Necromancer WvW | Small Group Scepter/Focus, Staff | Roamer solo/small group/medium group Conditionmancer

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Summary

Although this build features high toughness, it is rather glassy due to the trait and utility choices. Traits are optimized for damage via conditions, utility skills can be changed depending on preference. I chose corruption skills because this is a condition build, and corruptions are mostly condition based


I. Weapons and Skills

Rabid Scepter
  • Weapon Strength: 895-1010
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Rabid Focus
  • Weapon Strength: 832-883
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Rabid Staff
  • Weapon Strength: 985-1111
  • Condition Damage: 239
  • Precision: 171
  • Toughness: 171
  • Weapon Strength: -
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Rabid Trident
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
  • Death Shroud10
    Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
  • Blood Curse½
    Bleed your foe.
    Damage: 118Bleeding: 4.5 s (170 damage)Range: 900
    • Rending Curse
      Bleed your foe.
      Damage: 118Bleeding: 4.5 s (170 damage)Range: 900
    • Putrid Curse
      Poison your foe.
      Damage: 168Bleeding: 4.5 s (170 damage)Poison: 6 s (336 damage)Range: 900
  • Grasping Dead¾ 10
    Summon skeletal hands to cripple foes in the target area.
    Damage: 270Crippled: 7 sx3Bleeding: 10 s (398 damage)Radius: 240Range: 900
    • 0
    • 0
  • Feast of Corruption¾ 10
    Strike your target, dealing additional damage and gaining life force for each condition on them.
    Damage: 371Life force: 8% + 1% per condition.x2Torment: 4 s + 1 stack per condition.Range: 900
    • 0
    • 0
  • 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: 1,500
    • 0
    • 0
  • Spinal Shivers16
    Chill your foe and remove three boons. Deals extra damage based on the number of boons removed. 1 boon deals 50% extra, 2 boons 100% extra, and 3 boons removed deals 150% extra damage.
    Damage: 151Chilled: 5 sRange: 1,500
    • 0
    • 0
  • Consume Conditions24
    Corruption. Feast on your conditions, gaining health for each one consumed.
    Healing: 5,240Heal per condition: 724x5Self Vulnerability: 4 s
    • 0
  • Corrupt Boon32
    Corruption. Poison yourself. Convert up to 5 boons on your foe into negative conditions.
    Self poison: 6 s (504 damage)UnblockableRange: 1,200
    • 0
  • Blood is Power24
    Corruption. Bleed yourself to gain might for yourself and nearby allies while bleeding your target.
    Damage: 130x8Might: 8 sx2Bleeding: 30 s (2550 damage)x2Self bleeding: 10 s (850 damage)Range: 1,200
    • 0
  • Epidemic1 16
    Corruption. Apply vulnerability on yourself. Spread conditions (up to 25 stacks) on a target foe to all nearby foes.
    x3Self vulnerability: 6 sRadius: 600Range: 1,200
    • 0
  • Plague144
    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

Staff: Use this whenever you need one of the following: AoE, condition transfer, fear. Staff also works well in melee range, just place AoE down at your feet.

 

Necrotic Grasp: pretty much useless in this build aside for one thing, and that is life force gain. If you are just walking around out of combat, use this skill on ambients (rats, chickens etc) to quickly fill your life force pool.

 

Mark of blood: This is your DPS skill, with low cooldown it will stack bleeds very quickly to anyone who doesn't avoid it

 

Chillblains: Useful for the chill, but I recommend using focus whenever you need to chill a single foe. AoE poison on this skill is also very useful as it will deal damage similar to 2 stacks of bleed, plus reduce healing. This also generates a combo field, allowing you to apply AoE weakness by placing putrid mark into the combo field

 

Putrid Mark: One of your two condition removals, however this also transfers conditions. use it when you have any long burns or bleeds, transferring them could just make you win a battle.

 

Reaper's Mark: AoE fear, with terror this is a good way to burst your target for an additional 1.5k damage in 1 second. It can be used both defensively and offensively. The fear lasts 1 3/4 seconds, so the damage from terror will only tick once, however you can add the death shroud (3) fear before it ends, extending the duration. With both combined you can get terror damage to tick 4 times in a single fear.

 

Scepter/focus: Use this whenever you need one of the following: Single target DPS, cripple, chill, boon removal, life force (in combat)

 

Blood curse: easiest way to stack conditions in this build, however it is not AoE. It's difficult to avoid, and stacks bleed, poison, burning (on crit) better than staff.

 

Grasping dead: More bleeds, however it is predictable and has a long casting time.
Use this to cripple if your foe isn't already chilled

 

Feast of Corruption: DO NOT use this UNLESS you desperately need life force

 

Reaper's Touch: Use this when you have allies around you, stacking vuln on enemies will help your team damage them down. Also use this for quick life force by aiming it at a group of enemies.

 

Spinal Shivers: Good way to start a 1v1 because it chills, increasing the time it takes for a melee character to get close to you. Also removes boons, awesome for getting rid of enemy might stacks, fury, and swiftness. People will run away from you A LOT. This skill makes it hard to do that.

 

Utility:
Consume conditions: Best necro heal, 'nuff said.

