Necromancer PvE | Fun Staff, Dagger/Warhorn | Support Pre-HoT Vampiric Necro
Table of Contents
Summary
With the June 23rd patch, Blood Magic is viable again, run this until HoT releases. Feel free to change up anything in this build, as GW2 is about personal play style.
I. Weapons and Skills
- 0Protection: 3 s
- 0Protection: 3 s
- 0Protection: 3 s
- 0Protection: 3 s
- 0Protection: 3 s
- 0Protection: 3 s
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- 0Protection: 3 s
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- 0Protection: 3 s
- 0Protection: 3 s
- 0Protection: 3 s
- 0Protection: 3 s
- 0Protection: 3 s
Weapon and Skill Details
Feel free to pick minions instead of Wells.
Usually, stay in Staff and auto-attack mobs from ranged while dropping the occasional Mark. It's when you're in a group or your health gets low that things start getting exciting.
If you have someone throwing out Taunts and generally building aggro, you can focus on dropping AOEs on their location. This is generally why I consider this a Support build.
If you're attracting aggro, and BEFORE your health gets low, pop Plague and prioritize the Blind, then Weakness, then the Bleeding. When your Spectral Armor procs, pop Shroud 4, followed by 5, 3, and 2. When you hit 50% Life Force, blow all your utilities, and then auto-attack until one of a few things happen: Your Life Force is back to full or your Combo Fields proc with your Projectile Finisher. If the latter happens, swap to your Dagger/Warhorn, 5, 2, then auto until either your Life Force is back to full, they all die, or you die. It's really that simple.
Traits
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.
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).
Trait Details
Feel free to change traits around as the situation changes, or if you like minions more than wells. In Blood Magic, it's fine to pick the Dagger and Warhorn traits, or to pick Transfusion if you're running minions. Same thing in Death Magic.
III. Stat Specifics & Effects
Primary Stats
- Health 19212 (+0)
- Vitality 1000 (+0)
- Armor 1920 (+0)
- Toughness 1000 (+0)
- Attack 3586 (+1475)
- Power 2475 (+1475)
- Critical Hit 50% (+50%)
- Precision 1974 (+974)
Secondary Stats
- Critical Damage 30% (+30%)
- Damage 1111 (+0%)
- Defense 920 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 458 (+458)
- Healing Power 670 (+670)
- Movement Speed 25% (+25%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
At the time of publishing, this calculator didn't have Zealot trinkets, so convert the Ferocity stat to Healing Power. Ignore the Precision stat, as with the loss of Vampiric Precision, there is no point to taking Precision, but of the stat combinations available, if you want Power and Healing Power, you have a choice of Precision, Toughness, and Vitality. Vitality barely counts though, as it's only Shaman WEAPONS, and Toughness will increase aggro on yourself, which is less than ideal. So we take Precision. Oh well, might as well take Sigils of Blood.
If Toughness doesn't bother you, you can take Cleric's or Forsaken gear, or even Magi's or Shaman's while leveling up, but if you think that Zealot's is too expensive, reconsider. Even for a filthy casual like me, there's dozens of ways to make money, such as turning your laurels into Heavy Crafting Bags of T6 materials, turning your Spirit Shards into Siege Master's Guides and upgrading blueprints for a profit, playing the TP, Mystic Forging runes, farming, etc.
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Healing Power: 100
Precision: 70
Experience from Kills: 10%
- (30min)
- Healing Power: 100
- Precision: 70
- Experience from Kills: 10%
Utility Nourishment
Healing Power: 100
Ferocity: 5
Experience from Kills: 10%
- (30min)
- Healing Power: 100
- Ferocity: 5
- Experience from Kills: 10%
Armor & Runes
- Defense: 73
- Power: 60
- Precision: 43
- Healing Power: 43
- Power: 25
- 15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
- Power: 50
- After using a healing skill, your next attack steals health.
- Power: 100
- When struck below 20% health, you become mist. (Cooldown: 60 seconds)
- Defense: 73
- Power: 45
- Precision: 32
- Healing Power: 32
- Power: 25
- 15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
- Power: 50
- After using a healing skill, your next attack steals health.
- Power: 100
- When struck below 20% health, you become mist. (Cooldown: 60 seconds)
- Defense: 314
- Power: 134
- Precision: 96
- Healing Power: 96
- Power: 25
- 15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
- Power: 50
- After using a healing skill, your next attack steals health.
- Power: 100
- When struck below 20% health, you become mist. (Cooldown: 60 seconds)
- Defense: 133
- Power: 45
- Precision: 32
- Healing Power: 32
- Power: 25
- 15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
- Power: 50
- After using a healing skill, your next attack steals health.
