Build:D/N PvP March Signet of Suffering

A Hidden Talent Flux replacement for the popular Signet of Suffering Blood Necromancer, designed to spread pressure and provide spike assists while being usable as a split threat and midline flag runner.

Attributes and Skills
[build prof=Dervish/Necromancer BloodMagic=12 Mysticism=12+1+1][Signet of Suffering@14][Life Siphon@14][Oppressive Gaze@14][Dark Pact@14][Eremite's Zeal][Strip Enchantment@14][Pious Haste][Optional][/build] Variable skill slot Variant: Random Arenas
 * – defense against Zurrie dervishes, counter builds with multiple elementalists by rending attunements.
 * – easier split defense, easier flag running through pushing rangers.
 * – easy flag running through pushing rangers. Especially useful on frozen isle. Drop mysticism to 10+1+1, increase earth prayers to 8+1.
 * – increased team stability in 8v8 and skirmish situations.
 * – increased team stability in 8v8 and skirmish situations.
 * – replace [[Pious Haste@14]. Combine with [[Resurrection Signet].

Equipment
Runes and insignias
 * 5 blessed insignias.
 * Rune of superior vigor.
 * 3 runes of vitae.
 * No rune of restoration as it decreases the duration of bleeding you inflict on targets by 20% (3 seconds), decreasing the total damage dealt with each inflicted bleeding roughly by 18 from 91 to 73.

Weapons
 * Barbed spear of defense, 10%hct with a blood magic focus of aptitude with "Forget me not!"". Spread bleeding with [[Dark Pact@14].
 * 40/40 blood magic. For non-bleeding-spread blood magic skill usage.
 * High energy set blood magic.
 * Barbed or heavy spear of defense, 10%hrt with
 * Strength shield of fortitude, -20% cripple duration.
 * Strength shields of fortitude, +10 armor against each damage type.

Additional weapons
 * Swift staff of enchanting with "Let the Memory Live Again" if using [[Watchful Intervention@14].

Usage
General combat Flag running
 * Prepare bleeding.
 * Spread it on different targets instead of focusing on one. Use [[Dark Pact@14] to do so.
 * Bleeding is applied before [[Oppressive Gaze@14] checks for conditions on the target, so you can inflict all conditions in one cast.
 * Prefer not to combine with [[Life Siphon@14] so healing the condition or hex won't undo the other's pressure aswell.
 * Spread life siphon as much as possible.
 * Monks usually spare their hex removal for more threatening hexes and thus allow you to deal full pressure with this hex.
 * Make sure to maintain it on characters which might push on your flag running character or NPCs, mainly ranger and dervish.
 * Use oppressive gaze for weakness.
 * If the opponent has a Flesh Wound Paragon, weaken him. Note that you should be running flags against such a team with priority.
 * Else, weaken warriors.
 * When playing fully offensively, put it on the Restore Condition Prot as he can't remove the conditions from self.
 * Use [[Strip Enchantment@14] depending on the match situation.
 * Against elementalist heavy builds, strip attunements for the first few minutes so they run low on energy.
 * Follow the call of your frontliners: Remove prots so they can further pressure a target or remove prots on spikes.
 * In split skirmishes and split defense, save it for [[Mystic Regeneration (PvP)] or [[Healing Breeze].
 * Use dark pact for bleeding spreading, spike assistance and pressuring targets in skirmishes/split defense.
 * Use [[Eremite's Zeal@14] to gain energy.
 * Keep signet of suffering prepared.
 * Dodge [[Melandru's Shot].
 * Stop moving by using your stop action key (standard: escape).
 * Stop moving by casting a skill.
 * If you brought [[Conviction@9] getting crippled won't be an issue as you can remove the condition right away or it runs out after a few seconds.
 * Pressure pushing rangers and decrease the pressure put on yourself by applying life siphon.
 * If a pushing ranger does not have [[Troll Unguent], start pressuring him with your other damage skills and call a team member to collapse on him for a kill.
 * Some rangers chain an interrupt so they'll interrupt you if you try to hex them immediately when in casting range.
 * Selfheal with [[Blood Renewal@14] if you brought it and make sure that it won't get interrupted.
 * The aftercast delay of ranger interruption skills allows to safely cast a spell right after an interruption has been used.
 * Use it when the ranger uses Melandru's shot.
 * Use oppressive gaze on the ranger, cast during his [[Mending Touch].
 * If necessary, fake out interruptions. As the skill only requires one point of energy you can afford faking a lot.

Counters

 * General Anti-Caster.
 * Disabling of [[Dark Pact@14].