 

Rest can be altered by preference (For example, you don't need epidemic in very small group fights (less than 3)

 

Corrupt boon: Awesome condition bomb/burst. Gives you access to confusion (3 stacks) by converting retaliation (GG guardians). Turns stability into fear (more damage and control) counters any elite skill with stability.

 

Blood is power: 2 stacks of a nearly one minute bleed. However you do bleed yourself, you need to either transfer the bleed with putrid mark or remove it. If you are unable to do so, using blood is power without a target will grant you 10 might stacks WITHOUT bleeding yourself. Might grants condition damage, so this skill greatly improves your DPS.

 

Last utility slot is very flexible. Epidemic for medium/large group fights, spectral walk or signet of the locust for mobility.

 

Plague: Really epic skill that can be used in so many ways. Use it when you need to go defensive, use it in large group (zerg) fights as it has some impressive AoE DPS, use it to secure a stomp (you do this by starting the stomp then going into plague) or help an ally secure a stomp by spamming blind. You mostly want to set your plague to add bleeds, as that provides the best use of the skill, unless you need blind for utility reasons.


II. Traits

Adept Master Grandmaster

Trait Details

Spite: 30% condition duration, extremely good for this build. Main purpose is to pick up Dhuumfire in GM, gaining access to burning.

 

Spiteful Talisman: increases your chill up time and boon removal. Also grants 1200 range, denying all escape in most cases

 

Spiteful removal: very good for medium and large group combat, you tag a lot of enemies as a necromancer, granting you more kills, this condition removal will trigger very often.

 

Dhuumfire: Insanely powerful trait, in this build you have 76% condition duration, making your burns last 7 seconds, and the high precision will trigger the burn almost every 10 seconds. Best part: It's unavoidable, any attack that was evaded/blocked etc will not count as a crit, so your dhuumfire will not go on cooldown until the burning actually happens

 

Spite: maximizing condition damage and gaining access to terror
Hemophilia: This brings your bleed duration to 96% allowing for higher stacks

 

Terror: Your strongest condition, use it when you need to burst a target. You have 4 sources of fear: Staff 5, DS 3, corrupt boon vs stability and downed 2

 

Master of corruption: flexible trait, I chose it because I have 2-3 corruption skills slotted at all times, can be replaced with lingering curses as the condition duration boost ignores the 100% cap, adding DPS to your scepter skills.

 

Death Magic: Improves staff
Staff mastery: Staff cooldowns are terrible, and it's your main weapon

 

In a zerg: Drop 10 points from curses and get increased radius on staff skills by adding 10 points to Death Magic


III. Stat Specifics & Effects

Primary Stats

  • Health 19212 (+0)
  • Vitality 916 (+0)
  • Armor 2682 (+846)
  • Toughness 1762 (+846)
  • Attack 2163 (+300)
  • Power 1216 (+300)
  • Critical Hit 45% (+45%)
  • Precision 1852 (+936)

Secondary Stats

  • Bleeding Duration 20% (+20%)
  • Boon Duration 10% (+10%)
  • Condition Damage 1728 (+1728)
  • Condition Duration 80% (+80%)
  • DMG Taken from Guards and Lords -6% (+-6%)
  • Damage 947 (+0%)
  • Defense 920 (+0)
  • Experience from Kills 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

Maximized condition damage. 149-150 bleed dmg without might stacks (Need ascended to get those kind of numbers)
High armor to compensate for lack of defensive traits and utility skills
~50% critical chance for additional bleeds and dhuumfire
76% condition duration, 96% bleed duration
10% boon duration, increases 10 might stack duration from blood is power

 

You have access to: every single condition not including blindness. (However, putrid mark can convert blindness)


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Rare Veggie Pizza
Duration: 30min
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration: 40%
  • Condition Damage: 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

Svanir Masque
  • Defense: 73
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Svanir Shoulderguards
  • Defense: 73
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Svanir Chestguard
  • Defense: 314
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Svanir Gloves
  • Defense: 133
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Svanir Leggings
  • Defense: 194
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Svanir Boots
  • Defense: 133
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.

Armor Stat Totals

  • Defense 920
  • Condition Damage 175
  • Toughness 100

Rune Bonuses

Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.

Accessories & Jewels

Hymn to the ProphetsOffensive Slot
  • Condition Damage: 157
  • Precision: 108
  • Toughness: 108
Malign WvW InfusionOffensive Infusion
  • Condition Damage: 5
  • DMG Taken from Guards and Lords: -1%
Rabid BackOffensive Slot
  • Condition Damage: 63
  • Precision: 40
  • Toughness: 40
(Infused)
Malign WvW InfusionOffensive Infusion
  • Condition Damage: 5
  • DMG Taken from Guards and Lords: -1%
Khilbron's PhylacteryOffensive Slot
  • Condition Damage: 126
  • Precision: 85
  • Toughness: 85
(Infused)
Malign WvW InfusionOffensive Infusion
  • Condition Damage: 5
  • DMG Taken from Guards and Lords: -1%
Ouroboros LoopDefensive Slot
  • Condition Damage: 126
  • Precision: 85
  • Toughness: 85
(Infused)
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Fierceshot's ArrowheadOffensive Slot
  • Condition Damage: 110
  • Precision: 74
  • Toughness: 74
Malign WvW InfusionOffensive Infusion
  • Condition Damage: 5
  • DMG Taken from Guards and Lords: -1%
Marriner's FlaskDefensive Slot
  • Condition Damage: 110
  • Precision: 74
  • Toughness: 74
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%

