Necromancer - Core Condi Roamer

The community gave this build a rating, making it top-tier: Great

Focused on: Condition damage

Designed for: WvW Roaming

Difficulty:
Easy
This build was last updated on February 12, 2024 and is up to date for the January 30, 2024 patch.

Overview

A condition based core Necromancer build for WvW roaming centered around Fear Fear chains.


Skill Bar

Pistol/Warhorn
Staff
Utility


Skill Variants

Utility

For the optional slot:

  • - excellent sustain tool against both ranged and melee, it's even good at pressuring targets.
  • - great AoE pressure against groups, and could scare off melee enemies for a few moments.
  • - more mobility and a stun break with a bit of Life Force gain on the side.
  • - medium CD stun break, defense against strike damage and excellent LF building.
  • - on-demand boon removal, post-nerf this is mostly a tech-option against builds with Stability Stability spam. You're not guaranteed to hit the right boon but it's your best bet at countering specs with high Stability uptime.


Elite

  • - the idea here is to use an elite with a low recharge time and grab for another source of Fear.


Weapons

  • If you don't have access to End of Dragons and Secrets of the Obscure then replace the Pistol with a Scepter.


Template Code

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Specializations

Variants

  • lowers your survivability but makes your Warhorn skills stronger, most notably improving the Fear duration on skill #5 and the Swiftness Swiftness uptime from skill #5.


Equipment

Head
Trailblazer
Shoulders
Trailblazer
Chest
Trailblazer
Hands
Trailblazer
Legs
Trailblazer
Feet
Trailblazer
Backpiece
Trailblazer
Accessory
Trailblazer
Accessory
Trailblazer
Amulet
Dire
Ring
Rabid
Ring
Rabid
Pistol
Trailblazer
Warhorn
Trailblazer
Sigil
Sigil
Staff
Trailblazer
Sigil
Sigil
Rune
x6
Infusion
x18
Relic

Relics

  • - significantly improves your mobility, works best with .
  • - better survivability.

Sigils

  • over Generosity - if you're having trouble dealing with conditions.


Consumables

Food:

  • - passive damage mitigation and great stats.
  • - more active damage mitigation via dodging.
    • - budget version


Utility:

  • Optimal:
  • Budget: (found in Canned Food Crates looted from WvW Skirmish Chests)


Usage

General

  • Use before you mount up so you don't have to cast this at the start of combat right after dismounting.
  • Consider building up your Life Force on critters and hostile NPCs before setting out to fight players.
  • Both weapon sets have access to unblockable CC skills: on Staff and on Scepter/Warhorn.
  • All of your marks are unblockable and generate Life Force.
    • Tip: enemy players who block Staff skills can work against themselves. Long duration blocks such as Shield Stance give you more than enough time to land important staff skills like with little to no risk of being avoided as blocking players normally don't dodge.
  • Entering Shroud triggers which is an excellent defensive proc that can also be used while CC'd to apply Weakness Weakness to nearby enemies.


Damage

  • Scepter/Warhorn is a bit more bursty while Staff is more of a utility weapon used to snare targets, transfer conditions, and CC/build Life Force from range.
  • is a strong burst skill but only when used on targets with at least 4-5 different conditions. It also corrupts a boon which means with a little luck this could add another source of Fear Fear to the build.
  • There are 4 sources of Fear Fear in the build, try chaining them together when you're going for the kill on an already pressured target:
    • - Shroud #3.
    • - Warhorn #4.
    • - Staff #5.
    • - utility skill. The ring applies Fear Fear whenever an enemy crosses it, and you could force them to cross by using other sources of Fear on them. The duration of Fear stacks.
  • The Sceper autoattack chain is far superior to Staff's in terms of damage, it could even apply Poison Poison for healing reduction.
  • is a Blast finisher, you may combo this with for AoE Weakness Weakness or for AoE .
  • with is a great filler while in Shroud.


Shroud burst rotation (in melee range this doubles as a defensive rotation):

  1. to proc
  2. just before Dark Path reaches the target
  3. Spam


Sustain

  • The build has above average condition cleansing by Necromancer standards.
  • Both entering and exiting shroud removes conditions thanks to and .
  • (SW) is great for preventing condition pressure from ramping up on you. Activating its chain skill which "ends" Spectral Walk does not stop the cleansing. This skill has many uses, for example:
    • Activate SW jump off a cliff while being chased when your enemies jump after you.
    • Activate SW (if using Flesh Wurm) teleport back when they catch up to you. This works for stomping downed enemies as well, the channeling isn't interrupted by either of these teleports!
  • Even at maximum health you may consider activating either Spectral skills before entering shroud. The added LF generation and sustain can prolong its duration significantly.
  • is more of a last resort option that should only be used at or below ~50% HP and when other forms of cleansing/healing won't suffice.


Related Builds


Ratings

This build has a rating of 5 stars based on 1 votes.
Log in or register to rate this build.
5 stars
Hanz gave this build 5 stars • September 2023
Damage and sustain are both great, no question. Mobility is average at best but utilities help. Overall a really solid duelist, but suffers from the usual necromancer problems on most terrains (easy to chase down, can't really disengage, has trouble chasing targets, could be outranged as staff isn't enough to threaten a longbow ranged for example). If you pick your location well and can use the terrain to LoS or disengage to higher ground with Flesh Wurm the weaknesses can be remedied. Stability spamming Cele specs can be rough to 1v1 though. Updated to make use of the new relic system.

Comments

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