Difference between revisions of "Necromancer - Core Condition"
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===Blood Magic Variant=== | ===Blood Magic Variant=== | ||
− | + | Blood Magic can be used for extra sustain at the cost of damage. If playing the power version, replace Soul Reaping. If playing the condition version, replace Curses. | |
{{Specialization|Blood Magic|bot|bot|top|variant=y}} | {{Specialization|Blood Magic|bot|bot|top|variant=y}} | ||
* {{Trait|Transfusion}} - revive potential when playing in groups. | * {{Trait|Transfusion}} - revive potential when playing in groups. | ||
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==Usage== | ==Usage== | ||
===Power damage version=== | ===Power damage version=== | ||
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* Use your axe-focus set for damage, and the dagger-warhorn for utility. | * Use your axe-focus set for damage, and the dagger-warhorn for utility. | ||
+ | * Your highest damage skills are {{Skill|Ghastly Claws}}, which deals extra damage for each stack of {{Tooltip|Vulnerability}} that the enemy has; {{Skill|Spinal Shivers}}, which deals extra damage if the enemy has boons; and {{Skill|Unholy Feast}}, which triggers an additional strike against enemies below 50% health. | ||
+ | ** Ideally, open with {{Skill|Soul Grasp}} to inflict 5 {{Tooltip|Vulnerability}} and regain some life force, followed by {{Skill|Spinal Shivers}}, {{Skill|Ghastly Claws}} and {{Skill|Unholy Feast}}. Then, enter shroud and use {{Skill|Tainted Shackles}} and {{Skill|Life Transfer}}, followed by shroud auto attacks {{Skill|Life Blast}}. This skill pierces enemies, so position yourself accordingly. | ||
+ | * Go in and out of shroud periodically to trigger {{Trait|Soul Barbs}} and {{Trait|Awaken the Pain}}. Though, ideally, you would only stay out of shroud to use your high damage skills and regain some life force, before going back into shroud, as Shroud has a stronger autoattack. | ||
* Your biggest sourcess of life force are {{Skill|Ghastly Claws}}, {{Skill|Soul Grasp}}, and dagger auto attacks {{Skill|Necrotic Bite}}. Nearby deaths also provide life force, but finish off enemies outside of shroud, since you don't gain life force from nearby deaths while inside shroud. | * Your biggest sourcess of life force are {{Skill|Ghastly Claws}}, {{Skill|Soul Grasp}}, and dagger auto attacks {{Skill|Necrotic Bite}}. Nearby deaths also provide life force, but finish off enemies outside of shroud, since you don't gain life force from nearby deaths while inside shroud. | ||
* Use {{Skill|Locust Swarm}} for {{Tooltip|Swiftness}}. Its damage is extremely low but can be okayish when fighting a group of enemies in melee range, while providing a little life force. | * Use {{Skill|Locust Swarm}} for {{Tooltip|Swiftness}}. Its damage is extremely low but can be okayish when fighting a group of enemies in melee range, while providing a little life force. | ||
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* You have a lot of boon removal. Prioritise using {{Skill|Spinal Shivers}} for that, due to its high damage, but know that you also have {{Skill|Unholy Feast}} and {{Skill|Dark Pact}}. | * You have a lot of boon removal. Prioritise using {{Skill|Spinal Shivers}} for that, due to its high damage, but know that you also have {{Skill|Unholy Feast}} and {{Skill|Dark Pact}}. | ||
* If you don't need crowd control, you can use {{Skill|Haunt}} and {{Skill|Rigor Mortis}} for more damage. | * If you don't need crowd control, you can use {{Skill|Haunt}} and {{Skill|Rigor Mortis}} for more damage. |
Revision as of 16:25, 16 May 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 good open world starter Necromancer build for those who do not have access to expansions. This is a simple minion master build that features moderate damage and high defense.
There are two variants of this build: a power and a condition damage version.
- The power damage version is easier to gear and can be used while levelling.
- The condition damage version is much harder to gear and said gear cannot be obtained while levelling. It does, however, do more damage.
