Necromancer sPvP | Fun Staff, Dagger/Dagger | Bunker Undying Necro
Table of Contents
Summary
My first build, I decided to build something that has decent survivability. 1v1 you will be able to stand a while before anyone takes you out, if they can; group fights can get dangerous if you get stuck in the middle and CCed a lot. Just remember, never press F1, let your shroud activate automatically.
I. Weapons and Skills
- 0
- 0
- 0
- 0
- 0
- 0
- 0
- 0
- 0
- 0
-
- Taste of Death¾Sacrifice your blood fiend to heal yourself.Healing: 6520
- Putrid Explosion1Explode a bone minion.Damage: 1,529Radius: 240Combo Finisher: Blast
- Rigor Mortis50Immobilize your bone fiend, and it will immobilize foes.Damage (2x): 716Immobilized: 2 s
- 0
- Charge 40Command your flesh golem to charge a foe.Damage: 1,444Range: 1,200
Weapon and Skill Details
Your main weapon is your staff, marks will generate the majority of your life force. Run daggers if you're caught in melee, and use Charge, Rigor Mortis, and Dark Pact as you run. You can swap out Signet of Spite for Spectral armor if you feel you get into melee more often than not, or Signet of Undeath for extra utility and Life Force generation.
Traits
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.
Death Magic
- Armored ShroudGain 180 toughness while in death shroud.
- Flesh of the MasterMinions have 50% increased health. Gain 20 bonus toughness for each minion you control.
- Shrouded RemovalRemove a condition when you enter shroud and every 3 seconds that you remain in shroud.
- Putrid DefensePoisoned foes deal 10% less damage to you.
- Soul ComprehensionYour passive life-force generation from nearby deaths is increased by 20%
- Necromantic CorruptionIncreases minion damage by 25%. Every 10 seconds your minions will take one condition from you. Minions transfer conditions when they hit with attacks (this can only occur once every 10 seconds per minion).
- Reaper’s ProtectionIf you are inflicted by a crowd control effect you inflict fear for 2 seconds on nearby foes (60s ICD).
- Deadly StrengthGain power equal to 7% of your toughness. If you are in shroud this value is doubled.
- Beyond the VeilWhen you exit shroud you and all your minions gain protection for 3 seconds.
- Death NovaMinions explode when they die in a cloud of poison. This effect also occurs if you are downed. When you kill a foe summon a jagged horror (this effect can only occur once every 15 seconds).
- Corrupter’s FervorWhenever you apply a condition to a foe gain a stack of Corrupter’s Fervor for 8 seconds which grants 30 toughness and 2% reduced incoming condition damage per stack (maximum 10 stacks).
- Unholy SanctuaryHeal every second while you are in shroud. If you would take fatal damage and you have at least 10% lifeforce you enter shroud instead (30s ICD).
Blood Magic
- Mark of EvasionCast Mark of Blood when you dodge roll. (8s ICD)
- Ritual of LifeRevive allies 10% faster. When you start reviving an ally cast Well of Blood. This trait benefits from the recharge bonus of Vampiric Wells.
- Quickening ThirstReduces recharge of dagger skills by 33% if used while you are over 75% health. Move 25% faster while wielding at least one dagger.
- Blood BondWhen 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.
- VampiricYou siphon health with your attacks. Your minions siphon health and give it to you.
- Life from DeathWhen you exit shroud you heal and partially revive allies around you.
- Banshee’s WailReduces recharge of warhorn skills by 20% and increases effect durations for warhorn skills by 50%.
- Vampiric PresenceYou and allies near you siphon health with attacks (combat only). This effect stacks with the siphoning granted by Vampiric.
- Last RitesGain increasing healing power based on how low your health is. Other allies near you do not bleed out while downed (combat only).
- Vampiric RitualsReduces recharge of well skills by 20%. Wells siphon health for you every pulse and grant protection to allies when cast.
- Unholy MartyrDraws 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.
- TransfusionShroud 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
The absolute necessity to this build is Unholy Sanctuary, followed closely by Soul Marks and Vital Persistence. The point is to let yourself get taken down the 32k health and get forced into Shroud, where you should have another 25k Life Force to live off of. I switch out Necromantic Corruption for Deadly Struggle, and Death Perception for Dhuumfire every now and then, personally.
III. Stat Specifics & Effects
Primary Stats
- Health 32212 (+13000)
- Vitality 2300 (+1300)
- Armor 2095 (+175)
- Toughness 1175 (+175)
- Attack 3191 (+1080)
- Power 2080 (+1080)
- Critical Hit 47% (+47%)
- Precision 1900 (+900)
Secondary Stats
- Bleeding Duration 20% (+20%)
- Chill Duration 20% (+20%)
- Damage 1111 (+0%)
- Defense 920 (+0)
Boons
Conditions
Control
Fields & Finishers
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Toughness: 25
- Vitality: 35
- Toughness: 50
- Vitality: 65
- Toughness: 100
- Regenerate health every second.
- Toughness: 25
- Vitality: 35
- Toughness: 50
- Vitality: 65
- Toughness: 100
- Regenerate health every second.
- Toughness: 25
- Vitality: 35
- Toughness: 50
- Vitality: 65
- Toughness: 100
- Regenerate health every second.
- Toughness: 25
- Vitality: 35
- Toughness: 50
- Vitality: 65
- Toughness: 100
- Regenerate health every second.
- Toughness: 25
- Vitality: 35
- Toughness: 50
- Vitality: 65
- Toughness: 100
- Regenerate health every second.
- Toughness: 25
- Vitality: 35
- Toughness: 50
- Vitality: 65
- Toughness: 100
- Regenerate health every second.
Rune Stat Totals
- Toughness 175
- Vitality 100
Rune Bonuses
PvP Rune of the Dolyak- Toughness: 25
- Vitality: 35
- Toughness: 50
- Vitality: 65
- Toughness: 100
- Regenerate health every second.
Accessories & Jewels
Accessory Totals
- Power:900
- Precision:900
- Vitality:1200
Weapon Set Sigils
- Weapon Strength: 985-1111
- Weapon Strength: -