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This build is provisionally vetted great pending more votes. This build has received a provisional rating in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great. This build has been designed for the following use: |
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This build is only viable during the Flux: Hidden Talent. See the build's talk page for discussion and ramifications not noted here. |
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
12 + 1 + 1 The energy cost of Dervish enchantments is reduced by 56%. In PvE, gain +14 armor rating while enchanted. |
Variable skill slot
Resurrection Signet
Rend Enchantments – defense against Zurrie dervishes, counter builds with multiple elementalists by rending attunements.
Blood Renewal – easier split defense, easier flag running through pushing rangers.
Conviction – easy flag running through pushing rangers. Especially useful on frozen isle. Drop mysticism to 10+1+1, increase earth prayers to 8+1.
Watchful Intervention – increased team stability in 8v8 and skirmish situations.
Variant: Random Arenas
Watchful Intervention – replace Pious Haste . 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 .
- 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 .
Usage
General combat
- Prepare Signet of Suffering so your next targeted necromancer spell inflicts bleeding.
- Spread it on different targets instead of focusing on one. Use Dark Pact to do so.
- Bleeding is applied before Oppressive Gaze checks for conditions on the target, so you can inflict all conditions in one cast.
- Prefer not to combine with Life Siphon 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 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 to gain energy.
Flag running
- 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 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 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 .
Notes
Comparison with an unfluxed standard necromancer Advantages:
- Higher base armour level and better armour insignias.
- More health points.
- Better energy management in 8v8 and skirmish situations.
- Additional utility skill choices.
- Runs 10% faster.
Disadvantages:
- More health points mean larger health sacrifices.
- Worse energy management in 1v1 situations.
- Minimally decreased pressure due to lacking Angorodon's Gaze .