Necromancer PvE | Open World Scepter/Dagger, Dagger/Warhorn | Damage Vampiriter Necromancer
Table of Contents
Summary
Started with a build for Condition Damage... and still it is, but thanks to the new specs there'a a lot of benefit from Blood Magic and its vampiric traits. Thus a... Vapiric-Corrupter Necromancer.
I. Weapons and Skills
- Weapon Strength: 940-1060
- Condition Damage: 125
- Power: 90
- Precision: 90
- Weapon Strength: 970-1030
- Condition Damage: 125
- Power: 90
- Precision: 90
- Weapon Strength: 970-1030
- Condition Damage: 125
- Power: 90
- Precision: 90
- Weapon Strength: 855-945
- Condition Damage: 125
- Power: 90
- Precision: 90
- 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
- 0Protection: 3 s
- 0Protection: 3 s
- 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
- 0Protection: 3 s
- 0Protection: 3 s
- 0Protection: 3 s
- Charge 40Command your flesh golem to charge a foe.Damage: 1,444Range: 1,200
Weapon and Skill Details
- Scepter and Dagger to build up bleeding, cripple and weakness.
- Dagger and Warhorn for movement speed and melee combat.
- Wells for damage and siphoning health.
- Flesh Golem for damage and dealing with enemies.
- Vampiric traits of Blood Magic spec help to siphon healt in many ways while in combat.
Traits
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%.
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.
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
Condition damage, mostly Bleeding, from Curses spec
Vampiric traits from Blood Magic to siphon health while in combat and even with wells.
III. Stat Specifics & Effects
Primary Stats
- Health 19252 (+40)
- Vitality 1004 (+4)
- Armor 2003 (+36)
- Toughness 1036 (+36)
- Attack 2948 (+903)
- Power 1903 (+903)
- Critical Hit 49% (+49%)
- Precision 1939 (+939)
Secondary Stats
- Condition Damage 1923 (+1923)
- Damage 1045 (+0%)
- Defense 967 (+0)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
Bleeding and life leeching and weakness and bleeding and life leeching and ...
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Utility Nourishment
Armor & Runes
- Defense: 77
- Condition Damage: 63
- Power: 45
- Precision: 45
- Condition Damage: 25
- 25% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
- Condition Damage: 50
- After using a healing skill, your next attack skill will steal health. (Cooldown: 10 seconds)
- Condition Damage: 100
- 7% of vitality is converted to condition damage.
- Defense: 77
- Condition Damage: 47
- Power: 34
- Precision: 34
- Condition Damage: 25
- 25% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
- Condition Damage: 50
- After using a healing skill, your next attack skill will steal health. (Cooldown: 10 seconds)
- Condition Damage: 100
- 7% of vitality is converted to condition damage.
- Defense: 330
- Condition Damage: 141
- Power: 101
- Precision: 101
- Condition Damage: 25
- 25% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
- Condition Damage: 50
- After using a healing skill, your next attack skill will steal health. (Cooldown: 10 seconds)
- Condition Damage: 100
- 7% of vitality is converted to condition damage.
- Defense: 140
- Condition Damage: 47
- Power: 34
- Precision: 34
- Condition Damage: 25
- 25% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
- Condition Damage: 50
- After using a healing skill, your next attack skill will steal health. (Cooldown: 10 seconds)
- Condition Damage: 100
- 7% of vitality is converted to condition damage.
- Defense: 203
- Condition Damage: 94
- Power: 67
- Precision: 67
- Condition Damage: 25
- 25% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
- Condition Damage: 50
- After using a healing skill, your next attack skill will steal health. (Cooldown: 10 seconds)
- Condition Damage: 100
- 7% of vitality is converted to condition damage.
- Defense: 140
- Condition Damage: 47
- Power: 34
- Precision: 34
- Condition Damage: 25
- 25% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
- Condition Damage: 50
- After using a healing skill, your next attack skill will steal health. (Cooldown: 10 seconds)
- Condition Damage: 100
- 7% of vitality is converted to condition damage.
Armor Stat Totals
- Defense 967
- Condition Damage 614
- Power 315
- Precision 315
Rune Bonuses
Superior Rune of Scavenging- Condition Damage: 25
- 25% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
- Condition Damage: 50
- After using a healing skill, your next attack skill will steal health. (Cooldown: 10 seconds)
- Condition Damage: 100
- 7% of vitality is converted to condition damage.
Accessories & Jewels
- Condition Damage: 4
- Condition Damage: 25
- Precision: 15
- Toughness: 15
- Vitality: 4
- Condition Damage: 25
- Power: 15
- Precision: 15
- Condition Damage: 25
- Power: 15
- Precision: 15
- Condition Damage: 25
- Power: 15
- Precision: 15
Accessory Totals
- Power:408
- Precision:444
- Condition Damage:657
- Toughness:36
- Vitality:4
Weapon Set Sigils
- Weapon Strength: 940-1060
- Condition Damage: 125
- Power: 90
- Precision: 90
- Weapon Strength: 970-1030
- Condition Damage: 125
- Power: 90
- Precision: 90
Weapon Set I
Sigil of Minor CorruptionYou gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)
Sigil of Superior Earth60% chance to do a 5s bleed on critical.
- Weapon Strength: 970-1030
- Condition Damage: 125
- Power: 90
- Precision: 90
- Weapon Strength: 855-945
- Condition Damage: 125
- Power: 90
- Precision: 90
Weapon Set II
Sigil of Superior Earth60% chance to do a 5s bleed on critical.
Sigil of Superior Blood50% chance to life steal on critical.
- Weapon Strength: 905-1000
- Condition Damage: 120
- Power: 85
- Precision: 85
- Weapon Strength: 905-1000
- Condition Damage: 120
- Power: 85
- Precision: 85
Water Weapon I
Sigil of Superior Earth60% chance to do a 5s bleed on critical.
Water Weapon II
Sigil of Superior AgonyBleeds you apply last 20% longer.
Upgrade Item Details
Sinister Armor and Trinkets to focus on Condition Damage
Runes of Scavenging for Condition Damage and life leeching
Note: both water weapons have superior sigils of Earth and Agony
(there's an error on the sigils interface of water weapons, with room for only one sigil per weapon)
V. Basic Gameplay
Most of the time you can use Scepter and Dagger and kill most of the mobs from mid distance.
Use Dagger/Horn set to attack in melee and rapidly kill minor mobs or to finish veterans.
Main Skill Rotation
Start with Grasping Dead and Enfeebling Blood, attack with Blood Curse (scepter skill #1) to build up Bleeding then, as soon as they are ready, spam wells to deal damage and siphoning health and Grasping Dead to keep enemies crippled. Meanwhile continue with Blood Curse.
Use Death Shroud as a second pool of life in case of need (low health) and Life Transfer to deal damage to all the enemies around.