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Death Shroud DPS Build for PvE

necromancer build pve fractals dagger death shroud dps

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#1 DropDead Aim

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Posted 26 June 2013 - 04:46 AM

Foreword: The newest patch updates have arrived on June 25th and necromancers got quite a few changes to their traits/utilities among other things.

I have been running a dagger power build for as long as I can remember on my necromancer and I wanted to try something similar that I think will work very well in all PvE content including higher level fractals, Arah, etc. thanks to today's updates.

My Death Shroud DPS Build:

The rough build:

http://gw2skills.net...oIas6aMlLRUNA-e

Obviously the skills calculator hasn't been updated but the trait points are there and I will explain which ones I have selected.

Traits:

30/10/0/0/30


Spite:

VI: Reaper's Might - Life Blast(DS auto attack) places one stack of might on you.
Every time you attack with death shroud your power and condition damage will steadily increase. Self-explanatory.

VII: Spiteful Marks - Marks deal 10% increased damage.
Useful for maintaining a good DPS at range when out of death shroud.
Can be swapped for VIII - Axe Mastery if you use an axe in your power build instead.

XII: Close to Death - 20% increased damage against targets under 50% health
A staple for most power based necro builds and a huge increase to overall DPS.

Curses:

VI: Focused Rituals - Wells are ground targeted.
As this build currently fills all possible utilities with wells this trait helps in giving my necromancer some flexibility when placing these powerful skills. Given that this trait only needs 10 points to have as of today is a nice bonus.

Another useful option that was pointed out is V - Reapers' precision If life blast or any other attacks crit you have a chance to gain more life force which is always useful.

Soul Reaping:

II: Vital Persistence - While in DS, Life force drains 25% slower.
As this build revolves around staying in Death Shroud for an extended period of time, this trait becomes a must-have

VI: Unyielding Blast - Each Life blast shot pierces and causes 2 stacks of vulnerability to the target hit. In addition to reaper's might, this trait becomes very useful for increasing the power of the DS main attack and the vulnerability not only helps you but your entire party.

XII: Deathly Perception: You have a 50% percent greater critical hit chance in DS
This is the new trait that inspired me to create this build. 50 percent is a massive increase to our critical hit chance and with a full zerker build we can have a 100% critical chance with all of our death shroud skills in addition to the benefits already talked about.


Note that Life Blast does more damage the closer you are to your target, so if you can survive and maintain DS within 600(axe range) units, this is the range you should stay in for most fights. Life Transfer and the new skill Tainted Shackles also help with aoe damage within that range as well.

Utilities:

Speaking of AoE damage, I should talk about the utilities. The only problem with the dagger as a damage dealing weapon is that it is single-target only. This is why I bring a warhorn offhand with the 2 damaging wells in my build. Well of suffering is one of the best if not the best utility for direct DPS in the necromancer's arsenal. It stacks vulnerability as it pulses increasing its own damage steadily as well as the damage of your entire party's attacks. Well of corruption is less damaging than suffering and the boon stripping is usually more useful in PvP, but in certain fights can be a huge help.

Heal: Consume Conditions

I would take consume for the great condition removal and shorter recharge. However, the team support and stronger healing of well of blood should be considered if you have an organized group and you can place it anywhere you choose thanks to focused rituals.

Well of Suffering/Well of Corruption: As said above, damaging wells are very nice compliments to this build due to the good aoe damage that they provide and the extra effects are very useful. Note that if these wells are casted before going into DS, while you are in death shroud the 100% crit will affect the pulses too.

Well of Power: As of the update, this skill just became much more useful in PvE situations. An aoe condition into boon conversion was already alright but not incredible. Now that this skill is a stun breaker that also gives stability (that necros sorely lacked) on a shorter recharge is a huge buff and definitely earned its spot.

Honorable Mentions:

Signet of Spite: Even with the buffed active, without target the weak this skill is not very good to use. The passive however is exceptional with an extra 180 power at all times.

Blood is Power: Another good choice for power focused builds as 10 stacks of might is nothing to sneeze at and the cooldown is relatively short.

Well of Darkness: Deserves a mention against large trash fights and if the chill on blind trait is swapped in can be useful in specific fights.

Elite Skill: Flesh Golem

For a build that revolves around being in DS, the elite skills that take you out of it for 20 or 30 seconds at a time are not as useful in this build. The golem provides extra dps as he stays alive and has a defiant strip when needed.

For a fight where you are at a significant range, you can take Lich Form, but because DS is now 1200 range it will have to be tested as to which one does more damage consistently.

Gear:

For a primarily direct DPS build, you will want mainly full berserker gear to maximize damage output because in tougher content that is what you need to have.

For runes, scholar runes or ruby orbs will work fine with the build.

The weapons will be Dagger/warhorn and staff. The dagger set is obvious for building life force and doing as much damage as possible outside of DS. The swiftness also doesn't hurt.

