Necromancer sPvP | Fun Staff, Dagger/Focus | Roamer Grenth's Reaper (Power Necro)

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Summary

Necromancers are a truly amazing class! It is as deadly from afar as it is close up. I haven't come across a situation that couldn't be overcome with this build. That being said, the Necromancer is a tactical class that needs a bit of study before you begin to dominate the competition.
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Feel free to ask any questions you might have, i will check this regularly and get back to y'all.


I. Weapons and Skills

PvP Staff
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: -
PvP Dagger
  • Weapon Strength: 924-981
PvP Focus
  • Weapon Strength: 832-883
PvP
  • Weapon Strength: -
PvP
  • 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
  • Spectral Grasp¾ 24
    Spectral. Pull your foe to you and chill them.
    Chilled: 4 sLife force: 15%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
  • Spectral Walk48
    Spectral. Create a shadowy tether and become spectral, gaining life force when struck. You may return to your initial position by using Spectral Recall.
    Swiftness: 30 sBreaks stun
    • Spectral Recall
      Spectral. Return to the point where Spectral Walk began.
  • Lich Form 1 144
    Spectral. Assume the form of a lich for a brief time.
    Stability: 3 s (per pulse)Life Force: Grants 15% when it ends.
    • 0

Weapon and Skill Details

WEAPON

 

Staff

  • The Staff is for agitation/utility, not for DPS. Although triggering all 4 Marks at once can seriously damage the enemy, you need to know when to use each Mark and not get in the habit of spamming them all over the field.
Necrotic Grasp: This auto will surprise you when it crits, and also grants Life Force.

 

Mark of Blood: With only a 6sec CoolDown (CD) this mark is fine to throw out to cause the enemy to dodge. This gives 2 stacks of Bleed to the enemy which amounts to a great amount of damage, but! Do Not forget that this Mark also grants Regeneration to allies for 6sec which makes it great to use during a group fight.

 

Chilblains: This Mark is great! Leaving the enemy Chilled for 5.25sec and Poisoned for 7.75sec this is a Mark you don't want to waste, especially because it has a 20sec CD. This is the first of the two Combo Fields this build has, which applies Area Weakness with a Blast and reapply Poison with a Projectile. This Mark is best used on an enemy near half health, or immediately after they open ("Open" meaning they use most of their damaging skills to apply pressure quickly). Reason being, Poison weakens healing effectiveness by 33% and Chill increases CD of abilities by 66% as well as slows movement by 66%.

 

Putrid Mark: Although this Mark deals the most damage out of the four, it is very important to only use this mark for two reasons.

  • This Mark will transfer 3 conditions from yourself to 5 foes when triggered, making it great for getting out of an Immobilize.
  • This is the only Blast finisher in this build. It can be coupled with Chilblain's Poison Field or Well of Suffering's Dark Field (applying Area Weakness or Area Blind respectively).

 

Reaper's Mark: Great for preventing a Stomp, this Mark is used for control. Remember that it will fear enemies in the opposite direction they were facing when triggered, if you are savvy enough you can fear them into more Marks or back into your Well.

 

Dagger

  • The Dagger is your basis for damage output, when going in for the kill you must have your Dagger in hand.
Necrotic Slash/Stab/Bite: Truly an incredible AA (Auto Attack) dealing 2320 damage before crits and Sigil activation. The extra Life Force is always a bonus.

 

Life Siphon: This is probably the most overlooked ability. Not only does it heal for 2808 throughout the casting, but it also aids in activating Chill of Death (Master Trait from Spite). Be sure to use it on enemies near or below 50% health.

 

Dark Pact: A 3sec Immobilize mainly used to trap players in your Well.

 

Focus

  • Keeping the Focus abilities in your rotation will make you a force to reckon with. Make this Weapon a priority so that you become comfortable with it.
  • NOTE These abilities will not land if you are not facing the enemy

 

Reaper's Touch: Personally my favorite ability in this build because of the potential damage output. Not only does it apply Regeneration to allies but also Vulnerability to foes making each hit more dangerous while having a chance to activate both Sigil of Fire and Air, and when coupled with Death Shroud (Deathly Perception, Grandmaster Trait in Soul Reaping) it is truly scary.

 

Spinal Shivers: My second favorite ability in this build, this ability is a slap in the face. As if it wasn't already bad enough that it removed 3 Boons from an enemy, not only does it do more damage for each Boon removed, it also applies 6.25sec of Chill. And if timed correctly you can hit a player with this ability twice within 2 seconds by taking advantage of Chill of Death.

