Necromancer PvE | Open World Staff, Scepter/Dagger | Control Wurm Necromancer Condi (23/6)
Table of Contents
Summary
This build is tailored for wurm condition team at TT world event. As this is specialized build for husk control, its should be used only as such in this form. Variations are possible.
I. Weapons and Skills
- 0Might: 15 s
- 0Might: 15 s
- 0Might: 15 s
- 0Might: 15 s
- 0Might: 15 s
- 0Might: 15 s
- 0Might: 15 s
- 0Might: 15 s
- 0Might: 15 s
- 0Might: 15 s
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- 0Might: 15 s
- 0Might: 15 s
- 0Might: 15 s
- 0Might: 15 s
- 0Might: 15 s
Weapon and Skill Details
Traditionally, the skills are set to use maximum condition dealing, though you have to be careful, some of them are also self-inflicted. Therefore, it is wise to use condition transfer for such situations.
- Plague Signet is perfect as it in passive stance applies conditions from allies to you and then to your enemy when activated.
- You can swap Spectral Grasp for Blood Is Power if more conditions are needed, and you don't need so much aoe control over husk.
- In case all the husks are really close together, you can use Epidemic, though you probably will not use it much.
- As for Elite skill, i use Lich Form, however it is possibly to use Plague Form as well as it applies multiple conditions, watch on bleeding though.
Traits
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.
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%.
Soul Reaping
- GluttonyIncrease life force gain from skills by 10%.
- Unyielding BlastShroud skill 1 pierces an inflicts 2 stacks of vulnerability for 10 seconds to targets it hits. Increased number of targets pierced to 5 from 4.
- Soul MarksMark skills are now unblockable and generate 3% life force when triggered.
- Speed of ShadowsIncreases movement speed while in shroud by 25% and decreases recharge of shroud by 30%.
- Last GaspGain Spectral Armor when your health falls below the threshold (50%).
- Spectral MasteryReduces recharge of spectral skills by 20% and increases duration by 50%. Additionally, when you activate a spectral skill you gain 5% life force.
- Vital PersistenceLife force drains 50% slower while in shroud and the recharge of shroud skills is reduced by 15%.
- Fear of DeathFear duration is 50% longer. When you are downed, fear foes around you for 1s.
- Strength of UndeathIncreases maximum life force pool by 15%. While above 50% lifeforce you deal 5% additional damage.
- Foot in the GraveWhen you enter shroud gain 1 stack of stability for 3 seconds and break out of stun.
- Death PerceptionWhile you are in shroud you have an additional 50% chance to critical hit.
- DhuumfireShroud skill 1 inflicts 1 stack of burning for 3 seconds when it hits.
Trait Details
- Spite: 3/2/1 - Bitter Chill, Rending Shroud and Signets of Suffering
- Curses: 3/2/1 - Chilling Darkness, Path of Corruption and Weakening Shroud
- Soul Reaping: 2/3/3 - Soul Marks, Fear of Death and Dhuumfire
OPTIONAL* - You can change either Curses or Soul Reaping to Blood Magic during the escort to gain Vampiric aura. It is useful for cleaving the eggs before they spawn, even before they are vulnerable as if hatched the grubs do a high amount of damage and should be avoided as much as possible. Use Quickening Thirst, Vampiric Presence and Vampiric Rituals. Aside from Vampiric Presence, the other traits are optional as you switch back to normal trait line when the escort is over.
III. Stat Specifics & Effects
Primary Stats
- Health 19212 (+0)
- Vitality 1000 (+0)
- Armor 2927 (+960)
- Toughness 1960 (+960)
- Attack 2346 (+180)
- Power 1180 (+180)
- Critical Hit 50% (+50%)
- Precision 1960 (+960)
Secondary Stats
- Agony Resistance 85 (+85)
- Condition Damage 2052 (+2052)
- Condition Duration 50% (+50%)
- Damage 1166 (+0%)
- Defense 967 (+0)
- Experience from Kills 20% (+20%)
- Might Duration 45% (+45%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
Stats are designed for maximum condition damage, also due to toughness your resilience to damage is higher. Watch for veteran wurms though, as high toughness also attracts wurms. With this build as a necro however you shouldn't have too many problems with them.
