Spiteful Talisman because focus is such a good offhand to have and having reapers touch on a 14 second cool down is just amazing. You have several options for the master tier major trait. Chill of Death is good for long boss fights as it will proc multiple times (every 20 seconds) once the boss is below 50% hp. Another option is Spiteful Spirit which is good for clearing trash as it adds to your aoe damage when hit. If you are running Flesh Golem you can take Training of the Master to boost his damage and make Golem Charge hit that much harder. Just go with whatever you prefer or feel is more useful for the situation.

 

Curses
For curses we want to go all the way in for the 25 point minor Target the Weak. This is one of the best traits a power necro can get, 2% damage per unique condition is nothing to smirk at. In an average group you can easily see over 5 conditions permanently on a boss which amounts to a permanent 10% boost with the possibility of going even higher. All the traits we take in curses supplement this trait. The 5 point minor, Barbed Precision, allows the necro to sustain permanent low duration bleeds which guarantees a 2% damage boost with Target the Weak. The 15 point minor (Furious Demise) boosts personal dps when flashing DS assuming your group doesn’t already provide permanent fury. For major traits we pick Weakening Shroud and Banshee’s Wail. Weakening Shroud adds to our dps when flashing DS, making it worthwhile even when the group provides perma fury. It does some nice aoe damage on your location and provides weakness and bleed for a few seconds which boosts your damage by another 2% thanks to weakness synergising with Target the Weak. The second major we take is Banshees Wail. This is a must have when using the warhorn, it increases the uptime of locust swarm by a huge amount making locust swarm a pretty good dps increase. Also allows us to interrupt with Wail of Doom more often.

 

Soul Reaping
For soul reaping we now go 25 points in for Strength of Undeath and Near to Death because weakening shroud no longer has an internal cooldown. For the adept trait its personal preference. I take Path of Midnight because I like to be able to burst aoe more often. But if you find you use life blast every now and again you could take Unyielding Blast. You could also take spectral mastery for reduced cool down on spectral walk (decent stunbreak). For the master tier trait we want Near to Death. This allows us to flash DS more often for fury and Weakening Shroud procs, it also allows us to access our emergency defence more
often.

 

Alternative Traits

 

There are three alternative trait setups you can use. If you want better aoe burst you can take 5 points out of Spite and put it into Soul Reaping for Deathly Perception
(15/25/0/0/30). This also gives you the option to take Stability on DS. This is the second best dps option in a group. I would never personally recommend this trait setup but I thought id mention it for those who feel they need stability or they really want deathly perception. With precision food, perception stacks, banner of discipline and fury you should have atleast 97% crit chance so deathly perception definitely isn’t needed most of the time.

 

The other option is the best for solo content. Basically you sacrifice Banshees Wail and Target the Weak for more power and Close to Death (30/15/0/0/25). This gives you decent fury uptime, fairly good group dps and less reliance on conditions to do damage. This is best for solo content due to the necro only being able to maintain 1-2 unique conditions permanently. So Target the Weak is somewhat wasted in a solo situation. As soon as you start adding extra members to the group the better it is to take Target the Weak. This trait layout when solo works better with full beserker instead of assassins armour.

 

The old trait setup (30/25/0/0/15) still provides the highest effective power and so it should produce the highest dps but it is only slightly stronger than 20/25 and it doesn’t have access to Near to Death. Which now has amazing synergy with both Weakening Shroud and Furious Demise. The old build is still worth using in an organised group. Its personal preference between this and 20/25 as the difference is minor. I had hoped that Strength of Undeath was going to get buffed to 10% damage which would of made 20/25 superior in damage and versatility but that proposed change seems to have been left out in the latest patch unfortunately.


