Necromancer PvE | Dungeon Dagger/Focus | Damage Vampiric Dagger

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Summary

Vampiric dagger zerker, pretty simple rotation. Best necromancer PvE DPS atm.

 

Gameplay:
Edit:
-06/30: Added descriptions, rotations and gameplay video.


I. Weapons and Skills

Zojja's Razor
  • Weapon Strength: 970-1030
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Artifact
  • Weapon Strength: 873-927
  • Power: 125
  • Precision: 90
  • Ferocity: 90
  • Weapon Strength: -
Zojja's Herald
  • Weapon Strength: 855-945
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Impaler
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Trident
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
  • Death Shroud10
    Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
    Fury: 5 s
  • 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
      Protection: 3 s
    • 0
      Protection: 3 s
  • Dark Pact1 25
    Immobilize your foe.
    Damage: 252Immobilized: 3 sRange: 600
    • 0
      Protection: 3 s
    • 0
      Protection: 3 s
  • 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: 1,200
    • 0
      Protection: 3 s
    • 0
      Protection: 3 s
  • Spinal Shivers16
    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 32
    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 Suffering¼ 28
    Well. Target area pulses, damaging foes and inflicting vulnerability.
    Damage (5x): 1,220Duration: 5x2Vulnerability: 5 sRadius: 240Pulse: 1 sCombo Field: DarkProtection: 3 s
    • 0
      Protection: 3 s
  • Blood is Power20
    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
      Protection: 3 s
  • 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
      Protection: 3 s
  • Lich Form 1 180
    Spectral. Assume the form of a lich for a brief time.
    Stability: 3 s (per pulse)Life Force: Grants 15% when it ends.
    • 0
      Protection: 3 s

Weapon and Skill Details

Dagger is our cleave weapon atm, despite the low damage compared to axe, the final sum is higher due the attack speed.

 

Blood is Power give the party a good 8s +8% damage, remember to use it only when under 25 stacks, other professions mights usually have higher duration.

 

DS will be used only to proc traits, AoE or survival, but with all life leech that we have this will happen rarely,Life siphon heals a lot now 2.5k~4k

 

You may prefer Signet of Vampirism as your heal, and for a low DPS increment, personally I don't like the cast time. IMO Well of Blood have a better synergy with this build.


Traits

Spite

  • Reaper’s Might
    Shroud skill 1 grants 1 stack of might for 15 seconds.
    • Spiteful Talisman
      Reduces focus skill recharges by 20%. Increase damage to foes with no boons by 5%.
    • Spiteful Renewal
      Striking a foe below 25% health consumes a condition from you and heals you when the condition is removed. (ICD 5s)
    • Bitter Chill
      Inflicting chill on a foe also inflicts 3 stacks of vulnerability for 8 seconds.
  • Death’s Embrace
    Increases damage while downed by 25%. Striking foes below 33% health inflicts 1 stack of vulnerability for 5 seconds.
    • Chill of Death
      Cast the focus skill Spinal Shivers when attacking a foe below 50% health. This trait now benefits from the recharge bonus of Spiteful Talisman.
    • Rending Shroud
      While in shroud apply 3 stacks of vulnerability for 10 seconds to foes around you.
    • Unholy Fervor
      Reduces recharge of axe skills by 20% and deal 10% more damage to vulnerable foes.
  • Siphoned Power
    Striking a foe below 50% health grants 2 stacks for might for 10 seconds. (1s ICD)
    • Signets of Suffering
      Reduces recharge of signet skills by 20%. Signets grant 3 stacks of might for 15 seconds on cast and convert up to 2 boons on affected foes to conditions.
    • Close to Death
      Increases 20% damage to enemies below the health threshold (50%).
    • Spiteful Spirit
      Entering shroud casts the axe skill Unholy Feast. This trait benefits from the recharge bonus of Unholy Fervor.

Blood Magic

  • Mark of Evasion
    Cast Mark of Blood when you dodge roll. (8s ICD)
    • Ritual of Life
      Revive allies 10% faster. When you start reviving an ally cast Well of Blood. This trait benefits from the recharge bonus of Vampiric Wells.
    • Quickening Thirst
      Reduces recharge of dagger skills by 33% if used while you are over 75% health. Move 25% faster while wielding at least one dagger.
    • Blood Bond
      When you inflict at least 4 stacks of bleeding to a single target cast Lesser Signet of Vampirism on them. This trait benefits from the recharge bonus of Signets of Suffering.
  • Vampiric
    You siphon health with your attacks. Your minions siphon health and give it to you.
    • Life from Death
      When you exit shroud you heal and partially revive allies around you.
    • Banshee’s Wail
      Reduces recharge of warhorn skills by 20% and increases effect durations for warhorn skills by 50%.
    • Vampiric Presence
      You and allies near you siphon health with attacks (combat only). This effect stacks with the siphoning granted by Vampiric.
  • Last Rites
    Gain increasing healing power based on how low your health is. Other allies near you do not bleed out while downed (combat only).
    • Vampiric Rituals
      Reduces recharge of well skills by 20%. Wells siphon health for you every pulse and grant protection to allies when cast.
    • Unholy Martyr
      Draws conditions from allies when you enter shroud and every few seconds while you remain in shroud. Gain life force each time a condition is transferred.
    • Transfusion
      Shroud skill 4 heals and partially revives nearby allies. Additionally you teleport up to 5 nearby downed allies to your location while channeling this skill.

