Difference between revisions of "Necromancer - Core Condition"
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| designed for = open world, open world general, open world core | | designed for = open world, open world general, open world core | ||
| focus = power damage, condition damage | | focus = power damage, condition damage | ||
− | | rating = | + | | rating = archived |
| xpac = | | xpac = | ||
| difficulty = 1 | | difficulty = 1 | ||
Line 27: | Line 27: | ||
|specialization = | |specialization = | ||
|weapon1 = Scepter | |weapon1 = Scepter | ||
− | |weapon2 = | + | |weapon2 = Dagger |
− | |weapon3 = | + | |weapon3 = Staff |
− | |weapon4 = | + | |weapon4 = |
|healing = Consume Conditions | |healing = Consume Conditions | ||
|utility1 = Blood Is Power | |utility1 = Blood Is Power | ||
Line 39: | Line 39: | ||
===Weapon variants=== | ===Weapon variants=== | ||
− | + | {{Tooltip|Scepter}} is absolutely mandatory, and {{Tooltip|Dagger}} works great with it. For the other weapon set, you can use {{Tooltip|Staff}} for more utility, {{Tooltip|Warhorn}} for more Crowd Control, or (rarely) {{Tooltip|Focus}} if more boon removal is required. | |
+ | |||
+ | If the player has access to [https://wiki.guildwars2.com/wiki/Weaponmaster_Training Weaponmaster Training] with the Secrets of the Obscure expansion, we recommed using {{Tooltip|Scepter}}+{{Tooltip|Torch}}, plus {{Tooltip|Pistol}}+{{Tooltip|Dagger}}. | ||
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* {{Skill|Spectral Grasp}} - to pull enemies together to kill them easier. Also amazing at breaking defiance bars. | * {{Skill|Spectral Grasp}} - to pull enemies together to kill them easier. Also amazing at breaking defiance bars. | ||
* {{Skill|Plague Signet}} - very situational, good against enemies that inflicts lots of conditions. | * {{Skill|Plague Signet}} - very situational, good against enemies that inflicts lots of conditions. | ||
+ | * {{Skill|Signet of Spite}} - single target damage with the active skill. | ||
* {{Skill|Summon Shadow Fiend}} - mediocre damage but good life force generation with its active skill {{Skill|Haunt}}. | * {{Skill|Summon Shadow Fiend}} - mediocre damage but good life force generation with its active skill {{Skill|Haunt}}. | ||
====Elite skill==== | ====Elite skill==== | ||
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==Equipment== | ==Equipment== | ||
− | :Ascended gear and stat infusions are not required | + | :Ascended gear and stat infusions are not required. This build uses gear similar to [[Build:Scourge_-_Condi_Scourge]], making it ideal for general PVE. |
− | |||
− | This build uses gear similar to [[Build:Scourge_-_Condi_Scourge]], making it ideal for general PVE. | ||
{{PvE equipment | {{PvE equipment | ||
| weight = Light | | weight = Light | ||
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| rune-qt = 6 | | rune-qt = 6 | ||
| weapon1 = Scepter | | weapon1 = Scepter | ||
− | | weapon2 = | + | | weapon2 = Dagger |
− | | sigil1 = Superior Sigil of | + | | sigil1 = Superior Sigil of Agony |
− | | sigil2 = Superior Sigil of | + | | sigil2 = Superior Sigil of Demons |
− | | weapon3 = | + | | weapon3 = Staff |
− | | weapon4 = | + | | weapon4 = |
− | | sigil3 = Superior Sigil of | + | | sigil3 = Superior Sigil of Agony |
− | | sigil4 = Superior Sigil of | + | | sigil4 = Superior Sigil of Demons |
− | | relic = Relic of | + | | relic = Relic of the Sunless |
}} | }} | ||
− | * You can use {{Rune|Superior Rune of the Lich}} while | + | * You can start with a cheaper attribute combination such as {{Tooltip|Rabid}} while working on acquiring the better but more expensive {{Tooltip|Viper}} gear. Likewise, you can use {{Rune|Superior Rune of the Lich}} while working on crafting the {{Rune|Superior Rune of the Trapper}} runes. |
− | |||
* If you need more defense you can use {{Tooltip|Trailblazer}}. | * If you need more defense you can use {{Tooltip|Trailblazer}}. | ||
