
Welcome to my guide!
I will be updating constantly, so be sure to check back
periodically to catch all the new additions!

• 20 Jan: Added link to my hybrid build topic
• 10 Jan: Added all the minor traits and a small sample of a build discussion.
• 8 Jan: Added section on Curses minor traits and a special section about Target the Weak. Changed format to include the use of [ spoiler ] tags to make things a little easier to navigate.
• 7 Jan 2013: removed the "legacy" section. Will be incorporating parts of build and trait discussion into the main, and now only, section.

Because of the way bleeding does damage, having +100% duration is the only way to ensure that all your bleeds from all sources are never denied some damage because of a fraction of a second.
In this guide I will go into some degree of depth with some ways to achieve +100% bleed duration and what that means for you as a player. There will be math and spreadsheets. I like spreadsheets.

In this section I will explain how bleeding works and how it is affected by doubling its duration.
Spoiler
+100% is the cap for increasing bleed duration. A bleed will not go for longer than twice its original length except when affected by Lingering Curse, which takes effect after all other duration modifiers. This means that Lingering Curse turns a capped 10-second bleed (Blood Curse) into a 13.3-second bleed.
A figure of +100% bleed duration comes with a few key benefits. The first and most obvious one is that it doubles your bleed duration, which doubles your bleed damage (if the bleed ticks for its full duration). Bleeding only does damage once every full second, so a 5-second bleed does damage 5 times. If you increase the duration to 5 1/2 seconds, the bleed still only does damage 5 times.
If you were to increase your bleed duration by 50%, that 5 second bleed becomes a 7 1/2 second bleed. But because of how bleeding works, it does damage only 7 times. You would have to increase bleeding duration by 60% to get the duration up to 8 seconds for that extra tick. Since bleeds have different default durations, the only increase that you can be sure will never leave you with a fractional time on your bleeds is +100%.
+100% bleed duration is also the only way to get a 1-second bleed to tick multiple times. Specifically, the 1-second bleed granted by the minor trait Barbed Precision. Depending on your gear, you should have between 50 and 70% crit chance. 66% of those crits will trigger Barbed Precision, which now ticks twice per application, doubling its damage.
Under normal circumstances, extended bleed duration benefits shorter bleeds more than longer bleeds because shorter bleeds have a higher chance to tick for their full durations. Barbed Precision will almost always tick twice, but fights that last less than 18 seconds will "waste" some of Grasping Dead's extended duration (see the Bleeding Sources section below for a list of bleed times).
A figure of +100% bleed duration comes with a few key benefits. The first and most obvious one is that it doubles your bleed duration, which doubles your bleed damage (if the bleed ticks for its full duration). Bleeding only does damage once every full second, so a 5-second bleed does damage 5 times. If you increase the duration to 5 1/2 seconds, the bleed still only does damage 5 times.
If you were to increase your bleed duration by 50%, that 5 second bleed becomes a 7 1/2 second bleed. But because of how bleeding works, it does damage only 7 times. You would have to increase bleeding duration by 60% to get the duration up to 8 seconds for that extra tick. Since bleeds have different default durations, the only increase that you can be sure will never leave you with a fractional time on your bleeds is +100%.
+100% bleed duration is also the only way to get a 1-second bleed to tick multiple times. Specifically, the 1-second bleed granted by the minor trait Barbed Precision. Depending on your gear, you should have between 50 and 70% crit chance. 66% of those crits will trigger Barbed Precision, which now ticks twice per application, doubling its damage.
Under normal circumstances, extended bleed duration benefits shorter bleeds more than longer bleeds because shorter bleeds have a higher chance to tick for their full durations. Barbed Precision will almost always tick twice, but fights that last less than 18 seconds will "waste" some of Grasping Dead's extended duration (see the Bleeding Sources section below for a list of bleed times).

In this section we look at what skills the Necromancer can use to put bleeding on its target.
Spoiler
The main point here is to stack bleeding on the enemy, these are all the ways we can do that. Having +100% bleed duration doubles the length of all bleeds and basically allows you to have twice as many concurrent bleeds on your target as you could have before.

