Necromancer sPvP | Tournament Staff, Dagger/Warhorn | Support Blood & Curses Support [Updated]

by Last Updated:
81% (29) Approval 47 Votes - 13516 Views

Summary

This is a Support Necromancer build, focused on various actions with Shroud, conditions, pressure denial, high healing and ressurecting your allies.

 

Please note that it's rather different playstyle than most Necromancer builds and isn't suited for the new players.

 

UPDATE 27.06.2015: Check below.


I. Weapons and Skills

PvP Staff
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: -
PvP Dagger
  • Weapon Strength: 924-981
PvP Warhorn
  • Weapon Strength: 814-900
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
  • Death Shroud7
    Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
    Fury: 5 sBreak 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
    • 0
  • 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
    • 0
  • 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
    • 0
  • 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
    • 0
  • Reaper's Mark¾ 32
    Mark. Inscribe a mark that causes fear when foes trigger it.
    Damage: 92Fear: 1 sRadius: 240Range: 1,200
    • 0
    • 0
  • Consume Conditions20
    Corruption. Feast on your conditions, gaining health for each one consumed.
    Healing: 5,240Heal per condition: 724x5Self Vulnerability: 4 s
    • 0
  • Plague Signet30
    Signet Passive: Transfers conditions from nearby allies to yourself.
    Signet Active: Send your conditions to a foe.
    Passive Radius: 1200Breaks stunRange: 1,200
    • 0
  • Well of Power¼ 50
    Well. Target area pulses, converting conditions on allies into boons.
    Duration: 5Stability: 1 sRadius: 240Pulse: 1 sCombo Field: DarkBreak Stun
    • 0
  • Corrosive Poison Cloud 1 26¾
    Corruption. Weaken yourself. The target area is enveloped in a noxious cloud that poisons foes and leaves them weakened as well as destroys projectiles that enter its area.
    Duration: 8x4Poision: 2 s (420 damage)Weakness: 10 sSelf weakness: 6 sRadius: 240Combo field: PosionRange: 900
    • 0
  • Plague120½
    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

Weapon and Skill Details

Dagger and Warhorn give you a lot of self-sustain and good Life Force generation. You bring two powerful multi-target CCs (Wail of Doom and Reaper's Mark) as well as support with Staff.

 

Peel for your allies with Locust Swarm, Chillbains, Dark Path, Tainted Shackles, Doom. Use Dark Pact on targeted enemies to set burst for allies.

 

Deny pressure with Plague (deals almost no damage to yourself) and Corrosive Poison Cloud and peeling.

 

Cleanse Conditions from allies using Well of Power and Plague Signet passive. You can use Well of Power in combination with Consume Conditions to gain Protection and Fury after heal if needed.

 

Heal your allies with Regeneration from Blood minor and Staff #2, Transfusion, Sigils and Shroud escaping (Life from Death trait).

 

Ressurect your allies with Transfusion, Mercy runes and Ritual of Life. Transfusion teleports allies to your position regardless of obstacles, just within it's range. Take advantage of that, teleporting them to places with vertical difference.

 

Apply constant Weakness to enemies near You with Corrosive Poison Cloud, low cooldown Shroud and Weakness on entering Shroud & critical hits as well as Blasting in Poison fields (Chillblains->Putrid Mark). Keep focused enemies Poisoned with Corrosive Poison Cloud and Chillblains.

 

UPDATE 27.06.2015: Replaced Well of Darkness with Corrosive Poison Cloud. You can still use Well of Darkness, because it's better for things like cutting Melee pressure almost immediately, but it's high cooldown & low duration. Found out that CPC with 15s duration, 20s CD in this build and better radius nullfies pressure better in a long run and can be used more often, making fighting in it for enemy a true pain and ease for your team.

 

Although if you face a lot of Melee high spike power damage builds like Thieves and some Warrior builds, I'd advise Well of Darkness regardless.


Traits

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.

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.

Trait Details

Curses:

 

Chilling Darkness and Plague Sending can be switched, depending on your needs. To trigger Plague Sending and critical part of Weakning Shroud, target foe with a lot of conditions and use rapid attacks i.e. Life Siphon, Dagger #1 or Life Transfer UPDATE 27.06.2015: Or use Intelligence Sigil. You can also gain Fury from Furious Demise trait. I am using Plague Sending currently just because Patch is still new and many players are testing Condition-heavy builds, so it helps with sustain a little. Once it stabilizes, Chilling Darkness will probably be better option.

 

Master of Corruption can be switched to Path of Corruption against very heavy Boon teams, although I don't suggest that. Significant reduction on Consume Conditions (working good with passive Plague Signet) and Plague (does almost no damage in this build, health can be easily replenished) is crucial to the build.

 

Blood Magic:

 

Ritual of Life can be switched with Quickening Thirst for more mobility.

 

Life from Death - You can get extreme team healing from that, especially when you're low on health.

 

Soul Reaping

 

Speed of Shadows - abosolutely crucial to the build. Allows for very high uptime of Stability, Weakness on foes and healing from Life from Death. Also gives 25% passive speed in Shroud.

 

Foot in the Grave - Amazing stunbreak. Use to counter CC, stunbreak or secure stomps & rezzes.

