Necromancer PvE | Dungeon Scepter/Dagger, Staff | Damage Lingering Close to Death

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Summary

Sup all, I'm Devourerofmemes one of the three creators of this site, I fell in love with Necromancer in the first beta weekend event and have been playing it ever since. This build makes use of sinister stats for high condition damage, power and precision. Since conditions got a rework, I expect sinister condition builds to become on par with berserkers/assassins builds in PvE. Finally, those of us that enjoy condition builds can hopefully move into the meta. Atm, this is still not the case because the ramp up time, I hope they bump the dps to be slightly higher on condition builds vs power to balance it over time.


I. Weapons and Skills

Verata's Wand
  • Weapon Strength: 940-1060
  • Condition Damage: 125
  • Power: 90
  • Precision: 90
Verata's Razor
  • Weapon Strength: 970-1030
  • Condition Damage: 125
  • Power: 90
  • Precision: 90
Verata's Spire
  • Weapon Strength: 1034-1166
  • Condition Damage: 251
  • Power: 179
  • Precision: 179
  • Weapon Strength: -
Verata's Impaler
  • Weapon Strength: 950-1050
  • Condition Damage: 125
  • Power: 90
  • Precision: 90
Verata's Trident
  • Weapon Strength: 950-1050
  • Condition Damage: 125
  • Power: 90
  • Precision: 90
  • Death Shroud10
    Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
    Fury: 5 s
  • Blood Curse½
    Bleed your foe.
    Damage: 118Bleeding: 4.5 s (170 damage)Range: 900
    • Rending Curse
      Bleed your foe.
      Damage: 118Bleeding: 4.5 s (170 damage)Range: 900
    • Putrid Curse
      Poison your foe.
      Damage: 168Bleeding: 4.5 s (170 damage)Poison: 6 s (336 damage)Range: 900
  • Grasping Dead¾ 10
    Summon skeletal hands to cripple foes in the target area.
    Damage: 270Crippled: 7 sx3Bleeding: 10 s (398 damage)Radius: 240Range: 900
    • 0
      Protection: 3 s
    • 0
      Protection: 3 s
  • Feast of Corruption¾ 10
    Strike your target, dealing additional damage and gaining life force for each condition on them.
    Damage: 371Life force: 8% + 1% per condition.x2Torment: 4 s + 1 stack per condition.Range: 900
    • 0
      Protection: 3 s
    • 0
      Protection: 3 s
  • Deathly Swarm¼ 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
    • 0
      Protection: 3 s
    • 0
      Protection: 3 s
  • Enfeebling Blood¾ 25
    Inflict weakness and bleeding on foes in the target area.
    Damage: 168Weakness: 10 sx2Bleeding: 10 s (850 damage)Radius: 240Range: 900
    • 0
      Protection: 3 s
    • 0
      Protection: 3 s
  • Signet of Vampirism35
    Signet Passive: Heal when struck by a foe.
    Signet Active: Heal yourself and mark a foe. Allied players will siphon life from that enemy.
    Active Life Siphon Damage: 265Active Life Siphon Heal: 392Initial Self Heal: 3,960Passive Heal: 325x25Vampiric Mark(5s): Life is siphoned when struck by players.Passive Heal Cooldown: 1 sRange: 1,200
    • 0
      Protection: 3 s
  • Blood is Power20
    Corruption. Bleed yourself to gain might for yourself and nearby allies while bleeding your target.
    Damage: 130x8Might: 8 sx2Bleeding: 30 s (2550 damage)x2Self bleeding: 10 s (850 damage)Range: 1,200
    • 0
      Protection: 3 s
  • Signet of Spite¾ 60
    Signet Passive: Improves power.
    Signet Active: Inflict bleeding, blindness, crippled, poison, and vulnerability on your foe.
    Damage: 263Blind: 5 s x2Bleeding: 10 sCrippled: 10 sx2Poison: 10 sWeakness: 10 sx5Vulnerability: 10 sRange: 1,200
    • 0
      Protection: 3 s
  • Well of Suffering¼ 28
    Well. Target area pulses, damaging foes and inflicting vulnerability.
    Damage (5x): 1,220Duration: 5x2Vulnerability: 5 sRadius: 240Pulse: 1 sCombo Field: DarkProtection: 3 s
    • 0
      Protection: 3 s
  • Summon Flesh Golem 48
    Minion. Summon a flesh golem to attack foes with crippling claws.
    Damage: 770Crippled: 1 s
    • Charge 40
      Command your flesh golem to charge a foe.
      Damage: 1,444Range: 1,200

