Necromancer - Vanilla Condi Necro
The community gave this build a rating, making it top-tier: Great
Focused on: Condition damage and Boon removal
Designed for: PvP Conquest
Overview
A Condition Necromancer PvP build with a big focus on Fear chains, made to teamfight. Usable by F2P players as well.
Skill Bar
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
- - the idea here is to use a worse elite, but exploit the low CD with 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 on a build full of slow attacks, but you have to cut a defensive specialization for Spite:
- Heal: - 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: + , 3rd slot is an optional slot.
Template Code
Specializations
Variants
- Fear duration at the expense of survivability and group utility. This is also giving you better Swiftness uptime so you may even consider droping Rune of the Lynx for something stronger (like ), although this'd still leave you vulnerable to boon removal. could slightly improve your Warhorn
Variants
- If you feel like you're not getting enough value out of 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 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 over 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 instead of Blood Magic if you're playing with signets:
Equipment
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:
- - 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.
- - 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 which could increase your overall damage.
- Warhorn offers 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 (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): on Staff and on Scepter/Warhorn.
- 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. can act as a counter to
Damage
- The build is all about keeping targets constantly pressured before finishing them off with Fear chains. 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:
- Either when playing with Flesh Golem or when using Lich Form.
- - Shroud #3.
- - Warhorn #4 OR - Sword #5.
- - 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
- Both the Scepter and Pistol autoattacks are far superior to Staff's in terms of damage. Scepter could even apply Poison for healing reduction.
- Weakness or for AoE . is a Blast finisher, you may combo this with for AoE
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:
- 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 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 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.
- 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
- Twitch: Naru
- Twitch: Bel
Related Builds
- Core Condition Roamer - the WvW Roaming version of this sPvP build.
Ratings
Comments
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