Necromancer PvE | Dungeon Axe/Focus, Staff | Support Finesse?! - N/Mo LFG Thunderhead Keep

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Summary

My brother played an ELITE Monk in GW1. He made a crap ton of gold in that game by running Sorrow's Furnace and was literally the only way that I (as a Mesmer) could ever find a group because he would always drag me along.

 

Obviously, in GW2 there are no Monks. Instead, he rolled a Necro (the opposite of a Monk?!). We've been discussing various Necromancer builds off and on now since the launch of the game and there has yet to be anything he has fallen deeply/madly in love with. I decided to set out and create a build that had the support flavor that his GW1 Monk had knowing full well that he would not get the credit he deserved for keeping party members afloat.

 

WARNING: This build will not be for everybody.


I. Weapons and Skills

Settler's Axe
  • Weapon Strength: 857-1047
  • Toughness: 120
  • Condition Damage: 85
  • Healing Power: 85
Settler's Focus
  • Weapon Strength: 831-883
  • Toughness: 120
  • Condition Damage: 85
  • Healing Power: 85
Apothecary's Staff
  • Weapon Strength: 985-1111
  • Healing Power: 239
  • Toughness: 171
  • Condition Damage: 171
  • Weapon Strength: -
  • Weapon Strength: -
  • Weapon Strength: -
  • Death Shroud7
    Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
  • Rending Claws¾
    Slash your foe twice with ghostly claws to make them vulnerable.
    Damage (2x): 260x2Vulnerability: 7 sRange: 900
    • 0
      Protection: 3 s
    • 0
      Protection: 3 s
  • Ghastly Claws8
    Summon spectral claws to slash your foe in a quick flurry of strikes, gaining life force per strike.
    Damage (8x): 988Duration: 3Life force: 12%Range: 900
    • 0
      Protection: 3 s
    • 0
      Protection: 3 s
  • 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
    • 0
      Protection: 3 s
    • 0
      Protection: 3 s
  • Reaper's Touch¾ 18
    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: 1,200
    • 0
      Protection: 3 s
    • 0
      Protection: 3 s
  • Spinal Shivers20
    Chill your foe and remove three boons. Deals extra damage based on the number of boons removed. 1 boon deals 50% extra, 2 boons 100% extra, and 3 boons removed deals 150% extra damage.
    Damage: 151Chilled: 5 sRange: 1,200
    • 0
      Protection: 3 s
    • 0
      Protection: 3 s
  • Well of Blood ¾ 40
    Well. Conjure a well of blood to heal nearby allies.
    Initial self heal: 5240Duration: 10Healing per second: 152Combo field: LightProtection: 3 s
    • 0
      Protection: 3 s
  • Well of Power¼ 50
    Well. Target area pulses, converting conditions on allies into boons.
    Duration: 5Stability: 1 sRadius: 240Pulse: 1 sCombo Field: DarkBreak StunProtection: 3 s
    • 0
      Protection: 3 s
  • Spectral Wall ¼ 45
    Spectral. Create a spectral wall that protects allies and fears foes.
    Duration: 5Fear: 1 sProtection: 5 sCombo Field: EtherealRange: 900
    • 0
      Protection: 3 s
  • 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
      Protection: 3 s
  • 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

You gotta stay at range and you gotta support your allies. That's the theme of this build. Axe/Focus and Staff provide the only way to do both of those things successfully. Could you use Scepter? Maybe, but it's clunky. Could you use offhand Dagger? Meh. NO!

 

Utility-wise, you want to look at skills that buff your party members and keep them up and alive. Wells are the first idea here and very viable for a healing Necro build. The fact that you can trait into the wells granting Protection (more on this later) is a huge benefit in having them on your skill bar. The Spectral Wall also serves as a solid source of Protection while also making those whiny bad guys flee in fear. The Signet of the Locust is obviously used for the speed buff, always needed.

 

A point of contention and discussion is the Elite skill slot. I personally feel like Flesh Golem helps in taking aggro not only off of you (Who has very low damage output) but also your party members. I recommend this for open world PvE content because you really are going to have a hard time killing things by yourself.


II. Traits

Adept Master Grandmaster

Trait Details

Death Magic -
When I initially had my extra points to be spent, I looked at Death Magic as a way to spec into the major trait selected to add Protection to all wells. It's a fantastic trait and a big part of this build, but the minor that comes along with it is almost just important. This build in general requires you to be in and out of Death Shroud (DS) a LOT. Your natural toughness is extremely high as is, but adding this trait makes you a flat out tank. If you are wading into battle while in DS to support your allies, you won't die. You can't prevent your allies from being dead if you are dead yourself. BAM GET LEARNED.

