Necromancer PvE | Open World Dagger/Warhorn, Staff | Damage Orrian Minion Master

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Summary

This is the base, easily refinable version of a build I started using a couple of months ago. It has only grown more powerful with the recent fixes and updates to the Necromancer, particularly with the bugfixing (and buffs) related to life siphoning. You should have no trouble at all dealing with multiple max-level mobs in Cursed Shore, although going solo against champs is not recommended unless you're well-experienced with champion fighting.

 

In the sections below, I will explain the ideas behind the build as well as potential refinements you could make if you so desire.

 

This build can also swap major traits, weapons, and utilities to become a well-rounded dungeon runner that won't step on another player's toes if they are running a condition build.


I. Weapons and Skills

Berserker's Dagger
  • Weapon Strength: 924-981
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Warhorn
  • Weapon Strength: 814-900
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Staff
  • Weapon Strength: 985-1111
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: 0-0
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Trident
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Death Shroud10
    Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
  • Necrotic Slash¼
    Slash your foe twice.
    Damage (2x): 302Range: 130
    • Necrotic Stab
      Strike your foe again.
      Damage: 235Life force: 2%Range: 130
    • Necrotic Bite
      Strike your foe and gain life force.
      Damage: 403Life force: 6%Range: 130
  • Life Siphon12
    Siphon health from your foe.
    Damage (9x): 909Healing: 202 per pulseRange: 600
    • 0
    • 0
  • Dark Pact1 25
    Immobilize your foe.
    Damage: 252Immobilized: 3 sRange: 600
    • 0
    • 0
  • Wail of Doom½ 30
    Screech a wail of doom in a cone pattern, dazing foes.
    Daze: 2 sRange: 600Unblockable
    • 0
    • 0
  • Locust Swarm1 30
    Gain swiftness and summon a swarm of locusts that cripple nearby foes.
    Damage: 60Crippled: 1 sSwiftness: 10 sRadius: 210Life force: 1%
    • 0
    • 0
  • Summon Blood Fiend12¾
    Minion. Summon a blood fiend that transfers health to you on each attack.
    Damage: 311Healing: 428
    • Taste of Death¾
      Sacrifice your blood fiend to heal yourself.
      Healing: 6520
  • Summon Bone Minions12¾
    Minion. Summon two bone minions.
    Damage: 207
    • Putrid Explosion1
      Explode a bone minion.
      Damage: 1,529Radius: 240Combo Finisher: Blast
  • Summon Bone Fiend24
    Minion. Summon a bone fiend that attacks foes at range. Delivers a crippling attack once every ten seconds.
    Damage (2x): 744Crippled: 2 s
    • Rigor Mortis50
      Immobilize your bone fiend, and it will immobilize foes.
      Damage (2x): 716Immobilized: 2 s
  • Summon Shadow Fiend19¼
    Minion. Summon a shadow fiend to attack foes.
    Damage: 455
    • Haunt20
      Command your shadow fiend to teleport to and blind a foe.
      Damage: 525Blind: 5 sLife Force: 10%Radius: 120Range: 1,200
  • Summon Flesh Golem 38½
    Minion. Summon a flesh golem to attack foes with crippling claws.
    Damage: 1,001Crippled: 1 s
    • Charge 40
      Command your flesh golem to charge a foe.
      Damage: 1,444Range: 1,200

Weapon and Skill Details

Pretty straightforward melee-ranged minion master setup here. Make sure you have all your minions up before starting a fight. The 1.5s cast time might not seem long, but it seems much longer when you take a big hit to the face while you're casting.


II. Traits

Adept Master Grandmaster

Trait Details

Open World
These major traits boost your minions' potential significantly, in addition to providing near-constant healing while in combat, assuming your minions are alive. There is a tiny bit of flexibility here if you don't mind longer minion cooldowns. You can swap out Death Magic III with VI (Shrouded Removal) for a quick, convenient condition removal. Or you can swap it to Death Magic II and then swap Spite VI to V, which will give you ~10s of retaliation if you heal and use DS back-to-back.

 

Basically, this trait setup allows the minions to do most of the work for you.