Scepter
Skill 1 chain - Blood Curse (1 stack), Rending Curse (1 stack), Putrid Curse (no bleed)
Despite the tooltip, the first 2 skills of this chain apply a 5 second bleed each.
At 100% bleed duration, we're at 10 seconds each
With Lingering Curse - 13.33 seconds
At 100% bleed duration - 14 seconds
With Lingering Curse - 18.62 seconds
Skill 5 - Enfeebling Blood (2 stacks) 10 seconds
At 100% bleed duration - 20 seconds
Skill 2 - Mark of Blood (3 stacks) 8 seconds
At 100% bleed duration - 16 seconds
Blood is Power (2 stacks) 30 seconds
At 100% bleed duration - 60 seconds
Self bleed (2 stacks) 10 seconds
At 100% bleed duration - 20 seconds
At 100% bleed duration - 10 seconds
Not recommended to use
Barbed Precision (1 stack) 1 second
At 100% bleed duration - 2 seconds
Sigil of Superior Earth (1 stack) 5 seconds
At 100% bleed duration - 10 seconds
At 100% bleed duration - 14 seconds
Not recommended to use
Rune of the Krait [4th set bonus] (1 stack) 10 seconds
At 100% bleed duration - 20 seconds
Not recommended to use
Dark Path (3 stacks) 5 seconds
At 100% bleed duration - 10 seconds


Scepter
Skill 1 chain - Blood Curse (1 stack), Rending Curse (1 stack), Putrid Curse (no bleed)
Despite the tooltip, the first 2 skills of this chain apply a 5 second bleed each.
At 100% bleed duration, we're at 10 seconds each
With Lingering Curse - 13.33 seconds
- This is our main source and most reliable way of applying bleeds. In addition to the first 2 skills of this chain which apply bleeds, this chain has a fast attack time which means more chances for crits and thus more chances for bleed-on-crit procs.
At 100% bleed duration - 14 seconds
With Lingering Curse - 18.62 seconds
- This skill is a great opener in a fight. It cripples and applies 3 long stacks of bleeding.
Skill 5 - Enfeebling Blood (2 stacks) 10 seconds
At 100% bleed duration - 20 seconds
- 2 more looooooong stacks of bleeding and some weakness. Basically use this on cooldown.
Skill 2 - Mark of Blood (3 stacks) 8 seconds
At 100% bleed duration - 16 seconds
- Similar to Grasping Dead's 3 stacks, but these last longer and are on a shorter cooldown. This skill should be spammed when using Staff.

Blood is Power (2 stacks) 30 seconds
At 100% bleed duration - 60 seconds
Self bleed (2 stacks) 10 seconds
At 100% bleed duration - 20 seconds
- Not only does this apply 2 stacks of bleeding that last a full minute and 2 stacks of self-bleeding that last 20 seconds that can easily be immediately transferred to your enemy, it gives 10 stacks of might! That's an additional 350 Condition Damage (+17.5 / bleed tick) for 12+ seconds. Incredible skill.
At 100% bleed duration - 10 seconds
Not recommended to use
- A 90-second cooldown for 1 stack... The passive Power gain is tiny, but it could be useful for a quick Blind if you can time out the 3/4 second cast time.

Barbed Precision (1 stack) 1 second
At 100% bleed duration - 2 seconds
- This minor trait is the whole reason this thread exists. It normally has a 1-second duration. The only way to get this to tick more than once is to have +100% bleed duration.
- Because of its short duration, this proc will almost always tick for its full length, which cannot be said about longer bleeds

Sigil of Superior Earth (1 stack) 5 seconds
At 100% bleed duration - 10 seconds
- Similar to Barbed Precision, this Sigil has slightly less of a chance to proc but does a much longer bleed. 30% of your hits should proc this.
At 100% bleed duration - 14 seconds
Not recommended to use
- This one loses out because there are better options. 9 second cooldown. Interferes with sigils of Earth and has a radius of only 240.