+ | * Players with access to [https://wiki.guildwars2.com/wiki/Weaponmaster_Training Weaponmaster Training] with the Secrets of the Obscure expansion should instead use Scepter+Torch and Pistol+Dagger, plus {{Relic|Relic of Akeem}} which can be activated with {{Skill|Vile Blast}}, {{Skill|Doom}}, or {{Skill|Oppressive Collapse}}. | ||
− | === | + | ==Usage== |
− | + | ===Damage=== | |
− | {{ | + | Generally speaking, you want to use {{Skill|Devouring Darkness}} and {{Skill|Grasping Dead}} off cooldown. Players with [https://wiki.guildwars2.com/wiki/Weaponmaster_Training Weaponmaster Training] will also want to use these skills off cooldown: {{Skill|Harrowing Wave}}, {{Skill|Oppressive Collapse}}, {{Skill|Weeping Shots}}, and {{Skill|Vile Blast}}. In {{Skill|Death Shroud}} you want to use {{Skill|Tainted Shackles}}, {{Skill|Dark Path}}, and {{Skill|Dhuumfire}}. |
− | | | + | |
− | | | + | Note that {{Skill|Devouring Darkness}} only inflicts {{Tooltip|Torment}} if the enemy is already suffering from conditions, so delay the skill if necessary. |
− | | | ||
− | | | ||
− | | | ||
− | | | ||
− | | | ||
− | | | ||
− | | | ||
− | | | ||
− | |||
− | | | ||
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− | }} | ||
+ | Use {{Skill|Blood Is Power}} everytime you can transfer the self-inflicted conditions with {{Trait|Plague Sending}}, or {{Skill|Deathly Swarm}}, or {{Skill|Putrid Mark}}. | ||
− | + | Your sources of life force are nearby deaths and {{Skill|Devouring Darkness}}. 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 {{Skill|Harrowing Wave}}, and {{Skill|Vile Blast}}. | |
− | |||
− | |||
− | |||
− | |||
− | Your sources of life force are nearby deaths | ||
− | + | ;Opener | |
+ | Agains bosses and other durable enemies, it's a good idea to start the fight with this opener: | ||
+ | #{{Skill|Blood Is Power}} | ||
+ | #{{Skill|Putrid Mark}} | ||
+ | #{{Skill|Chillblains}} | ||
+ | #{{Tooltip|Weapon swap}} | ||
+ | #{{Skill|Grasping Dead}} | ||
+ | #{{Skill|Devouring Darkness}} | ||
+ | #{{Skill|Death Shroud}} | ||
+ | #{{Skill|Tainted Shackles}} | ||
+ | #{{Skill|Dark Path}} | ||
+ | #Shroud autos {{Skill|Dhuumfire}} until Tainted Shackles ends. | ||
+ | #{{Skill|End Death Shroud}} | ||
+ | #{{Skill|Enfeebling Blood}} | ||
+ | #{{Skill|Blood Is Power}} | ||
+ | #{{Skill|Deathly Swarm}} | ||
+ | #{{Skill|Grasping Dead}} | ||
+ | #{{Skill|Devouring Darkness}} | ||
+ | You want to enter and leave {{Skill|Death Shroud}} periodically to trigger {{Trait|Soul Barbs}}. Death Shroud is mostly for defense so don't stay inside for long. | ||
+ | :[https://wiki.guildwars2.com/wiki/Weaponmaster_Training Weaponmaster Training] opener: | ||
+ | {{Collapse start|Click to Expand}} | ||
#{{Skill|Blood Is Power}} | #{{Skill|Blood Is Power}} | ||
#{{Skill|Deathly Swarm}} | #{{Skill|Deathly Swarm}} | ||
Line 137: | Line 142: | ||
#{{Skill|Devouring Darkness}} | #{{Skill|Devouring Darkness}} | ||
#{{Skill|Grasping Dead}} | #{{Skill|Grasping Dead}} | ||
+ | #{{Skill|Blood Is Power}} | ||
+ | #{{Skill|Death Shroud}} (triggers {{Trait|Plague Sending}}) | ||
+ | #{{Skill|Tainted Shackles}} | ||
+ | #{{Skill|Dark Path}} | ||
+ | #{{Skill|Dhuumfire}} until Tainted Shackles ends. | ||
+ | #{{Skill|End Death Shroud}} | ||
#{{Skill|Harrowing Wave}} | #{{Skill|Harrowing Wave}} | ||
#{{Skill|Oppressive Collapse}} | #{{Skill|Oppressive Collapse}} | ||
− | #{{Skill| | + | #{{Skill|Devouring Darkness}} |
− | #{{Skill| | + | #{{Skill|Grasping Dead}} |
− | + | {{Collapse end}} | |
+ | |||
===Defense=== | ===Defense=== | ||
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===Crowd Control=== | ===Crowd Control=== | ||
− | |||
− | |||
* {{Skill|Doom}} - 3 seconds of {{Tooltip|fear}}. | * {{Skill|Doom}} - 3 seconds of {{Tooltip|fear}}. | ||
* {{Skill|Dark Path}} soff cc through {{Tooltip|chill}}. | * {{Skill|Dark Path}} soff cc through {{Tooltip|chill}}. | ||
