Necromancer PvE | Open World Scepter/Dagger, Staff | Damage S/D Conditions
Table of Contents
Summary
A Dire build allowing toughness and vitality while churning out multiples of Condition Damage.
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
- 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
- 0Protection: 3 s
Weapon and Skill Details
Scepter and Dagger are very much the best choice for this build and will also allow you to move 25% faster.
Well of Suffering churns out staggering damage whilst Blood Is Power followed by Deathly Swarm is nasty. Signet Of Spite is for Power but you can add conditions if the foe has a few condition removers at his disposal.
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
Traited to make the utilities more powerful as well as dagger speed.
III. Stat Specifics & Effects
Primary Stats
- Health 27302 (+8090)
- Vitality 1809 (+809)
- Armor 2729 (+809)
- Toughness 1809 (+809)
- Attack 2266 (+270)
- Power 1270 (+270)
- Critical Hit 12% (+12%)
- Precision 1160 (+160)
Secondary Stats
- Condition Damage 2037 (+2037)
- Damage 996 (+0%)
- Defense 920 (+0)
- Experience from Kills 20% (+20%)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Condition Damage: 100
Precision: 70
Experience from Kills: 10%
- (30min)
- Condition Damage: 100
- Precision: 70
- Experience from Kills: 10%
Utility Nourishment
Gain Condition damage equal to 6% of your toughness
Gain Condition damage equal to 4% of your vitality
Experience from Kills: 10%
- (30min)
- Gain Condition damage equal to 6% of your toughness
- Gain Condition damage equal to 4% of your vitality
- Experience from Kills: 10%
Armor & Runes
- Defense: 73
- Condition Damage: 60
- Toughness: 43
- Vitality: 43
- 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: 73
- Condition Damage: 45
- Toughness: 32
- Vitality: 32
- 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: 314
- Condition Damage: 134
- Toughness: 96
- Vitality: 96
- 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: 133
- Condition Damage: 45
- Toughness: 32
- Vitality: 32
- 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: 194
- Condition Damage: 90
- Toughness: 64
- Vitality: 64
- 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: 133
- Condition Damage: 45
- Toughness: 32
- Vitality: 32
- 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 920
- Condition Damage 594
- Toughness 299
- Vitality 299
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: 25
- Power: 15
- Precision: 15
- Condition Damage: 25
- Power: 15
- Precision: 15
- Condition Damage: 25
- Power: 15
- Precision: 15
- Condition Damage: 25
- Power: 15
- Precision: 15
- Condition Damage: 25
- Power: 15
- Precision: 15
- Condition Damage: 25
- Power: 15
- Precision: 15
Accessory Totals
- Toughness:340
- Vitality:340
- Condition Damage:630
- Power:90
- Precision:90
Weapon Set Sigils
- Weapon Strength: 895-1010
- Condition Damage: 120
- Toughness: 85
- Vitality: 85
- Weapon Strength: 924-981
- Condition Damage: 120
- Toughness: 85
- Vitality: 85
Weapon Set I
Sigil of Superior RestorationGain Health on Killing a Foe.
Sigil of Superior GeomancyYou bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
- Weapon Strength: 985-1111
- Condition Damage: 239
- Toughness: 171
- Vitality: 171
- Weapon Strength: -
Weapon Set II
Sigil of Superior RestorationGain Health on Killing a Foe.
- Weapon Strength: 905-1000
- Condition Damage: 120
- Toughness: 85
- Vitality: 85
- Weapon Strength: 905-1000
- Condition Damage: 120
- Toughness: 85
- Vitality: 85
Water Weapon I
Sigil of Superior RestorationGain Health on Killing a Foe.
Water Weapon II
Sigil of Superior GeomancyYou bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
V. Basic Gameplay
Don't move around too much, you want your enemy to stay in your Wells and Marks.
Don't forget to switch to Shroud to rob him of boons and lower his confidence.