Necromancer sPvP | Tournament Staff, Axe/Focus | Team fighter Spectral Berserker

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Summary

Not only has this build great outcome DPS but also provides good defence.
It works well in both team fights and solo combats.


I. Weapons and Skills

PvP Staff
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: -
PvP Axe
  • Weapon Strength: 857-1048
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.
    Fury: 5 s
  • 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 Conditions20
    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
  • Spectral Wall ¼ 36
    Spectral. Create a spectral wall that protects allies and fears foes.
    Duration: 8Fear: 1 sProtection: 5 sCombo Field: EtherealRange: 900
    • 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
  • 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

Staff

  • Necrotic Grasp: I don't use this attack unless I have CD on weapon's swap and other marks. Nevertheless, it adds some life force and pierces, so it can be used to quickly fill up life force or to attack enemies in line. Don't try to use it just as a combo finisher.

     

  • Mark of Blood: This mark has really small CD. It can be used for applying bleeding but also as a supporting skill.

     

  • Chillblains: I mainly use it to chill. It can be used as a combo field for mark 4. Very effective in team fights too.

     

  • Putrid Mark: The only combo finisher available in this build. Don't use it at the beginning of a fight if playing against necro/mesmer or condi engi/thief, to transfer conditions back to them. Great in team fights.

     

  • Reaper's Mark: Good cc skill. Very good in team fights. Use it to prevent an enemy from finishing your downed ally or healing their downed mate.
Axe
  • Rending Claws: Deals very small damage. Use only to apply vulnerability.

     

  • Ghastly Claws: This skill deals great damage. Each attack is stronger than previous. Also grants life force.

     

  • Unholy Feast: Usefull in removing boons. I also use it to cripple an enemy I chase.
Focus
  • Reaper's Touch: Powerful skill in 1vs1 combat. It can apply up to 12 stacks of vulnerability to a single target. If you enter Shroud after casting it, bounces will have 100% critical chance.

     

  • Spinal Shivers: Great boonripper and a source of chill. Try to avoid using it on enemies without 3+ conditions.
Healing

 

Consume Conditions: Actually the only effective heal skill for zerker necromancers. If you want to use it, do it before casting Putrid Mark. Don't worry about self vulnerability - it only lasts for 4s. You can dodge or fear after using this skill to avoid taking damage while under effect of this condition.

 

Utility:

  • Spectral Grasp: Gives you 20% life force, chills an enemy and pulls him/her to you. Usefull as a part of a cc chain or during a pursuit. It can also be used to interupt foe's important skill such as healing.

     

  • Spectral Wall: Extremely useful skill in team fights. Provides long protection for allies and fears enemies. Spectral Wall can also be used to secure a midpoint at the beginning of a match (Forest of Niflhel, Kyhlo, Spirit Watch). Using Spectral Grasp you can pull an enemy to hit the Wall. It's also a combo field - casting Putrid Mark grants you a Chaos Armor which applies confusion to enemies when you're struck. This skill gives 5% life force on use.

     

  • Well of Suffering: Ground targeted 5 pulses that deal sound damage and apply 2 stacks of vulnerability per pulse. Enter Shroud after casting so all pulses have 100% critical chance. It's a good idea to cast Well of Suffering on a point. Very effective in team fights.
Elite
Lich Form: Thanks to Spectral Mastery trait, Lich Form has now 23s duration and only 144s CD. It also gives 5% life force on use.
  • Deathly Claws: Lich's main and the most powerful skill. Deals incredible damage. It brings down berserker elementalist or thieves in 2-3 hits. Watch for enemy skills that reflect projectiles or you might kill yourself!

     

  • Marked for Death: Applies 8 stacks of vulnerability. This large AoE is good option in team fight. Don't use it in 1vs1 fights.

     

  • Chilling Wind: Good cc. May be used to interupt rallying or finishing.

     

  • Mark of Horror: It summons 5 minions that apply bleeding on hit. Rather useless skill in this build.

     

  • Grim Specter: This huge AoE works pefectly in team fights. It rips up to 5 boons from enemies. It can also be used to get rid of conditions on yourself.


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

Soul Reaping adept trait may be changed to any other skill if that's your preference.


III. Stat Specifics & Effects

Primary Stats

  • Health 19212 (+0)
  • Vitality 1000 (+0)
  • Armor 1920 (+0)
  • Toughness 1000 (+0)
  • Attack 3542 (+1431)
  • Power 2375 (+1375)
  • Critical Hit 47% (+47%)
  • Precision 1900 (+900)

Secondary Stats

  • Condition Damage 247 (+247)
  • Critical Damage 60% (+60%)
  • Damage 1167 (+5%)
  • Defense 920 (+0)
  • Ferocity 900 (+900)
  • Might Duration 45% (+45%)

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

You get a lot of might while spamming Shroud skill 1, especially if your target is below 50% health and from Rune of Strength.


IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.

Rune Stat Totals

  • Power 175
  • Might Duration 45%

Rune Bonuses

PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.

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 Force
+5% damage.
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 I

Sigil of Superior Force

+5% damage.

PvP Axe
  • Weapon Strength: 857-1048
PvP Focus
  • Weapon Strength: 832-883
Sigil of Superior Force
+5% damage.
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 Force

+5% damage.

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: -
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%

Water Weapon I

Water Weapon II

Upgrade Item Details

Sigils:
I take Sigils of Fire for certain additional DPS.
Sigils of Force passively increases direct DPS by greater amount than other sigils can.
Sigils of Force do stack. It means that when on both weapons you get +10% damage bonus. Here is a source: https://wiki.guildwa...:Sigil_of_Force
Other sigils may be used if that's your preference. I suggest critical effect ones.


V. Basic Gameplay

The main point is to use fear to keep enemies away and use range attacks to gather life force, then blast them with Shroud skill 1.

 

During team fights use Spectral Wall for both cc and providing long protection for allies. Mark 2 and mark 4 are good support tools as well.

 

If you use Spectral Wall and Spectral Grasp propperly, you can apply fear twice (or more if you play against noobs). With fear from Shroud skill 3 and Reaper's Mark you can easily bring down enemies from unreachable places (like walls at Forest of Niflhel's midpoint) or drop them into a chasm (Stillness shrine in Temple of the Silent Storm) - just position yourself correctly. This build is great to secure the skyhammer (instead of fighting enemies, just remove their stability and fear them).


Main Skill Rotation

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
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
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
Spectral Grasp¾ 24
Spectral. Pull your foe to you and chill them.
Chilled: 4 sLife force: 15%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.
Fury: 5 s
Doom20
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
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
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
Unholy Feast1
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
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
Spectral Wall ¼ 36
Spectral. Create a spectral wall that protects allies and fears foes.
Duration: 8Fear: 1 sProtection: 5 sCombo Field: EtherealRange: 900
Ghastly Claws
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
Rending Claws¾
Slash your foe twice with ghostly claws to make them vulnerable.
Damage (2x): 260x2Vulnerability: 7 sRange: 900
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
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

Well of Suffering pulses have 100% critical chance while you're in Shroud.
If an enemy is not a tank after double Life Blast he/she should already be far below 50%. If he/she has high number of defensive boons, you can use Spinal Shivers to rip them. Don't worry about his/her offensive boons before you leave Shroud as your cc will prevent them from attacking until the second life blast and when cc are over, the first thing the enemy does is healing.


Reaper's Mark¾ 32
Mark. Inscribe a mark that causes fear when foes trigger it.
Damage: 92Fear: 1 sRadius: 240Range: 1,200
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
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
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
Spectral Grasp¾ 24
Spectral. Pull your foe to you and chill them.
Chilled: 4 sLife force: 15%Range: 1,200

Use this combo when you're protecting the point and you see the enemy incoming. Place all marks on your position. Mark 4 works as combo finisher.

 

Don't use this chain against thieves if you don't take Soul Marks trait. They'll simply hide and dodge your marks.


VI. Changes

25.06.2015

  • Curses major trait Terror changed to Master of Corruption. The point is to reduce CD on healing skill from 30s to 20s.
  • Updated informations about traits.
  • Updated informations about sigils.
29.06.2015
  • Minor changes in descriptions.
06.07.2015
  • Adept trait in Soul Reaping changed from Speed of Shadows to Soul Marks.
10.07.2015
  • Minor changes in the second rotation and its description.


Comments

Post a Comment
@ 08:31 AM, Sun June 28 2015 Reply
Unholy Fervor doesn't work with Staff.
@ 05:14 AM, Mon June 29 2015 Reply
I will test it, yet it doesn't affect the build at all.
@ 05:49 AM, Mon June 29 2015 Reply
Right, ty for correcting my mistake.
@ 01:55 PM, Mon June 29 2015 Reply
taking I or II over III in Soul Reaping will increase your utility or damage a lot when compared to a temporary movement speed increase while in DS, especially since DS skills are ranged and you won't want to waste DS running from point to point.
@ 01:06 AM, Tue June 30 2015 Reply
"Trait Details
Soul Reaping adept trait may be changed to any other skill if that's your preference."

How I've already written, it's about preference. I choose III not because +25% mobility but -30% CD on Shroud. Sometimes I switch to II.
@ 11:34 AM, Fri September 11 2015 Reply
First of all, I very much appreciate the way in which your descriptions are organized, very neat.
I will definitely try your build today after work, I'm loving it, looks strong and promising. Too much time away from my Necro lvling up my other characters.
Thank you very much. So far it is the only one I've liked.