As immovable as a stone fortress, a wall of shields. – Old Orc Sayings: Shields

Class: Necromancer
Role: Permablock tank

As always, all the permablock builds start with unhealthy dosage of math.

Math

With new heavy armor bonuses and new CP system, we can extend block mitigation even further than before. What does it mean?

Block by itself cuts the damage by half. After that, it cuts the damage by block mitigation.

Default block mitigation is 0, but it is 20% with shield/frost-destro passives.

It can further be amplified by immovable by +35%. Block mitigation is additive, so it end up in 20%+35% = 55%.

Now, this is as far as you could go without class bonuses, sets or Bound Aegis previously.

Now, however, we have Heavy Armor Bonuses. It goes up to 55%+7% = 62% in no-CP.

As for CP, it can go +10% from red star and +4% from red passive dot. 62%+14% = 76%.

Block mitigation cap is 80%. That’s 20% damage taken before block reduction itself, ending up in 10% damage taken.

Out block mitigation is 76%. That’s 24% damage taken before block reduction itself, ending up in 12% damage taken.

Technically, you can increase block mitigation to the cap with Footman’s set or by being DK, resulting in ~20% less blockable damage taken. I would not do this, as blockable damage is not an issue even with this mitigation.

How to abuse it even further?

Ok, so block alone mitigates whooping 88% of the damage. Add another bonuses, like heavy armor and mender on top. We can say for certain that we can cut ~90% damage, and lets use that to simplify math.

Good spammable damage is like 6k. It will be ~600. Totally busted spammable damage is like 10k. It will be ~1k. It is a lot of mitigation, now lets think how we could heal ourselfves back, so we are never killed.

You can maybe heal yourself with HoTs. Or you healer friend can do that. But as the number of opponents grow, your healing doesn’t scale, unless you have that many healers that keep you alive.

What if we had some healing that scales with the number of attackers?

Altar with Lifesteal is a first thing that comes to mind. After battle spirit, it is 300 hp/s from one attacker. That’s 300/10% = 3000 damage/s from one person negated. Not bad, but we can do even more.

Meet the Ring of the Pale Order + Thews of the Harbinger combo-wombo. With HP maxxed, Harbinger does approx 2k damage. After armor mitigation, it will be like ~800 damage/hit (not per second). Multipart attacks (jabs, flurry, force shock) will count multiple times. Light attack weave will yield 2 hits/s.

800*2 = 1600 damage/s – assuming opponent doesn’t do multihit and just doing weaving on reflexes.

1600*20% = 320 HP – yup, no battle spirit multiplier apply.

320+300 = 620 HP/s from one opponent, translates into 6200 damage/s from one opponent blocked without being noticed at all. Damage above that must be negated by other healing sources.

Ring of Pale order doesn’t work with proc set damage. Consider running something like 2pc Engine Guardian instead.

Gear

Sets

Armor types

7pc heavy – maxxing out that block mitigation.

Enchantments & Traits

  • HP all armor pieces.
  • Sturdy trait everywhere.
  • Block reduction cost enchantments on jewelry.
  • Infused trait on jewelry.

Food & Drinks

  • Bewitched Sugar Skulls – max out stat pools, and even some HP regen bonus for free.
  • Tri-stat potions – it recovers both HP and pools. You really want it in this build.

Attributes

Magicka Health Stamina
0 64 0

Skills

expunge-and-modify deaden-pain immovable blighted-blastbones spiked-bone-shield        ravenous-goliath

whirling-blades mortal-coil spirit-guardian sanguine-altar        temporal-guard

Expunge and Modify is our strongest skill in necro. It is basically the reason to chose necro as a best permablock tank. 1k of both resources per use, -2 negative effects per use (permablocks hate dots). It practically removes the mana bar problem, and even covers substantial portion of stamina bar problem. HP cost is not an issue, dots would do more anyway. You can heal for more for the stamina you gained anyway.

Spiked bone shield is a healing that scales from max HP. It also does damage back, which heals due to the ring :)

Yup, you want to cast immovable every 6 seconds. Yup, you stand still for the whole duration. Yupp, you eat all the ground based AoEs. Nothing to be done here. This is the way.
While it costs to cast it, you remove the need to break from stun, and remove 1s vulnerability frame related to stun.

Goliath restores HP and increases HP pool, making all the HP-based things even stronger. I’m yet to die in this form even once. It is in the first bar because you lose block during bar swap, and can die without starting goliath otherwise.

Second bar is full of the skills you prebuff or can use inbetween huge portions of damage. Bar swap makes you lose block for a split second, and you don’t want to block much for the stam cost anyway.

Main skill in the backbar is altar. Find the openings to put it without taking all the damage in the world. Absolutely need to put it at the beginning of the fight. You can also throw whirling blades at the start to apply some AoE damage that will heal you over time.

Guardian -> Coil is a recast you can afford to do at low pressure, allowing you to bathe in heals.

Last slot is open. You can slot assault line heal here, you can slot quick cloak to be able to move fast, or you can try to go with mystic guard. It is up to you

CP

green tree

  • Gifted Rider - Increases your Mount Speed by 2% per stage.
  • Steed’s Blessing - Increases your out of combat Movement Speed by .4% per stage.
  • War Mount - Improves your mastery with mounts, removing all mount Stamina costs outside of combat.

blue tree

blue tree healing

  • Cleansing Revival - Healing a target under 25% Health removes all harmful effects from them. This effect can occur once every 24 seconds.
  • Salve of Renewal - Whenever you remove a harmful effect from yourself or an ally, you sanctify the ground beneath them and heal them and allies within 8 meters for 1280 Health per stage. This effect can occur once every 10 seconds.
  • Enduring Resolve - Reduces your damage taken by damage over time attacks by 2% per stage.
  • Reaving Blows - When you deal Direct Damage you heal for 7% of the damage done.

red tree

  • On Guard - While under the effects of Crowd Control Immunity, increases the amount of damage you block by 2% per stage.
  • Bastion - Increases the effectiveness of your damage shields and damage against shielded enemies by 3% per stage.
  • Strategic Reserve - Gain 30 Health Recovery for every 10 Ultimate you have.
  • Juggernaut - While under the effects of Crowd Control Immunity, you take 2% less damage per stage.

Gameplay videos



How’s that? Stay with me, I have some even more broken things in mind.

Subscribe