Rune of the Krait [4th set bonus] (1 stack) 10 seconds
At 100% bleed duration - 20 seconds
Not recommended to use
- You don't want to be getting hit anyway.
Dark Path (3 stacks) 5 seconds
At 100% bleed duration - 10 seconds
- Well you've got access to it no matter what, and the chill can be nice for kiting

In this section we look at exactly how to go about increasing your bleed duration, and gear synergizes well with a focus on bleed duration and damage.
Spoiler
There are 4 main ways to achieve +100% bleed duration: trait points, major traits, runes, and consumables.
1. Every point in the Spite traitline increases condition duration, called Expertise, by 1% -- up to 30%.
2. The major trait Hemophilia in the Curses traitline increases bleeding duration by 20%.
3. The pizza consumables increase condition duration by 8, 16, 24, 28, 36, and 40%.
4. Your Rune choice should be your starting point (focusing on 2 main options) and they deserve their own special section:

There are a few set bonuses from runes that increase bleeding damage by 15% and these will play an important role and should be your starting point. The three runes I'll be focusing on here are Afflicted, Krait, and Centaur.
With these 4 things in mind, we can plot out some different ways to get to +100%. Keep in mind that these are just some suggestions I have laid out here. There are other runes that increase bleeding / condition duration.
On the left, signified in blue, are some sample setups using 3 Runes of the Afflicted and 3 Runes of the Krait for +30% bleed duration. On the right, in red, is 2 Runes of the Afflicted, 2 Runes of the Krait, and 2 runes of the Centaur to achieve a +45% bleed duration bonus. Please note that incorporating Runes of the Centaur results in a loss of 110 condition damage, which equates to a 5.5 bleed damage per tick loss (20 points to condition damage equals 1 more bleed damage per tick).
In the above table, I used the lowest level pizza possible to get to (or slightly above) 100% bleed duration. However, it is advisable to use the highest level pizza you can reliably afford because it also adds a Condition Damage buff.
First let's do the Blue Side
The only differences in this side are the amount of points put in to Spite, as you can see, which leads to different pizza minimum requirements. 30 is the most you can put in, and lets you utilize the cheapest type of pizza you can get on this side.
The middle box is included because it is the setup I'm currently using in my hybrid build.
10 points in Spite the minimum you can get by with here unless you use a Superior Sigil of Agony in one of your weapon slots. Using that Sigil allows you to completely forgo Spite, however you must still purchase the most expensive pizza.
As far as this side goes, you can basically add any amount of Spite you want (of course multiples of 5 are best for other reasons) and there will be a pizza you can use to suppliment that choice.
The Red Side
The extra +15% bleed duration from this Rune setup allows for some more interesting variations. As you can see, the 3 examples are headed by the aspect no longer required.
The top box shows a no-Spite setup, the middle frees up a trait slot, and the bottom shows a combination that requires no pizza whatsoever, so long as you equip a Sigil of Agony. This eliminates the need to spend money and constantly re-apply the consumable buff, but it does require a heavy investment into Spite. If you do go this route, you can use Bowl of Truffle Risotto for your food buff, which boosts Condition Damage and Precision.
This side results in a loss of Condition Damage from Runes, but allows for a higher variety of builds.