The staff is needed for times where you really can't fight a certain boss in melee range and need to be at a safe range. It also has access to aoe poison, chill, fear, bleed, regeneration for allies, and most recently blind.

You have the option to swap in an axe as I need to test if the axe mastery trait buffs DS damage as well. If you do have an axe set I recommend Axe/focus for the boon strip and added vulnerability

The sigils are optional, whichever ones you feel most comfortable with should be the ones you should use. I recommend force, night, strength, or even accuracy to push your base crit chance over 50% to guarantee crits in death shroud.

Conclusion:

This build is obviously not finished, but I wanted to get the idea out there as the updates today prove to be very exciting for all classes but necromancers especially. I will be testing and tweaking this build over the next few weeks in all different areas of PvE and comparing it to the standard Dagger/warhorn power builds that are circulating currently.

Thanks for reading my build guide on a Death Shroud DPS Necromancer!

Any comments/questions/concerns? Feel free to reply down below. Constructive feedback is appreciated and will help me fine tune this build immensely.

Edited by DropDead Aim, 26 June 2013 - 04:11 PM.

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#2 prince vingador

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Posted 26 June 2013 - 04:59 AM

i think u are wrong .Life Blast: This skill now scales based on
range instead of amount of life force. At
more than 600 units, this skill’s low
value has been increased by 43%; at
less than 600 units, this skill uses the
old high value. Range has been increased to 1200.u do more damage if u are further away no?
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#3 Phenn

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Posted 26 June 2013 - 05:43 AM

i think u are wrong .Life Blast: This skill now scales based on
range instead of amount of life force. At
more than 600 units, this skill’s low
value has been increased by 43%; at
less than 600 units, this skill uses the
old high value. Range has been increased to 1200.u do more damage if u are further away no?


Actually the OP is correct. The low damage was increased only so that there was a lower differential between min and max damage. Close up, LB still does more damage than past 600 units. I've tested and confirmed this today quite a bit. Also running a 30/10/0/0/30 build. :)
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#4 DropDead Aim

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Posted 26 June 2013 - 04:14 PM

Yeah it made sense to me when I read it and I love that it scales on just range now instead of the life force pool.

One thing that should be mentioned is the 25 minor soul reaping trait that gives 5% damage above 50% life force is extremely effective and should be maintained if at all possible.
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#5 Kharpalo

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Posted 05 July 2013 - 04:55 AM

Power signet passive doesn't carry over to DS at least according to the character sheet. Life force generating utility spells also feel kinda waste. Weapon swap recharge time is the bottle neck. You should swap out of axe as soon as you come out of DS.

Also imo not worth it to drop DS even if it goes below 50% life force. Locks you out for 10 seconds minium and you need to rebuild the vulnerability and might stacks from the start.
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#6 Mark Faust XVI

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Posted 05 July 2013 - 10:55 PM

This is currently the build that I am using, but iI use a complete set of different utilities, anyone able to give advice on whats best to use dungeons etc.

Currently using

Heal - Consume Conditions
Utility 1 - Signet of Spite
Utility 2 - Blood is Power
Utility 3 - Spectral Armor or Well of Suffering if I dont need a breakstun for a particular boss
Elite - Lich form

I normally do dps to generate life force, pop BiP and hammer away with Life Blast with others in team I easily get to 25 might. Would I be better off having wells of other spells as my utilities? Also Is it worth having the Flesh Golem instead of Lich Form which I rarely use anyway.
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#7 Kharpalo

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Posted 06 July 2013 - 02:54 PM

Axe training does carry over to DS and it out scales the staff with power as the might stacks roll in. You can test it in the heart of the mist with steady weapons. In the PvE you got the added bonus of more power and the axe focus set also trades precision for double sigil, 1% crit damage and 1 power, all beneficial.

Axe have the problem of being painfully slow life force generator as well as lame dps. Then again if you look at the bigger picture the vulnerability probably somewhat makes up for that if you happen to get knocked out of DS prematurely.

Now what about sigils? Force seems mandatory. Not too sold on air or fire. Crit in DS is capped, but it is only one attack per second. Probably force/bloodlust since the build is slowly hard hitting, great power coefficiency auto attack spammer with massive critical multipliers.

Imo you should go with ruby orbs as a armor upgrades. Two reasons for that. One you can't gain health while you are in DS. If you pop the shroud <90% health you lose the damage bonus for the whole duration. Second reason: They give just enough precision to open up a sigil slot as long you use them in conjunction with the consumable food buffs, which you should.
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#8 Donkulous

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Posted 11 July 2013 - 02:15 PM

Axe, focus combo - great for PVE, simply because the bonuses from axe are better than from any other weapon. Axe 2 after coming out of DS with 25 stacks of might is damn scary too. And axe 3 combos well with Well of Suffering, DS 4 - for aoe when you got to take down lots of mobs. Really the only problem with axe is the auto attack - but at least that adds weakness and goes well with focus 1. I DS when in axe, blast 2 and 4 (focus), then switch to dagger/horn.
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