Necromancer WvW | Large Group Staff, Dagger/Warhorn | Assaulter Powerwell Zergomancer

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Summary

This build is a bunker Necromancer optimized for zerg vs zerg fights. It's mostly based on Wells, with a strong focus of AoEs and combo fields all around.


I. Weapons and Skills

Soldier's Staff
  • Weapon Strength: 985-1111
  • Power: 239
  • Toughness: 171
  • Vitality: 171
  • Weapon Strength: -
Soldier's Dagger
  • Weapon Strength: 924-981
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Warhorn
  • Weapon Strength: 814-900
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Trident
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
  • Death Shroud10
    Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
  • 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 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
  • Well of Power¼ 40
    Well. Target area pulses, converting conditions on allies into boons.
    Duration: 5Stability: 1 sRadius: 240Pulse: 1 sCombo Field: DarkBreak StunProtection: 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

Staff is a no-brainer for a Necromancer in a zerg. It tags a lot of enemies, provides a blast finisher, combo fields, and in general AoEs are a central point of any zerg fight. You will use the autoattack as little as possible, switching to other weapon sets, skills and/or death shroud as soon as all your marks are placed.

 

The second set is the one you'll use to finish people trying to get outside the fight, and is much more free. I would suggest in any case Warhorn because of the useful swiftness and cripple on Locust Swarm [5] (so much that my autoattack is set on that), and I like Dagger because it is the highest DPS weapon for a necromancer on autoattack and the Dark Pact [3] plus Warhorn's Wail of Doom [4] can block an opponent for quite long, allowing the other players to join in.

 

The skills are almost all Wells, except for Signet of the Locust, that provides a very useful speed boost to pick up a zerg or stay in line with it. The ideal thing would be to switch it for another well (Well of Darkness being my favourite, but Well of Suffering does more damge) if you have time to prepare for the clash, but the Signet works well anyway, since it acts as an AoE health stealing, fitting the theme of the build.

 

The elite is Plague. Avoid Withering Plague [1] when in such form, since our condition damage is abysmal, and rather use Plague of Darkness [2] when turned for defensive purposes, and Plague of Pestilence [3] when used offensively. Remember that Plague is a great way to boost your HP, and the blind allows you to substantially avoid all melee attacks, but when you will get out of it, if not out of the mass, you will be in big troubles, so be ready to dodge and heal yourself! Pro tip: commanders could seriously love a blinding or crippling Plague following them closely.


II. Traits

Adept Master Grandmaster

Trait Details

As the title suggest, this build is strongly centered on Wells. Because of this, we try to get the most useful traits related to them. That's why we get Focused Ritual [Curses VI], Ritual of Protection [Death Magic IV], Ritual Mastery [Blood Magic VIII] and Vampiric Rituals [Blood Magic XII], which synergizes well with Bloodthirst [Blood Magic II]. All together these traits provide us with ground-targeted wells that give protection, recharge faster and siphon (quite a lot of) health, making them both an offensive AoE weapon and a defensive tool for surviving longer.

 

Since the heavy usage of Staff, Greater Marks [Death Magic II] is also incredibly useful. The last 10 points are quite more free, but I think the best place for them is in Spite, because of Parasitic Bond [Spite minor at 5] and Spiteful Removal [Spite III]: we will tag (and thus, count as kill), MANY enemies, and this grants us constant condition cleaning and life gain.


III. Stat Specifics & Effects

Primary Stats

  • Health 28742 (+9530)
  • Vitality 1869 (+953)
  • Armor 2673 (+837)
  • Toughness 1753 (+837)
  • Attack 3421 (+1394)
  • Power 2310 (+1394)
  • Critical Hit 5% (+5%)
  • Precision 1016 (+100)

Secondary Stats

  • Boon Duration 20% (+20%)
  • Condition Damage 100 (+100)
  • Condition Duration 10% (+10%)
  • Critical Damage 6% (+6%)
  • Damage 1111 (+0%)
  • Defense 920 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 100 (+100)
  • Healing Power 370 (+370)
  • 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

The idea of this build is to be resistant enough in order to be able to cut through a zerg head first and get out alive on the other side without problems. Our wells already provide lots of siphoning and protection, but we must help it with the stats: we look for very high toughness and vitality, which brings us to the almost forced choice of only power as attack stat, leaving crits almost completely out.

 

We provide lots of combo fields, although the only really useful combo finisher we have at our disposal is a Blast one with Putrid Mark [Staff 4], and this can only be triggered by enemies.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Omnomberry Compote
Duration: 30min
100% chance to gain health when you kill a foe
Healing Power: 70
Experience from Kills: 10%
  • (30min)
  • 100% chance to gain health when you kill a foe
  • Healing Power: 70
  • Experience from Kills: 10%

Utility Nourishment

Superior Sharpening Stone
Duration: 30min
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain power equal to 6% of your toughness
  • Gain power equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Ascalonian Clergy Cowl
  • Defense: 73
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Ascalonian Clergy Mantle
  • Defense: 73
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Ascalonian Clergy Vestments
  • Defense: 314
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Ascalonian Clergy Gloves
  • Defense: 133
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Ascalonian Clergy Pants
  • Defense: 194
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Ascalonian Clergy Shoes
  • Defense: 133
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.