Accessory Totals

  • Precision:466
  • Toughness:476
  • Condition Damage:712
  • DMG Taken from Guards and Lords:-6%

Weapon Set Sigils

Rabid Scepter
  • Weapon Strength: 895-1010
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Rabid Focus
  • Weapon Strength: 832-883
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Superior Sigil of Malice
+10% Condition Duration
Sigil of Minor Corruption
You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

Weapon Set I

Superior Sigil of Malice

+10% Condition Duration

Sigil of Minor Corruption

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

Rabid Staff
  • Weapon Strength: 985-1111
  • Condition Damage: 239
  • Precision: 171
  • Toughness: 171
  • Weapon Strength: -
Superior Sigil of Malice
+10% Condition Duration

Weapon Set II

Superior Sigil of Malice

+10% Condition Duration

Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Rabid Trident
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Sigil of Superior Force
+5% damage.
Superior Sigil of Malice
+10% Condition Duration

Water Weapon I

Sigil of Superior Force

+5% damage.

Water Weapon II

Superior Sigil of Malice

+10% Condition Duration

Upgrade Item Details

Food, armor, and trinkets all maximize condition damage. Runes of undead can be swapped to the new confusion rune (perplexity) unless it got nerfed or something. I chose not to because you only have 3 skills that can interrupt a foe.

 

Sigils: Use malice, otherwise your dhuumfire would only tick 6 times per 10 seconds. The 6% boost is enough to increase your dhuumfire duration to 7 seconds, and adds duration to all other conditions.

 

Corruption: 250 extra condition damage is always a good idea. For an even greater boost, have 2 focuses on you, one with Superior sigil of corruption, and another one with crest of the rabid. Once you reach 25 stacks of corruption, swap your focus to the one with crest of the rabid on it for 21 extra condition damage.


V. Basic Gameplay

Use skills when you need them. Simple example: Warrior used signet of rage? counter with spinal shivers. Thief used dagger storm? counter with corrupt boon.

 

For maximum DPS use scepter 1, 2, and staff 2 as soon as the cooldown ends


Main Skill Rotation

Spinal Shivers16
Chill your foe and remove three boons. Deals extra damage based on the number of boons removed. 1 boon deals 50% extra, 2 boons 100% extra, and 3 boons removed deals 150% extra damage.
Damage: 151Chilled: 5 sRange: 1,500
Blood is Power24
Corruption. Bleed yourself to gain might for yourself and nearby allies while bleeding your target.
Damage: 130x8Might: 8 sx2Bleeding: 30 s (2550 damage)x2Self bleeding: 10 s (850 damage)Range: 1,200
Grasping Dead¾ 10
Summon skeletal hands to cripple foes in the target area.
Damage: 270Crippled: 7 sx3Bleeding: 10 s (398 damage)Radius: 240Range: 900
Chilblains¾ 12¾
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
Putrid Mark¾ 16
Mark. Inscribe a mark that transfers conditions from allies to foes when they trigger it.
Damage: 444Radius: 240Combo Finisher: BlastRange: 1,200
Mark of Blood¾ 4
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 25½
Mark. Inscribe a mark that causes fear when foes trigger it.
Damage: 92Fear: 1 sRadius: 240Range: 1,200
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
Tainted Shackles¼ 40
Death Shroud. Bind nearby enemies with your life force, conditioning them repeatedly. If enemies move out of range of this ability, the bind will break. If the bind is allowed to expire, it immobilizes and damages them.
Damage: 292x3Torment: 10 s (960 damage)Range: 600
Life Transfer40
Death Shroud. Damage nearby foes and steal their life force.
Damage (9x): 543Life force: 3%Duration: 3Range: 600
Doom20
Death Shroud. Make your foe flee in fear.
Fear: 1 sFear (within 600 units): 1.5 sRange: 1,200
Mark of Blood¾ 4
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
Grasping Dead¾ 10
Summon skeletal hands to cripple foes in the target area.
Damage: 270Crippled: 7 sx3Bleeding: 10 s (398 damage)Radius: 240Range: 900
Blood Curse½
Bleed your foe.
Damage: 118Bleeding: 4.5 s (170 damage)Range: 900
Rending Curse
Bleed your foe.
Damage: 118Bleeding: 4.5 s (170 damage)Range: 900
Putrid Curse
Poison your foe.
Damage: 168Bleeding: 4.5 s (170 damage)Poison: 6 s (336 damage)Range: 900

Just one of the few ways you can burst with this build. use this only if you don't need putrid mark, reaper's mark, doom for utility purposes. Remember that you can cast life transfer while tainted shackles is channeling, and you can cast doom while life transfer is channeling. The goal is to use doom from less than 600 range before the fear from reaper's mark ends.


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