Feedback:User/Damysticreaper/Necromancer skills

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My necromancer suggestions combined into one suggestion to get a better view of them.

The aims are to focus Blood Magic on a more supportive role and adjust some of the life-steal spells. Redoing how the hexes of Curses work. Improving the Minion Master and giving Death Magic better offensive abilities.

It still needs some balancing and adjustments.

Blood Magic[edit]

Blood Bond Blood Bond 10% Sacrifice1 Energy1 Activation time8 Recharge time Hex spell (12 seconds). Also hexes foes adjacent to target foe. Allies hitting these foes gain 5...17...20 health. If any of these foes die while hexed, adjacent allies are healed for 20...84...100

Blood Drinker Blood Drinker 17% Sacrifice1 Energy2 Activation time45 Recharge time Hex spell (12 seconds). Allies steal 5...17...20 health whenever they cast a spell on target foe. If target foe dies while hexed, this skill recharges instantly. No effect unless target foe is bleeding.

Blood is Power Blood is Power 17% Sacrifice1 Energy1 Activation time4 Recharge time Elite Enchantment spell (12 seconds). Target ally gains +1...3...4 to all of their attributes. Cannot self-target.

Blood of the Aggressor Blood of the Aggressor 10% Sacrifice1 Energy1 Activation time8 Recharge time Enchantment spell (12 seconds). Target ally gains 1 strike of adrenaline for the next 1...3...4 attack[s]. If these attacks hit an attacking foe, target ally steals 5...17...20 health from that foe.

Blood Renewal Blood Renewal 17% Sacrifice1 Energy2 Activation time4 Recharge time Enchantment spell (12 seconds). Target ally recharges spells 10...22...25% faster. Cannot self-target.

Blood Ritual Blood Ritual 17% Sacrifice1 Energy2 Activation time4 Recharge time Enchantment spell (12 seconds). Target ally gains +1...4...5 energy regeneration. Cannot self-target.

Order of Pain Order of Pain 20% Sacrifice10 Energy1 Activation time5 Recharge time Enchantment spell (5 seconds). Enchants all party members. Party members deal +5...17...20 damage with their attacks. Gain 2% of your health back for each party member enchanted by this spell.

Pvp version

20% Sacrifice10 Energy1 Activation time5 Recharge time Enchantment spell (5 seconds). Enchants all party members. Party members deal +3...13...16 damage with their attacks. Gain 2% of your health back for each party member enchanted by this spell.

Order of the Vampire Order of the Vampire 20% Sacrifice5 Energy1 Activation time5 Recharge time Elite Enchantment spell (5 seconds). Enchants all party members. Enchanted party members steal 5...17...20 health with their attacks. Gain 2% of your maximum health back for each party member affected by this spell.

Pvp version

20% Sacrifice5 Energy2 Activation time5 Recharge time Elite Enchantment spell (5 seconds). Enchants all party members. Enchanted party members steal 5...17...20 health with their attacks. Gain 2% of your maximum health back for each party member affected by this spell. Party members under the effect of another Necromancer enchantment are not affected.

Order of Apostasy Order of Apostasy 20% Sacrifice10 Energy1 Activation time5 Recharge time Elite Enchantment spell (5 seconds). Enchants all party members. Party members deal 5...25...30 damage to foes adjacent to the foe they hit with their attacks. Gain 2% of your maximum health back for each party member affected by this spell.

Pvp version

20% Sacrifice10 Energy1 Activation time5 Recharge time Elite Enchantment spell (5 seconds). Enchants all party members. Party members deal 5...25...30 damage to foes adjacent to the foe they hit with their attacks. Gain 2% of your maximum health back for each party member affected by this spell. Party members under the effect of another Necromancer enchantment are not affected.

Dark Fury Dark Fury 20% Sacrifice10 Energy1 Activation time5 Recharge time Enchantment spell (5 seconds). Enchants all party members. Party members gain 1 strike of adrenaline each time they hit with an attack. 50% failure unless Blood Magic is 5 or more. Gain 2% of your maximum health back for each party member affected by this spell.

Signet of Suffering Signet of Suffering 8% Sacrifice4 Recharge time Elite Signet. Inflicts bleeding condition (3...13...15 seconds) and steal 5...25...30 health from foes targeted by your next Necromancer skill.

Vampiric Gaze Vampiric Gaze 5 Energy1 Activation time5 Recharge time Spell. Steals 10...42...50 health from target foe. Heals for 25...85...100 if target foe is suffering from a condition.

Pvp version

5 Energy1 Activation time10 Recharge time Spell. Steals 10...42...50 health from target foe. Heals for 25...85...100 if target foe is suffering from a condition.

Vampiric Swarm Vampiric Swarm 17% Sacrifice10 Energy2 Activation time10 Recharge time Spell. Steals 15...51...60 health from target foe and 2 foes in the area of target foe. Heals party members in earshot for 15...51...60.

Jaundiced Gaze Jaundiced Gaze 10 Energy1 Activation time10 Recharge time Enchantment spell (3...13...15 seconds). Steals 20...52...60 health from target foe. Your enchantments cast 50% faster if target foe is suffering from a condition.

Vampiric Spirit Vampiric Spirit 5 Energy1 Activation time5 Recharge time Elite Enchantment spell (10 seconds). Steals 30...66...75 health from target foe. You gain +5...9...10 health regeneration.

Pvp version

5 Energy1 Activation time10 Recharge time Elite Enchantment spell (10 seconds). Steals 30...66...75 health from target foe. You gain +5...9...10 health regeneration.

Lifebane Strike Lifebane Strike 10 EnergyActivation time8 Recharge time Spell. Deals 15...43...50 shadow damage to target foe. Steals 15...43...50 health if target foe's health is above 50%.

Dark Pact Dark Pact 10% Sacrifice1 EnergyActivation time8 Recharge time Spell. Deals 15...43...50 shadow damage and inflicts cripple condition (1...8...10 second[s]) to target foe and foes adjacent to target foe.

Pvp version

10% Sacrifice1 EnergyActivation time8 Recharge time Spell. Deals 15...43...50 shadow damage and inflicts cripple condition (1...8...10 second[s]) to target foe.

Shadow Strike Shadow Strike 10% Sacrifice1 EnergyActivation time8 Recharge time Spell. Deals 15...43...50 shadow damage and inflicts blind condition (1...4...5 second[s]) to target foe and foes adjacent to target foe.

Pvp version

10% Sacrifice1 EnergyActivation time8 Recharge time Spell. Deals 15...43...50 shadow damage and inflicts blind condition (1...4...5 second[s]) to target foe.

Ravenous Gaze Ravenous Gaze 8% Sacrifice1 Energy1 Activation time10 Recharge time Elite Spell. Deals 15...27...30 shadow damage and steals 15...27...30 health from target foe and foes adjacent to target foe. Gain 1...3...3 energy for each foe with a condition.

Unholy Feast Unholy Feast 10 EnergyActivation time10 Recharge time Spell. Deals 10...34...40 shadow damage to target foe and removes all of that foe's conditions. Removal effect: steals 5...13...15 health for each condition removed (maximum of 60).