III. Stat Specifics & Effects

Primary Stats

  • Health 19212 (+0)
  • Vitality 916 (+0)
  • Armor 1836 (+0)
  • Toughness 916 (+0)
  • Attack 3767 (+1910)
  • Power 2779 (+1863)
  • Critical Hit 59% (+59%)
  • Precision 2146 (+1230)

Secondary Stats

  • Condition Damage 250 (+250)
  • Condition Duration 20% (+20%)
  • Critical Damage 87% (+87%)
  • Damage 988 (+5%)
  • Defense 920 (+0)
  • Experience from Kills 10% (+10%)
  • Ferocity 1319 (+1319)
  • Life Force Pool 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

Bowl of Sweet and Spicy Butternut Squash Soup
Duration: 1hr
Power: 100
Ferocity: 70
Experience from Kills: 10%
  • (1hr)
  • Power: 100
  • Ferocity: 70
  • Experience from Kills: 10%

Utility Nourishment

Duration:

Armor & Runes

Assassin's Exalted Masque
  • Defense: 73
  • Precision: 60
  • Power: 43
  • Ferocity: 43
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Berserker's Exalted Mantle
  • Defense: 73
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Assassin's Exalted Coat
  • Defense: 314
  • Precision: 134
  • Power: 96
  • Ferocity: 96
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Berserker's Exalted Gloves
  • Defense: 133
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Assassin's Exalted Pants
  • Defense: 194
  • Precision: 90
  • Power: 64
  • Ferocity: 64
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Berserker's Exalted Boots
  • Defense: 133
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.

Armor Stat Totals

  • Defense 920
  • Power 513
  • Ferocity 399
  • Precision 380

Rune Bonuses

Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.

Accessories & Jewels

Berserker's Amulet
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Berserker's Back
  • Power: 30
  • Precision: 21
  • Ferocity: 21
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Berserker's Ring
  • Power: 90
  • Precision: 64
  • Ferocity: 64
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Berserker's Ring
  • Power: 90
  • Precision: 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:630
  • Precision:430
  • Ferocity:430

Weapon Set Sigils

Berserker's Dagger
  • Weapon Strength: 924-981
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Warhorn
  • Weapon Strength: 814-900
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Force
+5% damage.
Sigil of Superior Frailty
50% chance to cause vulnerability for 10s on hit.

Weapon Set I

Sigil of Superior Force

+5% damage.

Sigil of Superior Frailty

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

Berserker's Dagger
  • Weapon Strength: 924-981
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Focus
  • Weapon Strength: 832-883
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Force
+5% damage.
Superior Sigil of Perception
Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)

Weapon Set II

Sigil of Superior Force

+5% damage.

Superior Sigil of Perception

Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)

Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Trident
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Force
+5% damage.
Sigil of Superior Force
+5% damage.

Water Weapon I

Sigil of Superior Force

+5% damage.

Water Weapon II

Sigil of Superior Force

+5% damage.

Upgrade Item Details

Equipment

 

As expected, your equipment will be full Berserker’s trinkets with Berserker’s armour. Exotic is fine if you cant obtain full ascended right away. If you are finding it difficult to survive with no defensive stat gear then try Knights armour with Berserker weapons and trinkets. It shouldn’t take long to get used to full glass cannon due to how durable the necro is. In fights where dodges are important tanky gear isn’t going to make much of a difference so you may as well just focus on damage and learn the encounters and maybe take energy sigils if needed.

 

To completely min max damage you should take Berserker armour if you are running solo or your group has a ranger with spotter along with banner of discipline and fury. If you want to completely mix max in an organised group without spotter then replacing the helm, chest and legs with assassins armour is a few percent better assuming you have all standard dps buffs. But for the average group or solo play I would recommend full beserkers. The difference isnt enough to worry about.

 

For runes you have several options. The best choice is a full set of Superior Runes of the Scholar. The cheap alternative is ruby orbs. Scholar runes are about 7% better than ruby orbs assuming you stay above 90% health for more than 25% of the time. Ruby orbs are only 2% better than scholar runes when you are below 90% hp. So even if you aren’t the most consistent player scholar runes are a pretty safe choice. Another option are Ranger runes. Ranger runes are slightly better than ruby orbs so if you don’t like having to be above 90% hp they are a pretty good choice.

 

Consumables

 

For the optimal dps food I recommend taking Bowls of Curry Butternut Squash Soup. This is quite expensive though, so for cheap alternatives I recommend Omnomberry Ghosts / Omnomberry Pies / Slice of Candied Dragon Rolls. Perception and precision food is the best combination for groups. For solo play perception and power food (Bowl of Sweet and Spicy Butternut Squash Soup) is only slightly better.

 

For potions you should use the dungeon specific slaying potions. For the rare instances where there isn’t a dungeon potion worth bringing you can use Scale Venom.