 

Blood Magic -
Not that vampiric BS. Flat out, the traits in this line are for healing while in and out of DS. All the minor traits are about passively increasing your survivability and a little bit of damage output. They are all useful in their own right. The major traits, though, is where the magic lies (BLOOD MAGIC TO BE SPECIFIC). Life Transfer heals allies while also causing a huge bloody rukus. Heal around you when you leave DS. Draw conditions from allies while in DS and gain life force from this (which is awesome). Party support. Love it or list it.

 

Soul Reaping -
When I started building this out, I didn't really consider DS to be as big of a part of this build as it really has become. I latched onto the Soul Reaping line due to the grandmaster that heals allies with Life Blast, but I noticed as I got more into it that DS was really the best way to go to stay afloat as a healer. The minors in this line are similar to the Blood Magic ones in that they provide you passive buffs and also increase your damage output a little bit. The major traits focus on buffing DS and then the aforementioned healing via Life Blast.


III. Stat Specifics & Effects

Primary Stats

  • Health 22512 (+3300)
  • Vitality 1246 (+330)
  • Armor 2884 (+1048)
  • Toughness 1964 (+1048)
  • Attack 2049 (+168)
  • Power 1084 (+168)
  • Precision 916 (+0)

Secondary Stats

  • Boon Duration 10% (+10%)
  • Condition Damage 899 (+899)
  • Condition Duration -20% (+-20%)
  • Critical Damage 20% (+20%)
  • Damage 965 (+0%)
  • Damage while stunned -20% (+-20%)
  • Defense 920 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 300 (+300)
  • Healing Power 1685 (+1685)
  • Life Force Pool 30% (+30%)
  • Movement Speed 25% (+25%)
  • Protection Duration 30% (+30%)

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

Look at that Toughness. That's all you need to look at.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Loaf of Saffron Bread
Duration: 30min
Incoming damage reduced by 20% while stunned, knocked down, or knocked back.
Condition Duration: -20%
Experience from Kills: 10%
  • (30min)
  • Incoming damage reduced by 20% while stunned, knocked down, or knocked back.
  • Condition Duration: -20%
  • Experience from Kills: 10%

Utility Nourishment

Superior Sharpening Stone
Duration: 30min
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain power equal to 6% of your toughness
  • Gain power equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Apothecary's Exalted Masque
  • Defense: 73
  • Healing Power: 60
  • Toughness: 43
  • Condition Damage: 43
Superior Rune of the Grove
  1. Healing Power: 25
  2. Protection Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain protection for 4 seconds. (Cooldown: 30 seconds)
  5. Healing Power: 100
  6. +20% Protection Duration; 50% chance when struck to root the attacking foe. (Cooldown: 90 seconds)
Apothecary's Exalted Mantle
  • Defense: 73
  • Healing Power: 45
  • Toughness: 32
  • Condition Damage: 32
Superior Rune of the Grove
  1. Healing Power: 25
  2. Protection Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain protection for 4 seconds. (Cooldown: 30 seconds)
  5. Healing Power: 100
  6. +20% Protection Duration; 50% chance when struck to root the attacking foe. (Cooldown: 90 seconds)
Apothecary's Exalted Coat
  • Defense: 314
  • Healing Power: 134
  • Toughness: 96
  • Condition Damage: 96
Superior Rune of the Grove
  1. Healing Power: 25
  2. Protection Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain protection for 4 seconds. (Cooldown: 30 seconds)
  5. Healing Power: 100
  6. +20% Protection Duration; 50% chance when struck to root the attacking foe. (Cooldown: 90 seconds)
Apothecary's Exalted Gloves
  • Defense: 133
  • Healing Power: 45
  • Toughness: 32
  • Condition Damage: 32
Superior Rune of the Grove
  1. Healing Power: 25
  2. Protection Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain protection for 4 seconds. (Cooldown: 30 seconds)
  5. Healing Power: 100
  6. +20% Protection Duration; 50% chance when struck to root the attacking foe. (Cooldown: 90 seconds)
Apothecary's Exalted Pants
  • Defense: 194
  • Healing Power: 90
  • Toughness: 64
  • Condition Damage: 64
Superior Rune of the Grove
  1. Healing Power: 25
  2. Protection Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain protection for 4 seconds. (Cooldown: 30 seconds)
  5. Healing Power: 100
  6. +20% Protection Duration; 50% chance when struck to root the attacking foe. (Cooldown: 90 seconds)
Apothecary's Exalted Boots
  • Defense: 133
  • Healing Power: 45
  • Toughness: 32
  • Condition Damage: 32
Superior Rune of the Grove
  1. Healing Power: 25
  2. Protection Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain protection for 4 seconds. (Cooldown: 30 seconds)
  5. Healing Power: 100
  6. +20% Protection Duration; 50% chance when struck to root the attacking foe. (Cooldown: 90 seconds)

