This build uses a high level of Curses (particularly for Mark of Pain) to amplify physical players' damage (though it can work with the right melee heroes) and comes with a side of healing and support to keep them active. Blood Magic is used to further boost Curses, but can be replaced with another attribute's support if desired.
FactionsNecromancer. Blood Magic 11Blood 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 16 Health. If one of these foes dies while hexed, all allies adjacent to that foe are healed for 79 Health.518
PropheciesNecromancer. Blood Magic 11Awaken the BloodEnchantment SpellFor 38 seconds, you gain +2 Blood Magic and +2 Curses, but whenever you sacrifice Health, you sacrifice 50% more than the normal amount.10145
Pain of DisenchantmentNightfallNecromancer. Curses 14Pain of DisenchantmentElite SpellTarget foe loses 3 enchantments. If an enchantment was lost in this way, that foe and all adjacent foes lose 94 Health.10115 - for enchantment removal and decent AoE armor-ignoring damage.
Feast of CorruptionPropheciesNecromancer. Curses 14Feast of CorruptionElite SpellTarget foe and all adjacent foes are struck for 76 shadow damage. You steal up to 38 Health from each struck foe who is suffering from a Hex.15220 - for AoE spiking power. Should be prepped by Blood Bond, but additional AoE hexes in the party will help reliability.
Order of the VampirePropheciesNecromancer. Blood Magic 11Order of the VampireElite Enchantment SpellFor 5 seconds, whenever a party member who is not under the effects of another Necromancer Enchantment hits a foe with physical damage, that party member steals up to 13 Health.17%525 - if you're running several physical attackers. Move one point from Curses into Blood Magic. Recommended to drop Barbs, as the hero will not have enough time for both.
Icy VeinsFactionsNecromancer. Soul Reaping 9Icy VeinsElite Hex SpellTarget foe is struck for 58 cold damage. For 25 seconds, if target foe dies all nearby foes are struck for 74 cold damage.1015 - decently spammable damage hex with an on-death AoE. Consider boosting Soul Reaping.
BarbsCoreNecromancer. Curses 14BarbsHex SpellFor 30 seconds, target foe takes 14 more damage when hit by physical damage.1025 - for the tougher foes and to cleanup faster.
Reckless HasteFactionsNecromancer. Curses 14Reckless HasteHex SpellFor 12 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 - useful for blocking in HM.
Defile EnchantmentsFactionsNecromancer. Curses 14Defile EnchantmentsSpellTarget foe and all nearby foes take 56 shadow damage and 19 shadow damage for each Enchantment on them.10215 - AoE nuke, excels in enchantment-heavy areas.
Desecrate EnchantmentsPropheciesNecromancer. Curses 14Desecrate EnchantmentsSpellTarget foe and all nearby foes take 56 shadow damage and 19 shadow damage for each Enchantment on them.10215 - copy of Defile for more nuke filler/assist.
Mark of FuryNightfallNecromancer. Blood Magic 11Mark of FuryHex SpellFor 5 seconds, whenever you or any of your allies successfully hit target foe, that ally gains 1 strikes of adrenaline. End effect: inflicts Cracked Armor condition for 11 seconds.5¾10 - for adrenaline-based players.
Blood RitualPropheciesNecromancer. Blood Magic 11Blood RitualEnchantment SpellFor 12 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster.17%522 - if your party is energy hungry.
Jaundiced GazeFactionsNecromancer. Blood Magic 11Jaundiced GazeEnchantment SpellRemove an enchantment from target foe. If an enchantment was removed, for the next 11 seconds, your next enchantment spell casts 1 seconds faster and costs 8 less Energy.10115 - enchantment removal that works well with OotV.
Signet of Lost SoulsNightfallNecromancer. Soul Reaping 9Signet of Lost SoulsSignetIf target foe is below 50% Health, you gain 64 Health and 6 Energy.¼8 - for improved energy management.
Foul FeastEotNNecromancer. Soul Reaping 9Foul FeastSpellAll conditions are transferred from target other ally to yourself. For each condition acquired in this way, you gain 27 Health and 1 Energy. This skill recharges twice as fast if you remove Disease from your target.5¼4 - for removing entire condition stacks, particularly in areas with lots of covered blind.
Unyielding AuraPropheciesMonk. Divine Favor 0Unyielding AuraElite Enchantment SpellWhile you maintain this enchantment, your Monk spells heal for +15% more Health. When this enchantment ends one random other party member is resurrected with full Health and Energy and teleported to your location.-15¼10 - Use if you want a safety net or as Elite Rebirth.
Empathic RemovalFactionsMonk. UnlinkedEmpathic RemovalElite SpellYou and target other ally lose 1 Condition and 1 Hex, and are healed for 50.517
Signet of RemovalNightfallMonk. UnlinkedSignet of RemovalElite SignetIf target ally is under the effects of an Enchantment, that ally loses one Hex and one Condition.15
Holy VeilCoreMonk. UnlinkedHoly VeilEnchantment SpellWhile you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally.-15112 - preprot against hexes and allow for easier interruption by the rest of the team.
