Necromancer PvE | Open World Staff, Scepter/Dagger | Control Wurm Necromancer Condi (23/6)

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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

Grizzlemouth's Spire
  • Weapon Strength: 1034-1166
  • Condition Damage: 251
  • Precision: 179
  • Toughness: 179
  • Weapon Strength: -
Grizzlemouth's Wand
  • Weapon Strength: 940-1060
  • Condition Damage: 125
  • Precision: 90
  • Toughness: 90
Grizzlemouth's Razor
  • Weapon Strength: 970-1030
  • Condition Damage: 125
  • Precision: 90
  • Toughness: 90
  • Weapon Strength: -
  • Weapon Strength: -
  • Death Shroud10
    Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
    Fury: 5 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
  • Signet of Spite¾ 48
    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: 1,200Might: 15 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
  • 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
  • Lich Form 1 180
    Spectral. Assume the form of a lich for a brief time.
    Stability: 3 s (per pulse)Life Force: Grants 15% when it ends.
    • 0
      Might: 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 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

  • 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

  • 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

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

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

Toxic Focusing Crystal
Duration: 30min
Condition Damage: 100
Condition Duration: 10%
Experience from Kills: 10%
  • (30min)
  • Condition Damage: 100
  • Condition Duration: 10%
  • Experience from Kills: 10%

Armor & Runes

Ferratus's Masque
  • Defense: 77
  • Condition Damage: 63
  • Precision: 45
  • Toughness: 45
Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Ferratus's Epaulets
  • Defense: 77
  • Condition Damage: 47
  • Precision: 34
  • Toughness: 34
Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Ferratus's Doublet
  • Defense: 330
  • Condition Damage: 141
  • Precision: 101
  • Toughness: 101
Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Ferratus's Wristguards
  • Defense: 140
  • Condition Damage: 47
  • Precision: 34
  • Toughness: 34
Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Ferratus's Breeches
  • Defense: 203
  • Condition Damage: 94
  • Precision: 67
  • Toughness: 67
Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Ferratus's Footwear
  • Defense: 140
  • Condition Damage: 47
  • Precision: 34
  • Toughness: 34
Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Versatile Malign InfusionOmni Infusion
  • 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
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)

Accessories & Jewels

Hymn to the ProphetsOffensive Slot
  • Condition Damage: 157
  • Precision: 108
  • Toughness: 108
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Rabid Back (Infused)Offensive Slot
  • Condition Damage: 63
  • Precision: 40
  • Toughness: 40
  • Agony Resistance: 5
(Infused)
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Ouroboros Loop (Infused)Defensive Slot
  • Condition Damage: 126
  • Precision: 85
  • Toughness: 85
  • Agony Resistance: 5
(Infused)
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Khilbron's Phylactery (Infused)Offensive Slot
  • Condition Damage: 126
  • Precision: 85
  • Toughness: 85
  • Agony Resistance: 5
(Infused)
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Marriner's FlaskDefensive Slot
  • Condition Damage: 110
  • Precision: 74
  • Toughness: 74
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Fierceshot's ArrowheadOffensive Slot
  • Condition Damage: 110
  • Precision: 74
  • Toughness: 74
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5

Accessory Totals

  • Precision:466
  • Toughness:466
  • Condition Damage:722
  • Agony Resistance:45

Weapon Set Sigils

Grizzlemouth's Spire
  • Weapon Strength: 1034-1166
  • Condition Damage: 251
  • Precision: 179
  • Toughness: 179
  • Weapon Strength: -
Sigil of Minor Corruption
You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Superior Sigil of Torment
50% chance on critical hit: Apply AoE torment (5 seconds, 180 radius). (Cooldown: 5 Seconds)

Weapon Set I

Sigil of Minor Corruption

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

Grizzlemouth's Wand
  • Weapon Strength: 940-1060
  • Condition Damage: 125
  • Precision: 90
  • Toughness: 90
Grizzlemouth's Razor
  • Weapon Strength: 970-1030
  • Condition Damage: 125
  • Precision: 90
  • Toughness: 90
Sigil of Superior Earth
60% chance to do a 5s bleed on critical.
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Sigil of Superior Agony
Bleeds you apply last 20% longer.
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5

Weapon Set II

Sigil of Superior Earth

60% chance to do a 5s bleed on critical.

Sigil of Superior Agony

Bleeds you apply last 20% longer.

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II

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

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
Signet of Spite¾ 48
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: 1,200Might: 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
Grasping Dead¾ 10
Summon skeletal hands to cripple foes in the target area.
Damage: 270Crippled: 7 sx3Bleeding: 10 s (398 damage)Radius: 240Range: 900
Deathly Swarm¼ 18
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
Enfeebling Blood¾ 25
Inflict weakness and bleeding on foes in the target area.
Damage: 168Weakness: 10 sx2Bleeding: 10 s (850 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
Consume Conditions30
Corruption. Feast on your conditions, gaining health for each one consumed.
Healing: 5,240Heal per condition: 724x5Self Vulnerability: 4 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

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


Spectral Grasp¾ 30
Spectral. Pull your foe to you and chill them.
Chilled: 4 sLife force: 15%Range: 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
Reaper's Mark¾ 32
Mark. Inscribe a mark that causes fear when foes trigger it.
Damage: 92Fear: 1 sRadius: 240Range: 1,200
Signet of Spite¾ 48
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: 1,200Might: 15 s
Grasping Dead¾ 10
Summon skeletal hands to cripple foes in the target area.
Damage: 270Crippled: 7 sx3Bleeding: 10 s (398 damage)Radius: 240Range: 900
Enfeebling Blood¾ 25
Inflict weakness and bleeding on foes in the target area.
Damage: 168Weakness: 10 sx2Bleeding: 10 s (850 damage)Radius: 240Range: 900
Deathly Swarm¼ 18
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
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
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

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!


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