 

Dungeons

  • Swap Spite VI to II (Spiteful Talisman) to increase the effectiveness of your Focus skills.
  • Swap Spite IX to VIII (Axe Training) to increase the effectiveness of your Axe skills
  • Swap Death Magic III to IV (Ritual of Protection). This will generate a significant amount of protection for your allies assuming they're in the well radius when you set it off (so try to make that happen).
  • Swap Death Magic X to IX (Death Shiver). This will allow you to sustain your vulnerability application when you enter Death Shroud, which will keep your group DPS up.
  • Swap Blood Magic II for VI (Transfusion) or IV (Ritual of Life). Which is up to you. One will put out a solid AoE heal every 40 seconds while damaging enemies in the area. The other will create a Well of Blood when you revive someone (with a 40s ICD), which will make reviving much easier in most cases.
  • Swap Blood Magic VII for VIII (Ritual Mastery). This will let you put down more wells more often, which will help your team immensely.


III. Stat Specifics & Effects

Primary Stats

  • Health 22962 (+3750)
  • Vitality 1291 (+375)
  • Armor 2066 (+230)
  • Toughness 1146 (+230)
  • Attack 3089 (+1232)
  • Power 2101 (+1185)
  • Critical Hit 31% (+31%)
  • Precision 1563 (+647)

Secondary Stats

  • Boon Duration 20% (+20%)
  • Condition Duration 30% (+30%)
  • Critical Damage 47% (+47%)
  • Damage 988 (+5%)
  • Defense 920 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 717 (+717)
  • Healing Power 200 (+200)

Boons

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

Conditions

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

Control

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

Fields & Finishers

  • Dark Field
    Dark Combo Effects

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

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

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

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

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

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

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

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

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

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

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

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

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

IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Sweet and Spicy Butternut Squash Soup
Duration: 1hr
Power: 100
Ferocity: 70
Experience from Kills: 10%
  • (1hr)
  • Power: 100
  • Ferocity: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Maintenance Oil
Duration: 30min
Gain precision equal to 6% of your toughness
Gain precision equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain precision equal to 6% of your toughness
  • Gain precision equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Flame Legion Mask
  • Defense: 73
Superior Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.
Flame Legion Mantle
  • Defense: 73
Superior Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.
Flame Legion Vestments
  • Defense: 314
Superior Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.
Flame Legion Gloves
  • Defense: 133
Superior Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.
Flame Leg Guards
  • Defense: 194
Superior Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.
Flame Legion Shoes
  • Defense: 133
Superior Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.

Armor Stat Totals

  • Defense 920
  • Vitality 175
  • Ferocity 100

Rune Bonuses

Superior Rune of the Wurm
  1. Vitality: 25
  2. Ferocity: 35
  3. Vitality: 50
  4. Ferocity: 65
  5. Vitality: 100
  6. 7% of vitality is converted to ferocity.

Accessories & Jewels

Berserker's Amulet
  • Power: 90
  • Precision: 64
  • Ferocity: 64
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Cavalier's Back
  • Toughness: 30
  • Power: 21
  • Ferocity: 21
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Balthazar's Band
  • Power: 67
  • Precision: 48
  • Ferocity: 48
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Balthazar's Band
  • Power: 67
  • Precision: 48
  • Ferocity: 48
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Berserker's Earring
  • Power: 75
  • Precision: 53
  • Ferocity: 53
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Berserker's Earring
  • Power: 75
  • Precision: 53
  • Ferocity: 53
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15

Accessory Totals

  • Power:545
  • Precision:356
  • Ferocity:377
  • Toughness:30

Weapon Set Sigils

Berserker's Dagger
  • Weapon Strength: 924-981
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Warhorn
  • Weapon Strength: 814-900
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Force
+5% damage.
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Weapon Set I

Sigil of Superior Force

+5% damage.

Sigil of Superior Bloodlust

You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Berserker's Staff
  • Weapon Strength: 985-1111
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: 0-0
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set II

Sigil of Superior Energy

You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Trident
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Force
+5% damage.
Sigil of Superior Force
+5% damage.

Water Weapon I

Sigil of Superior Force

+5% damage.

Water Weapon II

Sigil of Superior Force

+5% damage.

Upgrade Item Details

Consider the stat allocations on the armor and weapons a starting point. My build has gradually shifted as I've swapped in Ascended trinkets and other items. Personally, I enjoy a bit of extra HP (and Life Force), so I swap in Valkyrie armor and gemstones here and there.