Weapon and Skill Details

Weapons
Staff offers great AoE damage, while scepter is more single target based. You'll normally be opening with staff and switching to scepter for higher sustained damage, but I'll go more into rotation in their respective section below.

 

Staff Skills

  • Necrotic Grasp: This attack does more damage than it gets credit for, but you'll primarily use it when there are multiple enemies stacked together in a line or you need the 1200 range. However, each hit gives 4% life force, so it can be used to fill up your life force quickly, especially if you're hitting multiple targets per cast.

     

  • Mark of Blood: This has great AoE bleed damage, however don't forget about the regeneration. This skill is great for adding additional healing to yourself or allies. The regeneration is 5s and the CD is 6s, so in some situations it's best to stay in staff and cast a few Marks of Blood in a row, before switching back to a damage rotation.

     

  • Chillblains: This has decent poison damage, but it also provides amazing peels through the use of chill, which reduces enemy movement speed by 66%. Also remember that poison reduces enemy healing by 33% and the poison field can be combo-ed for area weakness.

     

  • Putrid Mark: Staffs highest burst damage skill and a blast finisher. However many don't read the skill description, which explains it also transfers conditions from yourself to enemies that trigger the mark. So if you've gained condition stacks, you can use this to remove them. If you're health is high enough this is a better option than Consume Conditions, because you're not wasting a heal to remove condition stacks.

     

  • Reaper's Mark: This is your best CC skill. Use this to interrupt enemy skills like abomination charges in Arah, or to clear an area around a downed ally so the revive is safer. It can also be nice when running to skip mobs in dungeons.

 

Scepter Skills

  • Curse Chain: This will be your primary sustain damage skill in long fights. It has high bleed and poison damage. However it can feel very useless on trash mobs.

     

  • Grasping Dead: Decent bleed damage and a great peel and kiting tool through cripple application. Although cripple is only 33% reduced movement speed this is on a shorter cd than Chilblains, so you'll be able to use it twice as often.

     

  • Feast of Corruption: This is scepters highest burst damage skill which scales with the number of conditions on your target. It also scales life force generation with each condition the target has. I suggest casting 2 > 5 before using it, unless the target already has a number of conditions. This is unaffected by condition stacks, so you only need to worry about having multiple condition types before using it.

     

  • Deathly Swarm: Similar to Putrid Mark but also providing a blind, this will transfers conditions from yourself to enemies. It's another preferred options to remove conditions if you still have high health or Consume Conditions is on CD. Keep the CD timers of this and Putrid Mark in your head, so you know when to swap weapon sets to removing conditions from yourself. During the South sun Cove events I would purposely stand in enemy fire while in death shroud, stack up a duration of over 1 minute of burning, drop out of DS and immediately transfer the stack to the enemy boss. This works in a number of dungeon fights.

     

  • Enfeebling Blood: Another quick way to build AoE bleed stacks, while also providing the damage reducing benefits of AoE weakness.
Death Shroud Skills
  • Life Blast: Decent damage if you're within 600 range, we have the Reaper's Might trait, so we gain 15s of might every cast.

     

  • Dark Path: Use it for port and the chill peel, damage is low.

     

  • Doom: Single target fear that has increased duration within 600 range, this can be cast while stunned, dazed or knocked down. Great to use before reviving an ally or to interrupt enemy skills.

