The added LF generation and sustain can prolong its duration significantly. Even at maximum LF you may consider activating Spectral skills before entering death shroud.Last but not least, teleporting to the wurm with grants 10% life force, which means you could consider using the teleport before even leaving spawn at the start of a game in order to start off with enough LF for a activation. Wurm provides you with an escape route and makes it easier to travel around the map in general. should be placed well before entering combat, preferably at a spot where your enemies can't reach it easily.This works for stomping downed enemies as well, the channeling isn't interrupted by either of these teleports! It can also bring utility such as projectile mitigation or extra CC with minimal damage loss. Activate SW ⇒ (if using Flesh Wurm) ⇒ teleport back when they catch up to you. Power Reaper provides a self-sufficient all rounder power build, good for up front burst and sustained damage coupled with survivability and self generated Quickness to last through split phases.Activate SW ⇒ jump off a cliff while being chased ⇒ when your enemies jump after you.Activating its chain skill which 'ends' Spectral Walk does not stop the cleansing. (SW) is great for preventing condition pressure from ramping up on you.Both entering and exiting shroud removes conditions thanks to and.The build has above average condition cleansing by Necromancer standards.- the frequent damage pulses are great for consuming Blind you may have.If the target has Stability you can do this the other way around, cast Doom while Blinded to get rid of it and land Weakening Shroud, applying Weakness and potentially turning the Stability into Fear. If you're CC'd and Blinded you can enter shroud, the Blind will make this trait miss, but will allow you to safely land a. Long duration blocks such as Shield Stance give you more than enough time to land crucial staff skills like with little to no risk of being avoided as blocking players normally don't dodge. Tip: enemy players who block Staff skills can work against themselves.Use them to interrupt skills such as a Warrior's. Both weapon sets have one unblockable hard-CC skill: on Scepter/Warhorn and on Staff.The only exception can be (because it's not a key skill and has a low CD), which you can freely place at an entrance or under yourself to potentially give away Stealthed enemy movement. Never spam your marks on the ground out of combat - they are easy to spot and a single dodge from the enemy can get rid of them.All of your marks are unblockable and generate Life Force.Don't stand on capture points unless you absolutely have to. I believe that neither sigil affects condition damage. The Sigil of Bloodlust provides more damage, but you lose it all if you're downed. The higher your Power, the smaller the difference between the 2 sigils becomes (at 2000 Power +250 represents 12.5, and 175 is 8.8). Keep out of melee range whenever possible, and abuse spots which break teleport skills to make it harder to get to you. Two Superior Sigils of Force would increase damage by +10. Positioning: Necromancer sustain is far from great.