Remove HexCoreMonk. UnlinkedRemove HexSpellRemove a Hex from target ally.518 - for cheap, low-recharge hex cleaning.
OptionalCoreNo Profession. UnlinkedOptionalOptionalOptional. 2 & 3 & 4 (put 10 in Smiting Prayers, change Blood Magic to 0 and drop Awaken the BloodPropheciesNecromancer. Blood Magic Awaken the BloodEnchantment SpellFor 20..39..46 seconds, you gain +2 Blood Magic and +2 Curses, but whenever you sacrifice Health, you sacrifice 50% more than the normal amount.10145):
Strength of HonorCoreMonk. Smiting Prayers 10Strength of HonorEnchantment SpellWhile you maintain this Enchantment, target ally deals 18 more damage in melee.-110215 - for more melee support.
Smite HexCoreMonk. Smiting Prayers 10Smite HexSpellRemove a Hex from target ally. If a Hex is removed, foes in the area suffer 60 holy damage.5112 - for hex removal.
Smite ConditionEotNMonk. Smiting Prayers 10Smite ConditionSpellRemove one Condition from target ally. If a Condition was removed, foes in the area take 43 holy damage.517 - for condition removal.
OptionalCoreNo Profession. UnlinkedOptionalOptionalOptional. 2 & 3 & 4 (put 10 in Protection Prayers, change Blood Magic to 0 and drop Awaken the BloodPropheciesNecromancer. Blood Magic Awaken the BloodEnchantment SpellFor 20..39..46 seconds, you gain +2 Blood Magic and +2 Curses, but whenever you sacrifice Health, you sacrifice 50% more than the normal amount.10145):
AegisCoreMonk. Protection Prayers 10AegisEnchantment SpellFor 9 seconds, all party members within earshot have a 50% chance to block attacks.10230 - for a party-wide block.
Protective SpiritCoreMonk. Protection Prayers 10Protective SpiritEnchantment SpellFor 17 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.10¼5 - to cap damage.
Shield of AbsorptionNightfallMonk. Protection Prayers 10Shield of AbsorptionEnchantment SpellFor 6 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment.5110 - for building damage reduction.
Spirit BondFactionsMonk. Protection Prayers 10Spirit BondEnchantment SpellFor 8 seconds, whenever target ally takes more than 50 damage from the next 10 attacks or Spells, that ally is healed for 70 Health.10¼2 - when taking heavy damage.
RebirthCoreMonk. Protection Prayers 10RebirthSpellResurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 5 seconds. This Spell consumes all of your remaining Energy.105 - 'cause res scrolls are expensive (disable and micro).
Ritualist:
OptionalCoreNo Profession. UnlinkedOptionalOptionalOptional. 2 & 3 & 4 (put 10 in Channeling Magic, change Blood Magic to 0 and drop Awaken the BloodPropheciesNecromancer. Blood Magic Awaken the BloodEnchantment SpellFor 20..39..46 seconds, you gain +2 Blood Magic and +2 Curses, but whenever you sacrifice Health, you sacrifice 50% more than the normal amount.10145):
Splinter WeaponFactionsRitualist. Channeling Magic 10Splinter WeaponWeapon SpellFor 20 seconds, target ally has a Splinter Weapon. Target ally's next 4 attacks deal 35 damage to up to 3 adjacent foes.515 - for additional melee damage
Spirit RiftFactionsRitualist. Channeling Magic 10Spirit RiftSpellOpen a Spirit Rift at target foe's location. After 3 seconds, all adjacent foes are struck for 92 lightning damage and suffer from Cracked Armor for 11 seconds. 1025 - over Weaken Armor, may need micro
Ancestors' RageFactionsRitualist. Channeling Magic 10Ancestors' RageSkillFor 1 second, nothing happens. When this skill ends, all foes adjacent to target ally are struck for 75 lightning damage.5¼10 - additional damage
OptionalCoreNo Profession. UnlinkedOptionalOptionalOptional. 2 & 3 & 4 (put 10 in Restoration Magic, change Blood Magic to 0 and drop Awaken the BloodPropheciesNecromancer. Blood Magic Awaken the BloodEnchantment SpellFor 20..39..46 seconds, you gain +2 Blood Magic and +2 Curses, but whenever you sacrifice Health, you sacrifice 50% more than the normal amount.10145):
Mend Body and SoulFactionsRitualist. Restoration Magic 10Mend Body and SoulSpellTarget ally is healed for 83 Health. That ally loses one Condition for each spirit within earshot.5¾3 - for condition removal and a heal.
Spirit LightFactionsRitualist. Restoration Magic 10Spirit LightSpellTarget ally is healed for 140. If any Spirits are within earshot, you don't sacrifice Health.17%514 - for massive 5 energy heal.