- Power: 100
- When struck below 20% health, you become mist. (Cooldown: 60 seconds)
- Defense: 194
- Power: 90
- Precision: 64
- Healing Power: 64
- Power: 25
- 15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
- Power: 50
- After using a healing skill, your next attack steals health.
- Power: 100
- When struck below 20% health, you become mist. (Cooldown: 60 seconds)
- Defense: 133
- Power: 45
- Precision: 32
- Healing Power: 32
- Power: 25
- 15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
- Power: 50
- After using a healing skill, your next attack steals health.
- Power: 100
- When struck below 20% health, you become mist. (Cooldown: 60 seconds)
Armor Stat Totals
- Defense 920
- Power 594
- Precision 299
- Healing Power 299
Rune Bonuses
Superior Rune of Vampirism- Power: 25
- 15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
- Power: 50
- After using a healing skill, your next attack steals health.
- Power: 100
- When struck below 20% health, you become mist. (Cooldown: 60 seconds)
Accessories & Jewels
- Power: 25
- Precision: 15
- Ferocity: 15
- Power: 4
- Power: 25
- Precision: 15
- Ferocity: 15
- Power: 25
- Precision: 15
- Ferocity: 15
- Power: 25
- Precision: 15
- Ferocity: 15
- Power: 25
- Precision: 15
- Ferocity: 15
Accessory Totals
- Power:642
- Precision:434
- Ferocity:434
Weapon Set Sigils
- Weapon Strength: 985-1111
- Power: 239
- Precision: 171
- Healing Power: 171
- Weapon Strength: -
Weapon Set I
Sigil of Superior LifeYou gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)
- Weapon Strength: 924-981
- Power: 120
- Precision: 85
- Healing Power: 85
- Weapon Strength: 814-900
- Power: 120
- Precision: 85
- Healing Power: 85
Weapon Set II
Sigil of Superior LifeYou gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Sigil of Superior Blood50% chance to life steal on critical.
- Weapon Strength: 905-1000
- Power: 120
- Precision: 85
- Healing Power: 85
- Weapon Strength: 905-1000
- Power: 120
- Precision: 85
- Healing Power: 85
Water Weapon I
Sigil of Superior Blood50% chance to life steal on critical.
Water Weapon II
Sigil of Superior LifeYou gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Upgrade Item Details
As noted before, this calculator didn't have Zealot's trinkets, so I just put Rubies in there as it's the closest/simplest thing. If you want to put Power Sigils in your weapons instead, that is fine. Similarly, if you want to use consumables that give you Power or Life Steal on crit, that is up to you.
V. Basic Gameplay
Stay alive, revive your friends. Doesn't matter what your DPS-meter says if you're on the ground.
Main Skill Rotation
Use this rotation if you've attracted lots of aggro, you have full Life Force and your Spectral Armor just proc'd. Leave Shroud when you've hit 50% Life Force.
Use this rotation when you are low on Life Force AND Health. Make sure you cast the appropriate Combo Field Well last, as sometimes you want to remove a condition, and sometimes you want life stealing. Once your Life Force is back to full, go back to wherever on the main rotation as your cooldowns allow.
VI. Heart of Thorns
Once Heart of Thorns releases, drop the Plague, Dagger/Horn, Soul Reaping, and Death Magic for the Reaper Elite "Chilled to the Bone!," Greatsword, Spite, and Reaper Specialization.
For the Reaper Specialization, I'm thinking of taking Chilling Nova, Soul Eater, and Blighter's Boon. I'm also dropping Quickening Thirst in favor of Ritual of Life. http://dulfy.net/gw2...ld=AgQEdAHYBpQ~
To put it simply, try to stay alive and stack Chill until the mob is at 50% health, whereupon I do 20% more base damage, get two stacks of Might for 10 seconds on a 1-second ICD, proc Spinal Shivers, and get crazy life-steal from Gravedigger.
Basic rotation should be GS 5-3-auto-attack until they’re at 50%, 4, then spam 2 until they’re dead. Before I forget to mention, the GS 4 is a Dark Field, and 2 is a Whirl Finisher. That means AOE Leeching bolts.
If something is beefy enough to endure several hits of Gravedigger, then I’ll take advantage of Soul Eater and do another 4-2 Combo.
If I ever get below 50%, pop the elite, pop SK, then SK 4, double-tap 3 to fear, 5 into a likely target or clump, 2 into them, then drop out of SK. Again, before I forget to mention this, SK 5 is an Ice Field, and 2 is a Leap Finisher. That means Frost Aura. With the Reaper, I get between two to four different benefits from inflicting Chill, so use it.
If I’m still low, which I shouldn't be from the boons I'm getting while in SK, blow all my wells and Signet while I Mark of Blood/Chilblains with the Staff until one of two things happen: If my LF is back to full, go back to SK mode. Or, if something around me is under 50% health, then I swap back to my GS rotations.