Template Code
- Power version
- Condition version[&DQgnPTI1AhWbACgP5ABAAXYAdwFwAYEAlQAAAAAAAAAAAAAAAAAAAAAAAAA=]
Skill Bar
Power version
Condition version
Specializations
Power version
Condition version
- This build doesn't really make much use of any of the first 2 major traits of Curses. and make it worth to cast and for DPS, specially since the damage of Terror scales with condition damage.
- - large loss of damage in exchange for a little healing. Not that great after the nerf with End of Dragons.
- - more defense. Great option when you won't be killing trash mobs to summon more Jagged Horrors.
Blood Magic Variant
Blood Magic can be used for extra sustain at the cost of damage. If playing the power version, replace Soul Reaping. If playing the condition version, replace Curses.
- - revive potential when playing in groups.
Equipment
Power version
- Ascended gear and stat infusions are not required
This build uses gear similar to Build:Reaper_-_Power_DPS, making it ideal for general PVE.
Assassin
Berserker
Berserker
Berserker
Assassin
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
- If you want to maximize your DPS, you can use Berserker stats leg armor instead of assassin, plus 6 precise agony infusions.
- For a simple budget set, full Berserker stats gear is acceptable.
- is an acceptable alternative to
Condition version
- 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 could use for less damage but more life (and life force) and one extra minion.
- If you need more defense you can use Trailblazer.
Consumables
- Food
- Any ascended food is superior to any other food you could use. Steak for power, flatbread for conditions. Budget versions of these foods exist and are acceptable.
- - farming
- , - power DPS
- , , - condition DPS
- Utility
- (and variants) - farming
- , - power DPS
- - condition DPS
Usage
Power damage version
- Use your axe-focus set for damage, and the dagger-warhorn for utility.
- Your highest damage skills are Vulnerability that the enemy has; , which deals extra damage if the enemy has boons; and , which triggers an additional strike against enemies below 50% health.
- Ideally, open with Vulnerability and regain some life force, followed by , and . Then, enter shroud and use and , followed by shroud auto attacks . This skill pierces enemies, so position yourself accordingly. to inflict 5
, which deals extra damage for each stack of - Go in and out of shroud periodically to trigger and . Though, ideally, you would only stay out of shroud to use your high damage skills and regain some life force, before going back into shroud, as Shroud has a stronger autoattack.
- Your biggest sourcess of life force are , , and dagger auto attacks . Nearby deaths also provide life force, but finish off enemies outside of shroud, since you don't gain life force from nearby deaths while inside shroud.
- Use Swiftness. Its damage is extremely low but can be okayish when fighting a group of enemies in melee range, while providing a little life force. for
- You have a lot of boon removal. Prioritise using for that, due to its high damage, but know that you also have and .
- If you don't need crowd control, you can use and for more damage.
Condition damage version
- Ideally, open up with Torment application of / . and to quickly inflict 5 conditions and maximize the
- Your damage skills are , / , , , and .
- 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.
- You can swap to staff and cast and before entering shroud. But don't stay on staff for long because it has very low damage over time. Only if you're severly starved for life force you can consider staying in staff for some seconds using .
Defense
- Against the majority of enemies, your minions should be able to draw enemy aggro and tank for you. Remember that you can always sidestep and walk or dodge out of enemy attacks. Not taking damage is always the better option because it lets you conserve life force.
- You have a lot of toughness thanks to many traits in the Death Magic specialization.
- You will be almost inmune to conditions thanks to . also helps. You can also use if using dagger off-hand.
- If you need more defense you can use .
- can be used to blind enemies.
- You take 33% reduced damage inside , consider it as a second health bar.
Sustain
- gives you a little sustain. The power version can also use . While the condition version can use .
- If you desperately need more sustain, you can replace Soul Reaping with the Blood Magic specialization to lower your damage but gain some sustain through , , and . This is slightly worse for the condition damage version as you lose .
Crowd Control
Ratings
Comments
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