Necromancer PvE | Open World Scepter/Focus, Staff | Damage Sinister Signets
Table of Contents
Summary
This hybrid build relies on stacking Might from the new Signet trait, Signets of Suffering, Blood Bond and Plague Sending.
I. Weapons and Skills
- Rending CurseBleed your foe.Damage: 118Bleeding: 4.5 s (170 damage)Range: 900
- Putrid CursePoison your foe.Damage: 168Bleeding: 4.5 s (170 damage)Poison: 6 s (336 damage)Range: 900
- 0Might: 15 s
- 0Might: 15 s
- 0Might: 15 s
- 0Might: 15 s
- 0Might: 15 s
- 0Might: 15 s
- 0Might: 15 s
- 0Might: 15 s
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- 0Might: 15 s
- 0Might: 15 s
- 0Might: 15 s
- 0Might: 15 s
- 0Might: 15 s
Weapon and Skill Details
Scepter + Focus: Focus mostly for vulnerability stacking. Switch to dagger in heavy conditions environment.
Staff: with the new size and reduced cooldown on marks, it's even better than before. Mark of Blood can trigger Blood Bond, and Chiblains apply more stacks of poison.
Plague Signet: Even if I have Plague Sending, it's still useful as a stun break or if Plague Sending is on cooldown or can't proc (2 condi). I may switch this one with a Corruption skill if I use a dagger.
Signet of Spite: swap this with Locust if you need to move around. I use Spite for Tequatl, then switch to Locust during defense.
Corrosive Poison Cloud: applies 3 stack of poison for for 15sec, and weakness. Switch to Epidemic if you play in group with a lot of enemies (Tequatl defense, Silverwastes)
Plague: still testing here, the Flesh Golem could also be a thing, or Lich Form (but it doesn't have any conditions), but I tend to use exclusively my scepter, so I chose a defensive elite.
Traits
Spite
- Reaper’s MightShroud skill 1 grants 1 stack of might for 15 seconds.
- Spiteful TalismanReduces focus skill recharges by 20%. Increase damage to foes with no boons by 5%.
- Spiteful RenewalStriking a foe below 25% health consumes a condition from you and heals you when the condition is removed. (ICD 5s)
- Bitter ChillInflicting chill on a foe also inflicts 3 stacks of vulnerability for 8 seconds.
- Death’s EmbraceIncreases damage while downed by 25%. Striking foes below 33% health inflicts 1 stack of vulnerability for 5 seconds.
- Chill of DeathCast the focus skill Spinal Shivers when attacking a foe below 50% health. This trait now benefits from the recharge bonus of Spiteful Talisman.
- Rending ShroudWhile in shroud apply 3 stacks of vulnerability for 10 seconds to foes around you.
- Unholy FervorReduces recharge of axe skills by 20% and deal 10% more damage to vulnerable foes.
- Siphoned PowerStriking a foe below 50% health grants 2 stacks for might for 10 seconds. (1s ICD)
- Signets of SufferingReduces 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 DeathIncreases 20% damage to enemies below the health threshold (50%).
- Spiteful SpiritEntering shroud casts the axe skill Unholy Feast. This trait benefits from the recharge bonus of Unholy Fervor.
Curses
- Barbed PrecisionCritical hits have a 33% chance to inflict bleeding. The duration of your applied bleeding stacks is increased by 20%.
- Plague SendingWhen 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 DarknessBlinding a foe inflicts chill on them for 2 seconds. 5-second internal cooldown
- Furious DemiseWhen you enter shroud, gain fury for 5 seconds.
- Master of CorruptionReduces 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 CorruptionShroud skill 2 converts boons on struck foes to conditions.
- TerrorCauses 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 WeakYour 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 ShroudCritical 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 ContagionYou are healed for 10% of your outgoing condition damage.
- Lingering CurseGain 150 condition damage while wielding a scepter. The base duration of all scepter conditions is increased by 50%.
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.
Trait Details
Spite (3, 2, 1): Anything is good in the first column. Take 2 if you take too many conditions, take 1 if you take Chill of Death.
