Necromancer WvW | Small Group Scepter/Dagger, Staff | Roamer WvW - All MIGHTY Signetmancer

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Summary

This is the build i'll be probably running after 06/23 patch. It consist of high condition damage via might stacking with high bleed durations, while still be able to resist some good pressure due to LF regeneration and stability.


I. Weapons and Skills

Rabid Scepter
  • Weapon Strength: 895-1010
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Rabid Dagger
  • Weapon Strength: 924-981
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Rabid Staff
  • Weapon Strength: 985-1111
  • Condition Damage: 239
  • Precision: 171
  • Toughness: 171
  • Weapon Strength: -
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Rabid Trident
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
  • Death Shroud10
    Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
    Fury: 5 sBreak Stun: 1 sStability: 3 s
  • Blood Curse½
    Bleed your foe.
    Damage: 118Bleeding: 4.5 s (170 damage)Range: 900
    • Rending Curse
      Bleed your foe.
      Damage: 118Bleeding: 4.5 s (170 damage)Range: 900
    • Putrid Curse
      Poison your foe.
      Damage: 168Bleeding: 4.5 s (170 damage)Poison: 6 s (336 damage)Range: 900
  • Grasping Dead¾ 10
    Summon skeletal hands to cripple foes in the target area.
    Damage: 270Crippled: 7 sx3Bleeding: 10 s (398 damage)Radius: 240Range: 900
    • 0
      Might: 15 s
    • 0
      Might: 15 s
  • Feast of Corruption¾ 10
    Strike your target, dealing additional damage and gaining life force for each condition on them.
    Damage: 371Life force: 8% + 1% per condition.x2Torment: 4 s + 1 stack per condition.Range: 900
    • 0
      Might: 15 s
    • 0
      Might: 15 s
  • Deathly Swarm¼ 18
    Unleash an insect swarm, blinding multiple foes. Transfer three conditions to your target on a successful attack.
    Damage: 208Number of bounces: 3Blind: 6 sRange: 900
    • 0
      Might: 15 s
    • 0
      Might: 15 s
  • Enfeebling Blood¾ 25
    Inflict weakness and bleeding on foes in the target area.
    Damage: 168Weakness: 10 sx2Bleeding: 10 s (850 damage)Radius: 240Range: 900
    • 0
      Might: 15 s
    • 0
      Might: 15 s
  • Consume Conditions30
    Corruption. Feast on your conditions, gaining health for each one consumed.
    Healing: 5,240Heal per condition: 724x5Self Vulnerability: 4 s
    • 0
      Might: 15 s
  • Signet of Spite¾ 48
    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: 1,200Might: 15 s
    • 0
      Might: 15 s
  • Plague Signet24
    Signet Passive: Transfers conditions from nearby allies to yourself.
    Signet Active: Send your conditions to a foe.
    Passive Radius: 1200Breaks stunRange: 1,200Might: 15 s
    • 0
      Might: 15 s
  • Signet of the Locust¾ 24
    Signet Passive: Movement speed increased by 25%.
    Signet Active: Steal health from nearby foes.
    Passive effect: 25% movement speedDamage: 158Healing: 778Radius: 480Range: 1,200Might: 15 s
    • 0
      Might: 15 s
  • Plague180
    Corruption. Become a virulent cloud and inflict multiple conditions on foes you touch.
    Damage: 75x3Stability: 3 s (per pulse)Poison: 2 s (84 damage)Self-Bleeding (10s): 425 DamageDuration: 20Radius: 240
    • 0
      Might: 15 s

Weapon and Skill Details

Scepter / Dagger will be your main weapon set. Used to dish out the max damage you can by stacking bleed and might via sigil and Siphoned Power trait.
Staff is your defensive weapon and lf regeneration. And its awesome vs thief, ofc.


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.

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%.

