Necromancer sPvP | Tournament Staff, Scepter/Warhorn | Roamer The Condi-Vulnmancer

by Last Updated:
100% (2) Approval 2 Votes - 2446 Views

Summary

This build has been made to maximize the potential Necros have to increase their condi damage with vulnerability using traits like Bitter Chill and Rending Shroud. This build is also future-proof for the Reaper condi Spec.


I. Weapons and Skills

PvP Staff
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: -
PvP Scepter
  • Weapon Strength: 895-1010
PvP Warhorn
  • Weapon Strength: 814-900
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
  • Death Shroud10
    Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
    Fury: 5 sBreak Stun: 1 sStability: 3 s
  • Necrotic Grasp¾
    Send out a grasping hand that damages foes in a line and grants you life force.
    Damage: 246Life force: 4%Combo Finisher: Projectile (20% chance)Range: 1,200
    • 0
      Might: 15 s
    • 0
      Might: 15 s
  • Mark of Blood¾ 5
    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
    • 0
      Might: 15 s
    • 0
      Might: 15 s
  • Chilblains¾ 16
    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
    • 0
      Might: 15 s
    • 0
      Might: 15 s
  • Putrid Mark¾ 20
    Mark. Inscribe a mark that transfers conditions from allies to foes when they trigger it.
    Damage: 444Radius: 240Combo Finisher: BlastRange: 1,200
    • 0
      Might: 15 s
    • 0
      Might: 15 s
  • Reaper's Mark¾ 32
    Mark. Inscribe a mark that causes fear when foes trigger it.
    Damage: 92Fear: 1 sRadius: 240Range: 1,200
    • 0
      Might: 15 s
    • 0
      Might: 15 s
  • Consume Conditions30
    Corruption. Feast on your conditions, gaining health for each one consumed.
    Healing: 5,240Heal per condition: 724x5Self Vulnerability: 4 s
    • 0
      Might: 15 s
  • Spectral Grasp¾ 30
    Spectral. Pull your foe to you and chill them.
    Chilled: 4 sLife force: 15%Range: 1,200
    • 0
      Might: 15 s
  • Corrupt Boon40
    Corruption. Poison yourself. Convert up to 5 boons on your foe into negative conditions.
    Self poison: 6 s (504 damage)UnblockableRange: 1,200
    • 0
      Might: 15 s
  • Plague Signet24
    Signet Passive: Transfers conditions from nearby allies to yourself.
    Signet Active: Send your conditions to a foe.
    Passive Radius: 1200Breaks stunRange: 1,200Might: 15 s
    • 0
      Might: 15 s
  • Plague180
    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
      Might: 15 s

Weapon and Skill Details

WEAPONS
STAFF
Staff is a very important weapon for any necro build because of it's utility. The fear and it's ability to transfer conditions are essential to this build.

 

SCEPTER/WARHORN
Other Necros usually take Scepter/Dagger in this area but I've gone for Scepter Warhorn because I've found that the Warhorn is essential to performing powerful chain stun combos that will leave your opponent without any breathing space. Using Banshee's Wail at the right time can be the difference between someone healing/cleansing and surviving your condi burst or someone managing to land a combo on you. Off-hand Dagger has it's uses but I prefer Warhorn.

 

UTILITIES
Consume Conditions: Lately a lot of Necros have been going for the full signet build due to it's ability to handle boons on targets really well. But I personally like rolling with the old Co-Co because (I'm in love with the Coco) of it's utility against other condition classes. Believe it or not but certain engie specs are pretty good against you (it's just that no one plays them) and other necros can be a pain with the ping-pong transfers. Having something that totally cancels that out can be a lifesaver.

 

Spectral Grasp: This can be replaced by Flesh Wurm, Signet of Spite, Epidemic, Spectral Walk, Poison Cloud, literally anything you're most comfortable with. The only reason why I run Spectral Grasp in this slot is because of the additional CC and the good burst of Life force I can get from it to start a combo. It also enables me to pull people close so that I can combo other skills into it as seen here; http://youtu.be/mYxb3yKxTuA?t=133

 

Corrupt Boon: This skill is the counter to all Eles and Guardians and shouldn't be underestimated. It's essential to this build and cannot be replaced by anything, if you do replace it with a signet, you'll find that all the boons a target can place will cover the boons you actually want to reach.