Feast of Corruption Feast of Corruption 10 EnergyActivation time10 Recharge time Elite Spell. Deals 10...34...40 shadow damage and removes all conditions from target foe and foes adjacent to target foe. Removal effect: steals 5...13...15 health for each condition removed (maximum of 80).

Life Siphon Life Siphon 10 Energy1 Activation time15 Recharge time Hex spell (6...11...12 seconds). Also hexes foes adjacent to target foe. Causes -1...3...3 health degeneration. You gain +1...3...3 health regeneration for each hexed foe.

Life Transfer Life Transfer 5 Energy1 Activation time15 Recharge time Elite Hex spell (6...11...12 seconds). Also hexes foes near target foe. Causes -3...7...8 health degeneration. You gain +3...7...8 health regeneration for each hexed foe.

Tainted Flesh Tainted Flesh 5 Energy¼ Activation time20 Recharge time Enchantment spell (30 seconds). Inflicts disease condition (1...3...3 second[s]) to adjacent foes whenever you use a touch skill. You are immune to disease condition. For each rank of Soul Reaping your touch skills cost 4% less energy. At Soul Reaping 4 or more you gain +1...3...3 armor and move 2...4...5% faster for each touch skill you have equiped.

Vampiric TouchVampiric Bite Vampiric Touch/Vampiric Bite 15 Energy¾ Activation time3 Recharge time Touch skill. Steals 30...66...75 health from target foe.

Touch of Agony Touch of Agony 10% Sacrifice1 Energy¾ Activation time3 Recharge time Touch skill. Target touched foe and foes adjacent to target foe lose health equal to 100...180...200% of the health you lost by the sacrifice cost (maximum of 80).

Wallow's Bite Wallow's Bite 10% Sacrifice1 Energy¾ Activation time3 Recharge time Touch skill. Deals 20...52...60 damage and inflicts cripple condition (4...9...10 seconds) to target foe.

Enfeebling Touch Enfeebling Touch 5 Energy¾ Activation time5 Recharge time Touch skill. Target foe and foes adjacent to target foe lose 10...42...50 health and suffer weakness condition (5...17...20 seconds).

Vile Touch Vile Touch 10% Sacrifice1 Energy¾ Activation time3 Recharge time Touch skill. Deals 20...52...60 damage to target foe. Gain 4...9...10 energy if target foe is suffering from a condition.

Plague Sending Plague Sending 10% Sacrifice1 Energy1 Activation time5 Recharge time Spell. Transfer 1...3...3 condition[s] and [its/their] remaining duration[s] from yourself to target foe and all adjacent foes.

Signet of Agony Signet of Agony ¾ Activation time15 Recharge time Signet (10 seconds). Reduces the health sacrifice of your next 1...3...4 spell[s] by 50%.

Pvp version

10% Sacrifice¾ Activation time8 Recharge time Signet. Deals 10...58...70 shadow damage to nearby foes. You suffer from bleeding condition (25 seconds).

Signet of Sorrow Signet of Sorrow 2 Activation time30 Recharge time Signet. The next time your health would drop below 0 you are healed for 50...170...200 instead. If your health drops below 0 due to health sacrifice this skill recharges instantly. Activates 50% faster if you are near a corpse.

Well of Blood Well of Blood 17% Sacrifice10 Energy1 Activation time8 Recharge time Well spell (8...18...20 seconds). Open a Well of Blood the location of target ally or foe. Allies in this well have +1...5...6 health regeneration.

Well of Power Well of Power 17% Sacrifice10 Energy1 Activation time8 Recharge time Elite Well spell (8...18...20 seconds). Open a Well of Power at the location of target ally or foe. Allies in this well have +1...2...2 energy regeneration and +1...2...2 attribute points.

Curses[edit]

Atrophy Atrophy 10 Energy1 Activation time15 Recharge time Hex spell (10 seconds). Reduces target foe's attributes by 0...2...2.

Malaise Malaise 10 EnergyActivation time20 Recharge time Hex spell (3...13...15 seconds). Reduces target foe's maximum energy by 50%.

Desecrate Enchantments Desecrate Enchantments 10 EnergyActivation time15 Recharge time Hex spell (10 seconds). Enchantments cannot be cast on target foe if target foe is enchanted by more than 6...3...2 enchantments.

Shivers of Dread Shivers of Dread 17% Sacrifice10 EnergyActivation time25 Recharge time Hex spell (3...13...15 seconds). Target foe's spells are easily interrupted.

Rigor Mortis Rigor Mortis 10 EnergyActivation time20 Recharge time Hex spell (3...13...15 seconds). Target foe moves 50% slower and cannot block.

Meekness Meekness 17% Sacrifice15 Energy2 Activation time15 Recharge time Hex spell (5...25...30 seconds). Target foe and nearby foes deal 33% less damage.

Shadow of Fear Shadow of Fear 10 Energy2 Activation time15 Recharge time Hex spell (5...25...30 seconds). Target foe and nearby foes attack 50% slower.

Price of Failure Price of Failure 10 Energy2 Activation time10 Recharge time Hex spell (3...13...15 seconds). Target foe has 50% chance to miss with attacks. Deals 15...43...50 damage whenever target foe fails to hit.

Insidious Parasite Insidious Parasite 17% Sacrifice10 Energy2 Activation time15 Recharge time Hex spell (8 seconds). Steals 10...26...30 health whenever target foe attacks. End effect: steals 10...26...30 health from target foe and foes adjacent to target foe.

Weaken Knees Weaken Knees 5 Energy1 Activation time10 Recharge time Elite Hex spell (1...13...16 second[s]). Target foe moves 50% slower and has -1...3...4 health degeneration. Target foe takes 1...8...10 damage each second while moving.

Soul Bind Soul Bind 10% Sacrifice5 Energy1 Activation time15 Recharge time Elite Hex spell (30 seconds). Target foe has 20% healing reduction. Every time target foe is healed the healer takes 20...68...80 damage.

Soul Barbs Soul Barbs 10 Energy2 Activation time20 Recharge time Hex spell (30 seconds). Deals 15...27...30 damage whenever an enchantment or hex is cast on target foe. Inflicts bleeding condition (5...17...20 seconds) whenever an enchantment or hex ends on target foe.

Soul Leech Soul Leech 10 Energy2 Activation time15 Recharge time Elite Hex spell (10 seconds). Steals 15...67...80 health whenever target foe casts a spell.

Depravity Depravity 10 Energy1 Activation time15 Recharge time Elite Hex spell (8 seconds). Deals 5...29...35 damage and inflicts disease condition (1...4...5 second[s]) to target foe and foes near target foe whenever target foe attacks or uses a spell. End effect: causes 2...8...10 energy loss and inflicts disease condition (3...13...15 seconds) to target foe and foes near target foe.

Cacophony Cacophony 10 Energy1 Activation time15 Recharge time Hex Spell (20 seconds). Whenever target foe uses a shout or chant all foes in earshot of target foe take 15...43...50 damage and suffer bleeding condition (5...17...20 seconds).