Soul Reaping

  • Gluttony
    Increase life force gain from skills by 10%.
    • Unyielding Blast
      Shroud skill 1 pierces an inflicts 2 stacks of vulnerability for 10 seconds to targets it hits. Increased number of targets pierced to 5 from 4.
    • Soul Marks
      Mark skills are now unblockable and generate 3% life force when triggered.
    • Speed of Shadows
      Increases movement speed while in shroud by 25% and decreases recharge of shroud by 30%.
  • Last Gasp
    Gain Spectral Armor when your health falls below the threshold (50%).
    • Spectral Mastery
      Reduces recharge of spectral skills by 20% and increases duration by 50%. Additionally, when you activate a spectral skill you gain 5% life force.
    • Vital Persistence
      Life force drains 50% slower while in shroud and the recharge of shroud skills is reduced by 15%.
    • Fear of Death
      Fear duration is 50% longer. When you are downed, fear foes around you for 1s.
  • Strength of Undeath
    Increases maximum life force pool by 15%. While above 50% lifeforce you deal 5% additional damage.
    • Foot in the Grave
      When you enter shroud gain 1 stack of stability for 3 seconds and break out of stun.
    • Death Perception
      While you are in shroud you have an additional 50% chance to critical hit.
    • Dhuumfire
      Shroud skill 1 inflicts 1 stack of burning for 3 seconds when it hits.

Trait Details

SPITE:

 

II - Remove one condition and heal you for 900ish while striking an opponent below 25% health.

 

IV - Just too good. Passive 3 boon removal with a fair direct damage.

 

VII - Best trait in this line! All your signets recharge faster, give you 3 might stacks on use and corrupt 2 boons on opponent.

 

CURSES:

 

II - Cast plague signet when you have 3 conditions and crit your opponent. Nice sinergy with spite traits.

 

VI - Tradicional Terror trait. Hope it scales VERY WELL with high condition damage.

 

IX - New scepter trait. +150 condition damage and +100% duration on scepter skills, means your bleeds are going for 12~13sec duration.

 

SOUL REAPING:

 

II - Great trait, LF regenaration on staffs marks.

 

VI - Since we pick terror in curses line, makes sense take this one.

 

VII - Stun break / stability stomp every 10 seconds, sounds nice. Still debating between this and dhuumfire.


III. Stat Specifics & Effects

Primary Stats

  • Health 19432 (+220)
  • Vitality 1022 (+22)
  • Armor 2855 (+935)
  • Toughness 1935 (+935)
  • Attack 2176 (+180)
  • Power 1180 (+180)
  • Critical Hit 47% (+47%)
  • Precision 1913 (+913)

Secondary Stats

  • Condition Damage 2095 (+2095)
  • Condition Duration 50% (+50%)
  • Damage 996 (+0%)
  • Defense 920 (+0)
  • Experience from Kills 20% (+20%)
  • Might Duration 45% (+45%)
  • Movement Speed 25% (+25%)

Boons

  • Aegis
    Block the next attack.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Resistance
    Resistance temporarily negates the affected target of all effects caused by conditions.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

Conditions

  • Agony
    Agony is an effect unique to Fractals of the Mists that removes a percentage of the player's health every second and reduces received healing by ~50%.
  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Slow
    Slow is a condition that reduces the activation time of skills and abilities.
  • Taunt
    Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.
  • Teleport
    Teleport (alternatively, flash) is a mechanic that causes the user or target(s) to instantly move from one location to another.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Revealed
    Revealed is an effect applied when stealth is broken, for example by entering combat or exiting a Shadow Refuge circle prematurely.
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Super Speed
    Activate your slick shoes, enabling you to move at superior speeds.
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

Stat and Effect Details

I'll be posting about this once patch comes live and i can have a more accurate view.