     

  • Life Transfer: Great AoE and works nicely for large trash pulls. This generates a good amount of life force so don't use it if you're currently at max.

     

  • Tainted Shackles: Our lovely new 5 skill added in the 6/25 patch, this applies the new condition torment and will cause an immobilize to enemies that stay within range when it finishes. I like to start this and fear while it stacks torment causing the target to take extra damage from the movement fear forces.
Healing Skill
Signet of Vampirism: This offers more group support and synergizes well with our blood traits.

 

Utility Skills
Well of Suffering: Amazing AoE damage and 10 stacks of vulnerability if the enemy eats the entire duration.

 

Blood is Power: 8 stacks of might for you and allies with a high damage bleed, make sure to transfer the self bleed with staff 4 or scepter 4.

 

Signet of Spite: Improves Power. Can be used defensively if needed.

 

Epidemic: One of the best AoE condition skills in the game if used correctly, it will transfer all conditions on an enemy including the stacks to 5 targets within 600 range of the enemy targeted. You'll get self vulnerability from casting this so transfer it to an enemy with staff 4 or scepter 4.

 

Elite Skill
Summon Flesh Golem: You actually do more damage with scepter maintaining bleeds and poison than you do by using Lich Form, so this is the best way to add some extra DPS, we also trait 30% more damage from minions just for this. His charge skill wrecks objects and enemies trapped against a wall, just make sure he's facing them when you cast Charge, because he'll take off in a straight line and sometimes it takes a second or two before he faces what you're targeting.

 

Skill Variations
For running by mobs in dungeons I switch in Signet of Locust, Spectral Walk, Bone Minions and Plague Form Elite. Spectral walk provides 30 seconds of swiftness, so if it's a short run or you're group is stacking swiftness you don't need Signet of Locust and could take Spectral armor for another stun break. Bone minions can be killed to cause a blast finisher so they are great from blasting a lightning field for max swiftness duration. If you don't have that in group switch it for something else. Plague Form has stability and blinds if you get in a bad situation during the run. For certain fights like Lupicus in Arah I suggest taking Flesh Wurm to Port out of Necrid Trap or similar situations. Lastly on single target boss fights swap in Flesh Wurm for Epidemic, it has second highest DPS of the non elite minions with 1200 range and gives you a port skill if needed. Signet of Spite would be another option, 10 sec poison, 10 sec 2 stacks of bleeding, and 10 sec 5 stacks of vulnerability.


Traits

Spite

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

Curses

  • Barbed Precision
    Critical hits have a 33% chance to inflict bleeding. The duration of your applied bleeding stacks is increased by 20%.
    • Terrifying Descent
      When you take falling damage, inflict fear for 1 second on nearby foes. Reduces fall damage by 50%.
    • Plague Sending
      When you have 3 or more conditions on you your next critical hit casts Plague Signet on your target. This trait benefits from the recharge bonus of Signets of Suffering.
    • Chilling Darkness
      Blinding a foe inflicts chill on them for 2 seconds. 5-second internal cooldown
  • Furious Demise
    When you enter shroud, gain fury for 5 seconds.
    • Master of Corruption
      Reduces recharge of corruption skills by 33% but causes corruption skills to apply additional conditions to you when cast. (Condition applied varies per skill.)
    • Path of Corruption
      Shroud skill 2 converts boons on struck foes to conditions.
    • Terror
      Causes fear to deal damage per second scaling with your condition damage stat. Damage is increased vs foes that have at least one other condition on them.
  • Target the Weak
    Your critical hit chance is increased by 2% for each condition on your target. Additionally you gain condition damage equal to 13% of your precision.
    • Weakening Shroud
      Critical hits inflict weakness for 5 seconds (10s ICD). When you enter shroud cast Enfeeble on nearby foes (Enfeeble is functionally identical to the dagger skill Enfeebling Blood.)
    • Parasitic Contagion
      You are healed for 10% of your outgoing condition damage.
    • Lingering Curse
      Gain 150 condition damage while wielding a scepter. The base duration of all scepter conditions is increased by 50%.

