Necromancer PvE | Open World Scepter/Dagger, Staff | Damage Frozen Condition - Mancer
Table of Contents
Summary
This is the build i run for WvW, it's based around the theory of "Perma-chill"ing your opponent while also focusing on condition damage. The idea here is that while you keep them chilled, you can burn their health down by applying conditions.
I'm new to creating guides, so if i'm missing something, please feel free to leave a comment and inform me of a better alternative.
I. Weapons and Skills
- Rending CurseBleed your foe.Damage: 118Bleeding: 4.5 s (170 damage)Range: 900
- Putrid CursePoison your foe.Damage: 168Bleeding: 4.5 s (170 damage)Poison: 6 s (336 damage)Range: 900
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Weapon and Skill Details
CC abilities: Scepter 2 (cripple: 5 sec) - Utility 2 (pull: allows displacement of enemies) - Utility 3 (cripple: 10 sec) - Utility 4 (fear: 1 sec; allows for further displacement if use strategically with Utility 2) - Elite 3 (cripple: 1 sec) - Staff 4 (fear: 1 sec) - Death Shroud 3 (fear: 1 sec on target, 1.5 on all enemies withing 600 meters) - Death Shroud 5 (immobolization if bind is allowed to expire)
Debuff -
Vulnerability: Utility 3 (10 sec) - With Bitter Chill, each chill also afflicts with 3 stacks vulnerability for 8 seconds.
Weakness: Utility 3 (weakness: 10 sec) - Elite 3 (weakness: 3 sec) - Dagger 5 (weakness: 10 sec)
Chill: Death Shroud 2 (chill: 5 sec) - Utility 2 (Chill: 4 sec) - Due to Chilling Darkness this build gains chill for two seconds on all blinding abilities. (Scepter 4, Utility 3, Elite 2) ** Chill afflicts Vulnerability for 8 seconds
TL;DR - Blind causes Chill which causes vulnerability. (3 conditions with 1 attack)
Siphon Life with almost all attacks (4 stacks of bleeding casts Lesser Signet of Vampirism)
Enemies below thresholds grant buffs ( 50% = casts spinal shivers, gain 20% damage increase, gain 2 stacks of might. 33% = grants all the above, plus inflicts vulnerability for 5 seconds.)
Traits
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%.
Blood Magic
- Mark of EvasionCast Mark of Blood when you dodge roll. (8s ICD)
- Ritual of LifeRevive allies 10% faster. When you start reviving an ally cast Well of Blood. This trait benefits from the recharge bonus of Vampiric Wells.
- Quickening ThirstReduces recharge of dagger skills by 33% if used while you are over 75% health. Move 25% faster while wielding at least one dagger.
- Blood BondWhen 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.
- VampiricYou siphon health with your attacks. Your minions siphon health and give it to you.
- Life from DeathWhen you exit shroud you heal and partially revive allies around you.
- Banshee’s WailReduces recharge of warhorn skills by 20% and increases effect durations for warhorn skills by 50%.
- Vampiric PresenceYou and allies near you siphon health with attacks (combat only). This effect stacks with the siphoning granted by Vampiric.
- Last RitesGain increasing healing power based on how low your health is. Other allies near you do not bleed out while downed (combat only).
- Vampiric RitualsReduces recharge of well skills by 20%. Wells siphon health for you every pulse and grant protection to allies when cast.
- Unholy MartyrDraws 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.
- TransfusionShroud skill 4 heals and partially revives nearby allies. Additionally you teleport up to 5 nearby downed allies to your location while channeling this skill.
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.
Trait Details
Curses 3, 3, 3:
Base traits -
Critical hits have a 33% chance to inflict bleeding, as well as bleeding duration is increased by 20%;
Gain fury for 5 seconds upon entering Death Shroud;
Critical hit chance increased by 2% as well as condition damage in increased by 13% of precision.
Selected traits:
Blinding causes Chill for 2 seconds
Fear deals damage
150+ condition damage while wielding a scepter as well as scepter condition duration is increased by 100%
Blood Magic 3, 3, 3.
Base Traits -
Cast Mark of Blood upon dodge;
Siphon health with attacks;
Increased healing power based on how low health is as well as allies near you do not bleed out while downed.
