Alright, I’m trying to tweak a condition/bleed based Necromancer. I know there seems to be some hate towards Necros, but most of it seems to come from a PvP perspective and this is meant to be a dungeon build used with a group and solo play for PvE. When I envisioned a Necromancer, I thought of a scary caster that cripples you and lets you bleed to death as I sit comfortably away from you. This is my first time doing anything like this so sorry if it isnt the best guide.
This build is for Dungeons and is based on crit-ing and applying bleeds on groups of mobs while doing nice damage and slight support for the team. After writing all this up I see some flaws in this build and will continue to optimize it. Like I said this is my first attempt at this build and its not 100% complete yet. I also would like to give credit to Aziff.3248, for his post in the official forums in which I started with and have tried to build upon.
I’m posting this to start a discussion on it, and hopefully have someone help with theory crafting where to strengthen some weakness in the build. This build is pretty situational, and works pretty well with the group I run dungeons with, but is still pretty PUG friendly since I havent had any trouble finishing dungeon pugs while running this. So here we go.
Build: http://www.guildhead...FwoaxGa0mMkqMVc
10/30/20/10/0 IV, II/VII/XI, II/V, III.
Spite (10 Points): I take 10 points here to get the IV signet recharge to allow for Plague Signet to have a 48 CD over a 60 CD
Curses (30 Points): 30 points here for the 300 Precision to add to Crit Chance. Taking trait II for 20% increased bleed duration ( Bleed Based Build) VII for 20% cool-down on Corruption skills, (Needed for Epidemic and Blood is Power) and XI for 33% bleed duration from scepter skills. (Once again bleed build no brainer.)
Death Magic (20 Points): 20 points here for an increase in toughness (survivability and extra condition damage.) We take II here for the unblock-able and larger marks for our staff skills. Then we take V for staff skills to recharge faster.
Blood Magic (10 Points): 10 points here to get III to get you blood mark on dodge, also a slight increase in Condition Dmg.
Weapons
The main weapons I use in this build is Scepter/Dagger and Staff.
Scepter/Dagger is a great combo for stacking bleeds, applying group cripples, AoE blind while removing conditions from yourself, and then a good direct dmg ability that scales with conditions on mob. For sigils I use Superior Sigil of Earth on scepter for a 60% chance to apply a bleed on crit, and then Superior Sigil of Curruption for an increase of 250 Condition Damage when capped. You also want to go Rabid for these weapons as well, which you can get from CM/TA/HotW/Arah tokens. You can also buy Malefractym a exotic Dagger on TP you get from Mystic Forge by random dagger feeding, and Lidless Eye/Eye of Rodgort for your scepter which can be made in the mystic forge as well.
Staff is used to get a bit more AoE dmg, group condition removal, applying group chill, and a fear that can be slightly useful is some boss fights. I use the Superior Sigil of Geomancer for an extra bleed while switching to the staff. You go rabid for this as well from said dungeons or Bramblethorne off TP which is another random feeding of staves into the mystic forge.