After you have achieved +100% bleed duration, I recommend you look at Critical Hit Chance, i.e. Precision. Critical hits are important for condition Necromancers because of Barbed Precision and Sigils of Superior Earth. You will already be investing 30 points in Curses which comes with +300 Precision. At level 80, all professions have a base crit chance of 4%, and every 105 points of Precision added increases crit chance by 5%.
After achieving your personal crit chance goal (I suggest between 50% and 60%), the next step is to boost Condition Damage as high as possible so those bleeds hit as hard as they can. When it comes to increasing Condition Damage, we basically have 3 main options: Carrion, Rabid, and Rampager's.
Carrion gear gives Condition Damage, Power, and Vitality.
Bolded is the line to reach 50% crit chance, a great baseline to shoot for. As you can see, we need to add 966 Precision, and we already have +300 Precision from filling out the Curses line, so we need only 666 (teehee) points from gear.
You can decide for yourself how high of a crit chance you like. Remember, Barbed Precision has a 66% chance to proc a (now) 2-second bleed on critical hits. Additionally, Sigil of Superior Earth has a 60% chance on critical hits (2-second cooldown) to apply a 5-second bleed, which becomes a 10-second bleed because of our increased duration.
Here is an example of my Exotic gear setup for 50% crit chance which uses Rampager's and Carrion gear:
Note that the above setup is for a hybrid build. If you choose to go full Exotic Rabid gear you will end up with 697 Precision, which gets you 51.48% crit chance.
I started by seeing the stats from full Rampager's gear, which put my Precision higher than my goal of 666. Then I began replacing Rampager's gear with Carrion until I removed exactly enough Precision.
Precision is slightly more important for hybrid builds because they gain the additional benefit of the direct damage component of crits, whereas straight condition Necromancers need it only for triggering Barbed Precision and Sigil of Earth.
With Superior Sigil of Corruption fully "charged" (+250 Condition Damage) and a 60 Condition Damage buff from Super Veggie Pizza, both of which should always be up, I have 1571 Condition Damage from this setup, which gives me a 121 damage bleed tick. By using Blood is Power and gaining 350 Condition Damage, I get up to 1921 which results in 138 bleed tick damage.
You can find more information about gear numbers here.
1. Every point in the Spite traitline increases condition duration, called Expertise, by 1% -- up to 30%.
2. The major trait Hemophilia in the Curses traitline increases bleeding duration by 20%.
3. The pizza consumables increase condition duration by 8, 16, 24, 28, 36, and 40%.
4. Your Rune choice should be your starting point (focusing on 2 main options) and they deserve their own special section:

There are a few set bonuses from runes that increase bleeding damage by 15% and these will play an important role and should be your starting point. The three runes I'll be focusing on here are Afflicted, Krait, and Centaur.
With these 4 things in mind, we can plot out some different ways to get to +100%. Keep in mind that these are just some suggestions I have laid out here. There are other runes that increase bleeding / condition duration.

(Expertise is Condition Duration from putting points into the Spite tree)
On the left, signified in blue, are some sample setups using 3 Runes of the Afflicted and 3 Runes of the Krait for +30% bleed duration. On the right, in red, is 2 Runes of the Afflicted, 2 Runes of the Krait, and 2 runes of the Centaur to achieve a +45% bleed duration bonus. Please note that incorporating Runes of the Centaur results in a loss of 110 condition damage, which equates to a 5.5 bleed damage per tick loss (20 points to condition damage equals 1 more bleed damage per tick).
In the above table, I used the lowest level pizza possible to get to (or slightly above) 100% bleed duration. However, it is advisable to use the highest level pizza you can reliably afford because it also adds a Condition Damage buff.
First let's do the Blue Side
The only differences in this side are the amount of points put in to Spite, as you can see, which leads to different pizza minimum requirements. 30 is the most you can put in, and lets you utilize the cheapest type of pizza you can get on this side.
The middle box is included because it is the setup I'm currently using in my hybrid build.
10 points in Spite the minimum you can get by with here unless you use a Superior Sigil of Agony in one of your weapon slots. Using that Sigil allows you to completely forgo Spite, however you must still purchase the most expensive pizza.
As far as this side goes, you can basically add any amount of Spite you want (of course multiples of 5 are best for other reasons) and there will be a pizza you can use to suppliment that choice.
The Red Side
The extra +15% bleed duration from this Rune setup allows for some more interesting variations. As you can see, the 3 examples are headed by the aspect no longer required.
The top box shows a no-Spite setup, the middle frees up a trait slot, and the bottom shows a combination that requires no pizza whatsoever, so long as you equip a Sigil of Agony. This eliminates the need to spend money and constantly re-apply the consumable buff, but it does require a heavy investment into Spite. If you do go this route, you can use Bowl of Truffle Risotto for your food buff, which boosts Condition Damage and Precision.
This side results in a loss of Condition Damage from Runes, but allows for a higher variety of builds.

