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Difference between revisions of "Necromancer - Vanilla Condi Necro"

 
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{{#seo:
 
|title=Necromancer - Vanilla Condi Necro
 
|description=A Condition Necromancer PvP build with heavy boon corruption made to teamfight. Usable by F2P players as well.
 
 
}}
 
 
{{Build
 
{{Build
 
| profession = necromancer
 
| profession = necromancer
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| rating = great
 
| rating = great
 
| focus = condition damage, boon removal
 
| focus = condition damage, boon removal
| meta = y
+
| difficulty = 1
 
}}
 
}}
 
__TOC__
 
  
 
==Overview==
 
==Overview==
A Condition Necromancer PvP build with heavy boon corruption made to teamfight. Usable by F2P players as well.
+
A Condition Necromancer PvP build with a big focus on {{Tooltip|Fear}} chains, made to teamfight. Usable by F2P players as well.
  
  
Line 24: Line 17:
 
| specialization =  
 
| specialization =  
 
| weapon1 = scepter
 
| weapon1 = scepter
| weapon2 = dagger
+
| weapon2 = sword
 
| weapon3 = staff
 
| weapon3 = staff
 
| healing = Consume Conditions
 
| healing = Consume Conditions
| utility1 = Spectral Wall
+
| utility1 = Spectral Ring
 
| utility2 = Summon Flesh Wurm
 
| utility2 = Summon Flesh Wurm
 
| utility3 = Spectral Walk
 
| utility3 = Spectral Walk
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===Slot Changes===
+
===Skill Variants===
'''Utility'''
+
<!--'''Utility'''
 +
 
 +
Other viable utility options:
 +
* {{Skill|Well of Darkness}} - the Blind is great for surviving in melee and the Chill could be used to pressure targets.
  
Viable utility options:
+
* {{Skill|Corrupt Boon}} - unblockable single target boon corruption that's hard to avoid, great for bursting targets without any other setup. It's even good for defensive purposes while under pressure - quickly corrupting {{Tooltip|Stability}} and {{Tooltip|Might}} into {{Tooltip|Fear}} and {{Tooltip|Weakness}} for instance could save you.
* {{Skill|Well of Darkness}} - the Blind is great at surviving in melee and the Chill could be used to pressure targets.
 
  
* {{Skill|Well of Corruption}} - AoE boon corruption.
+
* {{Skill|Well of Corruption}} - AoE boon corruption but less bursty than Corrupt Boon.
  
 
* {{Skill|Corrosive Poison Cloud}} - AoE projectile counter and anti-direct damage skill that also helps with killing bunkers with the {{Tooltip|Poison}}
 
* {{Skill|Corrosive Poison Cloud}} - AoE projectile counter and anti-direct damage skill that also helps with killing bunkers with the {{Tooltip|Poison}}
 +
'''Weapons'''
 +
* ''Off-hand Dagger'' over ''Warhorn'' - with this you're giving up an unblockable CC and {{Trait|Terror}} synergy in exchange for better condition cleansing and {{Tooltip|Weakness}} spam. Dagger's a bit more defensive than Warhorn in general. Take {{Rune|Traveler}} to make up for the loss of {{Tooltip|Swiftness}}.-->
 +
'''Weapons'''
 +
* To play ''' offhand Sword''' you need to own the ''Secrets of the Obscure'' expansion.
 +
 +
* Free-to-play players are going to have to play ''Scepter/Warhorn'' instead of Scepter/Pistol.
 +
 +
 +
'''Elite'''
 +
* {{Skill|Summon Flesh Golem}} - the idea here is to use a worse elite, but exploit the low CD with {{Relic|Relic of the Nightmare}} for another long duation AoE fear proc.
 +
 +
 +
'''Signet Variant'''
 +
 +
This is a more offensive version of the build with better boon removal and some much needed {{Tooltip|Quickness}} on a build full of slow attacks, but you have to cut a defensive specialization for {{Tooltip|Spite}}:
 +
* Heal: {{Skill|Signet of Vampirism}}<!--- it's a better healing skill if you're expecting to face mostly Power-based specs and won't have to deal with conditions much.-->
 +
 +
* Utilities: {{Skill|Signet of Spite}} + {{Skill|Plague Signet}}, 3rd slot is an optional slot.
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQgnHhMuMj6iAKIAvQEAAC4BAABsAQAAegEAAAAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQgnKhMvMj6iAKIAvQEAAC4BAABsAQAAegEAAAAAAAAAAAAAAAAAAAAAAAADNgBnAFkAAA==]
 
