This build is to support physical damage players, using Order of Pain to increase damage. The build itself uses Ether Renewal to combat health sacrifice and energy cost of spells.
PropheciesElementalist. Energy Storage 16Ether RenewalElite Enchantment SpellFor 21 seconds, each time you cast a Spell, you gain 4 Energy and 21 Health for each Enchantment on you.10130
CoreElementalist. Energy Storage 16Aura of RestorationEnchantment SpellFor 60 seconds, you gain 1 Energy and are healed for 520% of the Energy cost each time you cast a spell.5¼20
CoreNecromancer. Blood Magic 12Order of PainEnchantment SpellFor 5 seconds, whenever a party member hits a foe with physical damage, that party member does +13 damage.17%102
PropheciesNecromancer. Blood Magic 12Dark FuryEnchantment SpellFor 5 seconds, whenever any party member hits with an attack, that party member gains one hit of adrenaline. (50% failure chance with Blood Magic of 4 or less.)17%10¾5
FactionsNecromancer. Blood Magic 12Blood BondHex SpellFor 10 seconds, target foe and all adjacent foes are hexed with Blood Bond. Whenever an ally hits one of them with an attack, that ally gains 17 Health. If one of these foes dies while hexed, all allies adjacent to that foe are healed for 84 Health.518
PropheciesNecromancer. Blood Magic 12Awaken the BloodEnchantment SpellFor 39 seconds, you gain +2 Blood Magic and +2 Curses, but whenever you sacrifice Health, you sacrifice 50% more than the normal amount.10145
Blood RitualPropheciesNecromancer. Blood Magic 14Blood RitualEnchantment SpellFor 14 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster.17%522
Strip EnchantmentCoreNecromancer. Blood Magic 14Strip EnchantmentSpellRemove 2 enchantments from target foe. If an enchantment is removed, you steal 61 Health.10120
Mark of FuryNightfallNecromancer. Blood Magic 14Mark of FuryHex SpellFor 5 seconds, whenever you or any of your allies successfully hit target foe, that ally gains 2 strikes of adrenaline. End effect: inflicts Cracked Armor condition for 14 seconds.5¾10
Jaundiced GazeFactionsNecromancer. Blood Magic 14Jaundiced GazeEnchantment SpellRemove an enchantment from target foe. If an enchantment was removed, for the next 14 seconds, your next enchantment spell casts 1 seconds faster and costs 9 less Energy.10115
Curses (change Energy Storage to 10+3+1, Blood Magic to 10 and Curses to 11).
Mark of PainCoreNecromancer. Curses 13Mark of PainHex SpellFor 30 seconds, whenever target foe takes physical damage, Mark of Pain deals 36 shadow damage to adjacent foes.10120
BarbsCoreNecromancer. Curses 13BarbsHex SpellFor 30 seconds, target foe takes 13 more damage when hit by physical damage.1025
Enfeebling BloodCoreNecromancer. Curses 13Enfeebling BloodSpellTarget foe and all nearby foes suffer from Weakness for 18 seconds.10%118
Weaken ArmorCoreNecromancer. Curses 13Weaken ArmorSpellTarget foe and foes adjacent to your target have Cracked Armor for 18 seconds.515
Reckless HasteFactionsNecromancer. Curses 13Reckless HasteHex SpellFor 11 seconds, target foe and all adjacent foes are Hexed with Reckless Haste. While Hexed, they attack 25% faster but have a 50% chance to miss with attacks.15112
ChilblainsCoreNecromancer. Curses 13ChilblainsSpellYou become Poisoned for 10 seconds. Foes in the area of your target are struck for 39 cold damage and lose 2 Enchantments.2528
Earth Magic (change Energy Storage to 10+3+1, Blood Magic to 10 and Earth Magic to 11+1).
Ward Against FoesCoreElementalist. Earth Magic 12Ward Against FoesWard SpellYou create a Ward Against Foes at your current location. For 18 seconds, non-Spirit foes in this area move 50% slower.15120
Ward Against MeleeCoreElementalist. Earth Magic 12Ward Against MeleeWard SpellYou create a Ward Against Melee at your current location. For 17 seconds, non-Spirit allies in this area have a 50% chance to block melee attacks.15130
EruptionPropheciesElementalist. Earth Magic 12EruptionSpellCause an Eruption at target foe's location. Each second for 5 seconds, foes near this location are struck for 34 earth damage and are Blinded for 10 seconds.25230
EarthquakePropheciesElementalist. Earth Magic 12EarthquakeSpellYou invoke an Earthquake at target foe's location. All foes near this location are knocked down and are struck for 85 earth damage.1025315
Water Magic (Change Energy Storage to 10+3+1, Blood Magic to 10 and Water Magic to 11+1)
Blurred VisionCoreElementalist. Water Magic 12Blurred VisionHex SpellFor 9 seconds, target foe and adjacent foes are Hexed with Blurred Vision. While Hexed, those foes have a 50% chance to miss with attacks.10112
Deep FreezeCoreElementalist. Water Magic 12Deep FreezeHex SpellYou cause a Deep Freeze at target foe's location. All foes in this area are struck for 70 cold damage, and for 10 seconds, they move 66% slower.25215 - this skills does not require a heavy investment into Water Magic
MaelstromCoreElementalist. Water Magic 12MaelstromSpellCreate a Maelstrom at target foe's location. For 10 seconds, foes adjacent to that area are struck for 22 cold damage each second. Maelstrom interrupts Spell-casting when it hits.1025230 - this skills does not require a heavy investment into Water Magic
Equipment[]
Armor
Blessed insignia with vigor rune
Weapons
+20% enchantment blood magic staff, two HCT mods
Players may also want 40/40 sets if taking any optionals that would benefit more from that than they would from the staff.
Usage[]
Maintain Awaken the BloodPropheciesNecromancer. Blood Magic 12Awaken the BloodEnchantment SpellFor 39 seconds, you gain +2 Blood Magic and +2 Curses, but whenever you sacrifice Health, you sacrifice 50% more than the normal amount.10145, Aura of RestorationCoreElementalist. Energy Storage 16Aura of RestorationEnchantment SpellFor 60 seconds, you gain 1 Energy and are healed for 520% of the Energy cost each time you cast a spell.5¼20 and Ether RenewalPropheciesElementalist. Energy Storage 16Ether RenewalElite Enchantment SpellFor 21 seconds, each time you cast a Spell, you gain 4 Energy and 21 Health for each Enchantment on you.10130