Necromancer sPvP | Hot Join Dagger/Warhorn, Staff | Bunker Minion Mancer

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Summary

Concept build, new Minion Mancer faceroll build.


I. Weapons and Skills

PvP Dagger
  • Weapon Strength: 924-981
PvP Warhorn
  • Weapon Strength: 814-900
PvP Staff
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
  • Death Shroud7
    Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
    Break Stun: 1 sStability: 3 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
    • 0
  • Dark Pact1 25
    Immobilize your foe.
    Damage: 252Immobilized: 3 sRange: 600
    • 0
    • 0
  • Wail of Doom½ 24
    Screech a wail of doom in a cone pattern, dazing foes.
    Daze: 2 sRange: 600Unblockable
    • 0
    • 0
  • Locust Swarm1 24
    Gain swiftness and summon a swarm of locusts that cripple nearby foes.
    Damage: 60Crippled: 1 sSwiftness: 10 sRadius: 210Life force: 1%
    • 0
    • 0
  • Summon Blood Fiend16
    Minion. Summon a blood fiend that transfers health to you on each attack.
    Damage: 239Healing: 428
    • Taste of Death¾
      Sacrifice your blood fiend to heal yourself.
      Healing: 6520
  • Summon Bone Minions16
    Minion. Summon two bone minions.
    Damage: 159
    • Putrid Explosion1
      Explode a bone minion.
      Damage: 1,529Radius: 240Combo Finisher: Blast
  • Summon Bone Fiend30
    Minion. Summon a bone fiend that attacks foes at range. Delivers a crippling attack once every ten seconds.
    Damage (2x): 572Crippled: 2 s
    • Rigor Mortis50
      Immobilize your bone fiend, and it will immobilize foes.
      Damage (2x): 716Immobilized: 2 s
  • Summon Flesh Wurm 32
    Minion. Summon an immobile flesh wurm to attack foes.
    Damage: 833Range: 1,200
    • Necrotic Traversal
      Sacrifice your flesh wurm, teleport to it, and poison foes.
      x3Posion: 6 s (240 damage)Radius: 180Life force: 10%Breaks stunCombo finisher: BlastRange: 1,200
  • Summon Flesh Golem 48
    Minion. Summon a flesh golem to attack foes with crippling claws.
    Damage: 770Crippled: 1 s
    • Charge 40
      Command your flesh golem to charge a foe.
      Damage: 1,444Range: 1,200

Traits

Death Magic

  • Armored Shroud
    Gain 180 toughness while in death shroud.
    • Flesh of the Master
      Minions have 50% increased health. Gain 20 bonus toughness for each minion you control.
    • Shrouded Removal
      Remove a condition when you enter shroud and every 3 seconds that you remain in shroud.
    • Putrid Defense
      Poisoned foes deal 10% less damage to you.
  • Soul Comprehension
    Your passive life-force generation from nearby deaths is increased by 20%
    • Necromantic Corruption
      Increases minion damage by 25%. Every 10 seconds your minions will take one condition from you. Minions transfer conditions when they hit with attacks (this can only occur once every 10 seconds per minion).
    • Reaper’s Protection
      If you are inflicted by a crowd control effect you inflict fear for 2 seconds on nearby foes (60s ICD).
    • Deadly Strength
      Gain power equal to 7% of your toughness. If you are in shroud this value is doubled.
  • Beyond the Veil
    When you exit shroud you and all your minions gain protection for 3 seconds.
    • Death Nova
      Minions explode when they die in a cloud of poison. This effect also occurs if you are downed. When you kill a foe summon a jagged horror (this effect can only occur once every 15 seconds).
    • Corrupter’s Fervor
      Whenever you apply a condition to a foe gain a stack of Corrupter’s Fervor for 8 seconds which grants 30 toughness and 2% reduced incoming condition damage per stack (maximum 10 stacks).
    • Unholy Sanctuary
      Heal every second while you are in shroud. If you would take fatal damage and you have at least 10% lifeforce you enter shroud instead (30s ICD).

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.

III. Stat Specifics & Effects

Primary Stats

  • Health 28562 (+9350)
  • Vitality 1935 (+935)
  • Armor 2995 (+1075)
  • Toughness 2075 (+1075)
  • Attack 3141 (+1200)
  • Power 2200 (+1200)
  • Critical Hit 4% (+4%)
  • Precision 1000 (+0)

Secondary Stats

  • Condition Duration (self) -25% (+-25%)
  • Damage 941 (+0%)
  • Defense 920 (+0)
  • Stun Duration (self) -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

IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration
PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration
PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration
PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration
PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration
PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration

Rune Stat Totals

  • Toughness 175
  • Vitality 35
  • Condition Duration (self) -25%
  • Stun Duration (self) -25%

Rune Bonuses

PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration

Accessories & Jewels

Soldier's Amulet
  • Power: 1200
  • Toughness: 900
  • Vitality: 900

Accessory Totals

  • Power:1200
  • Toughness:900
  • Vitality:900

Weapon Set Sigils

PvP Dagger
  • Weapon Strength: 924-981
PvP Warhorn
  • Weapon Strength: 814-900
Sigil of Superior Frailty
50% chance to cause vulnerability for 10s on hit.
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set I

Sigil of Superior Frailty

50% chance to cause vulnerability for 10s on hit.

Sigil of Superior Energy

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

PvP Staff
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: -
Superior Sigil of Renewal
Heal Nearby Allies on Weapon Swap
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set II

Superior Sigil of Renewal

Heal Nearby Allies on Weapon Swap

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

Water Weapon I

Water Weapon II


V. Basic Gameplay

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