After you have achieved +100% bleed duration, I recommend you look at Critical Hit Chance, i.e. Precision. Critical hits are important for condition Necromancers because of Barbed Precision and Sigils of Superior Earth. You will already be investing 30 points in Curses which comes with +300 Precision. At level 80, all professions have a base crit chance of 4%, and every 105 points of Precision added increases crit chance by 5%.
After achieving your personal crit chance goal (I suggest between 50% and 60%), the next step is to boost Condition Damage as high as possible so those bleeds hit as hard as they can. When it comes to increasing Condition Damage, we basically have 3 main options: Carrion, Rabid, and Rampager's.
Carrion gear gives Condition Damage, Power, and Vitality.
- Primary boost to Condition Damage, which is good, but has no precision. This gear works best in a hybrid setup because of the increase to Power.
- This is a very popular choice for Condition Necromancers. In addition to having both the stats we're looking for, it also increases Toughness, which works well with a build trying to go for max Condition Damage, but not necessarily duration ( it synergizes best with Runes of the Undead). This set leans more toward Condition Damage boosting rather than Duration. See Lopez's excellent guide.
- Like Carrion gear, this setup works best with a hybrid build. Because its primary stat boost is to Precision and not Condition Damage, I recommend only using this gear to reach your Crit Chance goal and then supplementing it with gear with a primary boost to Condition Damage (like Carrion).

Bolded is the line to reach 50% crit chance, a great baseline to shoot for. As you can see, we need to add 966 Precision, and we already have +300 Precision from filling out the Curses line, so we need only 666 (teehee) points from gear.
You can decide for yourself how high of a crit chance you like. Remember, Barbed Precision has a 66% chance to proc a (now) 2-second bleed on critical hits. Additionally, Sigil of Superior Earth has a 60% chance on critical hits (2-second cooldown) to apply a 5-second bleed, which becomes a 10-second bleed because of our increased duration.
Here is an example of my Exotic gear setup for 50% crit chance which uses Rampager's and Carrion gear:

Note that the above setup is for a hybrid build. If you choose to go full Exotic Rabid gear you will end up with 697 Precision, which gets you 51.48% crit chance.
I started by seeing the stats from full Rampager's gear, which put my Precision higher than my goal of 666. Then I began replacing Rampager's gear with Carrion until I removed exactly enough Precision.
Precision is slightly more important for hybrid builds because they gain the additional benefit of the direct damage component of crits, whereas straight condition Necromancers need it only for triggering Barbed Precision and Sigil of Earth.
With Superior Sigil of Corruption fully "charged" (+250 Condition Damage) and a 60 Condition Damage buff from Super Veggie Pizza, both of which should always be up, I have 1571 Condition Damage from this setup, which gives me a 121 damage bleed tick. By using Blood is Power and gaining 350 Condition Damage, I get up to 1921 which results in 138 bleed tick damage.
You can find more information about gear numbers here.

In this section we will go over some select minor and major traits. Let's take a look at each trait line individually and see what benefits we can get from investing our points.
Spoiler

Spite boosts Power and Expertise (condition duration). A lot of Condition Necromancers ignore this line because it does not synergize very well with pure condition builds, aside from Expertise.

Curses is the trait line that you will almost invariably be filling out completely, so we get access to all 3 minor traits and the Grandmaster Major trait, though you'll probably end up choosing Lingering Curse for that one anyway. This line gives Condition Damage and Precision.

Death Magic gives Toughness and Boon Duration. Unfortunately, all the minor traits revolve around minions. You're most likely in this line to get the Staff major traits.

Gives Vitality and Healing Power. This line is about health and daggers. This line doesn't necessarily have any direct synergy with a conditions build, but it does offer survivability in any situation.

Gives Critical Damage and increases Life Force Pool.
More trait stuff
Coming Soon!