Defile Enchantments Defile Enchantments 5 Energy1 Activation time5 Recharge time Hex spell (8 seconds). Deals 20...68...80 damage the next time target foe becomes enchanted.

Defile Flesh Defile Flesh 5 Energy1 Activation time5 Recharge time Hex spell (8 seconds). Reduces healing by 33% the next time target foe is healed. No effect unless Curses is 5 or more.

Barbs Barbs 10 EnergyActivation time5 Recharge time Hex spell (30 seconds). Deals 1...12...15 damage and inflicts bleeding condition (2...8...10 seconds) whenever target foe is hit by an attack.

Chilblains Chilblains 17% Sacrifice10 Energy1 Activation time15 Recharge time Hex spell (8 seconds). Also hexes foes adjacent to target foe. Deals 15...63...75 cold damage and ends when these foes use a skill. End effect: inflicts poison condition (3...13...15 seconds).

Ulcerous Lungs Ulcerous Lungs 5 Energy2 Activation time15 Recharge time Hex spell (8 seconds). The next time target foe uses a spell or chant that spell or chant fails and target foe takes 20...68...80 damage and this hex ends. End effect: inflicts bleeding condition (10...22...25 seconds).

Mark of Subversion Mark of Subversion 10 Energy2 Activation time30 Recharge time Hex Spell (6 seconds). The next spell that target foe casts that targets one of your allies fails and you steal 10...82...100 health. Also causes a knock down to target foe and foes adjacent to target foe if Soul Reaping is 4 or more.

Wither Wither 17% Sacrifice15 Energy1 Activation time15 Recharge time Elite Hex spell (8 seconds). Also hexes foes adjacent to target foe. Causes -1...4...5 health degeneration and -1 energy degeneration. The next time these foes use a spell that spell fails and you steal 5...41...50 health and 1...4...5 energy from these foes and this hex ends. End effect: inflicts weakness condition (5...17...20 seconds).

Pvp version

17% Sacrifice15 Energy2 Activation time15 Recharge time Elite Hex spell (8 seconds). Also hexes foes adjacent to target foe. Causes -1...4...5 health degeneration and -1 energy degeneration. The next time these foes use a spell that spell fails and you steal 5...41...50 health and 1...4...5 energy from these foes and this hex ends. End effect: inflicts weakness condition (5...17...20 seconds).

Spinal Shivers Spinal Shivers 17% Sacrifice1 Energy1 Activation time15 Recharge time Hex spell (8 seconds). The next time target foe takes damage target foe is interrupted and this hex ends. End effect: foes adjacent to target foe are interrupted. Interruption effect: you lose 10...6...5 energy.

Enfeeble Enfeeble 5 Energy¼ Activation time12 Recharge time Spell. Interrupts an action and inflicts weakness condition (10...26...30 seconds) to target foe.

Envenom Enchantments Envenom Enchantments 10 Energy2 Activation time20 Recharge time Spell. Removes one enchantment from target foe and foes adjacent to target foe. Removal effect: inflicts poison condition (5...17...20 seconds).

Corrupt Enchantment Corrupt Enchantment 5 Energy1 Activation time10 Recharge time Elite Hex spell (10 seconds). Removes one enchantment from target foe and foes adjacent to target foe. Removal effect: causes -1...7...8 health degeneration.

Rend Enchantments Rend Enchantments 5 Energy2 Activation time20 Recharge time Spell. Removes all enchantments from target foe. Removal effect: lose 20...8...5% maximum health for each enchantment removed.

Pain of Disenchantment Pain of Disenchantment 5 Energy1 Activation time15 Recharge time Elite Spell. Target foe loses 1...4...5 enchantments. Removal effect: target foe and foes adjacent to target foe lose 10...82...100 health.

Pvp version

10 Energy1 Activation time15 Recharge time Elite Spell. Target foe loses 1...3...3 enchantments. Removal effect: target foe and foes adjacent to target foe lose 10...82...100 health.

Well of Darkness Well of Darkness 17% Sacrifice15 Energy2 Activation time20 Recharge time Well spell (8...18...20 seconds). Open a Well of Darkness at the location of target ally or foe. Foes inside this well have 50% chance to miss.

Well of Ruin Well of Ruin 17% Sacrifice15 Energy2 Activation time10 Recharge time Well spell (8...18...20 seconds). Open a Well of Ruin at the location of target ally or foe. Conditions inflicted to foes inside this well last 50% longer.

Well of Silence Well of Silence 17% Sacrifice15 Energy2 Activation time20 Recharge time Well spell (8...18...20 seconds). Open a Well of Silence at the location of target ally or foe. Foes inside this well cannot use shouts or chants and activate their spells 50% slower.

Well of Weariness Well of Weariness 17% Sacrifice10 Energy1 Activation time10 Recharge time Well spell (8...18...20 seconds). Open a Well of Weariness at the location of target ally or foe. Foes inside this well suffer -0...2...2 energy degeneration.

Death Magic[edit]

Animate Bone Fiend Animate Bone Fiend 15 Energy3 Activation time10 Recharge time Spell. Creates a level 1...16...20 Bone Fiend that has a ranged attack. Exploits a fresh corpse.

Animate Bone Horror Animate Bone Horror 10 Energy3 Activation time5 Recharge time Spell. Creates a level 1...16...20 Bone Horror. Foes attacking Bone Horror suffer from weakness condition (3...13...15 seconds). Exploits a fresh corpse.

Animate Bone Minions Animate Bone Minions 15 Energy3 Activation time5 Recharge time Spell. Creates two level 0...12...15 Bone Minions. When these minions die adjacent foes suffer disease condition (3...13...15 seconds). Exploits a fresh corpse.

Animate Flesh Golem Animate Flesh Golem 15 Energy3 Activation time10 Recharge time Elite Spell. Creates a level 3...21...25 Flesh Golem that hits 2 more foes adjacent to it's target. Exploits a fresh corpse. You can control a maximum of 1...4...5 Flesh Golems.

Animate Shambling Horror Animate Shambling Horror 15 Energy3 Activation time10 Recharge time Spell. Creates a level 1...16...20 Shambling Horror. When this minion dies a level 0...12...15 Jagged Horror is summoned that inflicts bleeding condition (5...21...25 seconds) with it's attack. Exploits a fresh corpse.

Animate Vampiric Horror Animate Vampiric Horror 15 Energy3 Activation time10 Recharge time Spell. Creates a level 1...16...20 Vampiric Horror that steals 10...30...35 health with it's attacks. Exploits a fresh corpse.

Aura of the Lich Aura of the Lich 15 Energy2 Activation time45 Recharge time Elite Enchantment spell (5...37...45 seconds). Whenever a foe hexed with your Death Magic spells dies a level 1...16...20 Bone Horror you control is summoned. Initial effect: exploit all corpses in earshot. Animates a level 1...16...20 Bone Horror, plus one for each exploited corpse. Foes attacking Bone Horror suffer from weakness condition (3...13...15 seconds). Whenever a foe hexed with your Death Magic spells dies you lose 2 energy. No effect on non-fleshy foes.