* {{Skill|Tainted Shackles}} - soft cc through {{Tooltip|Immobilize}}. | * {{Skill|Tainted Shackles}} - soft cc through {{Tooltip|Immobilize}}. | ||
* If you need more cc you can use {{Skill|Charge (necromancer)}} from {{Skill|Summon Flesh Golem}} to {{Tooltip|knockdown}}. | * If you need more cc you can use {{Skill|Charge (necromancer)}} from {{Skill|Summon Flesh Golem}} to {{Tooltip|knockdown}}. | ||
+ | *[https://wiki.guildwars2.com/wiki/Weaponmaster_Training Weaponmaster Training] crowd control: | ||
+ | ** {{Skill|Vile Blast}} - 1 second of {{Tooltip|Stun}}. | ||
+ | ** {{Skill|Oppressive Collapse}} - 2 seconds of {{Tooltip|knockdown}}. |
Latest revision as of 02:20, 1 April 2024
Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories. Click here to view current builds.
Focused on: Power damage and Condition damage
Designed for: Open World, Open World General and Open World Core
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, Torment, and 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's Carapace. It can either be played while working on unlocking scourge, or should the player prefer core necromancer.
Template Code
Skill Bar
Weapon variants
Scepter is absolutely mandatory, and Dagger works great with it. For the other weapon set, you can use Staff for more utility, Warhorn for more Crowd Control, or (rarely) 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+ Torch, plus Pistol+ Dagger.
Skill variants
Heal skill
The choice of heal skill is quite open. Blinded from is too annoying you can consider other options:
is good in this build, but if the self-inflicted- - 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:
- - mediocre damage but it destroys projectiles.
- - to pull enemies together to kill them easier. Also amazing at breaking defiance bars.
- - very situational, good against enemies that inflicts lots of conditions.
- - single target damage with the active skill.
- - mediocre damage but good life force generation with its active skill .
Elite skill
deals amazing damage, but you have to keep the enemy inside it.
- - low damage but good crowd control with its active skill
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
- for damage. Don't go full minions.
- / whichever you prefer, they are both equally bad. Minions for life force, or Fiend for very minor crowd control.
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 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.
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
x6
- You can start with a cheaper attribute combination such as Rabid while working on acquiring the better but more expensive Viper gear. Likewise, you can use while working on crafting the runes.
- If you need more defense you can use Trailblazer.
- Players with access to Weaponmaster Training with the Secrets of the Obscure expansion should instead use Scepter+Torch and Pistol+Dagger, plus which can be activated with , , or .
Usage
Damage
Generally speaking, you want to use Weaponmaster Training will also want to use these skills off cooldown: , , , and . In you want to use , , and .
and off cooldown. Players withNote that Torment if the enemy is already suffering from conditions, so delay the skill if necessary.
only inflictsUse
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:
- Weapon swap
- 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:
- (triggers )
- Weapon Swap
- (triggers )
- until Tainted Shackles ends.
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 specialization.
- You have permanent 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
- fear. - 3 seconds of
- chill. soff cc through
- Immobilize. - soft cc through
- If you need more cc you can use knockdown. from to
- Weaponmaster Training crowd control:
Ratings
Comments
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