 

Plague Signet This skill is mainly here for the amount of condis that can be piled on you while you're stunned. You can easily transfer these condis back with this utility because it is instant. There are moments where it can be annoying like when you're out of combat and running to a point but because your teammate is close by and he has chill, you take the chill from him and become chilled yourself or you're on low health and you all of a sudden get 6 stacks of bleed because you just took it from your friend. Apart from those annoying moments, this utility can be great and allows you to mess with people's boons due to the traits we've selected.

 

Plague The Elite is plague because of it's immense utility against Rampage, it's ability to get safe stomps and for rezzes. It's also a good way to stall on a point till your friends get to you. You can apply a good amount of bleeds with it too.

 


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%.

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.

Trait Details

The traits can be specced in several different ways but the above is the standard edition. Other editions include replacing Soul Reaping with Blood Magic and speccing 3/3/2 or replacing Soul Reaping with Death Magic and speccing 2/2/3. Give them a try because they both have their merits and you may find them interesting.

 

Blood Magic instead of Soul Reaping gives you access to more bleeds through Mark of Evasion, life steal through Vampirism and access to another passive signet. taking Blood Bond, Vampiric Aura and Unholy Martyr and you'll see that you have a bit more damage and survivability. Blood bond grants you might when it procs because of Signet of Suffering and Vampiric Aura heals you for a good amount when you use Life Transfer in Deathshroud. Unholy Martyr works really well in team fights as it gives you a good amount of Deathshroud when you enter Deathshroud, allowing you to stay in it longer. But for solo play, it doesn't work well, the other two traits in this line alleviate that though.

 

Death Magic on the other hand, gives you more access to fears and self cleanses. By taking Reaper's Protection, Shrouded Removal and Unholy Sanctuary, you give yourself more survivability in Deathshroud but your Deathshroud generation whilst running this line is not great.

 

SPITE:
This is the line that makes it all happen. The ability to improve your damage overtime and to play the attrition game, comes from this particular line. The Adepts in this line bolster both power and condi damage and you'll see how as I explain the reasons for my trait choices.

 

ADEPT:
Bitter Chill: This trait makes your chills apply vulnerability and you may be asking, why do you want to do that? Well Vulnerability now increases your condition damage as well as your direct damage and we currently have skills that apply chill on this build this includes, Spectral Grasp, Dark Path, Chillblains. You can also take Sigil of Hydromancy but I think that's overkill (though it would be pretty sweet overkill).

 

Spiteful Talisman is only useful if you run Focus and Spiteful Renewal is a great alternative to Bitter Chill because of the healing you'll get from it when fighting other hybrid or condi classes.

 

MASTER
Rending Shroud: Rending Shroud allows you to keep up a consistent amount of vuln on your target should they decide that getting close to you is a good idea or if you land Dark Path, it's a perfect way to keep applying vuln.

 

Chill of Death is viable as it synergizes with Bitter chill and removes boons from low targets but that's a decision for you to make. I personally like the synergy between Dark Path and Rending Shroud or Spectral Grasp and Rending Shroud.

 

GRANDMASTER
Signet of Suffering
Signet of Suffering gives you 3 stacks of might, reduces the cooldown of your signets and makes them remove 2 boons from your target.

 

With this trait, you can decide to go full passive, allowing you to take Plague Sending in Curses and Blood Bond in the Blood magic line, giving you 2 passive signets. One of which procs very reliably and on a 16s cooldown.

 

I mainly use this trait for the added utility it gives plague signet, allowing me to deal with boons whilst granting myself might.

 

Close to Death does not affect condi builds unfortunately so it's useless to us but Spiteful Spirit could be used instead of Signet of Suffering. This would give you access to retaliation when you enter Deathshroud. Retal can be useful against classes with multi-hit skills like Mesmers, Warriors and even Eles.