Blood Magic

  • Mark of Evasion
    Cast Mark of Blood when you dodge roll. (8s ICD)
    • Ritual of Life
      Revive allies 10% faster. When you start reviving an ally cast Well of Blood. This trait benefits from the recharge bonus of Vampiric Wells.
    • Quickening Thirst
      Reduces recharge of dagger skills by 33% if used while you are over 75% health. Move 25% faster while wielding at least one dagger.
    • Blood Bond
      When you inflict at least 4 stacks of bleeding to a single target cast Lesser Signet of Vampirism on them. This trait benefits from the recharge bonus of Signets of Suffering.
  • Vampiric
    You siphon health with your attacks. Your minions siphon health and give it to you.
    • Life from Death
      When you exit shroud you heal and partially revive allies around you.
    • Banshee’s Wail
      Reduces recharge of warhorn skills by 20% and increases effect durations for warhorn skills by 50%.
    • Vampiric Presence
      You and allies near you siphon health with attacks (combat only). This effect stacks with the siphoning granted by Vampiric.
  • Last Rites
    Gain increasing healing power based on how low your health is. Other allies near you do not bleed out while downed (combat only).
    • Vampiric Rituals
      Reduces recharge of well skills by 20%. Wells siphon health for you every pulse and grant protection to allies when cast.
    • Unholy Martyr
      Draws conditions from allies when you enter shroud and every few seconds while you remain in shroud. Gain life force each time a condition is transferred.
    • Transfusion
      Shroud skill 4 heals and partially revives nearby allies. Additionally you teleport up to 5 nearby downed allies to your location while channeling this skill.

Trait Details

Things are pretty obvious here. We're grabbing spite and curses for maximum damage. I've added blood to offer some support and extra damage through siphon health and protection on wells. If you're in a pug and people are getting downed you may consider grabbing Transfusion.


III. Stat Specifics & Effects

Primary Stats

  • Health 19212 (+0)
  • Vitality 1000 (+0)
  • Armor 2007 (+40)
  • Toughness 1040 (+40)
  • Attack 3146 (+1101)
  • Power 2101 (+1101)
  • Critical Hit 50% (+50%)
  • Precision 1961 (+961)

Secondary Stats

  • Agony Resistance 85 (+85)
  • Bleeding Duration 45% (+45%)
  • Condition Damage 2333 (+2333)
  • Condition Duration 50% (+50%)
  • Damage 1045 (+0%)
  • Defense 967 (+0)
  • Experience from Kills 20% (+20%)

Boons

  • Aegis
    Block the next attack.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Resistance
    Resistance temporarily negates the affected target of all effects caused by conditions.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

Conditions

  • Agony
    Agony is an effect unique to Fractals of the Mists that removes a percentage of the player's health every second and reduces received healing by ~50%.
  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Slow
    Slow is a condition that reduces the activation time of skills and abilities.
  • Taunt
    Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.
  • Teleport
    Teleport (alternatively, flash) is a mechanic that causes the user or target(s) to instantly move from one location to another.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Revealed
    Revealed is an effect applied when stealth is broken, for example by entering combat or exiting a Shadow Refuge circle prematurely.
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Super Speed
    Activate your slick shoes, enabling you to move at superior speeds.
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

Stat and Effect Details

  • High Condition Damage.
  • Decent Precision.
  • Decent Power Damage.
  • High Crowd Control


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

Verata's Masque
  • Defense: 77
  • Condition Damage: 63
  • Power: 45
  • Precision: 45
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Verata's Epaulets
  • Defense: 77
  • Condition Damage: 47
  • Power: 34
  • Precision: 34
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Verata's Doublet
  • Defense: 330
  • Condition Damage: 141
  • Power: 101
  • Precision: 101
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Verata's Wristguards
  • Defense: 140
  • Condition Damage: 47
  • Power: 34
  • Precision: 34
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Verata's Breeches
  • Defense: 203
  • Condition Damage: 94
  • Power: 67
  • Precision: 67
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Verata's Footwear
  • Defense: 140
  • Condition Damage: 47
  • Power: 34
  • Precision: 34
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5

