Difference between revisions of "Necromancer - Core Condition"
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==Overview== | ==Overview== | ||
− | A | + | 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 {{Tooltip|Bleeding}}, {{Tooltip|Torment}}, and {{Tooltip|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. | |
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− | + | This build can also be played with minions, though that greatly reduces its damage. | |
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+ | 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 {{Tooltip|Death Magic}} Death's Carapace. It can either be played while working on unlocking scourge, or should the player prefer core necromancer. | ||
==Template Code== | ==Template Code== | ||
− | + | {{TemplateCode|code = [&DQgnNjI1AiqiAKIAgACAAJkBmQG9Ab0BkgCSAAAAAAAAAAAAAAAAAAAAAAADWQBWAC8AAA==]}} | |
− | {{TemplateCode|code = [& | ||
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==Skill Bar== | ==Skill Bar== | ||
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{{Skill bar | {{Skill bar | ||
|profession = necromancer | |profession = necromancer | ||
|specialization = | |specialization = | ||
|weapon1 = Scepter | |weapon1 = Scepter | ||
− | |weapon2 = | + | |weapon2 = Torch |
− | |weapon3 = | + | |weapon3 = Pistol |
− | |weapon4 = | + | |weapon4 = Dagger |
− | |healing = | + | |healing = Consume Conditions |
− | |utility1 = | + | |utility1 = Blood Is Power |
− | |utility2 = | + | |utility2 = Epidemic |
− | |utility3 = | + | |utility3 = Spectral Walk |
|elite = Summon Flesh Golem | |elite = Summon Flesh Golem | ||
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}} | }} | ||
+ | ===Weapon variants=== | ||
+ | Should the player not have access to {{Tooltip|Torch}} and {{Tooltip|Pistol}} with Secret's of the Obscure weaponmastery feature, they can instead use {{Tooltip|Scepter}}+{{Tooltip|dagger}} on the main weapon set, and either {{Tooltip|Warhorn}} (for more Crowd Control) or {{Tooltip|Staff}} (for more utility}} on the second weapons set. | ||
+ | ===Skill variants=== | ||
+ | ====Heal skill==== | ||
+ | The choice of heal skill is quite open. {{Skill|Consume Conditions}} is good in this build, but if the self-inflicted {{Tooltip|Blinded}} from {{Trait|Master of Corruption}} is too annoying you can consider other options: | ||
+ | * {{Skill|Well of Blood}} - good heal if you can stay inside the well | ||
+ | * {{Skill|Signet of Vampirism}} - good heal but the passive effect can be annoying and keep you in combat for longer. | ||
+ | ====Utility skill==== | ||
+ | {{Skill|Blood Is Power}} is absolutely fantastic and should never be replaced. {{Skill|Epidemic}} is amazing to improve your AoE damage, but useless in single target situations, adapt accordingly. {{Skill|Spectral Walk}} is a stun break but also removes conditions which is great. You can consider other alternatives: | ||
+ | * {{Skill|Corrosive Poison Cloud}} - mediocre damage but it destroys projectiles. | ||
+ | * {{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|Summon Shadow Fiend}} - mediocre damage but good life force generation with its active skill {{Skill|Haunt}}. | ||
+ | ====Elite skill==== | ||
+ | {{Skill|Plaguelands}} deals amazing damage, but you have to keep the enemy inside it. | ||
+ | * {{Skill|Summon Flesh Golem}} - low damage but good crowd control with its active skill {{Skill|Charge (necromancer)}} | ||
− | + | ====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 {{Skill|Blood Is Power}} | ||
+ | * {{Skill|Summon Blood Fiend}} | ||
+ | * {{Skill|Blood Is Power}} for damage. Don't go full minions. | ||
+ | * {{Skill|Summon Shadow Fiend}} | ||
+ | * {{Skill|Summon Bone Minions}} / {{Skill|Summon Bone Fiend}} whichever you prefer, they are both equally bad. Minions for life force, or Fiend for very minor crowd control. | ||
+ | * {{Skill|Summon Flesh Golem}} | ||
==Specializations== | ==Specializations== | ||
− | + | {{Specialization|Curses|mid|top|bot}} | |
− | {{Specialization| | + | {{Specialization|Soul Reaping|top|top|bot}} |
− | {{Specialization| | + | {{Specialization|Death Magic|mid|mid|mid}} |
− | {{Specialization| | + | ===Trait variants=== |
− | * | + | * {{Trait|Parasitic Contagion}} - large loss of damage in exchange for a little healing. |
+ | * {{Trait|Death Nova}} - good option when fighting trash mobs, though the minions might keep you in combat for longer. | ||
− | === | + | ===Specialization variants=== |
− | {{ | + | If playing with minions, adjust your {{Tooltip|Death Magic}} traits accordingly. |
{{Specialization|Death Magic|top|top|top|variant=yes}} | {{Specialization|Death Magic|top|top|top|variant=yes}} | ||
− | + | {{Trait|Corrupter's Fervor}} - against bosses where {{Trait|Death Nova}} is mostly useless. | |
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==Equipment== | ==Equipment== | ||
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:Ascended gear and stat infusions are not required<br> | :Ascended gear and stat infusions are not required<br> | ||
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. | ||
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| weight = Light | | weight = Light | ||
| stats = Viper | | stats = Viper | ||