 

SKILLS

  • No one of these Skills is a stand alone. I want you to think of each as if it was a Combo Field/Finisher, each one complimenting another ability.
Heal
  • To play well at any build/class requires some time spent learning how/when to use your heal. Most players tend to wait until they are below 30% to start healing making them easy targets. If you are interrupted during the cast, having 30% of your health left might not give enough time for your heal to come off CD.

 

Consume Conditions: This heal can seriously tip the scale in a fight, not only does it heal for 5403 and clear all conditions...but each one cleared heals you for 740! Remember that with this build it will heal about 25% of your health, meaning you will want to use this skill a bit early to get a maximum amount to usage from it during each encounter.

 

Utilities

  • The utilities for this build are amazing for combo creation. Take some time to fully understand and get a feel for the mechanics of each one.

 

Spectral Grasp: Interrupts/Pulls the enemy towards you, Chills for 5.25secs, 15% additional Life Force, a range of 1200 and an 24 sec CD... GANGSTA!!!! This skill needs to be in your rotations. Make it a priority of yours to use this on every opportunity.

  • NOTE You will not gain 15% Life Force unless it hits.
Well of Suffering: This Skill lives up to its name applying a total of 10 stacks of Vulnerability, dealing 3720 damage and coupled with your dagger AA will teach anyone who stands in it a serious lesson. This is the second Combo Field for this build applying Area Blind when coupled with a Blast. The ability to target cast this Well comes from Focused Rituals (Curses Adept Trait), so take some time to practice placing it at your feet.

 

Spectral Walk: I find myself using this Utility less for the Stun Breaker and more for the Teleport, Life Force gain and Swiftness. There are some awesome combos with this Skill and when mastered will make you a serious pain in the ass.

 

Elite

  • Arguably the only Elite in game that will make you feel like a God! The only draw back to this Skill is that you become a massive target.

 

Lich Form: Doesn't last very long and has a huge CD. Try not to use this 1v1, it will only force the enemy to run and hide. Lets go through the Abilities.

  • NOTE Never use this without your Dagger in hand.
  • Deathly Claws: This is the highest damage output in this build, occasionally criting for 10K it will always apply pressure. Understand that at a distance it can easily be avoided by a simple strafe.
  • Marked for Death: Second to last on the priority meter, this should only be used as a trap while you no longer have a target.
  • Chilling Wind: Great Knockback for landing Deathly Claw while applying Chill and dealing a bit of damage.
  • Mark of Horror: Don't feel bad if you never use this ability, it is dead last in priority and should follow the same usage as Marked for Death.
  • Grim Specter: Truly an amazing ability that is rarely used by many Necromancers. With the same cast time as Deathly Claws it is a great opener for Lich Form. Try to get in the habit of using it immediately after going Lich.

 

CLASS MECHANIC

 

Death Shroud: Although Death Shroud (DS) acts like a second health bar, it should never be used in that manner. Instead it should be used as your primary health bar. Meaning you should be using DS sooner rather than later. The easiest Necromancer to kill is one who waits until near death to activate DS, making it very unlikely that you will get a chance to heal after your Life Force depletes. Lets go through each ability.

  • NOTE You should never been in DS for very long.
  • Life Blast: With 90% Critical Chance while in DS Life Blast can crit for around 3k every hit while granting 15sec of Might each cast from Reaper's Might (Spite Adept Trait). Although the range is 1200, you want to be within 600 units of your target to take full advantage of its damage output; and when coupled with Close to Death (Spite Grandmaster Trait) that output is jaw dropping.
  • Dark Path: This is a great ability that should always be used. Not only is it another Chill applicant it makes a great gap closer, and when used along side Spectral Walk makes for very interesting play style.
  • Doom: Fear along side with Chill makes for demoralizing game play. Be sure to use Doom within the same units as Life Blast to increase fear duration.
  • Life Transfer: I use this ability the least out of the five. Do remember that it is great for activating the Sigils as well as Chill of Death and does a total of 1674 damage.
  • Tainted Shackles: Torment is a silent killer and when used with your Well the enemy will most likely run off taking damage anyway. I always use this right before i exit DS.