Armor Stat Totals

  • Defense 967
  • Condition Damage 644
  • Bleeding Duration 45%
  • Power 315
  • Precision 315
  • Agony Resistance 30

Rune Bonuses

Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)

Accessories & Jewels

Jurah's JewelOffensive Slot
  • Condition Damage: 157
  • Power: 108
  • Precision: 108
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Tome of the Rubicon (Infused)Defensive Slot
  • Condition Damage: 63
  • Precision: 40
  • Toughness: 40
  • Agony Resistance: 5
(Infused)
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Plague Signet (Infused)Offensive Slot
  • Condition Damage: 126
  • Power: 85
  • Precision: 85
  • Agony Resistance: 5
(Infused)
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Verata's Seared Ring (Infused)Defensive Slot
  • Condition Damage: 126
  • Power: 85
  • Precision: 85
  • Agony Resistance: 5
(Infused)
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Caithe's RemorseDefensive Slot
  • Condition Damage: 110
  • Power: 74
  • Precision: 74
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Caithe's BlossomOffensive Slot
  • Condition Damage: 110
  • Power: 74
  • Precision: 74
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5

Accessory Totals

  • Power:426
  • Precision:466
  • Condition Damage:722
  • Toughness:40
  • Agony Resistance:45

Weapon Set Sigils

Verata's Wand
  • Weapon Strength: 940-1060
  • Condition Damage: 125
  • Power: 90
  • Precision: 90
Verata's Razor
  • Weapon Strength: 970-1030
  • Condition Damage: 125
  • Power: 90
  • Precision: 90
Superior Sigil of Bursting
+6% Condition Damage
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Sigil of Superior Earth
60% chance to do a 5s bleed on critical.
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5

Weapon Set I

Superior Sigil of Bursting

+6% Condition Damage

Sigil of Superior Earth

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

Verata's Spire
  • Weapon Strength: 1034-1166
  • Condition Damage: 251
  • Power: 179
  • Precision: 179
  • Weapon Strength: -
Superior Sigil of Bursting
+6% Condition Damage
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Sigil of Minor Corruption
You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

Weapon Set II

Superior Sigil of Bursting

+6% Condition Damage

Verata's Impaler
  • Weapon Strength: 950-1050
  • Condition Damage: 125
  • Power: 90
  • Precision: 90
Verata's Trident
  • Weapon Strength: 950-1050
  • Condition Damage: 125
  • Power: 90
  • Precision: 90
Superior Sigil of Bursting
+6% Condition Damage
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Superior Sigil of Bursting
+6% Condition Damage
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Versatile Malign InfusionOmni Infusion
  • Condition Damage: 5
  • Agony Resistance: 5

Water Weapon I

Superior Sigil of Bursting

+6% Condition Damage

Water Weapon II

Superior Sigil of Bursting

+6% Condition Damage

Upgrade Item Details

Gear Stats
I take Sinister gear for highest damage output, carrion works fine with this build as well, but you'll sacrifice DPS for more survivability. Carrion is a better choice for PvP and WvW.

 

Runes
Superior Rune of the Krait: adds 45% bleed duration.

 

Sigils
Sigil of Night: Should be used in night dungeons.
Sigil of Earth: Adds more bleed from scepter spam, 1500 stacks is a large cap.
Sigil of Minor Corruption: Another 250 condition damage at max stacks.
Sigil of Bursting: 6% more condition damage.


V. Basic Gameplay

With this build you tend to stay within 600 range for group buffs and make sure you dodge red circles. I think necro is one of the better classes to revive allies with since you can Death Shroud revive and take a decent amount of damage without effecting your main health pool. You also have staff 5 and DS 3 to fear with making it a little easier.


