User:VEEcEE/Necromancer
Necromancer[edit]
Necro is my main class and I wanted a denser version of the traits on one page, specifically for PvE. More info may be added in the future.
Core Specialization Traits[edit]
Spite[edit]
Focuses on improving strike damage, might generation, and inflicting vulnerability on enemies. May enhance axe, focus, and signet skills.
| Trait | Description |
|---|---|
| Shroud skill 1 grants might.
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Deal increased strike damage to foes with no boons. Focus and axe skills recharge faster.
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Consume conditions to gain health when you use a healing skill.
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Chilling a foe inflicts vulnerability.
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| Deal increased strike damage while downed. Inflict vulnerability when you strike a foe below the health threshold. Cannot apply vulnerability to the same target more than once per interval.
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Cast Lesser Spinal Shivers on a foe when attacking them while their health is below the threshold.
Lesser Spinal Shivers chills your target and removes up to three boons, dealing extra damage based on the number of boons removed.
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Might grants you more power and less condition damage. Gain might when entering shroud.
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Signets steal health and remove boons from affected foes. Siphon healing is reduced for each target struck beyond the first.
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Gain might when you strike a foe below the health threshold.
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Inflicting fear on a foe gives you boons. Shroud skill 3 partially recharges when you defeat foes.
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Deal increased strike damage to enemies below the health threshold.
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| Strike around you when entering shroud.
Cripple nearby foes and convert their boons into conditions. Gain resolution for each foe you strike. Converts additional boons on foes below the health threshold.
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Curses[edit]
Focuses on inflicting conditions, improving condition damage, and benefiting from critical hits. May enhance scepter, and corruption skills.
| Trait | Description |
|---|---|
Critical hits have a chance to cause bleeding. Increases bleed duration.
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| Disabling a foe inflicts torment on them. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.
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| Your first attack after entering shroud transfers conditions. Only activates if you have conditions.
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Blinding a target will also apply chill.
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Gain fury when entering shroud. Gain additional precision.
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Corruptions gain reduced recharge time and inflict additional conditions on you.
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Shroud skill 2 now additionally converts boons into conditions.
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| A percentage of your condition damage heals you. Healing will not occur while life force replaces health.
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Increases critical-hit chance for each condition on the foe. Gain condition damage based on your precision.
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Cast Lesser Enfeeble when entering shroud. Critical hits inflict weakness.
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Fear you inflict deals damage each second.
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Your condition damage is increased. Conditions inflicted by scepter skills have longer durations, and Feast of Corruption becomes Devouring Darkness.
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Death Magic[edit]
Focuses on defense by gaining carapace, protection, and removing conditions. May enhance minions.
| Trait | Description |
|---|---|
Gain carapace when entering shroud.
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| Minions have increased health. Gain carapace for each minion you control. Your minions are destroyed when this trait is reassigned.
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Poison damage is increased. Applying poison grants carapace.
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Lose a condition when you enter shroud and every few seconds while you remain in shroud. Gain carapace when removing conditions from yourself.
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Your passive life-force generation from nearby deaths is increased. Kills grant carapace. When you enter shroud, gain life-force per stack of carapace.
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| Minions deal more damage and take conditions from you. When a minion attacks, it transfers conditions to its target. There is a 10 second cooldown per minion.
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| If you are disabled, gain protection. Incoming condition damage is reduced while you have protection. Disables include stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, and launch.
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Carapace stacks grant power and condition damage.
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Take reduced condition damage while at or above the threshold of carapace stacks.
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When you or one of your minions is downed, create a Poison Nova. Summon a jagged horror when you kill a foe.
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Inflicting a condition on a foe grants carapace. Gain pulsing protection while at or above the carapace threshold.
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Regenerate health while in shroud. If your life force is above the threshold, your shroud will activate if you would take a lethal blow.
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Blood Magic[edit]
Focuses on support through healing, life stealing, and reviving allies. May enhance dagger, and warhorn skills.
| Trait | Description |
|---|---|
Leave a Mark of Blood when you dodge.
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Cast Lesser Well of Blood when reviving an ally. Wells of Blood revive allies every pulse.
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Dagger skills grant nearby allies Taste for Blood.
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Cast Lesser Signet of Vampirism on your foe when you inflict bleeding on them that matches or exceeds the threshold.
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Siphon health whenever you hit a foe. Minions siphon health and transfer it to you.
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Heal allies in an area when you exit shroud. Increase healing to other allies.
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Warhorn skills gain increased effect duration.
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You and your nearby allies siphon health with attacks. This effect increases while in Shroud.
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As long as you are not downed, allies near you do not bleed out if they are downed. Gain healing power based on your current health.
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Gaining health grants a proportionate amount of barrier. Conversion amount increases while at full health.
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Entering shroud transfers conditions from allies to you. Exiting shroud consumes conditions currently on you and converts them to life force.
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Marks can be triggered by allies to heal them and provide them with additional benefits. Create Chilblains at your location when you use your fourth shroud skill.
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Soul Reaping[edit]
Focuses on improving Shroud and life force generation. May enhance marks from staff skills.
| Trait | Description |
|---|---|
Increases the amount of life force gained from all sources.
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Shroud skill 1 inflicts vulnerability.
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| Marks become unblockable and generate life force when triggered. | |
| Entering shroud grants swiftness and removes movement-impairing conditions. | |
Shroud skills gain reduced recharge.
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Entering or exiting shroud increases all damage you deal for a duration.
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Gain Vitality. Your incoming healing is increased.
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Your fear effects have increased durations. Inflicting fear generates life force.
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Maximum life force is increased.
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Gain life force every interval up to the threshold when not in shroud. Gain protection when you enter shroud.
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| Gain increased critical-strike chance. Gain increased critical-strike damage while in shroud. | |
Shroud skill 1 inflicts burning on your target.
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