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Necromancer - Core Condition

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Focused on: Power damage and Condition damage

Designed for: Open WorldOpen World General and Open World Core

Difficulty:
Easy

Overview

A sturdy open world condition build for core necromancer. Since condition damage gear is not easy to acquire while levelling, we don't recommed this as a levelling build.

Condi necromancer drowns its enemies in Bleeding Bleeding, Torment Torment, and Burning Burning, turning even more resilient as they afflict their enemies. They are also adept at removing or even corrupting boons on enemies, and feature a very unique playstyle of inflicting conditions on themselves only to immediatly transfer those conditions to their enemies.

This build can also be played with minions, though that greatly reduces its damage.

Compared to Build:Scourge - Condi Scourge, this build inflicts much less damage but has more upfront tankyness with core necromancer shroud and extra toughness from Death Magic Death Magic Death's Carapace. It can either be played while working on unlocking scourge, or should the player prefer core necromancer.

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Skill Bar

Scepter/Dagger
Staff
Utility


Weapon variants

Scepter Scepter is absolutely mandatory, and Dagger Dagger works great with it. For the other weapon set, you can use Staff Staff for more utility, Warhorn Warhorn for more Crowd Control, or (rarely) Focus Focus if more boon removal is required.

If the player has access to Weaponmaster Training with the Secrets of the Obscure expansion, we recommed using Scepter Scepter+Torch Torch, plus Pistol Pistol+Dagger Dagger.


Skill variants

Heal skill

The choice of heal skill is quite open.

is good in this build, but if the self-inflicted Blinded Blinded from is too annoying you can consider other options:

  • - good heal if you can stay inside the well
  • - good heal but the passive effect can be annoying and keep you in combat for longer.

Utility skill

is absolutely fantastic and should never be replaced. is amazing to improve your AoE damage, but useless in single target situations, adapt accordingly. is a stun break but also removes conditions which is great. You can consider other alternatives:

Elite skill

deals amazing damage, but you have to keep the enemy inside it.

Minions

This build can also be played with minions, though doing so is a massive damage loss. We recommend to never go full minions and always keep


Specializations

Trait variants

  • - large loss of damage in exchange for a little healing.
  • - good option when fighting trash mobs, though the minions might keep you in combat for longer.

Specialization variants

If playing with minions, adjust your Death Magic Death Magic traits accordingly.

- against bosses where is mostly useless.


Equipment

Ascended gear and stat infusions are not required. This build uses gear similar to Build:Scourge_-_Condi_Scourge, making it ideal for general PVE.
Head
Viper
Shoulders
Viper
Chest
Viper
Hands
Viper
Legs
Viper
Feet
Viper
Backpiece
Viper
Accessory
Viper
Accessory
Viper
Amulet
Viper
Ring
Viper
Ring
Viper
Scepter
Viper
Dagger
Viper
Sigil
Sigil
Staff
Viper
Sigil
Sigil
Rune
x6


Relic

Usage

Damage

Generally speaking, you want to use

and off cooldown. Players with Weaponmaster Training will also want to use these skills off cooldown: , , , and . In you want to use , , and .

Note that

only inflicts Torment Torment if the enemy is already suffering from conditions, so delay the skill if necessary.

Use

everytime you can transfer the self-inflicted conditions with , or , or .

Your sources of life force are nearby deaths and

. Finish off enemies outside of shroud, since you don't gain life force from nearby deaths while inside shroud. Players with Weaponmaster Training also gain life force from , and .

Opener

Agains bosses and other durable enemies, it's a good idea to start the fight with this opener:

  1. Weapon swap Weapon swap
  2. Shroud autos until Tainted Shackles ends.

You want to enter and leave

periodically to trigger . Death Shroud is mostly for defense so don't stay inside for long.

Weaponmaster Training opener:
Click to Expand Toggle


Defense

  • You're a fully ranged build, use that to your advantange. Never stop moving, sidestep and walk or dodge out of enemy attacks.
  • You have a lot of toughness thanks to many traits in the Death Magic Death Magic specialization.
  • You have permanent Protection Protection from and protection is improved to also reduce incoming condition damage thanks to .
  • In extremely rare situations you can use to negate a oneshot or very high damage attack.
  • can blind trash mobs.
  • You take 33% reduced damage inside , consider it as a second health bar.
  • Remove boons from your enemies to make them less dangerous. You can use or use if you need even more.
  • If you desperately need sustain you can use at a damage loss.

Crowd Control


Ratings

This build has a rating of 4 stars based on 1 votes.
Log in or register to rate this build.
4 stars
Onlywrin gave this build 4 stars • July 2020
When it comes to open world, Necromancer is a fantastic place to start. The minion variant of this build offers an excellent roaming option and a variant using wells does fairly well (hah!) in zergs. Overall a solid core spec for open world farming.

Comments

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