}}
 
}}
  
  
 
==Specializations==
 
==Specializations==
{{Specialization|Curses|mid|bot|top}}
+
{{Specialization|Curses|mid|mid|mid}}
{{Specialization|Blood Magic|top|bot|mid}}
+
{{Specialization|Blood Magic|bot|bot|mid}}
 +
'''Variants'''
 +
* {{Trait|Banshee's Wail}} could slightly improve your Warhorn {{Tooltip|Fear}} duration at the expense of survivability and group utility. This is also giving you better {{Tooltip|Swiftness}} uptime so you may even consider droping Rune of the Lynx for something stronger (like {{Rune|Necromancer}}), although this'd still leave you vulnerable to boon removal.
 
{{Specialization|Soul Reaping|mid|bot|bot}}
 
{{Specialization|Soul Reaping|mid|bot|bot}}
<!--===Specialization Changes===
+
'''Variants'''
'''Spite''' can replace '''Blood Magic''' for more pressure but lower sustain and less group utility. The Spite version is more popular on teams where you can rely on a support keeping you alive (like '''automated tournaments''') while Blood Magic is preferred by most '''ranked''' players:
+
* If you feel like you're not getting enough value out of {{Trait|Dhuumfire}} in your games because you often find yourself Life Force starved or focused by the enemy team and don't have opportunities to use shroud autos, then consider picking up {{Trait|Eternal Life}} instead. Eternal Life is a decent defensive CD in general, especially in a build that doesn't have a lot of instant cast defensive abilities.
{{Specialization|Spite|bot|top|bot}}-->
+
 
 +
 
 +
===DM Variant===
 +
{{Tooltip|Death Magic}} over {{Tooltip|Blood Magic}} is also a viable option. Both of these are strong defensive specializations, DM offers better damage mitigation and condition cleansing while BM adds extra healing and group utility to the build:
 +
{{Specialization|Death Magic|bot|bot|mid|variant=y}}
 +
 
 +
 
 +
===Spite Signet Variant===
 +
Take {{Tooltip|Spite}} instead of Blood Magic if you're playing with '''signets''':
 +
{{Specialization|Spite|bot|bot|top|variant=y}}
  
  
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{{PvP equipment
 
{{PvP equipment
 
| weapon1 = scepter
 
| weapon1 = scepter
| weapon2 = dagger
+
| weapon2 = sword
 
| weapon3 = staff
 
| weapon3 = staff
 
| sigil1 = Doom
 
| sigil1 = Doom
| sigil2 = Revocation
+
| sigil2 = Exposure
 
| sigil3 = Energy
 
| sigil3 = Energy
 
| sigil4 = Intelligence
 
| sigil4 = Intelligence
| rune = Orr
+
| rune = Lynx
 
| amulet = Carrion
 
| amulet = Carrion
 +
| relic = Relic of the Demon Queen
 
}}
 
}}
 +
 +
 +
===Equipment Variants===
 +
'''Mobility options'''
 +
 +
It's recommended that you use either Rune of the Lynx, Relic of the Wayfinder, or offhand Warhorn for a mobility boost. These all have their pros and cons:
 +
* {{Rune|Lynx}} - allows you to run Sword and whatever relic you'd like. Relic of the Demon Queen for example provides some extra pressure, a cover condition that's always applied when you do Fear chains, and the extra healing reduction makes it harder for enemies to resustain.
 +
 +
* {{Relic|Relic of the Wayfinder}} - it's a bit better mobility option than Rune of the Lynx and you can run Sword with it all the same. You sacrifice your relic slot and the powerful bonuses that could come with that, but get to play runes with better stats like {{Rune|Necromancer}} which could increase your overall damage.
 +
 +
* '''Warhorn''' offers {{Tooltip|Swiftness}} which is better than both the rune and the relic for mobility, but it doesn't give you permanent uptime on it and being a boon it can be countered by boon removal, whereas the rune and relic bonuses are also active. With Warhorn however you get to play better runes and relics.
  
  
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'''General'''
 
'''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.
+
*'''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.
 
*All of your marks are unblockable and generate Life Force.
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*'''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 {{Skill|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.
 
*'''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 {{Skill|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.
  