Armor Stat Totals

  • Defense 920
  • Power 175
  • Ferocity 100

Rune Bonuses

Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.

Accessories & Jewels

Thackeray Family CrestDefensive Slot
  • Power: 157
  • Toughness: 108
  • Vitality: 108
Vital InfusionDefensive Infusion
  • Vitality: 4
Koss on KossDefensive Slot
  • Power: 63
  • Toughness: 40
  • Vitality: 40
(Infused)
Vital InfusionDefensive Infusion
  • Vitality: 4
Royal Signet of DoricDefensive Slot
  • Power: 126
  • Toughness: 85
  • Vitality: 85
(Infused)
Vital InfusionDefensive Infusion
  • Vitality: 4
Lost Seal of UsokuOffensive Slot
  • Power: 126
  • Toughness: 85
  • Vitality: 85
(Infused)
Mighty InfusionOffensive Infusion
  • Power: 4
Durmand's PenDefensive Slot
  • Power: 110
  • Toughness: 74
  • Vitality: 74
Vital InfusionDefensive Infusion
  • Vitality: 4
Golden Relic of RinOffensive Slot
  • Power: 110
  • Toughness: 74
  • Vitality: 74
Mighty InfusionOffensive Infusion
  • Power: 4

Accessory Totals

  • Power:700
  • Toughness:466
  • Vitality:482

Weapon Set Sigils

Soldier's Staff
  • Weapon Strength: 985-1111
  • Power: 239
  • Toughness: 171
  • Vitality: 171
  • Weapon Strength: -
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Weapon Set I

Sigil of Superior Bloodlust

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

Soldier's Dagger
  • Weapon Strength: 924-981
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Warhorn
  • Weapon Strength: 814-900
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Sigil of Superior Force
+5% damage.
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Weapon Set II

Sigil of Superior Force

+5% damage.

Sigil of Superior Battle

You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Soldier's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Trident
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Sigil of Superior Force
+5% damage.
Sigil of Superior Force
+5% damage.

Water Weapon I

Sigil of Superior Force

+5% damage.

Water Weapon II

Sigil of Superior Force

+5% damage.

Upgrade Item Details

In order to maximize toughness and vitality, the only real choice we have are Soldier's stats. The upgrade runes for the armor are Scholar's, since we will pass most of our time with very high health, but if on a budget one can also opt for simple Ruby Orbs.

 

Most of our kills will be tagged by Staff: a Bloodlust sigil can quickly get up to 25 charges in a zerg fight, and stay there, since we are very resistant and rarely get down. A more defensive choice is the Superior Sigil of Restoration, that increases the life gain we get by killing enemies.

 

When on the second set, we're looking instead for a quick kill, tipically bringing down an enemy looking for escape. Because of that, we just put a plain increase in damage. One can also substitute the Sigil of Superior Battle for a Sigil of Superior Hydromancy, giving us yet another way to slow down the enemy by switching the weapon when near him (as per wiki, range 240).

 

The trinkets I've put in here are ascended Soldier's: one can also experiment with mixed stats, a bit more leaning toward the offensive. If equipping exotic, I suggest full Soldier's with Berserker's upgrades. The infusions can obviously be WvW Infusions, so to also boost the damage against Guards and Lords, and diminish the damage taken by them.

 

The food choice is easy: the Sharpening Stone to significatively increase our power (we have high toughness and vitality; we avoid the Maintenance Oils since our critical damage is low), and the Omnomberry Compote to substantially get the effect of Parasitic Bond trait and/or Sigil of Restoration once more. I tend not to use the top level of the Compote and Sharpening Stones, but instead prefer Raspberry Peach Compote and Hardened Sharpening Stone, which provides substantially the same bonuses, but for a minor cost.


V. Basic Gameplay

The basic idea of this build is to attack as a caster whenever possible, flanking the enemy zerg and launching our spells in the middle, both to tag enemies, weaken them and support allies by condition removal and combo fields, but a full on attack in the middle of the zerg is possible too.

 

The elements to remember are the following:

