Necromancer PvE | Open World Staff, Dagger/Warhorn | Control Necrotank

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Summary

Orme


I. Weapons and Skills

Cleric's Staff
  • Weapon Strength: 985-1111
  • Healing Power: 239
  • Power: 171
  • Toughness: 171
  • Weapon Strength: -
Cleric's Dagger
  • Weapon Strength: 924-981
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Cleric's Warhorn
  • Weapon Strength: 814-900
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Cleric's Spear
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Cleric's Trident
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
  • Death Shroud10
    Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
    Retaliation: 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
      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: LightRetaliation: 5 sProtection: 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
  • Well of Suffering¼ 28
    Well. Target area pulses, damaging foes and inflicting vulnerability.
    Damage (5x): 1,220Duration: 5x2Vulnerability: 5 sRadius: 240Pulse: 1 sCombo Field: DarkProtection: 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
  • 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

II. Traits


III. Stat Specifics & Effects

Primary Stats

  • Health 22622 (+3410)
  • Vitality 1257 (+341)
  • Armor 3015 (+1179)
  • Toughness 2095 (+1179)
  • Attack 3112 (+1085)
  • Power 1945 (+1029)
  • Critical Hit 1% (+1%)
  • Precision 932 (+16)

Secondary Stats

  • Boon Duration 30% (+30%)
  • Chill Duration 10% (+10%)
  • Condition Duration 15% (+15%)
  • Damage 1167 (+5%)
  • Defense 920 (+0)
  • Healing Power 1615 (+1615)

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

IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Duration:

Utility Nourishment

Duration:

Armor & Runes

Cleric's Exalted Masque
  • Defense: 73
  • Healing Power: 60
  • Power: 43
  • Toughness: 43
Superior Rune of Svanir
  1. Toughness: 25
  2. Chill Duration: 10%
  3. Toughness: 50
  4. Chill Duration (self): -50%
  5. Toughness: 100
  6. +20% Chill Duration; When you’re struck below 20% health, become a block of ice for 5 seconds. (Cooldown: 90 seconds)
Cleric's Exalted Mantle
  • Defense: 73
  • Healing Power: 45
  • Power: 32
  • Toughness: 32
Superior Rune of Svanir
  1. Toughness: 25
  2. Chill Duration: 10%
  3. Toughness: 50
  4. Chill Duration (self): -50%
  5. Toughness: 100
  6. +20% Chill Duration; When you’re struck below 20% health, become a block of ice for 5 seconds. (Cooldown: 90 seconds)
Cleric's Exalted Coat
  • Defense: 314
  • Healing Power: 134
  • Power: 96
  • Toughness: 96
Superior Rune of Sanctuary
  1. Vitality: 25
  2. Boon Duration: 5%
  3. Vitality: 50
  4. 25% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30 seconds)
  5. Vitality: 100
  6. When struck below 20% health, gain stability for 5 seconds. (Cooldown: 60 seconds)
Cleric's Exalted Gloves
  • Defense: 133
  • Healing Power: 45
  • Power: 32
  • Toughness: 32
Superior Rune of Sanctuary
  1. Vitality: 25
  2. Boon Duration: 5%
  3. Vitality: 50
  4. 25% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30 seconds)
  5. Vitality: 100
  6. When struck below 20% health, gain stability for 5 seconds. (Cooldown: 60 seconds)
Cleric's Exalted Pants
  • Defense: 194
  • Healing Power: 90
  • Power: 64
  • Toughness: 64
Superior Rune of the Guardian
  1. Toughness: 25
  2. Healing Power: 35
  3. Toughness: 50
  4. Healing Power: 65
  5. Toughness: 100
  6. When you block a foe’s attack, burn that foe for 1 second.
Cleric's Exalted Boots
  • Defense: 133
  • Healing Power: 45
  • Power: 32
  • Toughness: 32
Superior Rune of the Guardian
  1. Toughness: 25
  2. Healing Power: 35
  3. Toughness: 50
  4. Healing Power: 65
  5. Toughness: 100
  6. When you block a foe’s attack, burn that foe for 1 second.

Armor Stat Totals

  • Defense 920
  • Toughness 349
  • Chill Duration 10%
  • Vitality 25
  • Boon Duration 5%
  • Healing Power 454
  • Power 299

Rune Bonuses

Superior Rune of Svanir
  1. Toughness: 25
  2. Chill Duration: 10%
Superior Rune of Sanctuary
  1. Vitality: 25
  2. Boon Duration: 5%
Superior Rune of the Guardian
  1. Toughness: 25
  2. Healing Power: 35

Accessories & Jewels

Cleric's Amulet
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Magi's Spineguard
  • Healing Power: 22
  • Precision: 16
  • Vitality: 16
(Infused)
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Cleric's Ring
  • Healing Power: 90
  • Power: 64
  • Toughness: 64
(Infused)
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Cleric's Ring
  • Healing Power: 90
  • Power: 64
  • Toughness: 64
(Infused)
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Cleric's Earring
  • Healing Power: 75
  • Power: 53
  • Toughness: 53
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Cleric's Earring
  • Healing Power: 75
  • Power: 53
  • Toughness: 53
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15

Accessory Totals

  • Power:409
  • Toughness:409
  • Healing Power:622
  • Precision:16
  • Vitality:16

Weapon Set Sigils

Cleric's Staff
  • Weapon Strength: 985-1111
  • Healing Power: 239
  • Power: 171
  • Toughness: 171
  • Weapon Strength: -
Sigil of Superior Force
+5% damage.

Weapon Set I

Sigil of Superior Force

+5% damage.

Cleric's Dagger
  • Weapon Strength: 924-981
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Cleric's Warhorn
  • Weapon Strength: 814-900
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Sigil of Superior Force
+5% damage.
Sigil of Superior Life
You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Weapon Set II

Sigil of Superior Force

+5% damage.

Sigil of Superior Life

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

Cleric's Spear
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Cleric's Trident
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Power: 85
  • Toughness: 85

Water Weapon I

Water Weapon II


V. Basic Gameplay

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