** You're able to interrupt blocking enemies with {{Skill|Reaper's Mark}} on '''Staff'''.
+
* Both weapon sets have access to unblockable CC skills (when playing with '''Warhorn'''): {{Skill|Reaper's Mark}} on '''Staff''' and {{Skill|Wail of Doom}} on '''Scepter/Warhorn'''.
 +
<!--*Entering Shroud triggers {{Trait|Weakening Shroud}}. If you're CC'd and getting focused you can enter shroud to rip boons and apply {{Tooltip|Weakness}} as a defensive measure.
 +
*Entering {{Skill|Lich Form}} near the end of the ready up phase at the beginning of a game (right before the final 10 second countdown starts) makes you start off with 5% Life Force. Not a lot but better than nothing.-->
 +
 
 +
* {{Skill|Locust Swarm}} can act as a counter to {{Tooltip|Blind}} when used in melee range of any enemy. This skill frequently pulses damage around you which can "consume" the blind on you, causing a tick of Locust Swarm to miss instead of some important skill you're casting.
 +
 
  
*Entering Shroud triggers {{Trait|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 {{Skill|Doom}}. If the target has {{Tooltip|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.
+
'''Damage'''
  
*Entering {{Skill|Lich Form}} near the end of the ready up phase at the beginning of a game (right before the final 10 second countdown starts) makes you start off with 15% Life Force. You can skip this when playing with {{Trait|Eternal Life}}.
+
* The build is all about keeping targets constantly pressured before finishing them off with {{Tooltip|Fear}} chains. Fear is the strongest damaging condition in the build thanks to {{Trait|Terror}}.
  
 +
* 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.
  
'''Damage'''
+
* {{Skill|Feast of Corruption}} 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 {{Tooltip|Fear}} to the build.
 +
 
 +
* {{Skill|Summon Flesh Golem}} is taken for its {{Relic|Relic of the Nightmare}} synergy because this is the shortest CD core Necromancer elite skill. The {{Tooltip|Fear}} proc itself has a delay and should go off after the Golem's Charge, which means it won't override the knockdown.
 +
 
 +
* There are 5 sources of {{Tooltip|Fear}} in the build, try chaining them together when you're going for the kill on an already pressured target:
 +
** Either {{Relic|Relic of the Nightmare}} when playing with Flesh Golem or {{Skill|Ripple of Horror}} when using Lich Form.
 +
** {{Skill|Doom}} - Shroud #3.
 +
** {{Skill|Wail of Doom}} - Warhorn #4 ''OR'' {{Skill|Devouring Visage}} - Sword #5.
 +
** {{Skill|Reaper's Mark}} - Staff #5.
 +
** {{Skill|Spectral Ring}} - utility skill. The ring applies {{Tooltip|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.
 +
 
 +
* Both the Scepter and Pistol autoattacks are far superior to Staff's in terms of damage. Scepter could even apply {{Tooltip|Poison}} for healing reduction.
  
*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).
+
* {{Skill|Putrid Mark}} is a '''Blast''' finisher, you may combo this with {{Skill|Chillblains}} for AoE {{Tooltip|Weakness}} or {{Skill|Spectral Ring}} for AoE {{Skill|Chaos Armor}}.
 
<!--* {{Skill|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 {{Tooltip|Stability}} and {{Tooltip|Might}} stacks? Turn their boons against them, right into {{Tooltip|Fear}} and {{Tooltip|Weakness}}! It's also unblockable.
 
<!--* {{Skill|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 {{Tooltip|Stability}} and {{Tooltip|Might}} stacks? Turn their boons against them, right into {{Tooltip|Fear}} and {{Tooltip|Weakness}}! It's also unblockable.
  
 
Even just a two skill chain of {{Skill|Corrupt Boon}} {{to}} {{Skill|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).
 
Even just a two skill chain of {{Skill|Corrupt Boon}} {{to}} {{Skill|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).
{{Skill|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.-->
+
{{Skill|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.
  
 
*{{Skill|Lich Form}} adds some direct damage burst to the build, this skill is great for finishing off opponents.
 
*{{Skill|Lich Form}} adds some direct damage burst to the build, this skill is great for finishing off opponents.
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# {{skill|Life Transfer}}
 
# {{skill|Life Transfer}}
 
# Spam {{Skill|Life Blast}}
 
# Spam {{Skill|Life Blast}}
 
 
 
'''Support'''
 
'''Support'''
  
 
*Blood Magic adds a small degree of team support to the build. The most notable benefit here is the improved rez potential.
 
*Blood Magic adds a small degree of team support to the build. The most notable benefit here is the improved rez potential.
  
*{{Trait|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!
+
*{{Trait|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!-->
  
  
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==Top Streamers==
 
==Top Streamers==
 
* Twitch: [https://www.twitch.tv/notoriousnaru Naru]
 
* Twitch: [https://www.twitch.tv/notoriousnaru Naru]
 +
 +
* Twitch: [https://www.twitch.tv/bel_uh Bel]
  
  
 
==Related Builds==
 
==Related Builds==
 
* [[Build:Necromancer_-_Core_Condi_Roamer|Core Condition Roamer]] - the WvW Roaming version of this sPvP build.
 
