Necromancer - Core Terrormancer

The Official API is experiencing issues; skill, trait and item data cannot be loaded at the moment.
Note: Please note that builds will default to plain icons, these may not be as accurate. We apologize for the inconvenience.
Rate-no-shadows.png

This is a test build. You may Comment, Discuss, and Rate it.

Focused on: Condition damageBoon removal.

Designed for:

Overview

A core Necromancer condition build with a more aggressive playstyle than the Blood version.

Skill Bar

StaffHealingUtilityElite
Scepter/Warhorn

Specializations




Equipment

Staff.png
I.png
Superior Sigil of Annulment
18Recharge.png
Superior Sigil of Annulment.pngSuperior Sigil of Annulment
Your next attack after swapping to this weapon while in combat will remove 2 boons from your target.
Superior Sigil of Escape
18Recharge.png
Superior Sigil of Escape.pngSuperior Sigil of Escape
Remove movement-impairing effects from yourself when swapping to this weapon while in combat.
I.png
Scepter.png
Warhorn.png
II.png
Superior Sigil of Agility
9Recharge.png
Superior Sigil of Agility.pngSuperior Sigil of Agility
Gain 5 seconds of swiftness and 1 second of quickness when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Revocation
10Recharge.png
Superior Sigil of Revocation.pngSuperior Sigil of Revocation
On hit, remove a boon. (Cooldown: 10s)
II.png
Superior Rune of the Traveler
Superior Rune of the Traveler.pngSuperior Rune of the Traveler
(1): +8 All Stats (2): +5% Boon Duration (3): +12 All Stats (4): +10% Condition Duration; +10% Boon Duration (5): +16 All Stats (6): +25% Movement Speed
Carrion Amulet
Carrion Amulet.pngCarrion Amulet
+900 Power +900 Vitality +1200 Condition Damage

Usage

General

  • Positioning: Necromancer sustain is far from great. Keep out of melee range whenever possible, and abuse spots which break teleport skills to make it harder to get to you. Don't stand on capture points unless you absolutely have to.
  • All of your marks are unblockable and generate Life Force.
  • 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. 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.
  • Both weapon sets have one unblockable hard-CC skill:
    on Scepter/Warhorn and
    on Staff. Use them to interrupt skills such as a Warrior's
    .
    • 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 crucial staff skills like
      with little to no risk of being avoided as blocking players normally don't dodge.
  • Entering Shroud triggers
    . 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
    . If the target has Stability 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.
  • - the frequent damage pulses are great for consuming Blind Blind you may have.


Damage

  • Most of the pressure comes from various sources of boon corruption and condition applications over time, this build isn't really about burst rotations (bar 1-2 combos).
  • is often used right after swapping to scepter to benefit from
    Superior Sigil of Agility Superior Sigil of Agility
    9Recharge.png
    Superior Sigil of Agility.pngSuperior Sigil of Agility
    Gain 5 seconds of swiftness and 1 second of quickness when you swap to this weapon while in combat. (Cooldown: 9s)
    . This is one of the most important skills in the build - boon corruption, condition pressure, and resource management all rolled into one. Tr to use it with at least ~4 different conditions already on your target.
  • is not only a great spike skill, but also a defensive one - thanks to the low cast time CB can be used to counterpressure targets. Someone's chasing you with Stability Stability and Might Might stacks? Turn their boons against them, right into Fear Fear and Weakness Weakness! It's also unblockable.
  • Even just a two skill chain of
    is already a decent burst combo, inflicting up to 6 different conditions and stripping at least 5 boons (potentially more with sigils).
  • Fear deals about 1000 damage per second thanks to the trait
    , making it great for spiking targets that are already pressured. You have 3 Fears on your bar:
    • on Staff, which is an unblockable AoE.
    • can be cast even while stunned and fears for up to 3 Seconds. Best used in melee range.
    • is a great area denial skill with a lot of combo potential. Let's say a Thief uses
      on you while you're standing inside the ring created by this skill - the Thief will immediately be inflicted with Fear Fear as even teleports count as crossing. As Fear casuses targets to run away from you, chances are he's going to cross the wall again as he's running outside. At that point, consider going after him with
      followed by
      to fear him back into the ring, forcing him to cross a third time!


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

  1. to proc
  2. Spam

Top Streamers

Related Builds

Build rating - 4 stars
Only registered users can vote. Log in or Register. (It only takes a few seconds!)
1 Ratings
4 stars
Hanz gave this build 4 stars 4 weeks ago

I still prefer the Blood version but it's definitely not a bad build either. Terror spikes are quite decent and it has outstanding AoE boon corruption.

Premium Membership

Upgrade to premium membership and take advantage of all the premium benefits, including complete ad removal across the entire website, for only $8.99 per year! Click here for more info.