
Nec/Elem
Life Siphon (availability)
Description: For 12-22 seconds, target suffers health degeneration of 1-3, and you gain health regeneration of 1-3.
Wither (availability)
Description: For 5-29 seconds, target foe suffers health degeneration of 2 and energy degeneration of 2. Wither ends if target foe's energy reaches 0. This is an elite skill.
Suffering (availability)
Description: For 6-25 seconds, target foe and all nearby foes suffer health degeneration of 2.
Gale (availability)
Description: Knock down target foe for 3 seconds. This spell causes exhaustion. (50% failure chance with Air Magic 4 or less.)
Shock (availability)
Description: Target touched foe is struck for 15-51 lightning damage and is knocked down. This spell has 25% armor penetration.
Lightning Surge (availability)
Description: After 3 seconds, target foe is knocked down and struck for 14-83 lightning damage. This spell causes exhaustion. This is an elite skill.
Glyph of Lesser Energy (availability)
Description: Your next spell cost 15 less energy to cast.
The idea here is to DoT people while trying to keep them knocked down for as much of the fight as possible. I don't know how much of a problem the exhaustion will be.
Nec/Mes
Phantom Pain (availability)
Description: For 10 seconds, target foe suffers health degeneration of 1-3. When Phantom Pain ends, that foe suffers a deep wound, lowering that foe's maximum health by 20% for 5-17 seconds.
Energy Cost: 10
Activation Time: 2 Seconds.
Recharge Time: 15 Seconds.
Linked Attribute: Illusion Magic. Increases health degeneration and duration.
Skill Type: Hex Spell.
Conjure Phantasm (availability)
Description: For 2-12 seconds, target foe experiences health degeneration of 5.
Energy Cost: 10
Activation Time: 1 Second.
Recharge Time: 5 Seconds.
Linked Attribute: Illusion Magic. Increases duration.
Skill Type: Hex Spell.
Life Siphon (availability)
Description: For 12-22 seconds, target suffers health degeneration of 1-3, and you gain health regeneration of 1-3.
Energy Cost: 10
Activation Time: 2 Seconds.
Recharge Time: 2 Seconds.
Linked Attribute: Blood Magic. Increases duration and health degeneration/regeneration.
Skill Type: Hex Spell.
Faintheartedness (availability)
Description: For the next 8-37 seconds, target foe's attack speed is reduced and that foe suffers health degeneration of 1-3.
Energy Cost: 10
Activation Time: 1 Second.
Recharge Time: 5 Seconds.
Linked Attribute: Curses. Increases duration and health degeneration.
Skill Type: Hex Spell.
Parasitic Bond (availability)
Description: For 20 seconds, target foe suffers health degeneration of 1. You are healed for 30-102 health when Parasitic Bond ends.
Energy Cost: 10
Activation Time: 1 Second.
Recharge Time: 2 seconds.
Linked Attribute: Curses. Increases health recovered.
Skill Type: Hex Spell.
Suffering (availability)
Description: For 6-25 seconds, target foe and all nearby foes suffer health degeneration of 2.
Energy Cost: 15
Activation Time: 2 Seconds.
Recharge Time: 20 Seconds.
Linked Attribute: Curses. Increases duration.
Skill Type: Hex Spell.
Soul Leech (availability)
Description: For 10 seconds, whenever target foe casts a spell you steal 16-67 health from that foe. This is an elite skill.
Energy Cost: 10
Activation Time: 2 Seconds.
Recharge Time: 15 Seconds.
Linked Attribute: Blood Magic. Increases health stolen.
Skill Type: Hex Spell.
Enfeeble (availability)
Description: Target suffers from weakness for 5-17 seconds.
Energy Cost: 5
Activation Time: 1 Second.
Recharge Time: 5 Seconds.
Linked Attribute: Curses. Increases duration.
Skill Type: Spell.
As you can see I like health degeneration :P
This build I try to degenerate the enemy while making it so that if they try to attack or spell me it's less effective because I steal life from them. I don't know if this build will have energy problems as I don't know what the typical energy pool is for someone.
If both of these builds suck can someone tell me a good health degeneration build that uses Necromancer as primary? (Love the Necros)