* [[Build:Necromancer_-_Core_Condi_Roamer|Core Condition Roamer]] - the WvW Roaming version of this sPvP build.

Latest revision as of 21:33, 14 July 2024

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

Focused on: Condition damage and Boon removal

Designed for: PvP Conquest

Difficulty:
Easy
This build was last updated on July 14, 2024 and is up to date for the October 8, 2024 patch.

Overview

A Condition Necromancer PvP build with a big focus on Fear Fear chains, made to teamfight. Usable by F2P players as well.


Skill Bar

Scepter/Sword
Staff
Utility


Skill Variants

Weapons

  • To play offhand Sword you need to own the Secrets of the Obscure expansion.
  • Free-to-play players are going to have to play Scepter/Warhorn instead of Scepter/Pistol.


Elite

  • Summon Flesh Golem - the idea here is to use a worse elite, but exploit the low CD with Relic of the Nightmare for another long duation AoE fear proc.


Signet Variant

This is a more offensive version of the build with better boon removal and some much needed Quickness Quickness on a build full of slow attacks, but you have to cut a defensive specialization for Spite Spite:

  • Heal: Signet of Vampirism
  • Utilities: Signet of Spite + Plague Signet, 3rd slot is an optional slot.


Template Code

[&DQgnKhMvMj6iAKIAvQEAAC4BAABsAQAAegEAAAAAAAAAAAAAAAAAAAAAAAADNgBnAFkAAA==]
Copy Template Code


Specializations

Variants

  • Banshee's Wail could slightly improve your Warhorn Fear Fear duration at the expense of survivability and group utility. This is also giving you better Swiftness Swiftness uptime so you may even consider droping Rune of the Lynx for something stronger (like Rune of Necromancer), although this'd still leave you vulnerable to boon removal.

Variants

  • If you feel like you're not getting enough value out of Dhuumfire in your games because you often find yourself Life Force starved or focused by the enemy team and don't have opportunities to use shroud autos, then consider picking up Eternal Life instead. Eternal Life is a decent defensive CD in general, especially in a build that doesn't have a lot of instant cast defensive abilities.


DM Variant

Death Magic Death Magic over Blood Magic Blood Magic is also a viable option. Both of these are strong defensive specializations, DM offers better damage mitigation and condition cleansing while BM adds extra healing and group utility to the build:


Spite Signet Variant

Take Spite Spite instead of Blood Magic if you're playing with signets:


Equipment

Scepter
Sword
Sigil
Sigil
Staff
Sigil
Sigil
Rune
Amulet
Relic


Equipment Variants

Mobility options

It's recommended that you use either Rune of the Lynx, Relic of the Wayfinder, or offhand Warhorn for a mobility boost. These all have their pros and cons:

  • Rune of Lynx - allows you to run Sword and whatever relic you'd like. Relic of the Demon Queen for example provides some extra pressure, a cover condition that's always applied when you do Fear chains, and the extra healing reduction makes it harder for enemies to resustain.
  • Relic of the Wayfinder - it's a bit better mobility option than Rune of the Lynx and you can run Sword with it all the same. You sacrifice your relic slot and the powerful bonuses that could come with that, but get to play runes with better stats like Rune of Necromancer which could increase your overall damage.
  • Warhorn offers Swiftness Swiftness which is better than both the rune and the relic for mobility, but it doesn't give you permanent uptime on it and being a boon it can be countered by boon removal, whereas the rune and relic bonuses are also active. With Warhorn however you get to play better runes and relics.


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 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 access to unblockable CC skills (when playing with Warhorn): Reaper's Mark on Staff and Wail of Doom on Scepter/Warhorn.
  • Locust Swarm can act as a counter to Blind Blind when used in melee range of any enemy. This skill frequently pulses damage around you which can "consume" the blind on you, causing a tick of Locust Swarm to miss instead of some important skill you're casting.