V. Basic Gameplay


Main Skill Rotation

Locust Swarm1 24
Gain swiftness and summon a swarm of locusts that cripple nearby foes.
Damage: 60Crippled: 1 sSwiftness: 10 sRadius: 210Life force: 1%
Reaper's Touch¾ 14½
Send out a scythe that bounces between foes and allies. Causes vulnerability on foes and regeneration on allies.
Damage: 227Regeneration: 3 s (390 health)x4Vulnerability: 10 sNumber of bounces: 4Life force: 3%Range: 1,500
Necrotic Slash¼
Slash your foe twice.
Damage (2x): 302Range: 130
Reaper's Touch¾ 14½
Send out a scythe that bounces between foes and allies. Causes vulnerability on foes and regeneration on allies.
Damage: 227Regeneration: 3 s (390 health)x4Vulnerability: 10 sNumber of bounces: 4Life force: 3%Range: 1,500
Locust Swarm1 24
Gain swiftness and summon a swarm of locusts that cripple nearby foes.
Damage: 60Crippled: 1 sSwiftness: 10 sRadius: 210Life force: 1%
Necrotic Slash¼
Slash your foe twice.
Damage (2x): 302Range: 130
Reaper's Touch¾ 14½
Send out a scythe that bounces between foes and allies. Causes vulnerability on foes and regeneration on allies.
Damage: 227Regeneration: 3 s (390 health)x4Vulnerability: 10 sNumber of bounces: 4Life force: 3%Range: 1,500
Necrotic Slash¼
Slash your foe twice.
Damage (2x): 302Range: 130
Reaper's Touch¾ 14½
Send out a scythe that bounces between foes and allies. Causes vulnerability on foes and regeneration on allies.
Damage: 227Regeneration: 3 s (390 health)x4Vulnerability: 10 sNumber of bounces: 4Life force: 3%Range: 1,500

The basic rotation for single target dps is fairly simple. You want to start with dagger + warhorn. Cast Locust Swarm as you engage and immediately swap to focus. Then cast Reaper’s Touch and proceed to dagger auto attack until Reapers Touch is off cool down, cast it a second time and then swap back to warhorn. Cast Locust Swarm as soon as you can and then dagger auto attack until you can swap back to focus. Cast Reaper’s Touch twice and repeat. You Should also be flashing DS (double tap) on cool down while doing the dagger rotation. Basically you want to cast reapers touch twice while on focus and use locust swarm whenever you can on warhorn, you should be staying on dagger + focus for most of the time. Don’t forget to DS flash for fury and weakening shroud!

 


AOE Burst Combo

Locust Swarm1 24
Gain swiftness and summon a swarm of locusts that cripple nearby foes.
Damage: 60Crippled: 1 sSwiftness: 10 sRadius: 210Life force: 1%
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
Death Shroud7
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 Transfer34
Death Shroud. Damage nearby foes and steal their life force.
Damage (9x): 543Life force: 3%Duration: 3Range: 600
Reaper's Touch¾ 14½
Send out a scythe that bounces between foes and allies. Causes vulnerability on foes and regeneration on allies.
Damage: 227Regeneration: 3 s (390 health)x4Vulnerability: 10 sNumber of bounces: 4Life force: 3%Range: 1,500
Necrotic Slash¼
Slash your foe twice.
Damage (2x): 302Range: 130

Another important combo to use is the aoe burst combo. For this I will assume you have both Well of Suffering and Well of Corruption equipped but it works pretty well with just Well of Suffering. Start off by casting Locust Swarm. When the mobs are mostly grouped up cast Well of Suffering first then Well of Corruption. Go into DS, cast Tainted Shackles and then use Life Transfer. If mobs aren’t quite dead after that. Come out of DS and use Reaper’s Touch, dagger auto and flash DS to finish them off. You can also use one well for the initial burst and then save the second for after you come out of DS. Spreading out the wells is good if your group needs the blinds from blast finishing inside the dark fields while clearing the group. It also allows you to tag a second wave of mobs more easily by spreading out your aoe damage.


Flashing DS

Death Shroud7
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.

Double tap Death Shroud for fury and weakening shroud.


VI. Conclusion

The most important thing is to learn to adapt and use the right skills/weapons at the right times and in the right situations. This all comes with experience and these are just guidelines. Feel free to give feedback, ask questions and alter as you see fit. If you think I’ve missed anything please let me know.

 

Thanks for reading. :)


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