Necromancer PvE | Fun Staff, Dagger/Warhorn | Support Pre-HoT Vampiric Necro

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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

Zealot's Staff
  • Weapon Strength: 985-1111
  • Power: 239
  • Precision: 171
  • Healing Power: 171
  • Weapon Strength: -
Zealot's Dagger
  • Weapon Strength: 924-981
  • Power: 120
  • Precision: 85
  • Healing Power: 85
Zealot's Warhorn
  • Weapon Strength: 814-900
  • Power: 120
  • Precision: 85
  • Healing Power: 85
Zealot's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Healing Power: 85
Zealot's Trident
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Healing Power: 85
  • Death Shroud10
    Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
    Break Stun: 1 sStability: 3 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
      Protection: 3 s
    • 0
      Protection: 3 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
      Protection: 3 s
    • 0
      Protection: 3 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
      Protection: 3 s
    • 0
      Protection: 3 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
      Protection: 3 s
    • 0
      Protection: 3 s
  • Reaper's Mark¾ 32
    Mark. Inscribe a mark that causes fear when foes trigger it.
    Damage: 92Fear: 1 sRadius: 240Range: 1,200
    • 0
      Protection: 3 s
    • 0
      Protection: 3 s
  • Well of Blood ¾ 32
    Well. Conjure a well of blood to heal nearby allies.
    Initial self heal: 5240Duration: 10Healing per second: 152Combo field: LightProtection: 3 s
    • 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
  • Well of Corruption¼ 32
    Well. Target area pulses, converting boons on foes into conditions
    Damage (5x): 610Duration: 5Radius: 240Pulse: 1 sCombo Field: DarkProtection: 3 s
    • 0
      Protection: 3 s
  • Signet of the Locust¾ 30
    Signet Passive: Movement speed increased by 25%.
    Signet Active: Steal health from nearby foes.
    Passive effect: 25% movement speedDamage: 158Healing: 778Radius: 480Range: 1,200
    • 0
      Protection: 3 s
  • Plague180
    Corruption. Become a virulent cloud and inflict multiple conditions on foes you touch.
    Damage: 75x3Stability: 3 s (per pulse)Poison: 2 s (84 damage)Self-Bleeding (10s): 425 DamageDuration: 20Radius: 240
    • 0
      Protection: 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 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.

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.

Death Magic

  • Armored Shroud
    Gain 180 toughness while in death shroud.
    • Flesh of the Master
      Minions have 50% increased health. Gain 20 bonus toughness for each minion you control.
    • Shrouded Removal
      Remove a condition when you enter shroud and every 3 seconds that you remain in shroud.
    • Putrid Defense
      Poisoned foes deal 10% less damage to you.
  • Soul Comprehension
    Your passive life-force generation from nearby deaths is increased by 20%
    • Necromantic Corruption
      Increases 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 Protection
      If you are inflicted by a crowd control effect you inflict fear for 2 seconds on nearby foes (60s ICD).
    • Deadly Strength
      Gain power equal to 7% of your toughness. If you are in shroud this value is doubled.
  • Beyond the Veil
    When you exit shroud you and all your minions gain protection for 3 seconds.
    • Death Nova
      Minions 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 Fervor
      Whenever 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 Sanctuary
      Heal 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

  • 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

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

  • (30min)
  • Healing Power: 100
  • Precision: 70
  • Experience from Kills: 10%

Utility Nourishment

Furious Tuning Crystal
Duration: 30min
Healing Power: 100
Ferocity: 5
Experience from Kills: 10%
  • (30min)
  • Healing Power: 100
  • Ferocity: 5
  • Experience from Kills: 10%

