Necromancer - Core Condi Roamer
The community gave this build a rating, making it top-tier: Great
Focused on: Condition damage
Designed for: WvW Roaming
Difficulty:
Easy
This build was last updated on September 07, 2023 and is up to date for the October 8, 2024 patch.
Overview
A condition based core Necromancer build for WvW roaming with proper sustain and decent pressure.
Skill Bar
Scepter/Warhorn
Staff
Utility
Skill Variants
Utility
For the optional slot:
- Stability spam. You're not guaranteed to hit the right boon but it's your best bet at countering specs with high Stability uptime. - on-demand boon removal, post-nerf this is mostly a tech-option against builds with
- - excellent sustain tool against both ranged and melee, it's even good at pressuring targets.
- - great AoE pressure against groups, and could scare off melee enemies for a few moments.
- - more mobility and a stun break with a bit of Life Force gain on the side.
- - stun break, defense against direct damage, and excellent LF building.
Template Code
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Specializations
Equipment
Head
Trailblazer
Trailblazer
Shoulders
Trailblazer
Trailblazer
Chest
Trailblazer
Trailblazer
Hands
Trailblazer
Trailblazer
Legs
Trailblazer
Trailblazer
Feet
Trailblazer
Trailblazer
Backpiece
Trailblazer
Trailblazer
Accessory
Trailblazer
Trailblazer
Accessory
Trailblazer
Trailblazer
Amulet
Dire
Dire
Ring
Rabid
Rabid
Ring
Rabid
Rabid
Scepter
Trailblazer
Trailblazer
Warhorn
Trailblazer
Trailblazer
Sigil
Sigil
Staff
Trailblazer
Trailblazer
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Sigils
Geomancy can be replaced by:
- - if you're having trouble dealing with conditions.
- - if you're willing to lose a useful proc for a stacking damage boost.
Consumables
Food:
- - passive damage mitigation and great stats.
- - more active damage mitigation via dodging.
- - budget version
Utility:
- Optimal:
- Budget: (found in Canned Food Crates looted from WvW Skirmish Chests)
Usage
General
- Use before you mount up so you don't have to cast this at the start of combat right after dismounting.
- Consider building up your Life Force on critters and hostile NPCs before setting out to fight players.
- Both weapon sets have access to unblockable CC skills: on Staff and on Scepter/Warhorn.
- All of your marks are unblockable and generate Life Force.
- 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 important staff skills like with little to no risk of being avoided as blocking players normally don't dodge.
- Entering Shroud triggers Weakness to nearby enemies. which is an excellent defensive proc that can also be used while CC'd to apply
Damage
- Fear is the strongest damaging condition in the build thanks to .
- 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.
- Fear to the build. 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 proc itself has a delay and should go off after the Golem's Charge, which means it won't override the knockdown. is taken for its synergy because this is the shortest CD core Necromancer elite skill. The
- There are 5 sources of Fear in the build, try chaining them together when you're going for the kill on an already pressured target:
- - use your elite skill to proc this once every 30 seconds.
- - Shroud #3.
- - Warhorn #4.
- - Staff #5.
- 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. - utility skill. The ring applies
- The Sceper autoattack chain is far superior to Staff's in terms of damage, it could even apply Poison for healing reduction.
- Weakness or for AoE . is a Blast finisher, you may combo this with for AoE
- with is a great filler while in Shroud.
Shroud burst rotation (in melee range this doubles as a defensive rotation):
- to proc
- just before Dark Path reaches the target
- Spam
Sustain
- The build has above average condition cleansing by Necromancer standards.
- Both entering and exiting shroud removes conditions thanks to and .
- Activate SW ⇒ jump off a cliff while being chased ⇒ when your enemies jump after you.
- Activate SW ⇒ (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!
(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:
- Even at maximum health you may consider activating either Spectral skills before entering shroud. The added LF generation and sustain can prolong its duration significantly.
- 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.
Related Builds
- Core Condi Necro - the Conquest PvP version of this Necromancer roaming build.
Ratings
Damage and sustain are both great, no question. Mobility is average at best but utilities help. Overall a really solid duelist, but suffers from the usual necromancer problems on most terrains (easy to chase down, can't really disengage, has trouble chasing targets, could be outranged as staff isn't enough to threaten a longbow ranged for example). If you pick your location well and can use the terrain to LoS or disengage to higher ground with Flesh Wurm the weaknesses can be remedied. Stability spamming Cele specs can be rough to 1v1 though. Updated to make use of the new relic system.
Comments
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