Haha… I was just gonna post as I read through the article. zapv already posted a good build in the beginning though.
@Justin,
Being in a 5-man team and a 10-man team is pretty different. In a 10 man team you have a ton more cover fire from your allies, and you likely won’t be the one that’s in the front line, so you can afford to sprinkle in nice damage. In any case I’d still recommend you take either Flesh Wurm or Spectral Walk. That’s just my advice though.
If you go full dire, you’ll be really tanky, but I think mixing dire and rabid is the way to go. Having a crit chance between 30% – 40% is ideal, imo. More crit chance – more damage, less crit chance – less damage but more tankyness. It depends on what you like. I’d personally stick at around 35% or so. If you are running in a group, you likely won’t need all that dire to keep you alive if your allies know what they are doing xD
I think going with staff is a must. Scepter / Warhorn and Scepter / Dagger both work. It depends on your preference. If you have a cleanser in a group, warhorn can become godly. When you don’t take dagger offhand, you don’t have that condi transfer, so if your ally covers for you, it takes care of that weakness, and warhorn allows you to tank really well because it fills your deathshroud like crazy, and synergizes with a lot of things (Minor in curses, plague, runes of krait, on-crit sigils, deathshroud). It also has the AoE daze – nothing like a little more crowd control. Dagger offhand has a nice blind, condi transfer, and ranged weakness and bleeds, which is also very nice to bomb a group with – Grasping Dead + Enfeeble on en enemy group… but you’d have less swiftness (your allies could provide that for you though)… so it depends.
With runes, it also depends. Perplexity is nice, but I’d say that’s more of a small scale thing to bring – maybe a 5-man group. Sure, bringing epidemic could make it more AoE, but the procs are unpredictable, and there is a long cooldown between the confusions so if it gets cleansed you are stuck with nothing. It’s still very good though – if you get 8 confusions on someone with a Necro they might as well roll over dead :P
Another good rune I’d recommend is Rune of the Krait if you have 0 points in Spite. These runes give you crazy duration on your bleeds, and make Plague pretty nice as well (Bleeds, poison and torment when you use it). I don’t think there’s any other rune, aside from maybe traveler, that would be good. But if you are in a group and your ally can give you swiftness in some way, traveler isn’t that necessary.
For sigils, you can never go wrong with one or two Energy Sigils. If you have the money for it. Sigil of Torment is good for some extra condi cover/pressure and there’s sigil of corruption. There’s many variations. I think I’m also a fan of Sigil of Agony (20% bleed duration), at least in theory. Perplexity Runes, Sigil of Agony and Hemophilia would give you the condi duration that Runes of Krait do, but you’d have confusion with Perplexity, for example. You’d lose out on some sigils though. Anyway.
Different people will tell you different things but I swear by Wurm+Spectral Walk. The mobility in small scale fights with those 2 can be pretty crazy, although I’m not sure if that’s good to start off with because it isn’t straight forward. Up to you, and it never hurts to try. If you aren’t using those, and you find yourself dead more often than alive and think you are getting too much focus fire, try using those and see if it changed anything
In a 10 man team, taking both likely isn’t as necessary, unless you are maybe fighting another melee-train guild group. A 10-man group is pretty different in terms of what you need.
The build I use is similar to what zapv linked. He uses Master of Terror, which focuses on damage. Soul Marks is good for sustain as well because it really fills your deathshroud, but you lose damage/CC, so it’s up to you
YouTube Channel
(edited by MethaneGas.8357)



But none the less still fun to watch the gameplay.