Necromancer PvE | Open World Scepter/Dagger, Staff | Damage S/D Conditions

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Summary

A Dire build allowing toughness and vitality while churning out multiples of Condition Damage.


I. Weapons and Skills

Dire Scepter
  • Weapon Strength: 895-1010
  • Condition Damage: 120
  • Toughness: 85
  • Vitality: 85
Dire Dagger
  • Weapon Strength: 924-981
  • Condition Damage: 120
  • Toughness: 85
  • Vitality: 85
Dire Staff
  • Weapon Strength: 985-1111
  • Condition Damage: 239
  • Toughness: 171
  • Vitality: 171
  • Weapon Strength: -
Dire Spear
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Toughness: 85
  • Vitality: 85
Dire Trident
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Toughness: 85
  • Vitality: 85
  • Death Shroud10
    Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
    Fury: 5 s
  • 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
      Protection: 3 s
    • 0
      Protection: 3 s
  • 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
      Protection: 3 s
    • 0
      Protection: 3 s
  • Deathly Swarm¼ 12
    Unleash an insect swarm, blinding multiple foes. Transfer three conditions to your target on a successful attack.
    Damage: 208Number of bounces: 3Blind: 6 sRange: 900
    • 0
      Protection: 3 s
    • 0
      Protection: 3 s
  • Enfeebling Blood¾ 16¾
    Inflict weakness and bleeding on foes in the target area.
    Damage: 168Weakness: 10 sx2Bleeding: 10 s (850 damage)Radius: 240Range: 900
    • 0
      Protection: 3 s
    • 0
      Protection: 3 s
  • Well of Blood ¾ 32
    Well. Conjure a well of blood to heal nearby allies.
    Initial self heal: 5240Duration: 10Healing per second: 152Combo field: LightProtection: 3 s
    • 0
      Protection: 3 s
  • Blood is Power20
    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
      Protection: 3 s
  • Signet of Spite¾ 60
    Signet Passive: Improves power.
    Signet Active: Inflict bleeding, blindness, crippled, poison, and vulnerability on your foe.
    Damage: 263Blind: 5 s x2Bleeding: 10 sCrippled: 10 sx2Poison: 10 sWeakness: 10 sx5Vulnerability: 10 sRange: 1,200
    • 0
      Protection: 3 s
  • Well of Suffering¼ 28
    Well. Target area pulses, damaging foes and inflicting vulnerability.
    Damage (5x): 1,220Duration: 5x2Vulnerability: 5 sRadius: 240Pulse: 1 sCombo Field: DarkProtection: 3 s
    • 0
      Protection: 3 s
  • Take Root 3 150
    Take root at your current location, becoming immobile, but causing several turrets to grow nearby.
    • 0
      Protection: 3 s

Weapon and Skill Details

Scepter and Dagger are very much the best choice for this build and will also allow you to move 25% faster.

 

Well of Suffering churns out staggering damage whilst Blood Is Power followed by Deathly Swarm is nasty. Signet Of Spite is for Power but you can add conditions if the foe has a few condition removers at his disposal.


Traits

Spite

  • Reaper’s Might
    Shroud skill 1 grants 1 stack of might for 15 seconds.
    • Spiteful Talisman
      Reduces focus skill recharges by 20%. Increase damage to foes with no boons by 5%.
    • Spiteful Renewal
      Striking a foe below 25% health consumes a condition from you and heals you when the condition is removed. (ICD 5s)
    • Bitter Chill
      Inflicting chill on a foe also inflicts 3 stacks of vulnerability for 8 seconds.
  • Death’s Embrace
    Increases damage while downed by 25%. Striking foes below 33% health inflicts 1 stack of vulnerability for 5 seconds.
    • Chill of Death
      Cast the focus skill Spinal Shivers when attacking a foe below 50% health. This trait now benefits from the recharge bonus of Spiteful Talisman.
    • Rending Shroud
      While in shroud apply 3 stacks of vulnerability for 10 seconds to foes around you.
    • Unholy Fervor
      Reduces recharge of axe skills by 20% and deal 10% more damage to vulnerable foes.
  • Siphoned Power
    Striking a foe below 50% health grants 2 stacks for might for 10 seconds. (1s ICD)
    • Signets of Suffering
      Reduces 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 Death
      Increases 20% damage to enemies below the health threshold (50%).
    • Spiteful Spirit
      Entering shroud casts the axe skill Unholy Feast. This trait benefits from the recharge bonus of Unholy Fervor.

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.

Trait Details

Traited to make the utilities more powerful as well as dagger speed.


III. Stat Specifics & Effects

Primary Stats

  • Health 27302 (+8090)
  • Vitality 1809 (+809)
  • Armor 2729 (+809)
  • Toughness 1809 (+809)
  • Attack 2266 (+270)
  • Power 1270 (+270)
  • Critical Hit 12% (+12%)
  • Precision 1160 (+160)

Secondary Stats

  • Condition Damage 2037 (+2037)
  • Damage 996 (+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

IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Truffle Risotto
Duration: 30min
Condition Damage: 100
Precision: 70
Experience from Kills: 10%
  • (30min)
  • Condition Damage: 100
  • Precision: 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

