Necromancer - Vanilla Condi Necro
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A Condition Necromancer PvP build with heavy boon corruption made to team fight. Usable by F2P players as well.
- Foot in the Grave sacrifices some damage and condition variety in general for better anti-CC.
Spite can replace Blood Magic for more pressure but lower sustain and less group utility:
- 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 Mark of Blood (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: Wail of Doom on Scepter/Warhorn and Reaper's Mark on Staff. Use them to interrupt skills such as a Warrior's Shield Stance.
- 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 Chilblains with little to no risk of being avoided as blocking players normally don't dodge.
- Entering Shroud triggers Weakening Shroud. 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 Doom. If the target has 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.
- Locust Swarm - the frequent damage pulses are great for consuming Blind you may have.
- Dark Path is one of your strongest skills, especially with Path of Corruption. To make sure it lands you can try using Doom on the target right before impact to deny them the chance of dodging.
- 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).
- Feast of Corruption is often used right after swapping to scepter to benefit from
- Corrupt Boon 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 and Might stacks? Turn their boons against them, right into Fear and Weakness! It's also unblockable.
- Even just a two skill chain of Corrupt Boon ⇒ Feast of Corruption is already a decent burst combo, inflicting up to 6 different conditions and stripping at least 5 boons (potentially more with sigils).
- Plaguelands is potent, but hard to land as anyone could just walk right out of it. Your goal here is to make your enemy overcommit to staying inside the range of this AoE - drop it on downed enemies when their team is coming to revive them, or under yourself on low HP essentially acting as a bait.
Shroud burst rotation (in melee range this doubles as a defensive rotation):
- Death Shroud to proc Weakening Shroud
- Dark Path
- Doom just before Dark Path reaches the target
- Tainted Shackles
- Spam Life Blast
- Blood Magic adds a small degree if team support to the build. The most notable benefit here is the improved rez potential.
- You can revive allies even while in shroud. Doing this has its pros and cons:
- Rezing in shroud makes you more resistant to enemy cleave, and having access to an instant CC like Doom to ward off attackers could make all the difference.
- Ritual of Life places a Well under target ally which not only revives downed players, but also heals everyone in range including yourself (and it's quite a significant bit of healing). However, if the Well gets placed while you're in shroud, you won't be healed at all!
- The build has above average condition cleansing by Necromancer standards.
- Both entering and exiting shroud removes conditions thanks to Plague Sending and Unholy Martyr.
- Spectral Walk (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 ⇒ Spectral Recall when your enemies jump after you.
- Activate SW ⇒ Necrotic Traversal (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!
- Summon Flesh Wurm should be placed well before entering combat, preferably at a spot where your enemies can't reach it easily. Wurm provides you with an escape route and makes it easier to travel around the map in general. Last but not least, teleporting to the wurm with Necrotic Traversal grants 10% life force, which means you could consider using the teleport before even leaving spawn at the start of a game in order to start off with enough LF for a Death Shroud activation.
- Even at maximum LF you may consider activating Spectral skills before entering death shroud. The added LF generation and sustain can prolong its duration significantly.
- Consume Conditions 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.