 

CURSES:
ADEPT
Plague Sending: This allows you to deal with enemies who focus on conditions. This only procs on crit so if you're running Carrion, making sure you have the intelligence Sigil on at least one of your weapons is quite important. Other traits in this adept tier will not help you.

 

MASTER:
Terror: This allows you to deal damage with your fears. Your fears are your main spike damage in this build apart from the amount of bleeds you can stack. Without the fears, you'll be killing things too slowly.

 

GRANDMASTER
Weakening Shroud: This trait applies weakness when you crit and allows you to apply weakness and 2-stacks of bleed to targets when you enter death shroud. Weakness reduces endurance regen on your target and has a 50% chance to make enemy attacks glancing blows (Glancing blows deal 50% less damage). This is really powerful against burst classes because you can make their burst set-ups useless.

 

I mainly use it in this build for the always up weakness, because it acts as a cover condition, and the bleeds when I go into deathshroud add to my damage. You can take Lingering Curse instead in this line but the baseline duration is really good currently. Applying more stacks of bleed through Weakening Shroud and being able to stack weakness, just adds more utility to the build. Way more utility than Lingering Curse.

 

SOUL REAPING
ADEPT:
Soul Marks: This trait makes your marks unblockable and gives you life force when you use them. This means that you have better life force generation and are able to counter Guardians and other block abilities better.

 

You can also use Unyielding Blast which gives you more vulnerability in this build but that would be at the detriment of your life force generation and lack of unblockability.
You can also take Speed of Shadows which will allow you to reduce the recharge of your deathshroud by 30% allowing you to have access to it more often. But that does not benefit this build as much as Soul Marks does.

 

MASTER
Fear of Death: This increases the duration of your fears allowing you to have 2-second fears from Deathshroud, without it, you fears won't last that long. This improves your damage with Terror and allows you to get the most out of your fears. But you can also go with Spectral Mastery or Vital Persistence.

 

Spectral Mastery: Improves the effectiveness of your Spectral grasp by giving you more life force for using it and reducing it's cooldown so you can use it more often.

 

Vital Persistence: This improves your survivability in deathshroud by reducing the amount Life force you lose whilst in deathshroud, meaning you can stay in it for longer.

 

Each of the traits in the master line offer something different and it's up to you to decide the playstyle you prefer.

 

GRANDMASTER
Foot in The Grave
This trait allows you to deal with those nasty stuns from all types of classes. As long as you have Deathshroud that is. Having this trait shouldn't stop you from using Deathshroud to deal damage, you have 3 other stun breaks afterall (Passive Plague Signet, Passive Spectral Armour and the main Plague Signet). This trait also allows you to safe stomp certain classes as well.

 

Death Perception
When using Carrion Amulet with this build, this trait works extremely well. The power from Carrion allows this trait to really shine and is the basis for the "Hybrid" version of this build. With this trait and the Carrion Amulet, not even Diamond skin Eles can stand in your way.

 

Dhuumfire
People believe that Dhuumfire is currently not viable but burning has never been something the Necro should depend on. In this build your main damage is your fears, burning, is just an addition. You can maintain 3 stacks of burning on your target really easily but you'd have to stay in Deathshroud to keep that going which would kill your condition pressure. If you're using this trait, best thing to do is to apply two stacks of burning and then do something else. You can already stack vuln, bleeds, poison, chill and fear, you don't need all that extra damage if it's going to be detrimental to you.

 

Dhuumfire is powerful and really shoots up your damage if used smartly. But it has to be used smartly.