V. Basic Gameplay

Open World
Dagger and Warhorn are your bread-and-butter weapons here. Initiate a fight with Dark Pact and your minions will begin attacking the affected target. Run in with them and use Locust Swarm, then begin using your combo attack. If there is a group of mobs, use the PBAoE of Locust Swarm to round them up and keep them close. Focus down one target at a time.

 

I've noticed that sometimes your Flesh Golem will hang back, if he does this just activate his minion skill to get him into the action.

 

If you get in over your head, sacrifice your Blood Fiend (Taste of Death) switch to Staff to increase your base damage rating, and enter death shroud immediately afterward. Start cycling Life Blast to build up might, then fire off Life Transfer. This should do a significant amount of PBAoE damage alongside your minions and Locust Swarm (if it is still up). Death Shroud will also pad your survivability against your Blood Fiend cooldown, so you can use him again almost immediately after returning to your normal weapons.

 

Another alternative escape (if you don't want to burn life force) is to swap to your staff and evade away. Then throw Reapers Mark under the enemy mobs, which should reset their aggro to the nearest minion once the fear wears off.

 

Dungeons
Keep the staff, but lose the Dagger and Warhorn. Swap for Axe/Focus with Sigils of Debility and Force. You'll be able to maintain a deep stack of vulnerability from reasonable range using the axe, in addition to providing Regeneration for your allies with the focus.

 

Switch your heal to Well of Blood. Then add Well of Suffering, Well of Darkness, and Signet of Undeath. Take Lich Form as your elite (it scales well with Power builds).

 

You are now the stacking king. Your wells will heal allies and damage, apply vulnerability, and blind enemies. Don't throw them down at the same time, make sure you spread them out so your allies can combo with them. Signet of Undeath will revive up to 3 downed allies (assuming you get the 3s cast off).


Main Skill Rotation

Dark Pact1 25
Immobilize your foe.
Damage: 252Immobilized: 3 sRange: 600
Locust Swarm1 30
Gain swiftness and summon a swarm of locusts that cripple nearby foes.
Damage: 60Crippled: 1 sSwiftness: 10 sRadius: 210Life force: 1%
Necrotic Slash¼
Slash your foe twice.
Damage (2x): 302Range: 130
Wail of Doom½ 30
Screech a wail of doom in a cone pattern, dazing foes.
Daze: 2 sRange: 600Unblockable
Life Siphon12
Siphon health from your foe.
Damage (9x): 909Healing: 202 per pulseRange: 600

Dark Pact will aggro your minions to your target as you approach. Once in range, use Locust Swarm and start cutting with the dagger. If you start to take a little damage that your minions can't siphon-heal away, use Wail of Doom and Life Siphon to recover some HP and continue the fight. Repeat ad infinitum.


Death Shroud Escape Rotation

Summon Blood Fiend12¾
Minion. Summon a blood fiend that transfers health to you on each attack.
Damage: 311Healing: 428
Taste of Death¾
Sacrifice your blood fiend to heal yourself.
Healing: 6520
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
Life Blast1
Death Shroud. Blast a foe with accumulated life force, dealing more damage the more life force you have.
Damage: 336Damage (within 600 units): 470Range: 1,200Might: 15 s
Life Transfer40
Death Shroud. Damage nearby foes and steal their life force.
Damage (9x): 543Life force: 3%Duration: 3Range: 600

You can heal, swap to staff, evade, and then enter Death Shroud to pad your HP significantly while sustaining your damage output.


Staff Escape Rotation

Summon Blood Fiend12¾
Minion. Summon a blood fiend that transfers health to you on each attack.
Damage: 311Healing: 428
Taste of Death¾
Sacrifice your blood fiend to heal yourself.
Healing: 6520
Reaper's Mark¾ 32
Mark. Inscribe a mark that causes fear when foes trigger it.
Damage: 92Fear: 1 sRadius: 240Range: 1,200

If you don't have the life force and some minions are still alive, you can use this rotation to put some distance between yourself and the enemies. Not recommended against champions.


VI. Conclusion and Thanks!

I'm having a blast roaming around high level areas with nary a care in the world. My pack of undead monstrosities keeps me safe! I hope you do the same!

 

Thanks for reading the guide. It's my first one! I hope you enjoyed it!


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