Necromancer sPvP | Tournament Staff, Dagger/Warhorn | Team fighter Celestial Signets
Table of Contents
Summary
Sup all, I'm Devourerofmemes one of the three creators of this site. I've been playing Necromancer since the first beta weekend event. This is a build Noscoc has been playing after the specialization changes. I'll continue to update it.
- Pros
- Great life force generation through dagger spam and soul marks.
- High amount of boon conversion through dark path and signets of suffering.
- Lots of condition transfer through plague signet, plague sending and putrid mark.
- Deceptive sustain through signet of vampirism > life siphon combo, spiteful renewal, signet of the locust and sigil of leeching.
- Decent might stacking through signets of suffering, reaper's might, siphoned power, sigil of strength and runes of strength.
- Decent mobility for a necromancer with locust swarm and signet of the locust.
- Two stun breaks.
I. Weapons and Skills
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Weapon and Skill Details
Weapons
Staff offers great AoE damage and control, while dagger is solid single target damage, great life force generation, has one of the longest immobilizes and life siphon is amazing for procing Signet of Vampirism. You'll normally be opening with staff skills trying to get an early stun break used before switching to dagger.
Staff Skills
- Necrotic Grasp: This attack does more damage than it gets credit for, but you'll primarily use it when there are multiple enemies stacked together in a line or you need the 1200 range. However, each hit gives 4% life force, so it can be used to fill up life force quickly, especially if you're hitting multiple targets per cast.
- Mark of Blood: This has great AoE bleed damage, however don't forget about it's regeneration. This skill is great for adding additional healing to yourself or teammates. The regeneration is 5s and the CD is 6s, so in some situations it's best to stay in staff and cast a few Marks of Blood in a row, before switching back to a damage rotation.
- Chillblains: This has decent poison damage, but it also provides amazing peels through the use of chill, which reduces enemy movement speed and skill recharge by 66%. Also remember that poison reduces enemy healing by 33% which helps to slow down enemy revives and the poison field can be combo-ed for area weakness. Extremely strong against d/d ele, use after they attune water if possible.
- Putrid Mark: Staffs highest burst damage skill and a blast finisher. While also transferring conditions from yourself to enemies that trigger the mark. If you've gained condition stacks, you'll want to use this at the best possible time. If you're health is high enough this is a better option than Consume Conditions, because you're not wasting a heal to remove condition stacks and they're transfer to an enemy. In PvP this ends up being a bit of a mini game against other condition classes and can be the deciding factor in a 1v1.
- Reaper's Mark: This is your best CC skill. Use this to interrupt enemy skills, denying a heal can decide a fight. It's also great for interrupting a enemy stomp on a downed ally so you can get a revive off.
Dagger Skills
- Necrotic Chain: This will be your primary sustain damage skill in long fights. It has high damage and life force generation.
- Life Siphon: This fast hitting attack combos extremely well with Signet of Vampirism and death's embrace (9 stacks of vulnerability in 3.5 seconds if they are under 50%)
- Dark Pact: One of the longest immobilizes in the game and great for setting up burst, try to bait out a stun break before using this.
- Wail of Doom: Nice daze for breaking up stomps or interrupting key skills.
- Locust Swarm: Used mostly for the swiftness to help with our lack of mobility while traveling between points, but the cripple and life force generation aren't a bad thing.
Death Shroud Skills
- Life Blast: Decent damage if you're within 600 range. I would't hang out in Death Shroud spamming this though in most situations.
- Dark Path: Use it for port, chill, and boon removal. Against Ele, use this when they enter water attunement if possible. Chills added duration to water attunement often results in a dead ele. Good elementalists will wait to attune water after you leave ds.
- Doom: Single target fear that has increased duration within 600 range, this can be cast while stunned, dazed or knocked down. Great to use before reviving an ally or to interrupt enemy skills and stomps. The first game play clip in the video below shows me using Doom while immobilized to interrupt a enemy stomp and get a revive off.
- Life Transfer: Decent AoE damage. This generates a good amount of life force so don't use it if you're currently at max. This is a very situational skill, nice to use on downed thiefs, etc.
- Tainted Shackles: This applies torment and will cause an immobilize to enemies that stay within range when it finishes. I like to start this and fear while it's stacking torment causing the target to take extra damage from the movement fear forces. Again you might want to save doom, but if this combo can secure a kill use it.
Healing Skill
Signet of Vampirism: After the consume conditions nerf and addition of the Signets of Suffering trait this is much better, make sure to combo it with dagger 2 to proc the mark. Don't forget this will add 3 might stacks because of signets of suffering.
Utility Skills
Plague Signet: Very strong against condition heavy enemies. Transfers conditions from allies to yourself and the active transfers them to your target. This can be annoying to use at times and you'll get hit with allies conditions at terrible moments. Make sure you have a good target and aren't hitting this like a panic button. How and when you use this will decide fights. Don't forget this also a stun break, converts 2 boons and adds 3 stacks of might.