Damage

  • The build is all about keeping targets constantly pressured before finishing them off with Fear Fear chains. Fear is the strongest damaging condition in the build thanks to Terror.
  • 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.
  • Feast of Corruption 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.
  • Summon Flesh Golem is taken for its Relic of the Nightmare synergy because this is the shortest CD core Necromancer elite skill. The Fear Fear proc itself has a delay and should go off after the Golem's Charge, which means it won't override the knockdown.
  • There are 5 sources of Fear Fear in the build, try chaining them together when you're going for the kill on an already pressured target:
    • Either Relic of the Nightmare when playing with Flesh Golem or Ripple of Horror when using Lich Form.
    • Doom - Shroud #3.
    • Wail of Doom - Warhorn #4 OR Devouring Visage - Sword #5.
    • Reaper's Mark - Staff #5.
    • Spectral Ring - 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.
  • Both the Scepter and Pistol autoattacks are far superior to Staff's in terms of damage. Scepter could even apply Poison Poison for healing reduction.
  • Putrid Mark is a Blast finisher, you may combo this with Chillblains for AoE Weakness Weakness or Spectral Ring for AoE Chaos Armor.


Sustain

  • 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.


Top Streamers


Related Builds


Ratings

This build has a rating of 5 stars based on 13 votes.
Log in or register to rate this build.
5 stars
Ethan gave this build 5 stars • October 2024
Core necro has always been a force to be reckoned with. The fear on this build hits extremely hard, and with multiple sources chainable it keeps the enemy cc'd while deleting their healthbar. Only thing I can say is normal nec issues, lack of mobility and relative reliance on supports in teamfights. Tankier than condi reaper if you want an easier option that has higher range, but reaper definitely hits harder if that's more your thing. Sword as an offhand is strong but not necessarily the best option, as warhorn's fear is unblockable, making it more versatile in this very willbender forward meta. And if you want more damage, albeit forcing you into projectiles, pistol is also a good option, even offering a very strong stun, however you loose a boonstrip
5 stars
Hanz gave this build 5 stars • September 2023
Updated for the Relic patch, it's still quite good. Great CC and damage with decent sustain. Far from meta but definitely solid in ranked.
5 stars
Guirssane gave this build 5 stars • January 2023
Been a strong build since 2012. Good teamfighter, versatile, tanky, positioning is important though.
5 stars
Gkhougaz gave this build 5 stars • October 2022
Extremely comfy teamfighter and surprisingly proficient in 1v1. Very tanky and survivable, and very uncomfortable for teams to play against with large AoE condi spam. Secretly a support build with vampiric presence and if you drop your Spectral Ring in the middle of a teamfight, the prot and fear together can singlehandedly turn the tide of the battle. Personally, I run Lingering Curse for the AoE boon strip and +200 condi dmg, and my secret sauce is replacing Spectral Walk with Signet of Undeath. Signet of Undeath gives you like endless shroud, 500+hp every 3 seconds which supercharges your sustain and a res too, but you have to time it well because it costs 1/3 of your hp.
5 stars
Acedia1092 gave this build 5 stars • January 2022
Amazing sustain and dps, perfect for any situation and has basically 0 skill cap
5 stars
Devil sivad gave this build 5 stars • November 2019
This is one of the best build for the necro. Simple but tankier and better sustain than scourge and reaper.
5 stars
Jonas Wolf gave this build 5 stars • July 2019
I've being playing core necro exclusively for about 6 months and I must admit, I got pretty good with it, i fell like I can play it better than with the expansions. And now after the new patch uhuhuh, I need to say that being able to use skill 4 and 5 on shroud with lower CD is very good, just the skill 2 i would say that now is kinda crap. Regardless, any 1v1 against reaper, scourge, all types of engineer, warriors and guardians, I can deal without much of a problem. The only traits that I change are blood Bond and terror, and I'm good to go 😄👍
4 stars
Baescons gave this build 4 stars • April 2019
Good if you want blood and curses. Tanky is the best word for this one
5 stars
QQSOHARD gave this build 5 stars • January 2017
Lol, I honestly thought I would do bad without reaper, but it's actually VERY good, nice condition damage.
5 stars
Chillaxebro gave this build 5 stars • January 2017
Call me crazy, but this build is amazing even though it loses out on the superior dealers shroud, it has amazing Condi damage, plus good survivability, anyone who says this is garbage is smoking.
5 stars
Tttt6 gave this build 5 stars • January 2017
Quite literally the best f2p build out there, good Condi dmg, good survivability,
5 stars
Zyke gave this build 5 stars • February 2016
Necro without Reaper is still decent as boon corruption is such a big part of it. That being said, I can't give it great rating since Reaper brings much more burst, damage, and CC that vanilla Neco just doesn't have. However, if you don't have HoT, this Necro build is the best you can run.
5 stars
Novuake gave this build 5 stars • February 2016
A little hard to give up the Reaper shroud, but necro is in such a good place right now that even non-elite gets a good recommendation!

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