Main Skill Rotation

Summon Flesh Golem 48
Minion. Summon a flesh golem to attack foes with crippling claws.
Damage: 770Crippled: 1 s
Blood is Power20
Corruption. Bleed yourself to gain might for yourself and nearby allies while bleeding your target.
Damage: 130x8Might: 8 sx2Bleeding: 30 s (2550 damage)x2Self bleeding: 10 s (850 damage)Range: 1,200
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
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
Well of Suffering¼ 28
Well. Target area pulses, damaging foes and inflicting vulnerability.
Damage (5x): 1,220Duration: 5x2Vulnerability: 5 sRadius: 240Pulse: 1 sCombo Field: DarkProtection: 3 s
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
Epidemic1 13½
Corruption. Apply vulnerability on yourself. Spread conditions (up to 25 stacks) on a target foe to all nearby foes.
x3Self vulnerability: 6 sRadius: 600Range: 1,200
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
Charge 40
Command your flesh golem to charge a foe.
Damage: 1,444Range: 1,200
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
Fury: 5 s
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
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
Life Transfer40
Death Shroud. Damage nearby foes and steal their life force.
Damage (9x): 543Life force: 3%Duration: 3Range: 600

This is your main AoE trash rotation.


Main Single Target Rotation

Summon Flesh Golem 48
Minion. Summon a flesh golem to attack foes with crippling claws.
Damage: 770Crippled: 1 s
Blood is Power20
Corruption. Bleed yourself to gain might for yourself and nearby allies while bleeding your target.
Damage: 130x8Might: 8 sx2Bleeding: 30 s (2550 damage)x2Self bleeding: 10 s (850 damage)Range: 1,200
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
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
Well of Suffering¼ 28
Well. Target area pulses, damaging foes and inflicting vulnerability.
Damage (5x): 1,220Duration: 5x2Vulnerability: 5 sRadius: 240Pulse: 1 sCombo Field: DarkProtection: 3 s
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
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
Charge 40
Command your flesh golem to charge a foe.
Damage: 1,444Range: 1,200
Blood Curse½
Bleed your foe.
Damage: 118Bleeding: 4.5 s (170 damage)Range: 900
Rending Curse
Bleed your foe.
Damage: 118Bleeding: 4.5 s (170 damage)Range: 900
Putrid Curse
Poison your foe.
Damage: 168Bleeding: 4.5 s (170 damage)Poison: 6 s (336 damage)Range: 900

This is your single target opening rotation, use 2,5,3 on CD while maintaining your 1 spam for max bleeds and poison.


Underwater Rotation

Blood is Power20
Corruption. Bleed yourself to gain might for yourself and nearby allies while bleeding your target.
Damage: 130x8Might: 8 sx2Bleeding: 30 s (2550 damage)x2Self bleeding: 10 s (850 damage)Range: 1,200
Dark Spear½ 25
Pull yourself to a foe and inflict bleeding.
Damage: 302x5Bleeding: 8 s (1700 damage)Combo Finisher: ProjectileRange: 600
Wicked Spiral2 8
Spin in place multiple times, dealing damage and applying vulnerability to each foe struck.
Damage: 168Vulnerability: 10 sRadius: 180Combo Finisher: WhirlRange: 600
Sinking Tomb½ 20
Entomb your foe, making them sink.
Duration: 2Range: 1,200
Foul Current1 12
Dart at your foe, leaving poisonous bubbles behind.
Poison: 4 s (336 damage)Combo Field: PoisonCombo Finisher: LeapRange: 600
Spectral Grasp¾ 30
Spectral. Pull your foe to you and chill them.
Chilled: 4 sLife force: 15%Range: 1,200
Frozen Abyss2 25
Chill foes near you.
Damage: 1,008Chilled: 1 sVulnerability: 7 sCombo Finisher: BlastRange: 348

This should kill most mobs underwater, if you're fighting a veteran or champion, strafe and kite while working in defensive skills. You'll want to stack bleeds with trident for long fights underwater.