III. Stat Specifics & Effects

Primary Stats

  • Health 19212 (+0)
  • Vitality 1000 (+0)
  • Armor 2820 (+900)
  • Toughness 1900 (+900)
  • Attack 2111 (+0)
  • Power 1000 (+0)
  • Critical Hit 47% (+47%)
  • Precision 1900 (+900)

Secondary Stats

  • Condition Damage 1622 (+1622)
  • Condition Duration 15% (+15%)
  • Damage 1111 (+0%)
  • Defense 920 (+0)

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 the Nightmare
  1. Condition Damage: 25
  2. Condition Duration: 5%
  3. Condition Damage: 50
  4. Condition Duration: 10%
  5. Condition Damage: 100
  6. 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
PvP Rune of the Nightmare
  1. Condition Damage: 25
  2. Condition Duration: 5%
  3. Condition Damage: 50
  4. Condition Duration: 10%
  5. Condition Damage: 100
  6. 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
PvP Rune of the Nightmare
  1. Condition Damage: 25
  2. Condition Duration: 5%
  3. Condition Damage: 50
  4. Condition Duration: 10%
  5. Condition Damage: 100
  6. 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
PvP Rune of the Nightmare
  1. Condition Damage: 25
  2. Condition Duration: 5%
  3. Condition Damage: 50
  4. Condition Duration: 10%
  5. Condition Damage: 100
  6. 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
PvP Rune of the Nightmare
  1. Condition Damage: 25
  2. Condition Duration: 5%
  3. Condition Damage: 50
  4. Condition Duration: 10%
  5. Condition Damage: 100
  6. 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
PvP Rune of the Nightmare
  1. Condition Damage: 25
  2. Condition Duration: 5%
  3. Condition Damage: 50
  4. Condition Duration: 10%
  5. Condition Damage: 100
  6. 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)

Rune Stat Totals

  • Condition Damage 175
  • Condition Duration 15%

Rune Bonuses

PvP Rune of the Nightmare
  1. Condition Damage: 25
  2. Condition Duration: 5%
  3. Condition Damage: 50
  4. Condition Duration: 10%
  5. Condition Damage: 100
  6. 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)

Accessories & Jewels

Rabid Amulet
  • Precision: 900
  • Toughness: 900
  • Condition Damage: 1200

Accessory Totals

  • Precision:900
  • Toughness:900
  • Condition Damage:1200

Weapon Set Sigils

PvP Staff
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: -
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)
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 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)

PvP Scepter
  • Weapon Strength: 895-1010
PvP Warhorn
  • Weapon Strength: 814-900
Superior Sigil of Torment
50% chance on critical hit: Apply AoE torment (5 seconds, 180 radius). (Cooldown: 5 Seconds)
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 Torment

50% chance on critical hit: Apply AoE torment (5 seconds, 180 radius). (Cooldown: 5 Seconds)

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
  • Weapon Strength: -
PvP
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

RUNES
Runes of Nightmare works extremely well with this build, it increases the duration of all your conditions by 15% and gives you a proc that applies your most powerful condition. Wouldn't change it for anything else.

 

AMULET
Depending on who you're coming up against or what trait you're running, different amulets can be used.
If you're fighting most condi classes then Carrion would be best as it gives you ample time to counter their conditions. If you're fighting mostly burst classes then Rabid is your best friend.

 

If you're running Death Perception then Carrion is the way to go as you benefit a lot from the power it gives you.

 

SIGILS:
Sigils work very much like amulets in that I change them depending on the Amulet I'm running. If running Carrion I take Sigil of Intelligence + Torment on Staff and Geomancy + Energy on Scepter but if running Rabid, I take Torment + Energy on Scepter and Geomancy + Energy on staff. This is because when using Rabid I can proc 4 condis on my auto-attack in Sceptre but if running Carrion I can essentially proc a mini spite on someone, as seen here; http://youtu.be/mYxb3yKxTuA?t=1554


V. Basic Gameplay

 

AGAINST ALL CLASSES:
When in a team fight, be ready to weave in and out of the fight with the skills you have. Chaining crowd control abilities like Warhorn and Reaper's Mark will keep you alive and using the environment to your advantage will also keep you alive.
If you're running Rabid, start with your Staff #2 and #3 skills as they generate Deathshroud and will force your target to cleanse early. Don't use your fear yet unless you need to. Switch to scepter, use #3 and then #2 then jump into Deathshroud, activate DS #5, #2 and #1 whilst waiting for your opponent to dodge because they'll be expecting a fear since you're in DS, don't use the fear until the last tick of torment, then use the fear, step out of DS, use Scepter #3 then Warhorn #4 as the target will undoubtedly want to heal, then Swap to Staff and use Staff #5 then #3 then #4 then #2. This should down the target. If not, use Deathshroud #4 to finish the job.