Dire Exalted Masque
  • Defense: 73
  • Condition Damage: 60
  • Toughness: 43
  • Vitality: 43
Superior Rune of Scavenging
  1. Condition Damage: 25
  2. 25% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
  3. Condition Damage: 50
  4. After using a healing skill, your next attack skill will steal health. (Cooldown: 10 seconds)
  5. Condition Damage: 100
  6. 7% of vitality is converted to condition damage.
Dire Exalted Mantle
  • Defense: 73
  • Condition Damage: 45
  • Toughness: 32
  • Vitality: 32
Superior Rune of Scavenging
  1. Condition Damage: 25
  2. 25% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
  3. Condition Damage: 50
  4. After using a healing skill, your next attack skill will steal health. (Cooldown: 10 seconds)
  5. Condition Damage: 100
  6. 7% of vitality is converted to condition damage.
Dire Exalted Coat
  • Defense: 314
  • Condition Damage: 134
  • Toughness: 96
  • Vitality: 96
Superior Rune of Scavenging
  1. Condition Damage: 25
  2. 25% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
  3. Condition Damage: 50
  4. After using a healing skill, your next attack skill will steal health. (Cooldown: 10 seconds)
  5. Condition Damage: 100
  6. 7% of vitality is converted to condition damage.
Dire Exalted Gloves
  • Defense: 133
  • Condition Damage: 45
  • Toughness: 32
  • Vitality: 32
Superior Rune of Scavenging
  1. Condition Damage: 25
  2. 25% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
  3. Condition Damage: 50
  4. After using a healing skill, your next attack skill will steal health. (Cooldown: 10 seconds)
  5. Condition Damage: 100
  6. 7% of vitality is converted to condition damage.
Dire Exalted Pants
  • Defense: 194
  • Condition Damage: 90
  • Toughness: 64
  • Vitality: 64
Superior Rune of Scavenging
  1. Condition Damage: 25
  2. 25% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
  3. Condition Damage: 50
  4. After using a healing skill, your next attack skill will steal health. (Cooldown: 10 seconds)
  5. Condition Damage: 100
  6. 7% of vitality is converted to condition damage.
Dire Exalted Boots
  • Defense: 133
  • Condition Damage: 45
  • Toughness: 32
  • Vitality: 32
Superior Rune of Scavenging
  1. Condition Damage: 25
  2. 25% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
  3. Condition Damage: 50
  4. After using a healing skill, your next attack skill will steal health. (Cooldown: 10 seconds)
  5. Condition Damage: 100
  6. 7% of vitality is converted to condition damage.

Armor Stat Totals

  • Defense 920
  • Condition Damage 594
  • Toughness 299
  • Vitality 299

Rune Bonuses

Superior Rune of Scavenging
  1. Condition Damage: 25
  2. 25% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
  3. Condition Damage: 50
  4. After using a healing skill, your next attack skill will steal health. (Cooldown: 10 seconds)
  5. Condition Damage: 100
  6. 7% of vitality is converted to condition damage.

Accessories & Jewels

Dire Amulet
  • Condition Damage: 120
  • Toughness: 85
  • Vitality: 85
Sinister Jewel
  • Condition Damage: 25
  • Power: 15
  • Precision: 15
Dire Back
  • Condition Damage: 30
  • Toughness: 21
  • Vitality: 21
(Infused)
Sinister Jewel
  • Condition Damage: 25
  • Power: 15
  • Precision: 15
Dire Ring
  • Condition Damage: 90
  • Toughness: 64
  • Vitality: 64
(Infused)
Sinister Jewel
  • Condition Damage: 25
  • Power: 15
  • Precision: 15
Dire Ring
  • Condition Damage: 90
  • Toughness: 64
  • Vitality: 64
(Infused)
Sinister Jewel
  • Condition Damage: 25
  • Power: 15
  • Precision: 15
Dire Earring
  • Condition Damage: 75
  • Toughness: 53
  • Vitality: 53
Sinister Jewel
  • Condition Damage: 25
  • Power: 15
  • Precision: 15
Dire Earring
  • Condition Damage: 75
  • Toughness: 53
  • Vitality: 53
Sinister Jewel
  • Condition Damage: 25
  • Power: 15
  • Precision: 15

Accessory Totals

  • Toughness:340
  • Vitality:340
  • Condition Damage:630
  • Power:90
  • Precision:90

Weapon Set Sigils

Dire Scepter
  • Weapon Strength: 895-1010
  • Condition Damage: 120
  • Toughness: 85
  • Vitality: 85
Dire Dagger
  • Weapon Strength: 924-981
  • Condition Damage: 120
  • Toughness: 85
  • Vitality: 85
Sigil of Superior Restoration
Gain Health on Killing a Foe.
Sigil of Superior Geomancy
You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set I

Sigil of Superior Restoration

Gain Health on Killing a Foe.

Sigil of Superior Geomancy

You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Dire Staff
  • Weapon Strength: 985-1111
  • Condition Damage: 239
  • Toughness: 171
  • Vitality: 171
  • Weapon Strength: -
Sigil of Superior Restoration
Gain Health on Killing a Foe.
Sigil of Superior Geomancy
You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set II

Sigil of Superior Restoration

Gain Health on Killing a Foe.

Dire Spear
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Toughness: 85
  • Vitality: 85
Dire Trident
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Toughness: 85
  • Vitality: 85
Sigil of Superior Restoration
Gain Health on Killing a Foe.
Sigil of Superior Geomancy
You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Water Weapon I

Sigil of Superior Restoration

Gain Health on Killing a Foe.

Water Weapon II

Sigil of Superior Geomancy

You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)


V. Basic Gameplay

Don't move around too much, you want your enemy to stay in your Wells and Marks.
Don't forget to switch to Shroud to rob him of boons and lower his confidence.


Main Skill Rotation


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