VI. Changelog

7/23/13: Moved 10 points from Death Magic to Soul Reaping, since Greater Marks was move to master tier. I also dropped Terror for Master of Corruption and swapped in Blood is Power, since terror was nerfed.

 

4/17/14: Removed dhruumfire due to nerf and added Close to death. I also added sigil of bursting to staff, since you can now have 2 sigils in a 2h wep.

 

4/27/15: Added sinister gear.

 

6/16/15: Added new traits, runes and sigils for specialization changes.


Comments

Post a Comment
@ 10:38 PM, Tue July 23 2013 Reply
So with the new terror nerf is it better to switch to Hemophilia or anything else? Also now that Greater Marks is a Master trait is it better to switch to something like Minion Master or a new trait line completely?
@ 12:51 AM, Wed July 24 2013 Reply
EDIT: Also how would replacing Well of Corruption for Signet of Spite be? Wouldn't Well of Corruption be more useful situationally? Signet of Spite gives a nice power bonus and a ton of conditions.
Devourerofmemes @ 10:43 AM, Wed July 24 2013 Reply
So I drop Terror for Master of Corruption and put ten into Soul Reaping for Gluttony and Unyielding Blast. I drop well of corruption for Blood is Power which is now on a 24 sec cd, giving us 10 stacks of might and a nasty bleed. I think Signet of Spite could replace epidemic on single target fights, I just wish the cd was around 45s instead of 60s.
@ 08:48 AM, Tue December 17 2013 Reply
I like both this one as well as Nemesis Hybrid but what I'm wondering about yours is don't you feel like you are wasting stacks of bleeds? With Nemesis' build he has a very similar gear set up and almost exactly the same condition duration and is able to maintain 25 stacks while having alot of up time with his Axe. Wouldn't it be better to go with a different sigil then sigil of earth, possibly sigil of fire for another burn or sigil of strength to get some additional stacks of might. Or possibly going to the axe with the sigil of earth and relying on crits to maintain the bleeds?
Devourerofmemes @ 07:14 PM, Fri December 20 2013 Reply
I've always liked the faster ramp up time with Sigil of Earth, but you're correct depending on your parties damage you'll lose out on longer fights. I switched out Sigil of Earth for Sigil of Torment. Sigil of fire is based off power which is why I think torment is a better choice for this build. I could see taking strength, but often you have another class in your party might stacking you. Sigil of bursting only adds about 85~ condition damage, but this could start to scale better in the future as people get higher stats from new armor tiers.
@ 04:21 PM, Tue March 04 2014 Reply
Update?
Devourerofmemes @ 02:35 PM, Thu April 17 2014 Reply
Updated 4/17/14
@ 05:00 AM, Sat April 04 2015 Reply
This compilation can be used with sinister stats?
Devourerofmemes @ 11:59 AM, Sat April 11 2015 Reply
Yeah it would be better with sinister, once the calc has sinister added I'll update this guide.
@ 09:16 PM, Thu June 25 2015 Reply
He there nice build just had a question I see you have the signet of spite on the bar but in the rotation it shows epidemic. Witch one is supposed to be on the bar?
Devourerofmemes @ 09:39 PM, Thu June 25 2015 Reply
It's because that is the trash mob rotation and you should use epidemic for aoe trash sections, for single target you don't actually cast signet of spite because you lose the passive power if you use the active. However, you want to replace epidemic with it for single target.
@ 09:42 PM, Thu June 25 2015 Reply
Ah Thanks
@ 12:36 PM, Fri July 24 2015 Reply
Very lovely build, but you can get much more physical damage too and it doesn't seem to have it, there will be a new build and there will be a guide of it soon enough, the build creator claimed he topped up to 11K DPS on bloomhunger