 

The above is obviously subject to the situation you're in and is quite flexible. You don't have to stick vigourously to the above or below rotation, use your abilities smartly and have patience. Spamming won't get you anywhere.

 

Check out the link for fights I have against different classes or you can check out the full Video guide further below;
http://youtu.be/mYxb3yKxTuA?t=1177


Main Skill Rotation

Mark of Blood¾ 5
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
Chilblains¾ 16
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
Mark of Blood¾ 5
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
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
Grasping Dead¾ 10
Summon skeletal hands to cripple foes in the target area.
Damage: 270Crippled: 7 sx3Bleeding: 10 s (398 damage)Radius: 240Range: 900
Locust Swarm1 30
Gain swiftness and summon a swarm of locusts that cripple nearby foes.
Damage: 60Crippled: 1 sSwiftness: 10 sRadius: 210Life force: 1%
Spectral Grasp¾ 30
Spectral. Pull your foe to you and chill them.
Chilled: 4 sLife force: 15%Range: 1,200
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
Fury: 5 sBreak Stun: 1 sStability: 3 s
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
Dark Path¾ 15
Death Shroud. Send out a claw. If this attack hits a foe, you teleport to that foe and chill nearby foes.
Damage: 84Chilled: 5 sx3Bleeding: 5 s (638 damage)UnblockableRange: 900
Doom20
Death Shroud. Make your foe flee in fear.
Fear: 1 sFear (within 600 units): 1.5 sRange: 1,200
Wail of Doom½ 30
Screech a wail of doom in a cone pattern, dazing foes.
Daze: 2 sRange: 600Unblockable
Reaper's Mark¾ 32
Mark. Inscribe a mark that causes fear when foes trigger it.
Damage: 92Fear: 1 sRadius: 240Range: 1,200
Chilblains¾ 16
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
Mark of Blood¾ 5
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

This is the sustained pressure rotation. When you see a target coming towards you, just place down Mark of Blood then Chillblains, then wait for Mark of Blood again (unless you're getting pressured) then hit that again. Swap Weapons, Use Feast of Corruption then Grasping Dead (make sure to dodge when needed), Use Locust Swarm. By this time the target is probably about to heal so, If they are blocking use Wail of Doom first then Spectral Grasp, if they aren't blocking use Spectral Grasp first then enter the burst combo, Which is Spectral Grasp -> Deathshroud -> Tainted Shackles (wait for target to stop dodging because good players dodge immediately they see you enter DS to evade your fear), fear the target -> Dark Path and Life Transfer or Exit DS, Swap weapons, use Reaper's Mark, Chillblains and Mark of Blood.


Condi Burst Combo

Spectral Grasp¾ 30
Spectral. Pull your foe to you and chill them.
Chilled: 4 sLife force: 15%Range: 1,200
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
Fury: 5 sBreak Stun: 1 sStability: 3 s
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
Doom20
Death Shroud. Make your foe flee in fear.
Fear: 1 sFear (within 600 units): 1.5 sRange: 1,200
Dark Path¾ 15
Death Shroud. Send out a claw. If this attack hits a foe, you teleport to that foe and chill nearby foes.
Damage: 84Chilled: 5 sx3Bleeding: 5 s (638 damage)UnblockableRange: 900
Reaper's Mark¾ 32
Mark. Inscribe a mark that causes fear when foes trigger it.
Damage: 92Fear: 1 sRadius: 240Range: 1,200
Chilblains¾ 16
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
Wail of Doom½ 30
Screech a wail of doom in a cone pattern, dazing foes.
Daze: 2 sRange: 600Unblockable
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
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
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
Fury: 5 sBreak Stun: 1 sStability: 3 s
Life Transfer40
Death Shroud. Damage nearby foes and steal their life force.
Damage (9x): 543Life force: 3%Duration: 3Range: 600

The above is the burst combo for low targets.

