Necromancer WvW | Large Group Staff, Dagger/Dagger | Support ☠ 咒血魂法杖死灵【基地內供】

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Summary

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I. Weapons and Skills

Apothecary's Staff
  • Weapon Strength: 985-1111
  • Healing Power: 239
  • Toughness: 171
  • Condition Damage: 171
  • Weapon Strength: -
Apothecary's Dagger
  • Weapon Strength: 924-981
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Dagger
  • Weapon Strength: 924-981
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Spear
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Trident
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 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
  • 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
  • Well of Darkness¼ 50
    Well. Target area pulses, blinding foes with each pulse.
    Duration: 5Radius: 240Blind: 3 sPulse: 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.
  • 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
  • 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

Weapon and Skill Details

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Traits

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%.

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.

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

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III. Stat Specifics & Effects

Primary Stats

  • Health 19912 (+700)
  • Vitality 1070 (+70)
  • Armor 2852 (+932)
  • Toughness 1932 (+932)
  • Attack 2111 (+0)
  • Power 1000 (+0)
  • Critical Hit 4% (+4%)
  • Precision 1000 (+0)

Secondary Stats

  • Agony Resistance 10 (+10)
  • Bleeding Duration 20% (+20%)
  • Condition Damage 1403 (+1403)
  • Condition Duration 15% (+15%)
  • Condition Duration (self) -40% (+-40%)
  • DMG Taken from Guards and Lords -5% (+-5%)
  • Damage 1111 (+0%)
  • Defense 920 (+0)
  • Experience from Kills 20% (+20%)
  • Healing Power 1357 (+1357)
  • Poison Duration 20% (+20%)

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

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IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Lemongrass Poultry Soup
Duration: 30min
Condition Duration (self): -40%
Vitality: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration (self): -40%
  • Vitality: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Tuning Crystal
Duration: 30min
Gain Condition damage equal to 6% of your toughness
Gain Condition damage equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain Condition damage equal to 6% of your toughness
  • Gain Condition damage equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

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

Armor Stat Totals

  • Defense 920
  • Condition Damage 474
  • Condition Duration 15%
  • Healing Power 419
  • Toughness 299

Rune Bonuses

Superior Rune of the Nightmare
  1. Condition Damage: 25
  2. Condition Duration: 5%
  3. Condition Damage: 50
  4. Condition Duration: 10%
  5. Condition Damage: 100
  6. 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)

Accessories & Jewels

Archaic Grawl NecklaceDefensive Slot
  • Healing Power: 157
  • Toughness: 108
  • Condition Damage: 108
Healing WvW InfusionDefensive Infusion
  • Healing Power: 5
  • DMG Taken from Guards and Lords: -1%
Apothecary's Back
  • Healing Power: 30
  • Toughness: 21
  • Condition Damage: 21
(Infused)
Apothecary's Jewel
  • Healing Power: 25
  • Condition Damage: 15
  • Toughness: 15
Lucce Seal (Infused)Defensive Slot
  • Healing Power: 126
  • Toughness: 85
  • Condition Damage: 85
  • Agony Resistance: 5
(Infused)
Healing WvW InfusionDefensive Infusion
  • Healing Power: 5
  • DMG Taken from Guards and Lords: -1%
Purge Signet (Infused)Offensive Slot
  • Healing Power: 126
  • Toughness: 85
  • Condition Damage: 85
  • Agony Resistance: 5
(Infused)
Malign WvW InfusionOffensive Infusion
  • Condition Damage: 5
  • DMG Taken from Guards and Lords: -1%
Passiflora KarkinataDefensive Slot
  • Healing Power: 110
  • Toughness: 74
  • Condition Damage: 74
Healing WvW InfusionDefensive Infusion
  • Healing Power: 5
  • DMG Taken from Guards and Lords: -1%
Ancient Karka CarapaceOffensive Slot
  • Healing Power: 110
  • Toughness: 74
  • Condition Damage: 74
Malign WvW InfusionOffensive Infusion
  • Condition Damage: 5
  • DMG Taken from Guards and Lords: -1%

Accessory Totals

  • Toughness:462
  • Condition Damage:472
  • Healing Power:699
  • Agony Resistance:10
  • DMG Taken from Guards and Lords:-5%

Weapon Set Sigils

Apothecary's Staff
  • Weapon Strength: 985-1111
  • Healing Power: 239
  • Toughness: 171
  • Condition Damage: 171
  • Weapon Strength: -
Sigil of Superior Agony
Bleeds you apply last 20% longer.
Sigil of Superior Venom
When you apply poison it lasts 20% longer.

Weapon Set I

Sigil of Superior Agony

Bleeds you apply last 20% longer.

Apothecary's Dagger
  • Weapon Strength: 924-981
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Dagger
  • Weapon Strength: 924-981
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Sigil of Rage
10% chance on critical hit to apply quickness for 3 seconds. (This effect cannot trigger more than once every 30s)
Sigil of Minor Corruption
You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

Weapon Set II

Sigil of Rage

10% chance on critical hit to apply quickness for 3 seconds. (This effect cannot trigger more than once every 30s)

Sigil of Minor Corruption

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

Apothecary's Spear
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Trident
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Sigil of Rage
10% chance on critical hit to apply quickness for 3 seconds. (This effect cannot trigger more than once every 30s)
Sigil of Minor Corruption
You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

Water Weapon I

Sigil of Rage

10% chance on critical hit to apply quickness for 3 seconds. (This effect cannot trigger more than once every 30s)

Water Weapon II

Sigil of Minor Corruption

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

Upgrade Item Details

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V. Basic Gameplay

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Main Skill Rotation

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