Spite boosts Power and Expertise (condition duration). A lot of Condition Necromancers ignore this line because it does not synergize very well with pure condition builds, aside from Expertise.
Spoiler
Minor Traits
Adept Minor - Parasitic Bond
Approximately 950 healing at level 80, and it affected by Healing Power. If you go a little further into Spite you get:
Master Minor - Death Into Life
This increases Healing by 5% of Power, which increases the healing done by Parasitic Bond (as well as your healing skill, of course). Together, these two minor traits provide some decent automatic healing. If you also grab III - Spiteful Removal, you can take on many enemies with some degree of ease.
Grandmaster Minor - Siphoned Power
This trait is kinda bad. You get 1 stack of Might that lasts like 4 - 5 seconds. Unlikely to have too great of an effect. In the rare event that your health gets down that low, 1 - 2 extra bleed damage per tick probably isn't gonna save you. I expect this to get buffed at some point.
Major Traits
Coming Soon!
Adept Minor - Parasitic Bond
Approximately 950 healing at level 80, and it affected by Healing Power. If you go a little further into Spite you get:
Master Minor - Death Into Life
This increases Healing by 5% of Power, which increases the healing done by Parasitic Bond (as well as your healing skill, of course). Together, these two minor traits provide some decent automatic healing. If you also grab III - Spiteful Removal, you can take on many enemies with some degree of ease.
Grandmaster Minor - Siphoned Power
This trait is kinda bad. You get 1 stack of Might that lasts like 4 - 5 seconds. Unlikely to have too great of an effect. In the rare event that your health gets down that low, 1 - 2 extra bleed damage per tick probably isn't gonna save you. I expect this to get buffed at some point.
Major Traits
Coming Soon!

Curses is the trait line that you will almost invariably be filling out completely, so we get access to all 3 minor traits and the Grandmaster Major trait, though you'll probably end up choosing Lingering Curse for that one anyway. This line gives Condition Damage and Precision.
Spoiler
Minor Traits
Adept Minor - Barbed Precision
At this point, do I need to further deify this trait? You already know how amazing this one is. You get it for free and it gives back a sick damage boost.
Master Minor - Furious Demise
5 seconds of 20% increased critical hit chance synergizes very well with the Curses line which boosts Precision. Increased crit chance means more Barbed Precision and Sigil of Earth procs. If you don't find Death Shroud too useful otherwise, pop in and out every so often to get this boost for your main weapon.
Grandmaster Minor - Target the Weak
I want to make special mention of Target the Weak and how I believe it makes a strong case for hybrid Power / Condition Damage Necromancers.
The Spite line increases Power and Expertise (Condition Duration). So by maxing out 2 trait lines we get Power, Precision, Condition Damage, and Condition Duration.
The biggest complaint a Condition Necromancer usually has is the bleed cap. No more than 25 stacks of bleeding can be on any one target. When are you most likely to reach that bleed cap? Fighting bosses or champions with a lot of attackers. And in those situations those bosses or champions usually have quite a few other conditions on them, because there are a lot of attackers.
So a pure Condition Necromancer, whose primary source of damage comes from stacking bleeds, finds itself out of luck. The minor trait Target the Weak means, however, that a Necromancer can do more direct damage in this situation, up to 22% more! There are 11 conditions that can be applied to an enemy.
Being a Hybrid Necromancer allows us to still be viable when the bleed cap is reached, do more than pitiful damage to world objects, and take advantage of the unappreciated synergy of the Spite line's 2 boosts.
I have maintained for a while on these forums that I believe it is better to be versatile in this game than to max out a single aspect of your character. The latter may make you great in some situations, but the former means you will always be useful.
Major Traits
Coming Soon!
Adept Minor - Barbed Precision
At this point, do I need to further deify this trait? You already know how amazing this one is. You get it for free and it gives back a sick damage boost.
Master Minor - Furious Demise
5 seconds of 20% increased critical hit chance synergizes very well with the Curses line which boosts Precision. Increased crit chance means more Barbed Precision and Sigil of Earth procs. If you don't find Death Shroud too useful otherwise, pop in and out every so often to get this boost for your main weapon.
Grandmaster Minor - Target the Weak
I want to make special mention of Target the Weak and how I believe it makes a strong case for hybrid Power / Condition Damage Necromancers.