Malign Intervention Malign Intervention 10 Energy1 Activation time5 Recharge time Hex spell (5...17...20 seconds). Creates a level 1...16...20 Bone Horror you control when target foe dies. Foes attacking Bone Horror suffer from weakness condition (3...13...15 seconds). No effect if target foe does not leave an exploitable corpse.

Jagged Bones Jagged Bones 5 Energy1 Activation time15 Recharge time Elite Enchantment spell (30 seconds). When target minion dies 3 level 0...12...15 Jagged Horrors are summoned that inflict bleeding condition with their attacks (5...21...25 seconds).

Order of Undeath Order of Undeath 20% Sacrifice5 Energy1 Activation time5 Recharge time Elite Enchantment spell (5...25...30 seconds). You gain +1...2...2 Death Magic. Your minions suffer no natural health degeneration and attack 33% faster (5 seconds). Initial effect: heals your minions for 30...126...150 health. Gain 2% of your maximum health back for each minion affected by this spell.

Blood of the Master Blood of the Master 5% Sacrifice5 Energy1 Activation time5 Recharge time Spell. Heals your minions for 30...126...150 health. Sacrifice +1% health per minion healed.

Verata's Aura Verata's Aura 17% Sacrifice10 Energy1 Activation time30 Recharge time Enchantment spell (30 seconds). Your minions take 1...12...15 less damage. For each minion you control you gain +1 health regeneration. Initial effect: become master of all hostile minions in the area. No effect unless Death Magic is 5 or more.

Verata's Gaze Verata's Gaze 5 Energy1 Activation time5 Recharge time Spell. Deals 5...41...50 shadow damage to target foe if target foe is suffering from a condition and heals your minions for 5...41...50. If target foe is a hostile minion you become it's master instead and your minions are healed for an additional 20...84...100.

Verata's Sacrifice Verata's Sacrifice 20% Sacrifice15 Energy1 Activation time30 Recharge time Spell. All your minions gain +10 health regeneration (10 seconds). Initial effect: heals your minions for 25...165...200. End effect: destroys all your minions and foes adjacent to your minions take damage equal to 50% of the remaining health of the destroyed minions (maximum of 15...83...100 damage).

Putrid Explosion Putrid Explosion 10 Energy¼ Activation time Spell. Destroys one of your minions. Foes adjacent to the destroyed minion take damage equal to half of the remaining health of the destroyed minion (maximum of 25...85...100 damage).

Taste of Death Taste of Death 5 Energy¼ Activation time5 Recharge time Spell. Destroys one of your minions. You gain 100...340...400 health and 1...16...20 energy.

Feast for the Dead Feast for the Dead 5 Energy¼ Activation time10 Recharge time Spell. Transfer all conditions target ally is suffering to one of your minions and destroy that minion. Your minions are healed for 100...340...400.

Dark Bond Dark Bond 10 Energy1 Activation time20 Recharge time Enchantment spell (20...52...60 seconds). Transfers 75% of incoming damage from you to your closest minion.

Infuse Condition Infuse Condition 10 Energy1 Activation time20 Recharge time Enchantment spell (20...52...60 seconds). Whenever you receive a condition, it transfers from you to your closest minion.

Necrotic Traversal Necrotic Traversal 5 Energy¾ Activation time Spell. Teleport to a corpse's location. Deals 25...65...75 damage and inflicts poison condition (5...17...20 seconds) to nearby foes. Exploits a fresh corpse.

Consume Corpse Consume Corpse 10 Energy1 Activation time Spell. You gain 50...250...300 health and 5...25...30 energy. Exploits a fresh corpse.

Putrid Flesh Putrid Flesh 10 Energy1 Activation time5 Recharge time Spell. Explodes a corpse, dealing 25...101...120 damage and inflicting disease condition (3...13...15 seconds) to foes near it. Exploits a fresh corpse.

Rotting Flesh Rotting Flesh 10 Energy2 Activation time5 Recharge time Spell. Inflicts disease condition (10...22...25 seconds) to target foe.

Virulence Virulence 5 Energy1 Activation time10 Recharge time Elite Spell. Inflicts bleeding-, disease-, poison- and weakness condition (3...13...15 seconds) to target foe and foes adjacent to target foe.

Icy Veins Icy Veins 10 Energy1 Activation time5 Recharge time Elite Hex spell (30 seconds). Deals 25...85...100 damage to nearby foes when target foe dies. Initial effect: deals 15...63...75 cold damage and inflicts disease condition (10...22...25 seconds) to target foe.

Fetid Ground Fetid Ground 15 Energy3 Activation time20 Recharge time Spell. Deals 5...25...30 cold damage each second (5 seconds). Hits foes adjacent to target's initial location. Initial effect: inflicts disease condition (10...22...25 seconds).

Bitter Chill Bitter Chill 5 Energy1 Activation time5 Recharge time Spell. Deals 15...43...50 cold damage and inflicts bleeding condition (10...22...25 seconds) to target foe. Spread all conditions from target foe to foes adjacent to your target if target foe is diseased.

Toxic Chill Toxic Chill 5 Energy1 Activation time5 Recharge time Elite Spell. Deals 15...63...75 cold damage and inflicts poison condition (10...22...25 seconds) to target foe. Hits adjacent and increases the remaining duration of other conditions on target foe by 5...81...100% if target foe is diseased.

Deathly Swarm Deathly Swarm 10 Energy2 Activation time6 Recharge time Spell. Deals 30...78...90 cold damage and inflicts weakness condition (5...17...20 seconds) to target foe and 2 foes in the area of target foe. Removes disease condition from party members in earshot.

Deathly Chill Deathly Chill 10 Energy1 Activation time5 Recharge time Spell. Deals 15...43...50 cold damage and inflicts weakness condition (5...17...20 seconds) to target foe. Deals 15...43...50 more cold damage to target foe and adjacent foes if target foe is diseased.

Poisoned Heart Poisoned Heart 10 Energy2 Activation time10 Recharge time Spell. Deals 15...43...50 cold damage and inflicts poison condition (5...17...20 seconds) to target foe and foes adjacent to target foe.

Vile Miasma Vile Miasma 10 Energy1 Activation time15 Recharge time Hex spell. Deals 10...42...50 damage to target foe and foes adjacent to target foe. Conditioned foes take 2...8...10 damage each second (10 seconds).

Rising Bile Rising Bile 10 Energy2 Activation time20 Recharge time Hex spell (10 seconds). Also hexes foes near your target. Causes -1...4...5 health degeneration. End effect: deals 2...8...10 damage for each second this hex was in effect.

Taste of Pain Taste of Pain 5 Energy¾ Activation time5 Recharge time Spell. Removes a condition from target foe or ally. Removal effect: you gain 25...85...100 health and 1...8...10 energy.

Withering Aura Withering Aura 10 Energy¼ Activation time15 Recharge time Enchantment spell (10 seconds). Your next spell inflicts weakness condition to the foes it hits. You steal 5...41...50 health and 1...4...5 energy for each diseased foe it hits.