Armor Stat Totals

  • Defense 920
  • Healing Power 594
  • Protection Duration 30%
  • Toughness 299
  • Condition Damage 299

Rune Bonuses

Superior Rune of the Grove
  1. Healing Power: 25
  2. Protection Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain protection for 4 seconds. (Cooldown: 30 seconds)
  5. Healing Power: 100
  6. +20% Protection Duration; 50% chance when struck to root the attacking foe. (Cooldown: 90 seconds)

Accessories & Jewels

Apothecary's Amulet
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Jewel
  • Healing Power: 25
  • Condition Damage: 15
  • Toughness: 15
Shaman's Back
  • Vitality: 30
  • Condition Damage: 21
  • Healing Power: 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:430
  • Healing Power:621
  • Vitality:30

Weapon Set Sigils

Settler's Axe
  • Weapon Strength: 857-1047
  • Toughness: 120
  • Condition Damage: 85
  • Healing Power: 85
Settler's Focus
  • Weapon Strength: 831-883
  • Toughness: 120
  • Condition Damage: 85
  • Healing Power: 85
Sigil of Superior Water
30% chance to Heal nearby allies on hit. (This effect cannot trigger more than once every 5s)
Superior Sigil of Renewal
Heal Nearby Allies on Weapon Swap

Weapon Set I

Sigil of Superior Water

30% chance to Heal nearby allies on hit. (This effect cannot trigger more than once every 5s)

Superior Sigil of Renewal

Heal Nearby Allies on Weapon Swap

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

Weapon Set II

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: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

Apothocary is the way to go. Straight apothocary across the board. You want the Healing Power to heal your allies (mostly via the Well of Blood, Sigils, and Life Blast) and the Toughness continuation is just unrivaled. You have to stay afloat.

 

This build really didn't come together for me until I found the Runes of the Grove. Does the Protection duration affect those that you apply it to? Hopefully, but i'm not 100% sure on that. Do I really care? No, because it contributes to you staying alive to apply Protection in other ways. It's a cool rune and it really encompasses the flavor of a GW1 Procection Monk.

 

The sigils are all about some passive healing while you're swapping weapons and doing random things. It's not the most satisfying thing, but it helps.


V. Basic Gameplay

Stay alive and cast Protection.


Main Skill Rotation

Summon Flesh Golem 48
Minion. Summon a flesh golem to attack foes with crippling claws.
Damage: 770Crippled: 1 s
Ghastly Claws8
Summon spectral claws to slash your foe in a quick flurry of strikes, gaining life force per strike.
Damage (8x): 988Duration: 3Life force: 12%Range: 900
Spinal Shivers20
Chill your foe and remove three boons. Deals extra damage based on the number of boons removed. 1 boon deals 50% extra, 2 boons 100% extra, and 3 boons removed deals 150% extra damage.
Damage: 151Chilled: 5 sRange: 1,200
Spectral Wall ¼ 45
Spectral. Create a spectral wall that protects allies and fears foes.
Duration: 5Fear: 1 sProtection: 5 sCombo Field: EtherealRange: 900
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
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
Doom17
Death Shroud. Make your foe flee in fear.
Fear: 1 sFear (within 600 units): 1.5 sRange: 1,200
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: 1,200
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: 1,200
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: 1,200
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: 1,200
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: 1,200
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: 1,200
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: 1,200
Life Transfer34
Death Shroud. Damage nearby foes and steal their life force.
Damage (9x): 543Life force: 3%Duration: 3Range: 600
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
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
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
Reaper's Mark¾ 32
Mark. Inscribe a mark that causes fear when foes trigger it.
Damage: 92Fear: 1 sRadius: 240Range: 1,200
Well of Power¼ 50
Well. Target area pulses, converting conditions on allies into boons.
Duration: 5Stability: 1 sRadius: 240Pulse: 1 sCombo Field: DarkBreak StunProtection: 3 s
Well of Blood ¾ 40
Well. Conjure a well of blood to heal nearby allies.
Initial self heal: 5240Duration: 10Healing per second: 152Combo field: LightProtection: 3 s
Death Shroud7
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
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: 1,200
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: 1,200
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: 1,200
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: 1,200
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: 1,200

LOLS LIFE BLAST


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@ 07:11 AM, Fri April 25 2014 Reply
Neither the signet nor the elite are a good idea for this build. You really don't need speed in PvE, especially in fight and in sacrifice of another skill which would be much more useful. Choose Plague as Elite, AoE-blinding Elite-mobs is much more useful than the golem. For Champions and bosses use Lich Form for the damage.