Signet of the Locust: This helps our mobility issues and synergizes amazingly with the Signet of Suffering trait. Turning this active into an aoe version of path of corruption with 3 might stacks. This can convert up to 10 boons if you somehow managed to hit 5 targets.
Spectral Armor: Grants 6s of protection, has a stun break and generates life force. It's just a solid defensive skill all around.
Elite Skill
Plague Form: This grants stability, a higher health pool and is mainly used for the blind spam in team fights and stability stomps/res. Activating skills doesn't interrupt a res if you preformed a plague res.
Traits
Soul Reaping
- GluttonyIncrease life force gain from skills by 10%.
- Unyielding BlastShroud 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 MarksMark skills are now unblockable and generate 3% life force when triggered.
- Speed of ShadowsIncreases movement speed while in shroud by 25% and decreases recharge of shroud by 30%.
- Last GaspGain Spectral Armor when your health falls below the threshold (50%).
- Spectral MasteryReduces recharge of spectral skills by 20% and increases duration by 50%. Additionally, when you activate a spectral skill you gain 5% life force.
- Vital PersistenceLife force drains 50% slower while in shroud and the recharge of shroud skills is reduced by 15%.
- Fear of DeathFear duration is 50% longer. When you are downed, fear foes around you for 1s.
- Strength of UndeathIncreases maximum life force pool by 15%. While above 50% lifeforce you deal 5% additional damage.
- Foot in the GraveWhen you enter shroud gain 1 stack of stability for 3 seconds and break out of stun.
- Death PerceptionWhile you are in shroud you have an additional 50% chance to critical hit.
- DhuumfireShroud skill 1 inflicts 1 stack of burning for 3 seconds when it hits.
Curses
- Barbed PrecisionCritical hits have a 33% chance to inflict bleeding. The duration of your applied bleeding stacks is increased by 20%.
- Plague SendingWhen 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 DarknessBlinding a foe inflicts chill on them for 2 seconds. 5-second internal cooldown
- Furious DemiseWhen you enter shroud, gain fury for 5 seconds.
- Master of CorruptionReduces 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 CorruptionShroud skill 2 converts boons on struck foes to conditions.
- TerrorCauses 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 WeakYour 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 ShroudCritical 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 ContagionYou are healed for 10% of your outgoing condition damage.
- Lingering CurseGain 150 condition damage while wielding a scepter. The base duration of all scepter conditions is increased by 50%.
Spite
- Reaper’s MightShroud skill 1 grants 1 stack of might for 15 seconds.
- Spiteful TalismanReduces focus skill recharges by 20%. Increase damage to foes with no boons by 5%.
- Spiteful RenewalStriking a foe below 25% health consumes a condition from you and heals you when the condition is removed. (ICD 5s)
- Bitter ChillInflicting chill on a foe also inflicts 3 stacks of vulnerability for 8 seconds.
- Death’s EmbraceIncreases damage while downed by 25%. Striking foes below 33% health inflicts 1 stack of vulnerability for 5 seconds.
- Chill of DeathCast the focus skill Spinal Shivers when attacking a foe below 50% health. This trait now benefits from the recharge bonus of Spiteful Talisman.
- Rending ShroudWhile in shroud apply 3 stacks of vulnerability for 10 seconds to foes around you.
- Unholy FervorReduces recharge of axe skills by 20% and deal 10% more damage to vulnerable foes.
- Siphoned PowerStriking a foe below 50% health grants 2 stacks for might for 10 seconds. (1s ICD)
- Signets of SufferingReduces 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 DeathIncreases 20% damage to enemies below the health threshold (50%).
- Spiteful SpiritEntering shroud casts the axe skill Unholy Feast. This trait benefits from the recharge bonus of Unholy Fervor.
III. Stat Specifics & Effects
Primary Stats
- Health 24812 (+5600)
- Vitality 1560 (+560)
- Armor 2480 (+560)
- Toughness 1560 (+560)
- Attack 2846 (+735)
- Power 1735 (+735)
- Critical Hit 31% (+31%)
- Precision 1560 (+560)
Secondary Stats
- Condition Damage 763 (+763)
- Critical Damage 37% (+37%)
- Damage 1111 (+0%)
- Defense 920 (+0)
- Ferocity 560 (+560)
- Healing Power 560 (+560)
- Might Duration 45% (+45%)
- Movement Speed 25% (+25%)
Boons
Conditions
Control
Fields & Finishers
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +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- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Accessories & Jewels
Accessory Totals
- Power:560
- Precision:560
- Toughness:560
- Vitality:560
- Condition Damage:560
- Healing Power:560
- Ferocity:560
Weapon Set Sigils
- Weapon Strength: 985-1111
- Weapon Strength: -