Demonic Flesh Demonic Flesh 5 Energy1 Activation time Enchantment spell (20...40...45 seconds). Target ally is immune to the disease condition and has +2...8...10 armor against diseased foes. Initial effect: removes disease condition from target ally.

Contagion Contagion 10 Energy2 Activation time15 Recharge time Elite Hex spell (5...25...30 seconds). Also hexes foes near target foe. Whenever a foe hexed with this spell gains a condition nearby foes suffer the same condition for the same duration. Whenever a foe hexed with this spell inflicts a condition that foe suffers the same condition for the same duration.

Pvp version

5 Energy1 Activation time20 Recharge time Elite Enchantment spell (60 seconds). Whenever you gain a condition all foes in the area gain the same condition. You sacrifice 20...8...5% maximum health whenever you gain a condition.

Death Nova Death Nova 5 Energy1 Activation time Enchantment spell (30 seconds). Deals 25...85...100 damage and inflict poison condition (15 seconds) to adjacent foes when target ally dies.

Pvp version

5 Energy2 Activation time Enchantment spell (30 seconds). Deals 25...85...100 damage and inflict poison condition (15 seconds) to adjacent foes when target ally dies.

Rip Enchantment Rip Enchantment 5 Energy1 Activation time15 Recharge time Spell. Removes an enchantment from target foe. Removal effect: inflicts bleeding condition (5...21...25 seconds).

Well of Suffering Well of Suffering 17% Sacrifice10 Energy1 Activation time10 Recharge time Well spell (8...18...20 seconds). Open a Well of Suffering at the location of target ally or foe. Foes inside this well suffer -1...5...6 health degeneration

Well of the Profane Well of the Profane 17% Sacrifice15 Energy2 Activation time20 Recharge time Well spell (8...18...20 seconds). Open a Well of the Profane at the location of target ally or foe. Foes inside this well take 10...50...60 damage whenever they use a skill.

  • Minion Mastery PvP

Animate Bone Fiend Animate Bone Fiend 15 Energy3 Activation time20 Recharge time Spell. Summon a level 1...14...17 Bone Fiend that has a ranged attack. You can control a maximum of 1 Bone Fiend.

Animate Bone Horror Animate Bone Horror 10 Energy3 Activation time10 Recharge time Spell. Summon a level 1...14...17 Bone Horror. Foes attacking Bone Horror suffer from weakness condition (3...13...15 seconds). You can control a maximum of 1 Bone Horror.

Animate Bone Minions Animate Bone Minions 15 Energy3 Activation time15 Recharge time Spell. Summon 2 level 0...10...12 Bone Minions. When these minions die adjacent foes suffer poison condition (5...13...15 seconds). You can control a maximum of 2 Bone Minions.

Animate Flesh Golem Animate Flesh Golem 15 Energy3 Activation time20 Recharge time Elite Spell. Summon a level 3...21...25 Flesh Golem that causes a knock down on critical hits. You can control a maximum of 1 Flesh Golems.

Animate Shambling Horror Animate Shambling Horror 15 Energy3 Activation time20 Recharge time Spell. Summon a level 1...14...17 Shambling Horror that inflicts cripple (2...6...7 seconds) condition with it's attacks. You can control a maximum of 1 Shambling Horror.

Animate Vampiric Horror Animate Vampiric Horror 15 Energy3 Activation time20 Recharge time Spell. Summon a level 1...14...17 Vampiric Horror that steals 10...30...35 health with it's attacks. You can control a maximum of 1 Vampiric Horror.

Aura of the Lich Aura of the Lich 10 Energy2 Activation time20 Recharge time Elite Enchantment spell (5...37...45 seconds). Increase the maximum limit of the amount of minions you can control of your minion spells by 0...2...3. Whenever your health hits 0 you steal all health from the closest minion you control, if you control no minions this enchantment ends instead and you are healed for 50...202...240.

Jagged Bones Jagged Bones 10 Energy3 Activation time15 Recharge time Elite Spell. Summon 3 level 0...10...12 Jagged Horrors that inflict bleeding condition with their attacks (5...21...25 seconds). You can control a maximum of 3 Jagged Horrors.

Malign Intervention Malign Intervention 10 Energy1 Activation time45 Recharge time Hex spell (5...17...20 seconds). Target foe receives 20% less health from healing. Your minions attack target foe. Recharges instantly if target foe dies.

Order of Undeath Order of Undeath 5 Energy1 Activation time15 Recharge time Elite Spell. All but one of your minions die. If that minion was non-elite, it deals +5...25...30 damage, has +5...17...20 health regeneration and attacks 33% faster (20 seconds).

Taste of Death Taste of Death 5 Energy¼ Activation time Spell. You steal 100...340...400 health from an allied minion.

Verata's Aura Verata's Aura 10 Energy1 Activation time30 Recharge time Enchantment spell (30 seconds). You gain 1...4...5 energy whenever you summon a minion. For each minion you control you gain +1 health regeneration.

Verata's Gaze Verata's Gaze 5 Energy1 Activation time10 Recharge time Spell. Destroy target hostile minion and all other hostile minions of the same kind. Foes near those minions take 20...64...75 shadow damage.

Verata's Sacrifice Verata's Sacrifice 5% Sacrifice1 Energy¼ Activation time10 Recharge time Spell. The next minion you summon activates 75% faster but you sacrifice 25...13...10% health.

Soul Reaping[edit]

For each rank of Soul Reaping you gain 1 energy whenever a non-spirit creature near you dies. You cannot gain energy more than 3 times every 15 seconds. In PvE for each rank of Soul Reaping creatures you summon gain +1 armor.

Angorodon's Gaze Angorodon's Gaze 5 Energy1 Activation time10 Recharge time Spell. Steals 10...42...50 health from target foe. Gain 3...10...12 energy if target foe is suffering from a condition.

Gaze of Contempt Gaze of Contempt 5 Energy1 Activation time10 Recharge time Spell. Steals 10...42...50 health from target foe. Lose 0...2...2 hex[es] if target foe is suffering from a condition.

Reaper's Mark Reaper's Mark 5 Energy1 Activation time15 Recharge time Elite Hex spell (30 seconds). Causes -1...4...5 health degeneration to target foe. Gain 5...13...15 energy when target foe dies. Your necromancer spells targeting this foe cast 25...45...50% faster.

Soul Feast Soul Feast 5 Energy2 Activation time8 Recharge time Spell. You are healed for 25...125...150 and lose 0...2...2 condition[s]. Removal effect: you are healed for 25...45...50 for each condition removed.

Hexer's Vigor Hexer's Vigor 5 Energy1 Activation time20 Recharge time Enchantment spell (20 seconds). Gain +20...84...100 maximum health. You take 1...8...10 less damage from hexed foes. End effect: heals for 20...84...100.

Reckless Haste Reckless Haste 5 Energy8 Recharge time Stance (3...13...15 seconds). You move 25% faster. Initial effect: lose a condition. You take 25% more damage while moving.

Plague Signet Plague Signet 1 Activation time4 Recharge time Elite Signet. Transfer all conditions with 100...260...300% duration from yourself to target foe and foes near target if you target a foe. Transfer all conditions from target ally to yourself and gain 10...26...30 health and 1...3...3 energy for each condition you received if you target an ally. No effect unless Soul Reaping is 5 or more.

