Cool name right? This will be a build for general PvE but mostly Dungeon play (since that’s all I do these days anyways). It boasts great survival ability and support, but best of all it can easily be switch into another build all together for boss fights. This is primarily a Minion Master build, but can be switched into Staff Support on the fly.
Anyhow, this started as just another build my necromancer carried around in her backpack until I realized it is actually quite decent. The build uses a complete set of Soldier’s gear. The armor and weapons are easily obtainable by doing AC, HotW, SE, or a combination of the 42k sets. Trinkets are a bit harder, in the mean time I’ve settled for rare trinkets from WvW Invader’s. Alternatively if you are swimming in Karma you can get a whole set of rares from WvW, or just the rare dungeon set from HotW.
the build
weapons:
Specifically I go for Axe/Focus + Staff. Axe and Focus I like to run with superior sigil of peril, allowing your Axe1 to ramp up to 11 vulnerability on its own. Focus4 also adds another healthy dose of vulnerability, easily getting 20+ stacks. Unfortunately bosses have resistance to vulnerability, but that doesn’t make it worthless. Staff has a superior sigil of force.
traits:
This build runs with 20/0/20/30/0.
As a Minion Master you’re going to be utilizing most of the traits that buff minions. Now I know Minion AI seems to be lacking but honestly in a dungeon I never really have this problem. I’m not sure why, maybe the isolated instance has something to do with it.
Spite: Focus -20% cd (II), Minion +30% damage (IX). This actually makes minion damage quite respectable, especially wurm and golem as well as buffing putrid explosion (there’s talk about whether it affects putrid explosion or not, I think it does).
Death: Minion -20% cd (III), Minion +50% hp (X). Quite self explanatory here. IIRC Jagged horrors seem to have over 6k hp now.
Blood: Most of the adept major traits are decent to use here. Minion siphon (VII) and Minion draw conditions (XI) are my picks for the other two traits. Minion siphon and draw condition actually works when you’re downed, and quite noticeably too, just another feature to add to the build’s survival ability.
As to what Minions to bring, that’ll really depend on the situation. In general I like to have blood fiend, bone fiend, bone minions, and flesh golem out, with signet of the locust or plague signet or epidemic as my last utility. Flesh wurm works nicely in scenarios where you won’t need to move much.
Minions however, will often be undesirable in boss fights. Fights such as Lupi and Jade Maw will punish you for having minions out. That’s when I do a complete 180 with the build. I think Death and Blood magic trait lines have some of the best traits and makes the necromancer entirely versatile.
For instance, against Lupi I’d use:
Spite: Signet -20% cd (IV), Marks +10% damage (VII).
Death: Staff skills -20% cd (V), Greater Marks (II).
Blood: Transfusion heal (VI), Mark of blood on evasion (III), Well of blood on revive (IV).
For skills I’d take consume conditions, Signet of the Locust, Undeath, and Spite. Instantly you become a source of stable dps and can easily help out the rest of your team with regen boons, ranged rally, and small heals.
For runes, currently I’m just rocking Melandru. It could be anything tbh.
I have berserker builds and condition builds and while those builds have much greater dps potential they aren’t as flexible. There’s quite a lot of fun to be had in flexibility. Will update this build as I discover more things.
And he really is very versatile!