The Spite line increases Power and Expertise (Condition Duration). So by maxing out 2 trait lines we get Power, Precision, Condition Damage, and Condition Duration.
The biggest complaint a Condition Necromancer usually has is the bleed cap. No more than 25 stacks of bleeding can be on any one target. When are you most likely to reach that bleed cap? Fighting bosses or champions with a lot of attackers. And in those situations those bosses or champions usually have quite a few other conditions on them, because there are a lot of attackers.
So a pure Condition Necromancer, whose primary source of damage comes from stacking bleeds, finds itself out of luck. The minor trait Target the Weak means, however, that a Necromancer can do more direct damage in this situation, up to 22% more! There are 11 conditions that can be applied to an enemy.
Being a Hybrid Necromancer allows us to still be viable when the bleed cap is reached, do more than pitiful damage to world objects, and take advantage of the unappreciated synergy of the Spite line's 2 boosts.
I have maintained for a while on these forums that I believe it is better to be versatile in this game than to max out a single aspect of your character. The latter may make you great in some situations, but the former means you will always be useful.
Major Traits
Coming Soon!

Death Magic gives Toughness and Boon Duration. Unfortunately, all the minor traits revolve around minions. You're most likely in this line to get the Staff major traits.
Spoiler
Minor Traits
Adept Minor - Reanimator
This trait is infamous. Forces you to spawn a useless minion after a kill.
Master Minor - Protection of the Horde
If you're in this line for the 2 Staff skills then the only time this will probably come in to play is because a Jagged Horror has spawned or if you use Flesh Golem for your elite. Either way it is not a significant boost to Toughness.
Grandmaster Minor - Deadly Strength
If you have a lot of Toughness already from your gear then this adds a little bit of Power, but as a Condition Necromancer you're probably not going to go deep enough into Death Magic and Spite to really take advantage of this.
Major Traits
Coming Soon!
Adept Minor - Reanimator
This trait is infamous. Forces you to spawn a useless minion after a kill.
Master Minor - Protection of the Horde
If you're in this line for the 2 Staff skills then the only time this will probably come in to play is because a Jagged Horror has spawned or if you use Flesh Golem for your elite. Either way it is not a significant boost to Toughness.
Grandmaster Minor - Deadly Strength
If you have a lot of Toughness already from your gear then this adds a little bit of Power, but as a Condition Necromancer you're probably not going to go deep enough into Death Magic and Spite to really take advantage of this.
Major Traits
Coming Soon!

Gives Vitality and Healing Power. This line is about health and daggers. This line doesn't necessarily have any direct synergy with a conditions build, but it does offer survivability in any situation.
Spoiler
Minor Traits
Adept Minor - Full of Life
The 30-second cooldown is reasonable. Keeps you topped off for health somewhat. Not great, not terrible. Meh/10
Master Minor - Vampiric
25 HP per hit at level 80. Does not trigger from condition damage. Not great. You probably will not even notice it. There are major traits in this line that make this a little better or offer more functionality, but its still nothing game-changing.
Grandmaster Minor - Blood to Power
Decent trait. Your health should be above 90% the vast majority of the time, so it's almost a permanent direct damage boost (does not affection conditions). However, the investment cost is very high, taking us 25 points into the trait line.
Major Traits
Coming Soon!
Adept Minor - Full of Life
The 30-second cooldown is reasonable. Keeps you topped off for health somewhat. Not great, not terrible. Meh/10
Master Minor - Vampiric
25 HP per hit at level 80. Does not trigger from condition damage. Not great. You probably will not even notice it. There are major traits in this line that make this a little better or offer more functionality, but its still nothing game-changing.
Grandmaster Minor - Blood to Power
Decent trait. Your health should be above 90% the vast majority of the time, so it's almost a permanent direct damage boost (does not affection conditions). However, the investment cost is very high, taking us 25 points into the trait line.
Major Traits
Coming Soon!