Awaken the Blood Awaken the Blood 10 Energy1 Activation time15 Recharge time Enchantment spell (30 seconds). Gain +0...2...2 Blood Magic and Curses. Sacrifice 10...6...5% health whenever you cast a spell.

Cultist's Fervor Cultist's Fervor 10 Energy1 Activation time15 Recharge time Elite Enchantment spell (30 seconds). Gain +0...2...2 to all your Necromancer Attributes and +10...34...40 Armor. Sacrifice 10...6...5% health whenever you cast a spell.

Offering of Blood Offering of Blood 5 Energy1 Activation time20 Recharge time Elite Enchantment spell (10...30...35 seconds). Reduces your health sacrifice by 10...42...50%. You gain 1...3...3 energy whenever you sacrifice health.

Wail of Doom Wail of Doom 10% Sacrifice1 Energy¼ Activation time15 Recharge time Elite Hex spell (1...3...4 second[s]). Interrupts a skill. Interruption effect: target foe and foes adjacent to target foe's attributes are 0.

No Attribute[edit]

Grenth's Balance Grenth's Balance 10 Energy1 Activation time10 Recharge time Elite Spell. Knock down target foe and foes adjacent to target foe if you have less health than target foe. Gain health equal to the difference between target foe's current health and your current health. No effect if target foe has less health than you.

Plague Touch Plague Touch 5 Energy¾ Activation time Touch skill. Transfer 2 conditions from yourself to target foe.

Summary[edit]

The Necromancer is probably the most succesful profession in PvE having seen the most play due to it's superior energy management through Soul Reaping. When it comes down to its own skills however, only a handful of them are regulary used with only a few strategies actually being succesful in PvE. My aim is to broaden the usefulness of the Necromancer's own skills in both PvE and PvP.

Blood Magic[edit]

The changes in Blood Magic I focused on can easily be split into 3 Support, Toucher and Blood Spike. I changed Blood Magic to be much more of a supportive attribute over the self-healing and life steal it is primarily focused on now. The "Blood" spells allow the Necromancer to support allies with healing, energy and adrenaline mangement, damage output, reduced spell recharge time and overal effectiveness of their skills by increasing their attributes. This in combination with the "Orders" allows the Necromancer to boost the performance of their party members. The Saccer is a build that allows the Necromancer to support its party members with energy management but is limited in it's application, these changes are made to expand that supportive roll and make this roll useful on a much wider range.

The Toucher is a well know build that focuses on the Necromancer's touch skills Vampiric Touch and Vampiric Bite to quickly drain the enemy's HP while maintaining yours. The problem here is that it's a build played by Rangers and not Necromancers because Necromancers can't afford the high energy cost of these touch skills while the Ranger can with Expertise. To allow the Necromancer to play the Toucher build I moved the elite skill Tainted Flesh to Blood Magic and changed it into a skill fully focused on supporting the Toucher build. The armor and movement increase Tainted Flesh gives should allow the Necromancer to play this build in both PvE and PvP. Tainted Flesh is one of the most underused elite skills the Necromancer has that doesn't fit into any strategy the Necromancer plays I found it a good choice for such a change. To improve the Toucher I gave this build the ability to cripple it's target through Wallow's Bite and added additional energy management through Vile Touch while Touch of Agony and Enfeebling Touch add some AoE damage. Plague Touch has been moved to No Attribute and transfers 2 conditions. I made this change because Plague Sending is also a skill that does the exact same thing for a scaling attribute but is ranged instead.

The Blood Spike has proven itself been a very succesful strategy in PvP and has been nerfed because of its rather poor balance between cost and armor ignoring life steal that is difficult to protect against. In my changed I tried to find a healthy balance between its cost and damage output and tried to improve the usefulness of life steal in PvE while keeping the Blood Spike in PvP in check. To allow a single Necromancer to perform a spike but not a team I changed Unholy Feast into a ranged life steal skill that removes all of the conditions of the targeted foe and steals life for each condition removed up to a certain amount. I moved Feast of Corruption to Blood Magic and made it an elite version of Unholy Feast that also hits adjacent foes since it's effect fit better in Blood Magic than in Curses. To compensate this change I moved Soul Leech to Curses where it is a better fit. Since Vampiric Gaze is one of the first skills the Necromancer receives designed for healing I gave it the ability to heal the Necromancer when the target has a condition at the cost of a reduced life steal so it can serve the self-healing role better. Barbed Signet and Signet of Suffering allow you to easily meet this condition against fleshy foes but to meet the condition against non-fleshy foes I made the change to Shadow Strike where it can blind foes and changed Dark Pact to a spell that can cripple foes, also giving the Necromancer some much needed snaring capability.

To add some AoE pressure I changed Life Siphon into a skill that is much closer to its elite version Life Transfer, hexing multiple foes at once at a increased recharge time. Life Transfer has its range increased from adjacent to nearby as a buff.

Since Blood Magic is filled with health sacrifice skill I changed Signet of Agony into a skill that can reduce this cost for PvE only (to maintain to Contagion Bomber build) to reduce some of the pressure the health sacrifice can cause of both the Necromancer and the healers trying to maintain the health of the Necromancer. Signet of Sorrow also has been changed to relieve the Necromancer and the healer from this pressure.

Blood magic is quite a difficult attribute to work on since if you push the numbers too high it becomes overpowered and if they are too low it's too weak to use. So comparing damage combined with it's armor ignoring and self-healing properties I tried to make a balanced suggestion.

The last thing I want to mention is that I changed the way the Wells work. Wells no longer exploit a corpse and are active in the range of the exploited corpse but now target either an ally or a foe and are active at the location the target was initially at. Minion Masters are by far the superior corpse exploiters to play and Well spells will simply see no play because of this hence this change to allow them to see some much deserved play.

Curses[edit]

Curses has seen a good amount of play with succes due to skills like Spiteful Spirit, Insidious Parasite, Barbs, Mark of Pain, Shadow of Fear and Enfeebling Blood that have proven themselves to be very effective in PvE and PvP. However most of the punishment type hexes in Curses are now being outplayed by the Mesmer who has superior punishment hexes and the interruption skills of the Mesmer are more effective than the debuffs that Curses offers. To not let Curses be outplayed I buffed the overal debuff ability Curses offers to improve its ability to pressure foes. When it comes to the punishment hexes I focused on the theme of "a lingering curse", giving them effects when they end, be it when they are removed or end by themselves. Since disruption is very often favored I also improved the ability of the Necromancer to disrupt foes.

One of the first things I adressed in Curses is the amount of attack speed debuffs. Faintheartedness, Shadow of Fear and Meekness all have the same effect of reducing attack speed by 50% but at a different range. I didn't change Faintheartedness but I did change Shadow of Fear by increasing it's range to Nearby and changed meekness into a hex that reduces damage output of hexed foes, be it from attacks or spells. With the change to the Well spells this allows Well of Darkness that reduces the hit rate of attacks without being hexed and Well of Silence that now also increases the casting time of spells to be effective debuffs against foes. This in combination with Enfeebling Blood allows a Necromancer to significantly reduce the damage output of a large group of enemies.