Curses

  • Barbed Precision
    Critical hits have a 33% chance to inflict bleeding. The duration of your applied bleeding stacks is increased by 20%.
    • Terrifying Descent
      When you take falling damage, inflict fear for 1 second on nearby foes. Reduces fall damage by 50%.
    • Plague Sending
      When you have 3 or more conditions on you your next critical hit casts Plague Signet on your target. This trait benefits from the recharge bonus of Signets of Suffering.
    • Chilling Darkness
      Blinding a foe inflicts chill on them for 2 seconds. 5-second internal cooldown
  • Furious Demise
    When you enter shroud, gain fury for 5 seconds.
    • Master of Corruption
      Reduces recharge of corruption skills by 33% but causes corruption skills to apply additional conditions to you when cast. (Condition applied varies per skill.)
    • Path of Corruption
      Shroud skill 2 converts boons on struck foes to conditions.
    • Terror
      Causes fear to deal damage per second scaling with your condition damage stat. Damage is increased vs foes that have at least one other condition on them.
  • Target the Weak
    Your critical hit chance is increased by 2% for each condition on your target. Additionally you gain condition damage equal to 13% of your precision.
    • Weakening Shroud
      Critical hits inflict weakness for 5 seconds (10s ICD). When you enter shroud cast Enfeeble on nearby foes (Enfeeble is functionally identical to the dagger skill Enfeebling Blood.)
    • Parasitic Contagion
      You are healed for 10% of your outgoing condition damage.
    • Lingering Curse
      Gain 150 condition damage while wielding a scepter. The base duration of all scepter conditions is increased by 50%.

Trait Details

-Reduced CD from focus and additional 5% damage agains foes without boons
-2 might when hiting someone bellow 50% HP
-20% more damage agains foes bellow 50% HP

 

-Barbed Precision to proc Blood Bond
-Vampiric Presence, one of our new party support abilities
-Vampiric Rituals, awesome trait, reduce our well's CD, give us life and provides allies protection on cast, great party support.

 

-Furious Demise, remember flash DS for 5s fury
-Master Corruption, only option here, good to give might for allies more frequently
-Target the Weak give us more critical chance, 2% for each type of candition
-Weakening Shroud, weakness to decrease the damage received, proc when you flash DS to get fury from Furious Demise

 

Variations:
-Rending Shroud over Chill of Death
-Quickening Thirst over Blood Bond, I really like this move speed bonus
-Banshee's Wail over Vampiric Presense, for better rotation between the weapons
-You can get Transfusion over Vampiric Rituals if needed for the party.

 


With Soul Reaping Spec we would get 5% more damage from Strength of Undeath, but the traits from curses have better synergy with this build.


III. Stat Specifics & Effects

Primary Stats

  • Health 19212 (+0)
  • Vitality 1000 (+0)
  • Armor 1967 (+0)
  • Toughness 1000 (+0)
  • Attack 3964 (+1985)
  • Power 2936 (+1936)
  • Critical Hit 57% (+57%)
  • Precision 1961 (+961)

Secondary Stats

  • Condition Damage 255 (+255)
  • Critical Damage 75% (+75%)
  • Damage 1028 (+5%)
  • Defense 967 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 1131 (+1131)

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

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

Zojja's Masque
  • Defense: 77
  • Power: 63
  • Precision: 45
  • Ferocity: 45
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%.
Zojja's Epaulets
  • Defense: 77
  • Power: 47
  • Precision: 34
  • Ferocity: 34
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%.
Zojja's Doublet
  • Defense: 330
  • Power: 141
  • Precision: 101
  • Ferocity: 101
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%.
Zojja's Wristguards
  • Defense: 140
  • Power: 47
  • Precision: 34
  • Ferocity: 34
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%.
Zojja's Breeches
  • Defense: 203
  • Power: 94
  • Precision: 67
  • Ferocity: 67
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%.
Zojja's Footwear
  • Defense: 140
  • Power: 47
  • Precision: 34
  • Ferocity: 34
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 967
  • Power 614
  • Ferocity 415
  • Precision 315

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

Distinguished Circle of LogicUtility Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Book of SecretsDefensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
(Infused)
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Crystalline BandDefensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74

Accessory Totals

  • Power:692
  • Precision:466
  • Ferocity:466

Weapon Set Sigils

Zojja's Razor
  • Weapon Strength: 970-1030
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Artifact
  • Weapon Strength: 873-927
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Sigil of Superior Force
+5% damage.
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set I

Sigil of Superior Force

+5% damage.

Sigil of Superior Accuracy

+7% crit chance.

  • Weapon Strength: -
Zojja's Herald
  • Weapon Strength: 855-945
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set II

Sigil of Superior Accuracy

+7% crit chance.

Zojja's Impaler
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Trident
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90

Water Weapon I

Water Weapon II

Upgrade Item Details

With all vampiric traits now we do better use from Schoolar's than ever, it's easy to keep our HP always above 90%.


V. Basic Gameplay


Main Skill Rotation

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: 1,200
Well of Suffering¼ 28
Well. Target area pulses, damaging foes and inflicting vulnerability.
Damage (5x): 1,220Duration: 5x2Vulnerability: 5 sRadius: 240Pulse: 1 sCombo Field: DarkProtection: 3 s
Blood is Power20
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
Locust Swarm1 30
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

AoE rotation

Well of Suffering¼ 28
Well. Target area pulses, damaging foes and inflicting vulnerability.
Damage (5x): 1,220Duration: 5x2Vulnerability: 5 sRadius: 240Pulse: 1 sCombo Field: DarkProtection: 3 s
Blood is Power20
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
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: 1,200
Locust Swarm1 30
Gain swiftness and summon a swarm of locusts that cripple nearby foes.
Damage: 60Crippled: 1 sSwiftness: 10 sRadius: 210Life force: 1%
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
Fury: 5 s
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
Necrotic Slash¼
Slash your foe twice.
Damage (2x): 302Range: 130

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