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Overview
An improved version of the traditional terrormancer build, this build relies heavily on area denial, hybrid damage and crowd control, especially through the use of fears. Most useful in team fights.
Skill Bar
Slot Changes
Utility
Spectral Armor 50
Spectral Armor
⇒
Spectral Walk 60
Spectral Walk
- Sacrifices protection for increased mobility, useful if not running warhorn.
Spectral Armor 50
Spectral Armor
⇒
Plague Signet 30
Plague Signet
- If you need the extra transfer or your team struggles with condis
Well of Corruption ¼
40
Well of Corruption
⇒
Corrupt Boon ½
40
Corrupt Boon
- Lower CD for single target boon corruption
Well of Corruption ¼
40
Well of Corruption
⇒
"Nothing can save you!" ½
25
"Nothing can save you!"
- Lower CD and useful against blocks, but won't proc fear
Weapons
- This build can also be used with Offhand Dagger for an extra condi transfer and boon corrupt
Specializations
Variants
- is also an option for more condition damage.
Equipment
9
Superior Sigil of Intelligence Your next three attacks after swapping to this weapon while in combat has a 100% critical chance. (Cooldown: 9s)
5
Superior Sigil of Torment 50% Chance on critical: Apply AoE torment (5 seconds, 180 radius). (Cooldown: 5s)
9
Superior Sigil of Leeching Your next attack after swapping to this weapon while in combat steals some health. (Cooldown: 9s)
9
Superior Sigil of Hydromancy Damage nearby foes and chill them for 2 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Rune of the Traveler (1): +8 All Stats (2): +5% Boon Duration (3): +12 All Stats (4): +10% Boon Duration (5): +16 All Stats (6): +25% Movement Speed; +10% Condition Duration
Mercenary's Amulet +1050 Power +560 Toughness +560 Vitality +1050 Condition Damage
Equipment Variants
Rune
Superior Rune of the Adventurer
Superior Rune of the Adventurer (1): +25 Condition Damage (2): +35 Power (3): +50 Condition Damage (4): +65 Power (5): +100 Condition Damage (6): +125 Condition Damage; When you use a heal skill you gain 25% endurance. (Cooldown: 10s)
Superior Rune of the Nightmare
Superior Rune of the Nightmare (1): +25 Condition Damage (2): +5% Condition Duration (3): +50 Condition Damage (4): +10% Condition Duration (5): +100 Condition Damage (6): When you use an elite skill, deliver an attack (240 radius) that blinds enemies and transfers one condition.(Cooldown: 45s)
Sigils
Superior Sigil of Leeching 9
Superior Sigil of Leeching Your next attack after swapping to this weapon while in combat steals some health. (Cooldown: 9s)
over Torment for more sustain
Superior Sigil of Doom 9
Superior Sigil of Doom Your next attack after you swap to this weapon while in combat inflicts poison (6 seconds). (Cooldown: 9s)
over Torment against classes with a lot of healing
Amulet
Wanderer's Amulet
Wanderer's Amulet +1050 Precision +560 Toughness +1050 Condition Damage +560 Expertise
- Paired with Scepter mainhand.
Viper's Amulet
Viper's Amulet +1050 Power +560 Precision +1050 Condition Damage +560 Expertise
Usage
- Try to rotate to team fights and put pressure on boon-heavy support builds (tempest, druid, guardian).
Spectral Armor 50
Spectral Armor
is your stun break, but if this is on cooldown you can jump into shroud to gain stability.
- Keep an eye on your conditions at all times, and save
Putrid Mark ¾
20
Putrid Mark
and
Deathly Swarm ¼
18
Deathly Swarm
for when you have several conditions (4+). If you get interrupted, you may be better off using shroud to soak up the damage.
- With Can't find such trait "Spectral Mastery"! Please refer to our trait index,
Spectral Wall ¼
45
Spectral Wall
will grant 5% life force each time an enemy triggers it, including minions, pets, etc. Each teammate can get protection twice by crossing the wall if they do not already have the boon.
Spectral Wall ¼
45
Spectral Wall
can only be shadowstepped; it cannot be evaded or blocked. When placed on a chokepoint, you will often be able to decap a point before a target can reach you.
- triggers every 30 seconds on a critical hit. Weakness can prevent this trait from triggering, which is why it helps to have the transfers from
Putrid Mark ¾
20
Putrid Mark
and
Deathly Swarm ¼
18
Deathly Swarm
available.
- Life force generates very quickly, so be ready to pop into shroud when it is off cooldown, though it might be best to wait if you are trying to transfer conditions.
- Fears do significant damage with and , so try to make the best use of
Reaper's Mark ¾
32
Reaper's Mark
,
Terrify ½
Terrify
Detonate your armor to make foes around you flee in fear.
Fear (1s): Involuntary retreat; unable to act; stacks duration.
Range: 360
and
Spectral Wall ¼
45
Spectral Wall
: they are ideal for team fights on a small point, like clocktower on Kyhlo. ---> Chaining these skills together will also prevent any active healing and allow your teammates to land bursts.
- Remember that your staff marks have a greater range than
Well of Corruption ¼
40
Well of Corruption
and
Spectral Wall ¼
45
Spectral Wall
, so you may need to get closer to land these skills. They can be very effective when placed on downed enemies or allies.
- With , try to inflict as many different conditions as you can during a fight. This also helps to provide cover conditions for the more damaging ones. See combos below.
- When fighting other necros, try to keep at least one condi transfer available for when they use their transfer.
Combos
- In addition to the common reaper combo fields (
Chilblains ¾
16
Chilblains
= poison,
Executioner's Scythe 1¼
30
Executioner's Scythe
= ice), you also have access to a dark field ->
Well of Corruption ¼
40
Well of Corruption
and necro's only ethereal field ->
Spectral Wall ¼
45
Spectral Wall
.
Spectral Wall ¼
45
Spectral Wall
->
Soul Spiral 3
30
Soul Spiral
= Confusing bolts (my personal favorite)
Spectral Wall ¼
45
Spectral Wall
->
Death's Charge 1
6
Death's Charge
= Chaos Armor (5s, self only)
Spectral Wall ¼
45
Spectral Wall
->
Putrid Mark ¾
20
Putrid Mark
= Chaos Armor (3s, AOE)
Well of Corruption ¼
40
Well of Corruption
->
Soul Spiral 3
30
Soul Spiral
= Leeching Bolts (now heals thru shroud, very useful!)
Well of Corruption ¼
40
Well of Corruption
->
Putrid Mark ¾
20
Putrid Mark
= AOE Blind
Note:
- When casting
Spectral Wall ¼
45
Spectral Wall
, it must be placed at the edge of your target's feet for an instant fear. Placing it directly under an enemy won't fear them until they move off of it and attempt to cross again. Practice on golems in HotM.
Deathly Swarm ¼
18
Deathly Swarm
is considered a projectile, and can be reflected or blocked. Be careful that it is not reflected back onto you, as this will blind you and transfer 3 conditions from the enemy to yourself.
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