To apply a strong amount of pressure damage against a variety of foes to make the application of Curses more flexible several skills have been changed. Cacophony now continuously punishes foes with damage and bleeding while Chilblains punishes multiple foes with damage and poison once they use a skill and Depravity punishes foes with damage and disease. Well of Ruin extends the conditions inflicted by these hexes while Well of Weariness reduces energy recovery to put pressure on energy management.

To give the Necromances disruptive abilities I changed Enfeeble into a spell that interrupts an action and inflicts weakness to allow the Necromancer to interrupt an action. Mark of Subversion has been moved to Curses and now negates any spell that targets one of your allies and has an added AoE knock down. For disruption with added pressure, Ulcerous Lungs negates the next spell or chant a foe uses and inflicts bleeding when it ends while Wither negates the next spell of multiple foes and steals health and energy when it does with an added health and energy degeneration while the hex is active and inflicting weakness when it ends. Shivers of Dread mimics the daze condition making spells easily interruptable which combines well with Well of Silence.

These are changed made to primarily improve the range of usefulness of Curses in PvE, although they will definitly prove themselves to be effective in PvP as well.

I also made some changes with PvP primarily in mind. Atrophy reduces a foe's attributes to reduce their effectiveness and drop possibly drop their attributes below a certain threshold for their skills or weapons. Malaise reduces a foe's maximum energy to put a larger pressure on their energy management while Desecrate Enchantment reduces the amount of enchantments a foe can have on them to reduce the effectiveness of a Protection Monk. Rigor Mortis has a 50% movement reduction added to it to snare kiting foes and making them easier to kill. Weaken Knees also has a movement reduction added to it so can serve as a snare. As for Insidious Parasite I changed it's life steal whenever the hexed foe attacks instead of hitting with an attack. I made this change so that Insidious Parasite can be combined with Price of Failure more effectively to punish attacking.

The last thing I adjusted is the enchantment removal. Right now the enchantment removal in Curses is remove 1 enchantment, remove 1 to 3 enchantment or removal all enchantments from a single foe with Rip Enchantment being always the preferred choice due to it's low cost and low recharge time. My intention is to diversify that a bit and make the elite enchantment removals worth playing. Envenom Enchantments now removes a single enchantment from multiple foes with Corrupt Enchantment being it's elite version while Pain of Disenchantment now can remove up to 5 enchantments from a single foe. Rend Enchantments removes all enchantments but comes with a health sacrifice for each enchantment removed, not just Monk enchantments.

Death Magic[edit]

Death Magic is easily the most used attribute in PvE for the Necromancer due to the Minion Master build which has proven itself as a very succesful strategy in both low end and high end PvE. However other than the Minion Master build Death Magic has seen almost no other uses. The Contagion Bomber is the only other build that has actually seen a lot of succes for PvP specifically but that's about it. My aim with Death Magic is to allow the Minion Master build to be useful in PvP and to have Death Magic be more than just the attribute for Minion Masters. To do that I focused Death Magic's damage spell much more on pressure by allowing them to inflict multiple conditions and by letting them eploit the disease condition much better.

To start with the Minion Master build. Right now Minion Masters focus on summoning as much minions as possible to swarm the enemies with them for damage and to let them serve as tanks to redirect the enemy's attention towards them and when they die have them deal damage through Death Nova. It's simple and effective but because of that only half of the minion spells actually see play. To allow all of the minion spells be useful made some adjustments to them to let each of them serve a roll depending on which direction a Minion Master wants to take his or her's build. For a small buff I increased the levels of the minions.

For damage at range Bone Fiend remains the best option, to make Bone Fiends more viable I decreased the cost of Animate Bone Fiend and increased it's recharge. For a high damage output Vapiric Horrors are the better option who now have an added life steal to their attacks that heals themselves instead of the user allowing them to maintain themselves. Flesh Golem has the ability Sweeping Strikes added to it to let it hit multiple foes at once. To buff the damage output of your minions and to maintain them in battle Order of Undeath lets them attack faster while removing their natural health degeneration and health your minions, it also increases your Death Magic allowing you to create stronger minions. These changes should make Order of Undeath a much more attractive elite skill to play for aggressive Minion Master builds. Verata's Gaze allows you to add in some damage yourself while healing your minions.

For the defensive Minion Master builds designed to swarm and overwhelm with numbers Bone Horror has the added effect that it inflicts weakness to foes that hit it with an attack. This should make Bone Horrors last a bit longer while adding pressure to foes. Aura of the Lich now summons a Bone Horror each time a foe hexed with a Death Magic spell does which gives it very strong synergy with Malign Intervention which summons a Bone Horror you control when the hexed foe dies, instead of summoning a masterless Bone Horror. Verata's Aura reduces the damage your minions take while giving you health regeneration for each minion your control to allow an easier use of Blood of the Master. The combination of these skills allows a Minion Master to upkeep a large amount of minions.

For the bomber build Bone Minions inflict disease to foes around them when they die. Death Nova has its activation time reduced for PvE to make this build play a bit easier. Shambling Horror has it's recharge time reduced to fit in a better with this build while Jagged Bones now summons 3 Jagged Horrors to allow the bomber to maintain a number of minions easier. Putrid Explosion has been changed into a spell to detonate your minions and deals damage to foes adjacent to the detonated minion. Putrid Flesh has been changed into a spell that detonates a corpse and inflict the damage Putrid Explosion dealth with the added disease of Putrid Flesh. It may seem like an odd change because Putrid Flesh is made for detonating minions but I did this because Bone Minions already inflict disease when they die and Putrid Explosion is a Core skill and allows a Minion Master from any compaign to play the combination of Bone Minion, Death Nova and Putrid Explosion for a simple bomber build. Taste of Death has also been change into a spell that can detonate your minions but heals you instead of dealing damage to foes. For a deadly AoE spike Verata's Sacrifice gives your minions health regeneration with an initial heal to allow you to set up Death Nova and when the spell ends destroys all your minions and deals damage equal to halve of their remaining health to foes around them, at a capped amount.

For PvP the Minion Master has been revamped almost entirely. The minion spells no longer exploit a corpse but summon the minions at your location like spirits do. They are also capped at an amount of how many minions of each type you can control and the effects have been changed to fit PvP better. Bone Minion inflicts poison instead of disease because every single character in PvP is human and Flesh Golem has Stun on Critical Hit to knock down foes when it inflicts a critical hit which is much more effective and valuable for PvP than for PvE. Shambling Horror doesn't replace itself with a Jagged Horror cripples foes it hits with its attacks to snare foes. Jagged Bones summons 3 Jagged Horrors that allows for a bomber build together with Bone Minions. Aura of the Lich increases the maximum limit of the number of minions you can control and helps you to stay alive in PvP to prevent your minions from going masterless when you die. Malign Intervention allows you to spike a single foe with your minions by directing their attack towards the hexed foe. I gave Order of Undeath the function it had for a short while until it got reverted, the ability to supercharge a single minion at the cost of the others is one that is much more suitable for PvP than for PvE. Verata's Aura acts as energy management with some added healing for the PvP Minion Master build where Soul Reaping is less effective. Verata's Gaze has been changed into a spell that can counter a PvP Minion Master build. Verata's Sacrifice reduces the activation time of your minion spells at the cost of a health sacrifice to make their use a bit easier. How effective this will be in PvP I can't tell my my intention here is to make the Minion Master build a viable option in PvP.