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
- (30min)
- Condition Duration: 40%
- Condition Damage: 70
- Experience from Kills: 10%
Utility Nourishment
Condition Damage: 100
Condition Duration: 10%
Experience from Kills: 10%
- (30min)
- Condition Damage: 100
- Condition Duration: 10%
- Experience from Kills: 10%
Armor & Runes
- Defense: 77
- Condition Damage: 63
- Precision: 45
- Toughness: 45
- Condition Damage: 25
- Might Duration: 10%
- Condition Damage: 50
- Might Duration: 15%
- Condition Damage: 100
- +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
- Condition Damage: 5
- Agony Resistance: 5
- Defense: 77
- Condition Damage: 47
- Precision: 34
- Toughness: 34
- Condition Damage: 25
- Might Duration: 10%
- Condition Damage: 50
- Might Duration: 15%
- Condition Damage: 100
- +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
- Condition Damage: 5
- Agony Resistance: 5
- Defense: 330
- Condition Damage: 141
- Precision: 101
- Toughness: 101
- Condition Damage: 25
- Might Duration: 10%
- Condition Damage: 50
- Might Duration: 15%
- Condition Damage: 100
- +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
- Condition Damage: 5
- Agony Resistance: 5
- Defense: 140
- Condition Damage: 47
- Precision: 34
- Toughness: 34
- Condition Damage: 25
- Might Duration: 10%
- Condition Damage: 50
- Might Duration: 15%
- Condition Damage: 100
- +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
- Condition Damage: 5
- Agony Resistance: 5
- Defense: 203
- Condition Damage: 94
- Precision: 67
- Toughness: 67
- Condition Damage: 25
- Might Duration: 10%
- Condition Damage: 50
- Might Duration: 15%
- Condition Damage: 100
- +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
- Condition Damage: 5
- Agony Resistance: 5
- Defense: 140
- Condition Damage: 47
- Precision: 34
- Toughness: 34
- Condition Damage: 25
- Might Duration: 10%
- Condition Damage: 50
- Might Duration: 15%
- Condition Damage: 100
- +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
- Condition Damage: 5
- Agony Resistance: 5
Armor Stat Totals
- Defense 967
- Condition Damage 644
- Might Duration 45%
- Precision 315
- Toughness 315
- Agony Resistance 30
Rune Bonuses
Superior Rune of the Aristocracy- Condition Damage: 25
- Might Duration: 10%
- Condition Damage: 50
- Might Duration: 15%
- Condition Damage: 100
- +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Accessories & Jewels
- Condition Damage: 5
- Agony Resistance: 5
- Condition Damage: 5
- Agony Resistance: 5
- Condition Damage: 5
- Agony Resistance: 5
- Condition Damage: 5
- Agony Resistance: 5
- Condition Damage: 5
- Agony Resistance: 5
- Condition Damage: 5
- Agony Resistance: 5
Accessory Totals
- Precision:466
- Toughness:466
- Condition Damage:722
- Agony Resistance:45
Weapon Set Sigils
- Weapon Strength: 1034-1166
- Condition Damage: 251
- Precision: 179
- Toughness: 179
- Weapon Strength: -
- Condition Damage: 5
- Agony Resistance: 5
- Condition Damage: 5
- Agony Resistance: 5
Weapon Set I
Sigil of Minor CorruptionYou gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)
- Weapon Strength: 940-1060
- Condition Damage: 125
- Precision: 90
- Toughness: 90
- Weapon Strength: 970-1030
- Condition Damage: 125
- Precision: 90
- Toughness: 90
- Condition Damage: 5
- Agony Resistance: 5
- Condition Damage: 5
- Agony Resistance: 5
Weapon Set II
Sigil of Superior Earth60% chance to do a 5s bleed on critical.
Sigil of Superior AgonyBleeds you apply last 20% longer.
Upgrade Item Details
This is pretty simple. Stats on armor and weapons are rabid, as a substitution i am trying sinister/verata armor, don't have much gameplay with it however. Runes are Aristocracy, you can purchase them from CM dungeon vendor, also in my opinion best with this build as the rune maximizes condition damage and might duration, given by some traits and weapon skills. Sigils: Corruption should be stacked before start of the event, watch for water if you dont have underwater weapon with the same sigil because you will loose the stacks. Also watch for grubs if they spawn, since if you will get downed, stacks are lost again. Other sigils add duration, bleed and aoe torment so very useful addition. Also keep in mind that if you do not have the money or resources do not trouble your selves with ascended armor, it is perfectly fine using exotics. the only difference is that you will have no infusions, but you gain additional slots for accessory upgrades, which should also be rabid in stats. It is also possible to use sinister stats, though power isn't really needed here.
Nourishment: You don't really have to use Rare Veggie Pizza, as it is over expensive. Just use Super Veggie Pizza, which is atm around 3s for piece. Also instead of Toxic Focusing Crystal you should/could use Master or Quality Tuning Crystal, as both types are much less expensive.
V. Basic Gameplay
I have unfortunately no gameplay video recorded yet, as my pc isnt in really good shape. I will do my best to record it as soon as possibly. None the less, here is the basic idea of how to utilise it.
Each wurm has somewhat unique environment of which condis have to be aware, mainly due to different tactics on each wurm. Cobalt wurm can be quiet annoying if you start aggroing pirates and wurms, also in some cases, if the wurm overscales, the wurms are a real pest. Also, very handy skills on Cobalt are fear and pull skills as you can make a husk to move away from the keg-running zerg and thus avoiding ppl randomly taging husks. On Crimson wurm one should be aware of the fact that other players are inevitably going to collide with the husks due to travel paths and container locations, however that issue can be avoided or at least lowered considerably with crowd control skill. Amber wurm is in my opinion the easiest as far controlling the husks is concerned, as abomination dies really fast and husk landing spots are relatively isolated in comparison to other wurms.
Most of the time, playing as a condi, you will be responsible for one of 3 husks. As it is usually dificult to get more then 12 condis per wurm, you will mostlikely have to solo your wurm. Do not be worried though, this build has enough toughness for you to survive during the fight and keep the husk busy.
When the husks land, it is best that you use, depending on the location and situation, either cc or combo field. If it is necessary to make the husk move away from the spot, just use Staff 5 or Shroud 3 skill, you can also use Spectral Grasp, otherwise start normal rotation with Staff 3 and 4 and then onward.
Once you aggro a husk and your cc ends, you should dodge to avoid parasites spit. It is very annoying as it makes you puke, which basically stuns you for around 5-6 seconds, thus making you vulnerable to attacks and unable to keep the husk busy.
As wurm has 2 phases, you should also take pvt or berserk armor and weapons for 2nd phase, during which condi is not needed anymore, but the priority is speed and maximum dps.
Main Skill Rotation
I decided to put two rotations for basic and alternate version, there are however multiple options of how to set up skills in order. Also as you can see i dont use all skills at my disposal. I use Death Shroud mainly to control surroundings in case i might get overwhelmed, to prolong my life and to keep up the stacks of conditions if they are about to run out
VI. Summary & Impressions
So, i hope you guys like it, please let me know if you got any ideas or suggestions and see ya around!