Bitter Chill + Rending Shroud vs Spiteful Talisman + Chill of Death: Spiteful Talisman provides 5% increased damage (not sure if it works with conditions), Bitter Chill apply 3 stacks of Vulnerability on Chill. Bitter Chill could also work with Chill of Death, but flashing Shroud gives 3 stacks of Vulnerability in AoE on a 10sec cooldown instead of 20. I'd take Spiteful Talisman + Chill of Death if I had no way to remove boons, but Signets do that.
Curses (2, 1, 3): Take Terror if you don't use a Corruption skill.
Master of Corruption over Terror: Terror is pretty limited, with only 2 sources of Fear (Staff 5 and Shroud 3). Corruptions provide a better synergy overall, with an increased chance to proc Plague Sending, and increased damage overall (Poison Cloud adds 3 stack of poison for 15sec)
Blood Magic (3, 3, 3): the grandmaster trait is situational. Life from Death instead of Vampiric Presence can also be nice during Tequatl. Shroud -> 4 to pull downed allies -> exit Shroud.
III. Stat Specifics & Effects
Primary Stats
- Health 19492 (+280)
- Vitality 1028 (+28)
- Armor 1948 (+28)
- Toughness 1028 (+28)
- Attack 3050 (+1103)
- Power 2103 (+1103)
- Critical Hit 48% (+48%)
- Precision 1923 (+923)
Secondary Stats
- Condition Damage 2061 (+2061)
- Condition Duration 50% (+50%)
- Critical Damage 1% (+1%)
- Damage 947 (+0%)
- Defense 920 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 28 (+28)
- Healing Power 28 (+28)
- Might Duration 45% (+45%)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
- (30min)
- Condition Duration: 40%
- Condition Damage: 70
- Experience from Kills: 10%
Utility Nourishment
Condition Damage: 100
Condition Duration: 10%
Experience from Kills: 10%
- (30min)
- Condition Damage: 100
- Condition Duration: 10%
- Experience from Kills: 10%
Armor & Runes
- Defense: 73
- Condition Damage: 60
- Power: 43
- Precision: 43
- Condition Damage: 25
- Might Duration: 10%
- Condition Damage: 50
- Might Duration: 15%
- Condition Damage: 100
- +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
- Defense: 73
- Condition Damage: 45
- Power: 32
- Precision: 32
- Condition Damage: 25
- Might Duration: 10%
- Condition Damage: 50
- Might Duration: 15%
- Condition Damage: 100
- +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
- Defense: 314
- Condition Damage: 134
- Power: 96
- Precision: 96
- Condition Damage: 25
- Might Duration: 10%
- Condition Damage: 50
- Might Duration: 15%
- Condition Damage: 100
- +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
- Defense: 133
- Condition Damage: 45
- Power: 32
- Precision: 32
- Condition Damage: 25
- Might Duration: 10%
- Condition Damage: 50
- Might Duration: 15%
- Condition Damage: 100
- +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
- Defense: 194
- Condition Damage: 90
- Power: 64
- Precision: 64
- Condition Damage: 25
- Might Duration: 10%
- Condition Damage: 50
- Might Duration: 15%
- Condition Damage: 100
- +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
- Defense: 133
- Condition Damage: 45
- Power: 32
- Precision: 32
- Condition Damage: 25
- Might Duration: 10%
- Condition Damage: 50
- Might Duration: 15%
- Condition Damage: 100
- +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Armor Stat Totals
- Defense 920
- Condition Damage 594
- Might Duration 45%
- Power 299
- Precision 299
Rune Bonuses
Superior Rune of the Aristocracy- Condition Damage: 25
- Might Duration: 10%
- Condition Damage: 50
- Might Duration: 15%
- Condition Damage: 100
- +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Accessories & Jewels
Accessory Totals
- Power:454
- Precision:454
- Condition Damage:657
- Toughness:28
- Vitality:28
- Healing Power:28
- Ferocity:28
Weapon Set Sigils
- Weapon Strength: 895-1010
- Condition Damage: 120
- Power: 85
- Precision: 85
- Weapon Strength: 832-883
- Condition Damage: 120
- Power: 85
- Precision: 85