 

Traits not listed or mentioned are mandatory


III. Stat Specifics & Effects

Primary Stats

  • Health 19212 (+0)
  • Vitality 1000 (+0)
  • Armor 2995 (+1075)
  • Toughness 2075 (+1075)
  • Attack 3011 (+900)
  • Power 1900 (+900)
  • Critical Hit 4% (+4%)
  • Precision 1000 (+0)

Secondary Stats

  • Condition Damage 130 (+130)
  • Damage 1111 (+0%)
  • Defense 920 (+0)
  • Healing Power 1200 (+1200)
  • Revive Speed 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

I haven't tested another Amulets.


IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Mercy
  1. Toughness: 25
  2. Gain up to 400 toughness while reviving an ally, based on your level.
  3. Toughness: 50
  4. You resurrect allies with 30% more health.
  5. Toughness: 100
  6. You revive allied players 20% faster.
PvP Rune of Mercy
  1. Toughness: 25
  2. Gain up to 400 toughness while reviving an ally, based on your level.
  3. Toughness: 50
  4. You resurrect allies with 30% more health.
  5. Toughness: 100
  6. You revive allied players 20% faster.
PvP Rune of Mercy
  1. Toughness: 25
  2. Gain up to 400 toughness while reviving an ally, based on your level.
  3. Toughness: 50
  4. You resurrect allies with 30% more health.
  5. Toughness: 100
  6. You revive allied players 20% faster.
PvP Rune of Mercy
  1. Toughness: 25
  2. Gain up to 400 toughness while reviving an ally, based on your level.
  3. Toughness: 50
  4. You resurrect allies with 30% more health.
  5. Toughness: 100
  6. You revive allied players 20% faster.
PvP Rune of Mercy
  1. Toughness: 25
  2. Gain up to 400 toughness while reviving an ally, based on your level.
  3. Toughness: 50
  4. You resurrect allies with 30% more health.
  5. Toughness: 100
  6. You revive allied players 20% faster.
PvP Rune of Mercy
  1. Toughness: 25
  2. Gain up to 400 toughness while reviving an ally, based on your level.
  3. Toughness: 50
  4. You resurrect allies with 30% more health.
  5. Toughness: 100
  6. You revive allied players 20% faster.

Rune Stat Totals

  • Toughness 175
  • Revive Speed 20%

Rune Bonuses

PvP Rune of Mercy
  1. Toughness: 25
  2. Gain up to 400 toughness while reviving an ally, based on your level.
  3. Toughness: 50
  4. You resurrect allies with 30% more health.
  5. Toughness: 100
  6. You revive allied players 20% faster.

Accessories & Jewels

Cleric's Amulet
  • Power: 900
  • Toughness: 900
  • Healing Power: 1200

Accessory Totals

  • Power:900
  • Toughness:900
  • Healing Power:1200

Weapon Set Sigils

PvP Staff
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: -
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)
Superior Sigil of Renewal
Heal Nearby Allies on Weapon Swap

Weapon Set I

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)

PvP Dagger
  • Weapon Strength: 924-981
PvP Warhorn
  • Weapon Strength: 814-900
Sigil of Intelligence
Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.
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 Intelligence

Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.

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)

PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

I haven't tested another amulets.

 

Runes of Mercy boost your rezzing capabilities very nicely.

 

Sigils are customizable, although I like having Doom Sigil on Dagger to reduce healing on targeted foes in combination with Chillblains. And Energy sigil on staff as an escape tool, Mark of Evasion trigger.

 

Sigil of Renewal heals for around 1k, the higher the lower you get with your health. Sigil of Water heals for around 500. Both are decent options, in my opinion.

 

UPDATE 27.06.2015: If you run into many teams with multiple burst Mesmers, consider swapping Water sigil on Dagger to Energy one.

 

If you use Corrosive Poison Cloud instead of Well of Darkness, swap Doom sigil on Dagger to Sigil of Intelligence for more damage and more controlled Weakning Shroud critical applications.


V. Basic Gameplay

Use your Shroud wisely. Watch allies' health. Sometimes it's good to lower your personal health by some amount before Life from Death or Transfusion healing, so once you use one of these skills, they get heavy boost from Last Rites trait.

 

Remember that your Shroud applies a lot of Weakness which heavily hurts foes and gives you Stability as well as stunbreak.

 

Dodge into your allies to give them Regeneration from Mark of Evasion trait.

 

Don't hesitate to use Life Transfer without allies down nearby if they're not going to die in next second and are still up. It's massive AoE healing which in combination with Life from Death will sustain your party in teamfight.

 

Your mobility comes from Locust Swarm and Speed of Shadows trait.

 

Transfusion ignores obstacles and can teleport allies to you through walls and vertical differences. Use to to your advantage.

 

Don't be afraid of using Plague. It will heavily lower pressure in teamfights (and Chill with trait)and force enemies off-point, does negligible damage to yourself in this build and has only 2 min. Cooldown which means it can be used in nearly every teamfight.

 

You can still do significant damage with your Dagger in this build with Fury and Target the Weak trait.

 

Although this build is fairly durable and can withstand 1v1s, it's not bunker and can die. It's main focus in supporting allies.

 

Have fun!

 

Cheers,

 

Rym.1469, Natchniony [EU]


Main Skill Rotation

Mash F1 lel.


Comments

Post a Comment
@ 10:49 AM, Thu June 25 2015 Reply
I welcome any feedback!
@ 02:19 PM, Mon June 29 2015 Reply
The res bots are real.
@ 02:53 PM, Tue June 30 2015 Reply
Well, why no capitalize on Transfusion if they gave us the tool ;)

But the build is capable of much more than just rezzing people!
@ 03:47 AM, Tue July 07 2015 Reply
Yes like standing on the point for ages even if they eat my burst QQ.