II. Traits

Adept Master Grandmaster

III. Stat Specifics & Effects

Primary Stats

  • Health 19212 (+0)
  • Vitality 916 (+0)
  • Armor 1836 (+0)
  • Toughness 916 (+0)
  • Attack 3702 (+1675)
  • Power 2591 (+1675)
  • Critical Hit 48% (+48%)
  • Precision 1916 (+1000)

Secondary Stats

  • Condition Damage 100 (+100)
  • Condition Duration 30% (+30%)
  • Condition Duration (self) -20% (+-20%)
  • Critical Damage 80% (+80%)
  • Damage 1111 (+0%)
  • Defense 920 (+0)
  • Ferocity 1200 (+1200)
  • Life Force Pool 30% (+30%)
  • Might 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

IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
PvP Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
PvP Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
PvP Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
PvP Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
PvP Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.

Rune Stat Totals

  • Power 175
  • Might Duration 30%
  • Condition Duration (self) -20%

Rune Bonuses

PvP Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.

Accessories & Jewels

Berserker's Amulet
  • Power: 1200
  • Precision: 900
  • Ferocity: 900

Accessory Totals

  • Power:1200
  • Precision:900
  • Ferocity:900

Weapon Set Sigils

PvP Staff
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: -
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Weapon Set I

Sigil of Superior Energy

You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

PvP Dagger
  • Weapon Strength: 924-981
PvP Focus
  • Weapon Strength: 832-883
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)
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)

Weapon Set 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)

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)

PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -

Water Weapon I

Water Weapon II


V. Basic Gameplay

Understand that you do not choose the flow of combat and instead choose your Weapon which will dictate your combat/strategy. Investing time into practice matches only using your Staff, then a few with only the Dagger/Focus will improve your effectiveness. This will also foster the Weapon = Combat Strategy mentality.

 

Any player worth his salt will tell you that Positioning is key to the success of any Necromancer. Your position is part of your combat strategy heavily affected by your current weapon choice. Remember that you are taking the role of an assassin, meaning you choose your battles and when you do engage it is quick and precise.

 

Your decision to Engage will take a split second, but require more time to perfect. It is crucial, that when you decide to attack, you remain on the offensive. Remember that if you are defeated it is for 1 of 2 reasons.

  • Your opponent is more skilled.
  • Your decision to engage is at fault.
Remaining on the Offensive is above all top priority when playing with this build. Whether fending off aggressors or invading a contested area, every encounter is an act of defense on behalf of yourself and your teammates. Begin viewing each ability as an attack on your opponent; even a dodge is to waste an enemy's ability.

 

Note If you find yourself running from a fight, you fell short, and need to improve.

 

Weapon, Positioning, Engagement and Offense when properly implemented will result in victory.

 

Before continuing to the Rotations here are the core "One Second Combos" you need to become proficient with.

 

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NOTE Other than the Main Skill Rotation, these combos will be difficult to execute. This is because you will most likely hesitate or have a hiccup during a skirmish; but don't let this discourage you. Keep practicing these Rotations and you will soon have them perfected!


Main Skill Rotation

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
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 Shroud10
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: 1,200Might: 15 s
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: 1,200Might: 15 s

This is a very simple combo with devastating results, therefore one you need to become comfortable with; specifically you need to get a feel for the range and just how far 900 is. Practice on golems without looking at the range indicator to become familiar with it.

  • At range 900 begin your Reaper's Touch cast
  • Drop your well on your enemy
  • Assume DS. The extra 50% critical chance that you receive from Deathly Perception will affect both Scythe bounces and Well pulses so enjoy the crit show.
  • Toss in a Life Blast dealing an additional 20% health because the enemy will be below 50% health.
If you are arriving to a duel feel free to start off with Dark Pact. If executing this Combo an a Medium or Light Class, chances are you won't get to the second Life Blast.

 

NOTE Try to get in really close when you have the opportunity. The scythe's bounces will end in matter of seconds within a close range resulting in an INSANE burst.


Spectral Assassin

Spectral Walk48
Spectral. Create a shadowy tether and become spectral, gaining life force when struck. You may return to your initial position by using Spectral Recall.
Swiftness: 30 sBreaks stun
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
Dark Path¾ 15
Death Shroud. Send out a claw. If this attack hits a foe, you teleport to that foe and chill nearby foes.
Damage: 84Chilled: 5 sx3Bleeding: 5 s (638 damage)UnblockableRange: 900
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
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
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
Spectral Recall
Spectral. Return to the point where Spectral Walk began.

This is my favorite combo when roaming spvp maps. Imagine running to graveyard from waterfall in Legacy of the Foefire and beginning this combo atop the hill, dropping in, downing a player and within 8 secs you are back atop the hill headed towards waterfall.