Next up is Death Magic's damage spells. Death Magic has seveal spells designed to deal damage to foes but they feel somewhat directionless in their design and lack overal synergy with eachother. With the suggested changed I made I focused on the ability to inflicting a multitude of conditions in combination with cold damage to put a significant amount of pressure on foes through a continuous output of damage and conditions. The second thing I adressed is the Necromancer's ability to expoit the disease condition which they can inflict. Right now it is more of a glorified poison but to have a better incentive of utilizing the spells that can inflict disease added bonus effects on some spells if they hit a diseased foe.

First is the initial damage spells that deal cold damae. Bitter Chill, Deathly Chill, Deathly Swarm, Toxic Chill, Icy Veins, Fetid Ground and Poison Heart. The "Chill" nomenclature for the Necromancer has been changed into one that have effects that trigger when the target is diseased. Bitter Chill spreads conditions to adjacent foes when it hits a diseased foe, this includes the bleeding condition it inflicts, to spread around the conditions the Necromancer inflicts. Toxic Chill hits adjacent and increases the remaining duration of conditions on these foes if the target is diseased allowing the Necromancer to upkeep the conditions it inflicts. Deathly Chill adds additional AoE damage. To inflict disease more effectively Rotting Flesh has it's cost and activation time reduced but it's recharge increased, Icy Veins has the ability to inflict disease added to it, Virulence no longer requires a condition to inflict its conditions and hits multiple foes and Fetid Ground because a DoT AoE spell that inflicts disease on the initial target. Like I mentioned earlier Putrid Flesh has become a spell that explodes a corpse to deal damage and inflicts disease to foes near it. To add additional pressure through health degeneration, Poison Heart has been turned into a spell that poisons a target and foes adjacent to it. To prevent the disease from backfiring against you Deathly Swarm removes disease from your party members while Demonic Flesh removes disease from an ally and makes that ally immune to disease while reducing the damage they take from diseased foes. For healing and energy management to go with this strategy Taste of Pain remove a condition from either an ally or a foe and heals you and gives you energy if a condition is removed. Withering Aura has been changed into an enchantment that lets your next spell inflict weakness and steals health and energy for each foe it hits, giving it excellent synergy with a spell like Virulence as a form of healing and energy management. All of these changes are made with the intention to allow a Necromancer using Death Magic to be an effective ranged pressure damage dealer through a combination cold damage and conditions and to let these spells and the disease condition see play.

With these changes the Necromancer can cause a large amound of health degeneration to multiple foes through disease, poison and bleeding making other forms of degeneration less effective, because of that Vile Miasma now deals damage each second if a hexed foe has a condition instead of causing health degeneration. To make Rising Bile more playable I changed so it hexes multiple foes and while it's active causes health degeneration and deals damage when it ends. It's duration has been halved but the total damage it deals should still be around the same, it just adds more pressure and deals the damage faster. Necrotic Traversal received a simple damage buff while Consume Corpse no longer teleports you to a corpse and has it's healing and energy gain increased to let them potentially see more play.


Soul Reaping & No Attribute[edit]

Soul Reaping is inherently probably the best primary attribute in the game for PvE, giving the Necromancer incredible energy management which allowed the Necromancer to be so succesful. It's skills are already heavility utility focused but that utility is still heavily focused on energy management and some healing and I tried to make that utility a bit more diverse.

One thing I always found that the Necromancer lacked it an efficient Core self-healing skill that can be used for any build for the Necromancer. To give the Necromancer that skill I moved Soul Feast to Soul Reaping and no longer made it a corpse exploiting spell but turned it into a spell that heals unconditionally and removes conditions with an additional healing for each condition removed. The Necromancer has ways to remove conditions but they always rely on there being a foe, this change gives the Necromancer some unconditional condition removal and offers synergy with Foul Feast and the new Plague Signet which I added the Foul Feast effect to allowing it to remove the conditions from your allies and send hem back to the enemies both turning it into a bar compression skill of both Foul Feast and Plague Sending so you don't have to waste 2 slots to make optimal use of this elite skill. To give the Necromancer some added defensive options I changed Hexer's Vigor into an enchantment spell that increases your maximum health and reduces damage you take from hexed foes. Since the Necromancer already has plenty of energy management options I changed Cultist's Fervor into an elite Masochism that increases all your Necromancer attributes and gives a significant armor boost for self defense. Awaken the Blood which does effectively the same as Masochism has also been moved to Soul Reaping and has been changed to be maintained more easily. Since all of them sacrifice some of your health when you cast a spell their effects cannot be stacked easily. One more defensive tool that the Necromancer is currently lacking is an IMS to run away from enemies and to change that I moved Reckless Haste to Soul Reaping and changed it into a stance that lets you move 25% faster and removes a condition on activation but increases damage you take by 25% as drawback. This allows a Necromancer to escape melee enemies but makes him/her more vulnerable to ranged enemies, especially those with a high DPS.

Offering of Blood has also been moved to Soul Reaping but retains it's purpose as an energy management skill, however instead of a spell that gives an amount of energy once as the cost of your health I changed it into an enchantment spell that reduces your health sacrifice and gives you energy each time you sacrifice health. This makes it a useful elite skill in health sacrifice heavy builds. Wail of Doom already functions as somewhat of a negate by reducing the attributes of a foe to 0 but I changed it into a skill that properly negates a skill and has it's attribute reduction as an interruption effect instead. It requires a bit more skill to use it for the players but it also should give it a clearer purpose as a disruption tool for players. Grenth's Balance original design is that of a spell that gives you back health after sacrificing a significant amount of it while lowering that of a foe at the same time but it has never seen use as such. I let it see play over the other elite skills the Necromancer has I decided to make it a powerful disruptive tool for health sacrifice builds and high-end PvE by letting it knock down foes if the target foe has less health than you do and lets you gain health equal to the difference. Knock down is an ability the Necromancer lacks and this change should give the Necromancer an incentive to sacrifice health health to acces this tool.

Angorodon's Gaze had a simple change to make it's use a bit easier by changing it's energy gain effect to targeting a foe with a condition instead of you suffering from a condition to make it consistent with the rest of the "Gaze" spells in my suggestion. Gaze of Contempt has beem moved to Soul Reaping and changed into a life steal spell that removes up to 2 hexes from the user if the target has a condition. Reaper's Mark has a casting time reduction added to it to give it some added utility and let it see some more play by letting spells and hexes with a longer casting time be used more easily. Plague Touch has been moved to No Attribute and transfers a set amount of 2 conditions to allow it to be used more easily as a secondary profession condition removal.

Well that concludes my necromancer suggestion.