− | | rune = Superior Rune of the | + | | rune = Superior Rune of the Trapper |
| rune-qt = 6 | | rune-qt = 6 | ||
| weapon1 = Scepter | | weapon1 = Scepter | ||
− | | weapon2 = | + | | weapon2 = Torch |
| sigil1 = Superior Sigil of Bursting | | sigil1 = Superior Sigil of Bursting | ||
− | | sigil2 = Superior Sigil of | + | | sigil2 = Superior Sigil of Torment |
− | | weapon3 = | + | | weapon3 = Pistol |
− | | weapon4 = | + | | weapon4 = Dagger |
| sigil3 = Superior Sigil of Bursting | | sigil3 = Superior Sigil of Bursting | ||
− | | sigil4 = Superior Sigil of | + | | sigil4 = Superior Sigil of Torment |
}} | }} | ||
− | * You | + | * You can use {{Rune|Superior Rune of the Lich}} while your work 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}}. | ||
==Usage== | ==Usage== | ||
− | + | Generally speaking, you want to use these skills off cooldown: {{Skill|Grasping Dead}}, {{Skill|Devouring Darkness}}, {{Skill|Harrowing Wave}}, {{Skill|Oppressive Collapse}}, {{Skill|Weeping Shots}}, {{Skill|Vile Blast}}. | |
− | + | * If you don't have access to torch nor pistol, you'll just have to rely on scepter. | |
− | + | * Note that {{Skill|Devouring Darkness}} only inflicts {{Tooltip|Torment}} if the enemy is already suffering from conditions, so delay the skill if necessary. | |
− | + | * You want to use {{Skill|Blood Is Power}} everytime you can transfer the self-inflicted conditions with {{Trait|Plague Sending}} or {{Skill|Deathly Swarm}}. | |
− | * | + | Your sources of life force are nearby deaths, {{Skill|Devouring Darkness}}, {{Skill|Harrowing Wave}}, and {{Skill|Vile Blast}}. Finish off enemies outside of shroud, since you don't gain life force from nearby deaths while inside shroud. |
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− | * You | ||
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+ | ===Rotation=== | ||
+ | #{{Skill|Blood Is Power}} | ||
+ | #{{Skill|Deathly Swarm}} | ||
+ | #{{Skill|Vile Blast}} | ||
+ | #{{Skill|Weeping Shots}} | ||
+ | #{{Tooltip|Weapon Swap}} | ||
+ | #{{Skill|Devouring Darkness}} | ||
+ | #{{Skill|Grasping Dead}} | ||
+ | #{{Skill|Harrowing Wave}} | ||
+ | #{{Skill|Oppressive Collapse}} | ||
+ | #{{Skill|Dark Path}} | ||
+ | #{{Skill|Tainted Shackles}} | ||
+ | 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. | ||
===Defense=== | ===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 {{Tooltip|Death Magic}} specialization. | * You have a lot of toughness thanks to many traits in the {{Tooltip|Death Magic}} specialization. | ||
− | * You | + | * You have permanent {{Tooltip|Protection}} from {{Trait|Corrupter's Fervor}} and protection is improved to also reduce incoming condition damage thanks to {{Trait|Dark Defiance}}. |
− | * | + | * In extremely rare situations you can use {{Trait|Unholy Sanctuary}} to negate a oneshot or very high damage attack. |
− | * {{Skill| | + | * {{Skill|Deathly Swarm}} can blind trash mobs. |
* You take 33% reduced damage inside {{Skill|Death Shroud}}, consider it as a second health bar. | * You take 33% reduced damage inside {{Skill|Death Shroud}}, consider it as a second health bar. | ||
− | + | * Remove boons from your enemies to make them less dangerous. You can use {{Skill|Devouring Darkness}} or use {{Skill|Corrupt Boon}} if you need even more. | |
− | + | * If you desperately need sustain you can use {{Trait|Parasitic Contagion}} at a damage loss. | |
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− | * If you desperately need | ||
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===Crowd Control=== | ===Crowd Control=== | ||
− | * {{Skill| | + | * {{Skill|Vile Blast}} - 1 second of {{Tooltip|Stun}}. |
− | * {{Skill| | + | * {{Skill|Oppressive Collapse}} - 2 seconds of {{Tooltip|knockdown}}. |
− | * {{Skill|Doom}} - {{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| | + | * {{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}}. |
Revision as of 12:29, 25 August 2023
The community gave this build a rating, making it second-tier: Good
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
Should the player not have access to Torch and Pistol with Secret's of the Obscure weaponmastery feature, they can instead use Scepter+ dagger on the main weapon set, and either Warhorn (for more Crowd Control) or Staff (for more utility}} on the second weapons set.
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.
- - 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
Viper
x6
- You can use while your work on crafting the runes.
- If you need more defense you can use Trailblazer.
Usage
Generally speaking, you want to use these skills off cooldown:
, , , , , .- If you don't have access to torch nor pistol, you'll just have to rely on scepter.
- Note that Torment if the enemy is already suffering from conditions, so delay the skill if necessary. only inflicts
- You want to use everytime you can transfer the self-inflicted conditions with 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.Rotation
You want to enter and leave
periodically to trigger . Death Shroud is mostly for defense so don't stay inside for long.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
Ratings
Comments
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