  • Spectral Walk, through the completed cast of Dark Path, should only take you 1.10sec to complete.
  • While your Dagger is making its way to the enemy begin casting Reaper's Touch. During the cast begin aiming Well of Suffering.
  • As soon as Reaper's Touch is cast you should be at your enemies position, at this point cast your Well (This takes a few attempts to perfect and practice to maintain).
  • Execute Necrotic Slash, Stab and Bite
  • Spectral Recall to your initial point.


Frigid Fear

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
Reaper's Mark¾ 32
Mark. Inscribe a mark that causes fear when foes trigger it.
Damage: 92Fear: 1 sRadius: 240Range: 1,200
Spectral Grasp¾ 24
Spectral. Pull your foe to you and chill them.
Chilled: 4 sLife force: 15%Range: 1,200
Spectral Walk48
Spectral. Create a shadowy tether and become spectral, gaining life force when struck. You may return to your initial position by using Spectral Recall.
Swiftness: 30 sBreaks stun
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
Dark Path¾ 15
Death Shroud. Send out a claw. If this attack hits a foe, you teleport to that foe and chill nearby foes.
Damage: 84Chilled: 5 sx3Bleeding: 5 s (638 damage)UnblockableRange: 900
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
Doom20
Death Shroud. Make your foe flee in fear.
Fear: 1 sFear (within 600 units): 1.5 sRange: 1,200
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
Spectral Recall
Spectral. Return to the point where Spectral Walk began.
Life Siphon12
Siphon health from your foe.
Damage (9x): 909Healing: 202 per pulseRange: 600

Putting all the annoying conditions together this Combo will not only aggravate your enemy but will leave you with a grin.

  • Both Marks are not meant to be placed at the enemies feet, usually placed at your own, the intent of the Marks is to pull the enemy into them applying Bleeding and Fearing them while granting yourself Regeneration.
  • Pulling your enemy with Spectral Grasp will apply Chill and grant 15% Life Force.
  • Become spectral to add Swiftness, gain Life Force and to create distance after AA.
  • Make sure to not cast Doom until you begin casting Tainted Shackles, you want to make sure to take advantage of the Fear within 600 units.
  • Applying Torment to the enemy during a fear is a great combo forcing them to be mobile.
  • Immediately drop DS and swap to your Dagger/Focus and begin your AA.
  • As you finish your AA cycle Tainted Shackles should be going off, damaging and Immobilizing the enemy. At this time Spectral Recall.
  • From afar cast Life Siphon, this will most likely activate Chill of Death.
During your AA attempt to face your opponent away from your Spectral Walk's point of origin so that the enemy's back is facing you when they become Immobilized.
Best part of this Combo is that it is a nice transition into your Dagger/Focus allowing you to follow up with your Main Rotation on another target.

 

Note If your Spectral Grasp doesn't hit know that the marks will remain active for 30secs and that your tether will return you to them.


Spectral Lich

Spectral Walk48
Spectral. Create a shadowy tether and become spectral, gaining life force when struck. You may return to your initial position by using Spectral Recall.
Swiftness: 30 sBreaks stun
Lich Form 1 144
Spectral. Assume the form of a lich for a brief time.
Stability: 3 s (per pulse)Life Force: Grants 15% when it ends.
Grim Specter¾ 30
Send out a claw that explodes on impact, ripping boons off of foes and curing conditions on allies.
Damage: 654Radius: 240Range: 1,200Unblockable
Chilling Wind¼ 20
Release a freezing wind that chills and pushes back foes.
Damage: 409Knockback: 300Chilled: 3 sRadius: 450
Deathly Claws¾
Send out grasping claws to damage your foes.
Damage: 981Range: 1,200

This is a great Rotation to begin the match with, resulting in a gain of Life Force and most likely a point capture.

  • Become Spectral just before you cast LF while at a retreat-able distance. The intent of Spectral Lich is:
    • To appear less like a Lich, potentially refraining the opposing team from placing a target on you.
    • To build your Life Force pool while being targeted.
    • To quickly retreat if focused.
  • Cast Grim Specter and Chilling Wind, effectively tipping the scale in favor of your team, knocking the opposing team down and applying Chill. This should take about 1.1sec to complete.
  • Begin your Deathly Claw assault. Enjoy the crit show.
Note After casting Deathly Claws four times you will still have a remaining 3secs of tether to retreat.


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