I think your build is already looking better and you can probably see it forming a kind of "rhythm" with what your trying to do.
This is my current build for most situations if you'd like to compare:
http://intothemists....8;2jwmAjwmA7FFO
It may seem strange that I chose to not include the corruption recharge cooldown; that's because a lot of experience has shown me that the skills recharge rather quickly on their own. you're also going to get the most use out of the corruption skills when you first use them-- by the time your going to apply them a second time the mobs are usually dead, or quite close to dead. having that extra recharge felt like overkill more often than not, and also felt like something better could be subbed in.
i think the IV trait in curses for enfeebling blood whenever you enter death shroud is very very useful-- its an extra couple of stacks of bleed (not just a single bleed) AND weakness in a decently sized AOE circle. it combos well with using Blood is Power, going into death shroud, hitting things with the automatic enfeebling blood, and then using a fury-powered life-transfer (now even more powerful with the 10 stacks of might from Blood is Power) + fear to deal some serious AoE damage in a matter of seconds.
unfortunately the enfeebling shroud has an internal cooldown of 10 seconds, or i would seriously consider going 30 points into soul reaping just for the XI trait that lets you go into it every 5 seconds (all that weakness and bleed constantly building up could be massive). but, they don't let us do that, which imo defeated the purpose of having a quickening shroud at all. (why am i going into ds early when most of the skills arent recharged even with the 15% cooldown and i have a trait thats got an invisible, longer, timer..?)
if they changed it to death shroud skills recharge
50% faster, or got rid of that stupid internal cooldown timer on the enfeebling shroud, i'd definitely want to work with a soul-reaping build because it would be much more devastating to dance in death shroud.
concerning stats i used to think the same thing; that condition damage, and -precision- and -power- would be the optimal damage-output for necros. and, in theory, it might barely be so. i say this because i underestimated those
6 runes of the undead-- that % of toughness going into condition damage adds a SHITLOAD of condition damage, especially with the 30 points traited in death magic (this is also why i recommend it) and armor focused with a subcategory of toughness. so on top of much more survivability, with blinds, weakness, and overall defense from the toughness-- it now combos onto adding a lot more CONDITION damage in general which is the main focus of how, from my perspective, you want to be dealing damage with necro.
all those benefits to damage where survivability is almost a free bonus, not to mention the great major traits, is too much of a sell for me to ignore. unfortunately, it feels like the -only- optimal sell (for condition necros), which is a shame since it kind of kills a lot of artistic creativity with build-setups when you go in that direction. i never like the idea of one all-powerful stat setup-- but for condition necros, going
condition damage, toughness, and precision seems to be the optimal course. if it wasn't for those undead runes, i'd definitely reconsider. but, until they change how much condition damage it adds at the full potential of maxing your toughness-- it really makes a huge difference. IMO much more of a difference than going straight power and going for a deathshroud/lich build could do, simply because of the recast times & dependence on those abilities (and how slow life blast is in DS) compared to simply doing what necro tends to do best-- spread deadly conditions and wreak havoc.
for jewelry i think you had it right-- you want
carrion orichalcum jewels of chrysocola. i know its vitality instead of power as the sub-stat, but if you actually compare it to rampager's jewelry, you might be surprised to see chrysocola jewels actually add
more condition damage naturally than the rampager's, despite rampager's appearing at first like the optimal damage-dealing accessory. at least i was surprised when i really took a look at it, since i thought the only difference was the main and sub-stats that were put together. and, since condition damage is your #1 priority to buff, it leaves those jewels as, unfortunately, the only choice for maximum damage (condition wise).
precision is okay, but shouldn't be a major focus-- it should just be the 3rd sub-stat to look for. you want to focus on
condition damage > toughness > precision, mainly because
toughness keeps adding to your
condition damage as long as you have those runes of undead on. the precision is good for adding to your natural criticals, but to be honest i would take a
condition damage > toughness > vitality exotic armor if it existed (which, unfortunately, it doesn't). the reasoning is because you already get fury when entering death shroud and most of your hits are about placing conditions rather than going for bonus base damage from a mark or another weapon skill when you happen to crit. i mean its nice and increases the damage, so its definitely the best 3rd stat as of now, but if we COULD choose vitality as the third stat, i'd take that. sadly tho, they limited us to a not very creative setup when it comes to a condition focus.
also by no means use what i'm saying as any kind of superior knowledge-- i'm always learning new things and finding that i was wrong about things i thought worked a certain way before. the more you play though and make the connections between what "flows together" with stats, skills, weapons, and traits-- the more you'll easily see the crazy potential that can be there.
oh and as far as a staff goes-- you should really be using it -a lot-. not as your "main hand - auto-attack" weapon, but more as an "opener weapon." what i mean is you should open by casting the #3 chillbains (slow the crowd down if necessary) or the #2 mark, then using blood is power or some corruption (to enfeeble yourself), use the #4 mark to transfer that enfeeble (with stacked damage from the might), THEN go into your routine scepter/dagger / deathshroud / utility rotation that your used to using 90% of the time. the opening marks place quite a few stacks of bleed, poison, & include a blast combo for pretty decent damage-- and thats before you even get started with your bread&butter weapons, the scepter & dagger. imo #3 chillbains works even better than the scepter #2 simply because of the greater-marks range it can have (if you trait for that), the fact that the mark is unblockable (again, if you traited for it) and it seems to work faster & have the extra condition infliction of poison-- as well as prepare for a combo finisher.
anyways i didn't mean to write so much but i guess it helps me think as well when i try and go over why i've chosen certain things for a class-- hope i could help