Gives Critical Damage and increases Life Force Pool.
Spoiler
Minor Traits
Adept Minor - Gluttony
Recently buffed from a 5% gain to a 10% gain. A little more noticeable but still lackluster. A pure Condition Necromancer will be using Death Shroud only sparingly anyway, and even hybrid builds try not to go under 50% Life Force.
Master Minor - Last Gasp
6 seconds of Protection is great, and it also gains some Life Force, both of which can save your life in a tough fight that isn't going well.
Grandmaster Minor - Strength of Undeath
Another +5% damage when in X situation. Again, direct damage only. All these direct-damage-only-boosts are really only good in hybrid builds (or just straight up Power builds, but you're in a bleed duration topic!).
Major Traits
Coming Soon!
Adept Minor - Gluttony
Recently buffed from a 5% gain to a 10% gain. A little more noticeable but still lackluster. A pure Condition Necromancer will be using Death Shroud only sparingly anyway, and even hybrid builds try not to go under 50% Life Force.
Master Minor - Last Gasp
6 seconds of Protection is great, and it also gains some Life Force, both of which can save your life in a tough fight that isn't going well.
Grandmaster Minor - Strength of Undeath
Another +5% damage when in X situation. Again, direct damage only. All these direct-damage-only-boosts are really only good in hybrid builds (or just straight up Power builds, but you're in a bleed duration topic!).
Major Traits
Coming Soon!
More trait stuff
Coming Soon!

In this section I want to talk about some basic build templates you can use to take advantage of your new-found extra bleed duration. These are my suggestions for build ideas and are really just templates. Use them more as a jumping-off point than something set in stone.
Spoiler



Spoiler
This build focuses on improving your conditions while providing good solo survivability.
20/30/20/0/0
Spite
We go into spite for +20% condition duration and to cause our Flesh Golem to do 30% more damage.
Curses
As always, a full 30 points into Curses. Hemophilia and Lingering Curse are standard here, especially if you need Hemophilia to get your bleed duration up to +100%.
I prefer VI - Terror for my Master slot because of the recent buff to the skill, but there are 2 main choices here that most people use: VII - Master of Corruption and IX - Focused Rituals. These are chosen based on what Utility Skills you take. If you take some Well skills, Focused Rituals is wonderful.
The choice is yours based on your utilities and playstyle.
Death Magic
The Staff's 2nd skill Mark of Blood can be spammed to great effect when coupled with II - Greater Marks and/or V - Staff Mastery.
However, I prefer to add survivability to the Flesh Golem in place of Staff Mastery. I tend to only use the Staff skills to start a fight and then finish off with Scepter / Dagger, so reduced cooldown isn't a big deal for me.
20/30/20/0/0
Spite
We go into spite for +20% condition duration and to cause our Flesh Golem to do 30% more damage.
Curses
As always, a full 30 points into Curses. Hemophilia and Lingering Curse are standard here, especially if you need Hemophilia to get your bleed duration up to +100%.
I prefer VI - Terror for my Master slot because of the recent buff to the skill, but there are 2 main choices here that most people use: VII - Master of Corruption and IX - Focused Rituals. These are chosen based on what Utility Skills you take. If you take some Well skills, Focused Rituals is wonderful.
The choice is yours based on your utilities and playstyle.
Death Magic
The Staff's 2nd skill Mark of Blood can be spammed to great effect when coupled with II - Greater Marks and/or V - Staff Mastery.
However, I prefer to add survivability to the Flesh Golem in place of Staff Mastery. I tend to only use the Staff skills to start a fight and then finish off with Scepter / Dagger, so reduced cooldown isn't a big deal for me.
Alternatives
If you do not wish to use the Flesh Golem as your Elite skill, an easy set of replacement traits is simply VII - Spiteful Marks in Spite and V - Staff Mastery in Death Magic.

Spoiler
See this topic for my Hybrid Necromancer build that incorporates +100% bleed duration.

- Finish the Traits section
- Add some build suggestions and ideas
- More pictures!

Thank you so much for reading. If you have any comments or suggestions please feel free to leave them below, I will try to respond to all of them! Remember this guide is constantly evolving, and your contributions help shape it.
Edited by Reverse Ghost, 13 February 2013 - 06:40 AM.