 


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Rare Veggie Pizza
Duration: 30min
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration: 40%
  • Condition Damage: 70
  • Experience from Kills: 10%

Utility Nourishment

Toxic Focusing Crystal
Duration: 30min
Condition Damage: 100
Condition Duration: 10%
Experience from Kills: 10%
  • (30min)
  • Condition Damage: 100
  • Condition Duration: 10%
  • Experience from Kills: 10%

Armor & Runes

Rabid Exalted Masque
  • Defense: 73
  • Condition Damage: 60
  • Precision: 43
  • Toughness: 43
Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Rabid Exalted Mantle
  • Defense: 73
  • Condition Damage: 45
  • Precision: 32
  • Toughness: 32
Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Rabid Exalted Coat
  • Defense: 314
  • Condition Damage: 134
  • Precision: 96
  • Toughness: 96
Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Rabid Exalted Gloves
  • Defense: 133
  • Condition Damage: 45
  • Precision: 32
  • Toughness: 32
Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Rabid Exalted Pants
  • Defense: 194
  • Condition Damage: 90
  • Precision: 64
  • Toughness: 64
Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Rabid Exalted Boots
  • Defense: 133
  • Condition Damage: 45
  • Precision: 32
  • Toughness: 32
Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)

Armor Stat Totals

  • Defense 920
  • Condition Damage 594
  • Might Duration 45%
  • Precision 299
  • Toughness 299

Rune Bonuses

Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)

Accessories & Jewels

The Sleeping SeedDefensive Slot
  • Condition Damage: 157
  • Precision: 108
  • Toughness: 108
Dire and Rabid BackDefensive Slot
  • Condition Damage: 63
  • Precision: 18
  • Toughness: 40
  • Vitality: 22
(Infused)
Khilbron's PhylacteryOffensive Slot
  • Condition Damage: 126
  • Precision: 85
  • Toughness: 85
(Infused)
Ouroboros LoopDefensive Slot
  • Condition Damage: 126
  • Precision: 85
  • Toughness: 85
(Infused)
Marriner's FlaskDefensive Slot
  • Condition Damage: 110
  • Precision: 74
  • Toughness: 74
Fierceshot's ArrowheadOffensive Slot
  • Condition Damage: 110
  • Precision: 74
  • Toughness: 74

Accessory Totals

  • Precision:444
  • Toughness:466
  • Condition Damage:692
  • Vitality:22

Weapon Set Sigils

Rabid Scepter
  • Weapon Strength: 895-1010
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Rabid Dagger
  • Weapon Strength: 924-981
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Superior Sigil of Torment
50% chance on critical hit: Apply AoE torment (5 seconds, 180 radius). (Cooldown: 5 Seconds)
Sigil of Superior Strength
60% chance to apply might for 10s on critical. (Cooldown 1 second)

Weapon Set I

Superior Sigil of Torment

50% chance on critical hit: Apply AoE torment (5 seconds, 180 radius). (Cooldown: 5 Seconds)

Sigil of Superior Strength

60% chance to apply might for 10s on critical. (Cooldown 1 second)

Rabid Staff
  • Weapon Strength: 985-1111
  • Condition Damage: 239
  • Precision: 171
  • Toughness: 171
  • Weapon Strength: -
Sigil of Minor Corruption
You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Weapon Set II

Sigil of Minor Corruption

You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Rabid Trident
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85

Water Weapon I

Water Weapon II

Upgrade Item Details

Since we have a high crit chance, makes sense use crit sigils.

 

- Torment sigil: is nice, you can stack up to 2 torment stacks in aoe. Torment got a little buff in damage.

 

- Strengh sigil: I was able to keep 4~5 might stacks only from this sigil. That is like 150 condi dmg.

 

- Corruption sigil: solid choice, 250 condition damage once its fully stacked.

 

- SIgil of battle: more might, always welcome.


V. Basic Gameplay

Same gameplay as old terrormancer, but now you have more condi tranfers and boon corruptions. Stack your conditions and fear them to death.


Main Skill Rotation

I didn't manage a proper rotation quite yet, because i am still waiting on patch to see how might stack will be working.


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