 

Spectral Grasp to pull them close which gives them chill and vulnerability, Enter DS which applies bleed and weakness, Use Doom whilst activating Tainted Shackles and use Dark Path. The above should be enough to kill them but if not, Exit DS and use Reaper's Mark instantly, apply Chillblains, Swap Weapons, Apply Daze so they don't heal or dodge, Feast of Corruption, Grasping Dead and they should drop but if not, Enter DS and Life Transfer


Blood Magic Condi Bomb Combo

Spectral Grasp¾ 30
Spectral. Pull your foe to you and chill them.
Chilled: 4 sLife force: 15%Range: 1,200
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
Fury: 5 sBreak Stun: 1 sStability: 3 s
Doom20
Death Shroud. Make your foe flee in fear.
Fear: 1 sFear (within 600 units): 1.5 sRange: 1,200
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
Dark Path¾ 15
Death Shroud. Send out a claw. If this attack hits a foe, you teleport to that foe and chill nearby foes.
Damage: 84Chilled: 5 sx3Bleeding: 5 s (638 damage)UnblockableRange: 900
Reaper's Mark¾ 32
Mark. Inscribe a mark that causes fear when foes trigger it.
Damage: 92Fear: 1 sRadius: 240Range: 1,200
Chilblains¾ 16
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
Wail of Doom½ 30
Screech a wail of doom in a cone pattern, dazing foes.
Daze: 2 sRange: 600Unblockable
Grasping Dead¾ 10
Summon skeletal hands to cripple foes in the target area.
Damage: 270Crippled: 7 sx3Bleeding: 10 s (398 damage)Radius: 240Range: 900
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
Blood Curse½
Bleed your foe.
Damage: 118Bleeding: 4.5 s (170 damage)Range: 900
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
Fury: 5 sBreak Stun: 1 sStability: 3 s
Life Transfer40
Death Shroud. Damage nearby foes and steal their life force.
Damage (9x): 543Life force: 3%Duration: 3Range: 600

The above is very similar to the Burst combo but with 1 added dodge. This dodge is to apply the proc from Mark of Evasion.

 

Spectral Grasp the target, Enter Deathshroud and dodge through the target whilst activating Doom (this will guarantee that Soul Marks lands on them), apply Tainted Shackles, Dark Path, Exit DS, Use Reaper's Mark, Chillblains, Swap Weapons, use Warhorn 4, Scepter 2 then 3 and Enter DS to Life Transfer.


Dealing with Rampage without Plague Elite

Corrupt Boon40
Corruption. Poison yourself. Convert up to 5 boons on your foe into negative conditions.
Self poison: 6 s (504 damage)UnblockableRange: 1,200
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
Fury: 5 sBreak Stun: 1 sStability: 3 s
Doom20
Death Shroud. Make your foe flee in fear.
Fear: 1 sFear (within 600 units): 1.5 sRange: 1,200
Plague Signet24
Signet Passive: Transfers conditions from nearby allies to yourself.
Signet Active: Send your conditions to a foe.
Passive Radius: 1200Breaks stunRange: 1,200Might: 15 s
Reaper's Mark¾ 32
Mark. Inscribe a mark that causes fear when foes trigger it.
Damage: 92Fear: 1 sRadius: 240Range: 1,200
Chilblains¾ 16
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 20
Mark. Inscribe a mark that transfers conditions from allies to foes when they trigger it.
Damage: 444Radius: 240Combo Finisher: BlastRange: 1,200

This is the combo I use to deal with Rampage.

 

I use Corrupt Boon first if the target has multiple boons, sometimes you don't have time to check so I tend to always start with Corrupt Boon just to be safe, but if you have time to check and the target only has 2 boons, then using Plague Signet first would be a lot faster since the target has a lot of CC. After the first boon conversion, Enter DS and apply Doom, Doom last long enough for the Stab they have to return so Use Plague Signet or Corrupt Boon, whichever one you didn't use initially then chain it into Reapers mark, Apply Chillblains and Putrid Mark for the Weakness combo application so that the attacks from the Rampage are weakened and then get ready to dodge a few attacks if the target isn't dead or hasn't left Ramage by that time.


Comments

Post a Comment