Spirit TransferFactionsRitualist. Restoration Magic 10Spirit TransferSpellThe Spirit nearest you loses 35 Health. Target ally is healed for 5 for each point of Health lost.10¼5 - for spike heal on an ally.
Protective Was KaolaiFactionsRitualist. Restoration Magic 10Protective Was KaolaiItem SpellHold Kaolai's ashes for up to 45 seconds. While you hold his ashes, you gain 10 armor. When you drop his ashes, all party members are healed for 60 Health10125 - for party-wide heal.
LifeFactionsRitualist. Restoration Magic 10LifeBinding RitualCreate a level 10 Spirit with 200 Health and 62 armor. When this Spirit dies, all non-Spirit allies within its range are healed for 5 Health for each second this Spirit was alive. This Spirit dies after 20 seconds.10¾20 - for party-wide heal and spirit trigger.
Weapon of WardingFactionsRitualist. Restoration Magic 10Weapon of WardingWeapon SpellFor 6 seconds, target ally has a Weapon of Warding, granting that ally +3 Health regeneration and a 50% chance to block.1015 - for 50% chance to block and health regeneration.
Flesh of My FleshFactionsRitualist. Restoration Magic 10Flesh of My FleshSpellLose half your Health. Resurrect target party member with your current Health and 15% Energy.54 / Death Pact SignetNightfallRitualist. Restoration Magic 10Death Pact SignetSignetResurrect target party member with your current Health and 72% Energy. The next time that ally dies within 120 seconds, so do you.312 - reusable resurrects
Paragon:
OptionalCoreNo Profession. UnlinkedOptionalOptionalOptional. 1 (put 10 in Command, change Blood Magic to 0 and drop Awaken the BloodPropheciesNecromancer. Blood Magic Awaken the BloodEnchantment SpellFor 20..39..46 seconds, you gain +2 Blood Magic and +2 Curses, but whenever you sacrifice Health, you sacrifice 50% more than the normal amount.10145):
"Incoming!"NightfallParagon. Command 10"Incoming!"Elite ShoutFor 8 seconds, all allies within earshot move 33% faster, and gain 12 Health while moving.520 - for running around the map, particularly in vanquishes.
OptionalCoreNo Profession. UnlinkedOptionalOptionalOptional. 2 & 3 & 4 (put 10 in Command, change Blood Magic to 0 and drop Awaken the BloodPropheciesNecromancer. Blood Magic Awaken the BloodEnchantment SpellFor 20..39..46 seconds, you gain +2 Blood Magic and +2 Curses, but whenever you sacrifice Health, you sacrifice 50% more than the normal amount.10145):
"Fall Back!"NightfallParagon. Command 10"Fall Back!"ShoutFor 8 seconds, all allies within earshot gain 12 Health per second while moving and move 33% faster. "Fall Back!" ends on an ally affected by this Shout when that ally successfully hits with an attack.1020 - for running around the map, particularly in vanquishes.
"Find Their Weakness!"NightfallParagon. Command 10"Find Their Weakness!"ShoutFor 15 seconds, the next time target ally attacks, that ally deals +35 damage and inflicts a Deep Wound for 15 seconds.1015 - for more damage + DW.
"Stand Your Ground!"NightfallParagon. Command 10"Stand Your Ground!"ShoutFor 15 seconds, all party members within earshot receive +24 armor when not moving.1020 - for extra armor.
Bladeturn RefrainNightfallParagon. Command 10Bladeturn RefrainEchoFor 20 seconds, target non-Spirit ally has a 15% chance to block incoming attacks. This Echo is reapplied every time a Chant or Shout ends on that ally.518 - for added blocking.
"We Shall Return!"NightfallParagon. Command 10"We Shall Return!"ShoutAll party members in earshot are resurrected with 42% Health and 15% Energy.2530 - for a super rez (disable and micro).
Equipment
Armor
Full Survivor or +armor insignia of choice
Weapons
40/40 Curses set or 40/20/20% staff
Defensive set if preferred (bring an enchanting weapon for AtB/Prot)
Usage
Set the hero to Guard mode.
Micro Mark of PainCoreNecromancer. Curses 14Mark of PainHex SpellFor 30 seconds, whenever target foe takes physical damage, Mark of Pain deals 38 shadow damage to adjacent foes.10120 to place it on the center mob.
Counters
Standard anti-caster
Physical to Elemental damage conversion (such as Stone StrikerNightfallElementalist. Earth Magic Stone StrikerEnchantment SpellFor 5..25..32 seconds, whenever you take or deal elemental or physical damage, that damage is converted to earth damage.5¼20 or Greater ConflagrationPropheciesRanger. Wilderness Survival Greater ConflagrationElite Nature RitualCreate a level 1..8..11 Spirit. For non-Spirit creatures within its range, all physical damage is fire damage instead. This Spirit dies after 30..126..158 seconds.5315)
Hex removal, though Blood Bond can act as a fish or cover hex.