Armor & Runes

Zealot's Exalted Masque
  • Defense: 73
  • Power: 60
  • Precision: 43
  • Healing Power: 43
Superior Rune of Vampirism
  1. Power: 25
  2. 15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
  3. Power: 50
  4. After using a healing skill, your next attack steals health.
  5. Power: 100
  6. When struck below 20% health, you become mist. (Cooldown: 60 seconds)
Zealot's Exalted Mantle
  • Defense: 73
  • Power: 45
  • Precision: 32
  • Healing Power: 32
Superior Rune of Vampirism
  1. Power: 25
  2. 15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
  3. Power: 50
  4. After using a healing skill, your next attack steals health.
  5. Power: 100
  6. When struck below 20% health, you become mist. (Cooldown: 60 seconds)
Zealot's Exalted Coat
  • Defense: 314
  • Power: 134
  • Precision: 96
  • Healing Power: 96
Superior Rune of Vampirism
  1. Power: 25
  2. 15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
  3. Power: 50
  4. After using a healing skill, your next attack steals health.
  5. Power: 100
  6. When struck below 20% health, you become mist. (Cooldown: 60 seconds)
Zealot's Exalted Gloves
  • Defense: 133
  • Power: 45
  • Precision: 32
  • Healing Power: 32
Superior Rune of Vampirism
  1. Power: 25
  2. 15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
  3. Power: 50
  4. After using a healing skill, your next attack steals health.
  5. Power: 100
  6. When struck below 20% health, you become mist. (Cooldown: 60 seconds)
Zealot's Exalted Pants
  • Defense: 194
  • Power: 90
  • Precision: 64
  • Healing Power: 64
Superior Rune of Vampirism
  1. Power: 25
  2. 15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
  3. Power: 50
  4. After using a healing skill, your next attack steals health.
  5. Power: 100
  6. When struck below 20% health, you become mist. (Cooldown: 60 seconds)
Zealot's Exalted Boots
  • Defense: 133
  • Power: 45
  • Precision: 32
  • Healing Power: 32
Superior Rune of Vampirism
  1. Power: 25
  2. 15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
  3. Power: 50
  4. After using a healing skill, your next attack steals health.
  5. Power: 100
  6. 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
  1. Power: 25
  2. 15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
  3. Power: 50
  4. After using a healing skill, your next attack steals health.
  5. Power: 100
  6. When struck below 20% health, you become mist. (Cooldown: 60 seconds)

Accessories & Jewels

Berserker's Amulet
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Berserker's BackOffensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
(Infused)
Mighty InfusionOffensive Infusion
  • Power: 4
Berserker's Ring
  • Power: 90
  • Precision: 64
  • Ferocity: 64
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Berserker's Ring
  • Power: 90
  • Precision: 64
  • Ferocity: 64
(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:642
  • Precision:434
  • Ferocity:434

Weapon Set Sigils

Zealot's Staff
  • Weapon Strength: 985-1111
  • Power: 239
  • Precision: 171
  • Healing Power: 171
  • Weapon Strength: -
Sigil of Superior Life
You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Sigil of Superior Blood
50% chance to life steal on critical.

Weapon Set I

Sigil of Superior Life

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

Zealot's Dagger
  • Weapon Strength: 924-981
  • Power: 120
  • Precision: 85
  • Healing Power: 85
Zealot's Warhorn
  • Weapon Strength: 814-900
  • Power: 120
  • Precision: 85
  • Healing Power: 85
Sigil of Superior Life
You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Sigil of Superior Blood
50% chance to life steal on critical.

Weapon Set II

Sigil of Superior Life

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

Sigil of Superior Blood

50% chance to life steal on critical.

Zealot's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Healing Power: 85
Zealot's Trident
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Healing Power: 85
Sigil of Superior Blood
50% chance to life steal on critical.
Sigil of Superior Life
You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Water Weapon I

Sigil of Superior Blood

50% chance to life steal on critical.

Water Weapon II

Sigil of Superior Life

You 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

Plague180
Corruption. Become a virulent cloud and inflict multiple conditions on foes you touch.
Damage: 75x3Stability: 3 s (per pulse)Poison: 2 s (84 damage)Self-Bleeding (10s): 425 DamageDuration: 20Radius: 240
Plague of Darkness
Add blindness to your plague.
Blind: 1 sPoison: 1 s (84 damage)Radius: 240
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
Break Stun: 1 sStability: 3 s
Life Transfer40
Death Shroud. Damage nearby foes and steal their life force.
Damage (9x): 543Life force: 3%Duration: 3Range: 600
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
Doom20
Death Shroud. Make your foe flee in fear.
Fear: 1 sFear (within 600 units): 1.5 sRange: 1,200
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
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: 1,200
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
Break Stun: 1 sStability: 3 s

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.


Signet of the Locust¾ 30
Signet Passive: Movement speed increased by 25%.
Signet Active: Steal health from nearby foes.
Passive effect: 25% movement speedDamage: 158Healing: 778Radius: 480Range: 1,200
Well of Blood ¾ 32
Well. Conjure a well of blood to heal nearby allies.
Initial self heal: 5240Duration: 10Healing per second: 152Combo field: LightProtection: 3 s
Well of Corruption¼ 32
Well. Target area pulses, converting boons on foes into conditions
Damage (5x): 610Duration: 5Radius: 240Pulse: 1 sCombo Field: DarkProtection: 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
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
Locust Swarm1 30
Gain swiftness and summon a swarm of locusts that cripple nearby foes.
Damage: 60Crippled: 1 sSwiftness: 10 sRadius: 210Life force: 1%
Life Siphon8
Siphon health from your foe.
Damage (9x): 909Healing: 202 per pulseRange: 600
Necrotic Slash¼
Slash your foe twice.
Damage (2x): 302Range: 130
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
Break Stun: 1 sStability: 3 s

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.


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