Selected traits:
Inflicting 4 stacks of bleeding casts Lesser Signet of Vampirism (siphons health);
You and allies siphon health with attacks (stacks effectiveness with Base Trait 2);
Death Shroud 4 heals and partially revives nearby allies as well as teleports up to 5 downed allies to your location while channeling.
Spite 3, 1, 2:
Base Traits-
Shroud 1 grants 1 stack of might for 15 seconds;
Increased damage while downed by 25% as well as striking enemies below 33% health inflicts them with 1 stack of vulnerability for 5 seconds;
striking an enemy below 50% health grants 2 stacks of might for 10 seconds.
Selected Traits:
Inflicting Chill on an enemy also inflicts 3 stacks of vulnerability for 8 seconds;
When attacking an enemy below 50% health cast Spinal Shivers (chills for 5 seconds, removes 3 boons hits for 50% more damage per boon removed[1 boon = 50%, 2 boons = 100%, 3 boons = 150%)
Increases damage by 20% to enemies below 50% health.
III. Stat Specifics & Effects
Primary Stats
- Health 28252 (+9040)
- Vitality 1904 (+904)
- Armor 2435 (+515)
- Toughness 1515 (+515)
- Attack 2590 (+569)
- Power 1569 (+569)
- Critical Hit 4% (+4%)
- Precision 1000 (+0)
Secondary Stats
- Bleeding Duration 45% (+45%)
- Condition Damage 1859 (+1859)
- DMG Taken from Guards and Lords -1% (+-1%)
- Damage 1021 (+0%)
- Defense 920 (+0)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Utility Nourishment
Armor & Runes
- Defense: 73
- Condition Damage: 60
- Power: 43
- Vitality: 43
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Defense: 73
- Condition Damage: 45
- Power: 32
- Vitality: 32
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Defense: 314
- Condition Damage: 134
- Power: 96
- Vitality: 96
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Defense: 133
- Condition Damage: 45
- Power: 32
- Vitality: 32
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Defense: 194
- Condition Damage: 90
- Power: 64
- Vitality: 64
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Defense: 133
- Condition Damage: 45
- Power: 32
- Vitality: 32
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Armor Stat Totals
- Defense 920
- Condition Damage 594
- Bleeding Duration 45%
- Power 299
- Vitality 299
Rune Bonuses
Superior Rune of the Krait- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Accessories & Jewels
- Condition Damage: 25
- Power: 15
- Vitality: 15
- Condition Damage: 25
- Power: 15
- Vitality: 15
- Condition Damage: 25
- Power: 15
- Vitality: 15
- Condition Damage: 25
- Power: 15
- Vitality: 15
- Condition Damage: 25
- Power: 15
- Vitality: 15
- Condition Damage: 25
- Power: 15
- Vitality: 15
Accessory Totals
- Toughness:340
- Vitality:430
- Condition Damage:630
- Power:90
Weapon Set Sigils
- Weapon Strength: 940-1060
- Condition Damage: 125
- Toughness: 90
- Vitality: 90
- Weapon Strength: 924-981
- Condition Damage: 120
- Toughness: 85
- Vitality: 85
- Condition Damage: 5
- DMG Taken from Guards and Lords: -1%
Weapon Set I
Sigil of IntelligenceYour next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.
Superior Sigil of Bursting+6% Condition Damage
- Weapon Strength: 1034-1166
- Condition Damage: 251
- Toughness: 179
- Vitality: 179
- Weapon Strength: -
- Condition Damage: 5
- DMG Taken from Guards and Lords: -1%
Weapon Set II
Superior Sigil of Bursting+6% Condition Damage
- Weapon Strength: 905-1000
- Condition Damage: 120
- Toughness: 85
- Vitality: 85
- Weapon Strength: -
Water Weapon I
Water Weapon II
Upgrade Item Details
Weapons are geared towards maximum Condition damage with emphases in Toughness and Vitality for increased survivability.
V. Basic Gameplay
Main Skill Rotation
Never really toyed with a rotation before, nor have i really had a set way to play. This is a strictly theoretical rotation. Take the build and play as you like.