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This build is in the testing phase.

Please join the discussion and rate this build if you have experience with this or closely related builds.

This build has been designed for the following use:

This build supports up to three soul taker melees with dark aura to deal devastating armour ignoring area damage. This power in offense is paid in health sacrifices that make additional healing mandatory.

Attributes and Skills

Gain 10 Energy whenever a non-Spirit creature near you dies, up to 3 times every 15 seconds.
 save
Template code

  • optional optional
    • Damage:
      • Strength of Honor Strength of Honor – put on your frontliner(s) for increased hit damage.
      • Putrid Explosion Putrid Explosion – snowball one kill into many.
      • Aura of the Lich Aura of the Lich – mild extra damage, distraction and a slight boost to death magic.
      • Soul Taker Soul Taker – if you only support one melee and your backline is stable, you can bring soul taker aswell and put dark aura on yourself. Generally not advised, as it noticeably worsens the team positioning and puts a lot of strain on the backline, but it can decisively increase your team's killing power if need be. Use without investing into a third attribute and equip an anniversary scythe sufferer for maximum effect. Bring drunken master aswell for IAS and IMS.
    • Shutdown:
      • Technobabble Technobabble – frequently available dazed to shut down casters together with the supported frontliner(s). Ideally used with a silencing weapon.
      • Extend Conditions Extend Conditions – combine with technobabble for super-dazed against longer-living casters. Ideally used with a silencing weapon.
    • Crowd control and positioning:
      • Tryptophan Signet Tryptophan Signet – makes it harder for foes to scatter effectively.
      • Mindbender Mindbender – easier positioning and faster spell activation.
      • Dash Dash – helps to kite and improve your positioning.
    • Backline support:
      • Foul Feast Foul Feast – cleansing.
      • Holy Veil Holy Veil – cleansing.
      • Expel Hexes Expel Hexes – cleansing.
      • Breath of the Great Dwarf Breath of the Great Dwarf – party heal. Best party heal option with the available energy and attribute points.
      • Mystic Regeneration Mystic Regeneration – selfheal of 20 health points per second.
      • Unyielding Aura Unyielding Aura – best single-target resurrection in the game. Ideal if you have a monk that copies it with arcane mimicry.
      • "By Ural's Hammer!" "By Ural's Hammer!" – best party resurrection in the game (as long as there are resurrection skills on at least two more party members).
      • "Stand Your Ground!" "Stand Your Ground!" – party-wide armour rating bonus.
    • Utility:
      • Withering Aura Withering Aura – cover, debuff and provision of conditions.
      • "Fall Back!" "Fall Back!" – party-wide IMS.
      • "Incoming!" "Incoming!" – party-wide IMS.
      • Signet of Lost Souls Signet of Lost Souls – energy management, selfheal.
      • Signet of Spirits Signet of Spirits – if not yet present in your team, but you have a restoration magic healer or anything else interacting with spirits. Allows them to get more out of skills interacting with spirits, such as mend body and soul, spirit transfer and spirit siphon.
      • Elemental Attunement Elemental Attunement – for elementalists to steal with arcane mimicry.


Equipment

Weaponry

  • 40/20/20 death magic for enchantments.
  • 40/40 death magic for non-enchantment death magic skills and aura of the lich.
  • High energy set death magic.
  • Shield set. To be used when you're idle or about to die. Prefer a silencing weapon for increased dazed durations when using technobabble.

Runes and insignias

Usage

  • Maintain masochism to increase death magic to 18.
  • Maintain dark aura on soul taker necromancers in your team.
    • If available, cover with withering aura.
    • See Notes: Damage for an overview of how much damage this combo deals.
  • Maintain Great Dwarf Weapon on as many physicals as possible. It can also be put on pets, non-party-member allies and minions.
  • Detonate leftover foes with Putrid Explosion.

Counters

  • Frequent enchantment removal.
  • Deep enchantment removal.
    • A spell breaker support in your team can help to bypass this issue.
  • General anti-caster.
  • Lack of healing.

Notes

  • Missed and blocked attacks still trigger soul taker's health sacrifice and thus dark aura's damage.
  • The health loss on you and the frontliner(s) makes it mandatory to bring additional healing compared to other builds.
  • You don't have to play this build with an elite skill if other options are more promising.
  • Dark aura Mechanics:
    • The caster loses health points. This way the occurring health loss/sacrifice is split between the soul taker and his support.
    • The enchanted character is the center of the damage, not the target of the weapon attacks.
    • Causes scattering.
    • Ends if the caster dies.

See also

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