  • Well of Power is your only source of Stability, and a Stun Breaker too. Use it with care, and in advance if you think you're likely to pass over a Guardian's Line of Warding or an Elementalist's Static Field, which are the tipical first moves of competent zergs to incapacitate the enemies in block.
  • You don't need to spam Plague attacks: once an option is added, the others you added before are removed, and that option keeps on affecting enemies at each pulse! :-)
  • You have a number of options when things are going bad, in order: Well of Blood, Death Shroud, Plague, Signet of the Locust (if active), Dagger's Life Siphon. The Well is probably your best, first option, since it also gives your health siphoning, enemy tagging (kill a tagged enemy while down, and you get up again!), and protection. Follows Death Shroud, since you can activate Life Transfer [4]. Plague is your last very effective option: if you get out of Plague with low health and not yet out of the middle of the chaos, you're dead. Signet of the Locust is a good burst health gain, but after that you are slower, which possibly makes it harder for you to get in a safe spot, and the dagger attack is single target.
  • Personally, I find the Fast-Cast Ground Targeting option very effective in this build. Especially in big fights, where the lag is substantial, the time needed to click once more can be very detrimental. It requires though a bit of training to get the correct idea of the distances you can put your AoEs down from.
  • Remember that you're a bunker. You can get tons of damage, and have extra ways of absorbing it: don't be afraid to run head first in a zerg following your commander.
  • Death Shroud's Life Transfer ignores Gates, Walls and the like: use it to hit people and siege behind a Gate, either trying to get in or defending. You will often see many little numbers of the damages you are causing to siege and enemies and rejoyce, not to count the occasional kill!
  • Death Shroud is not just a way to defend yourself: it provides formidable attacks, that both hits very hard single target on Life Blast [1], and provides excellent anti-zerg Life Transfer [4] and Tainted Shackles [5].
  • This build is optimized for zergs, and works very well in open world PvE as well because of the great AoE abilities. It's just OK in dungeons and pretty much lacking in 1-vs-1 roamer situations. In such situations, the best option is to run away toward the direction where you will most likely find allies. You can do it without big efforts, since you're very bunker, and through Well of Power you can remove stuns and turn chills, cripples and immobilized at your advantage, not to mention that you can cast Staff's marks behind you (are you playing WvW and not yet bound the Look Behind key? do it now). As soon as somebody else joins the fight, the amount of combo fields and AoE effects you put can turn you from a less-than-effective fighter to a great supporter.
  • In a panic situation under Arrow Cart's cripple and bleeding attacks, thought to slow you and your allies down and kill you, remember that Well of Power is once again the perfect answer.
  • If attacking a gate ranged, have fun putting all your marks on the entrance door of the keep, refreshing them as soon as they get out of cooldown, and then watch enemies getting crushed as they try to sneak in and instead activate all of them.


Main Skill Rotation

Well of Power¼ 40
Well. Target area pulses, converting conditions on allies into boons.
Duration: 5Stability: 1 sRadius: 240Pulse: 1 sCombo Field: DarkBreak StunProtection: 3 s
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
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
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
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
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
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
Reaper's Mark¾ 32
Mark. Inscribe a mark that causes fear when foes trigger it.
Damage: 92Fear: 1 sRadius: 240Range: 1,200

This is the main rotation when you are entering a zerg head first.

 

The Well of Power launched from a distance provides you that little bit of stability that will allow you to pass through possible Line of Warding or Static Field unharmed.

 

Getting in Death Shroud immediately as you enter the enemy zerg allows you to soak up the first wave of damage, and have the timeout on your F1 at your disposal again as soon as possible, when you possibly will have to absorb some more damage if things get difficult.

 

After that, another well will prolong the protection that the first well gave us, and the Staff will provide the other AoEs. Try to place 3 and 4 intersecting, this will produce an AoE weakness. You leave 5, producing fear, as last, since you will want the possible stabilities to run off and until then you want to keep the enemy zerg as compact as possible, in order to tag as many enemies as possible.

 

In case you are flanking, instead, you can skip the Death Shroud step, since it would be effective only getting quite too near, and use it up only once you feel like attacking inside the enemy zerg.


Escaping enemies rotation

Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
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
Necrotic Slash¼
Slash your foe twice.
Damage (2x): 302Range: 130
Locust Swarm1 30
Gain swiftness and summon a swarm of locusts that cripple nearby foes.
Damage: 60Crippled: 1 sSwiftness: 10 sRadius: 210Life force: 1%
Necrotic Slash¼
Slash your foe twice.
Damage (2x): 302Range: 130
Dark Pact1 25
Immobilize your foe.
Damage: 252Immobilized: 3 sRange: 600
Necrotic Slash¼
Slash your foe twice.
Damage (2x): 302Range: 130

This is the rotation to kill the enemies trying to escape from the zerg, and its aim is substantially to slow them down as much as possible.

 

First, closing the gap: for this purpose run toward your enemy in Death Shroud and use Dark Path [2] to chill and teleport to their location. If you are near enough (range 600) the Tainted Shackles [5] is out of cooldown, it is an even better choice, since you will damage them AND immobilize them at the end.

 

Now switch weapon to dagger / warhorn. If you applied the Sigil of Superior Hydromancy, your enemies will now get even more chill. During these 5-8 seconds of chill, just use the autoattack for massive damage.

 

When the enemies get rid of the chill, use the Locust Swarm [5] to cripple them and slow them down once more and Dark Pact [3] to immobilize them (remember: they both take one second to activate, act in advance!), while using the autoattack in the pauses between the conditions. Try not to make the conditions overlap: this will maximize the time they are slowed down and make them burn through the condition removals at their disposal.

 

Finally, keep Wail of Doom [4] just to cancel enemy's heals.


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