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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:

Flux.jpg 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

The energy cost of Dervish enchantments is reduced by 56%.
In PvE, gain +14 armor rating while enchanted.
Template code

Variable skill slot

  • Resurrection Signet Resurrection Signet
  • Rend Enchantments Rend Enchantments – defense against Zurrie dervishes, counter builds with multiple elementalists by rending attunements.
  • Blood Renewal Blood Renewal – easier split defense, easier flag running through pushing rangers.
  • Conviction 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 Watchful Intervention – increased team stability in 8v8 and skirmish situations.

Variant: Random Arenas

  • Watchful Intervention Watchful Intervention – replace Pious Haste. Combine with Resurrection Signet.


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.


  • 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


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.


  • General Anti-Caster.
  • Disabling of Dark Pact.


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.


  • More health points mean larger health sacrifices.
  • Worse energy management in 1v1 situations.
  • Minimally decreased pressure due to lacking Angorodon's Gaze.

See also