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:
TBD
This build was last updated on February 19, 2022 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/Dagger
Staff
Utility
Skill Bar Variants
Utility For the optional slot:
- Stability spam. - on-demand boon removal, post-nerf this is mostly a tech-option against builds with
- - 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
Rabid
Rabid
Accessory
Trailblazer
Trailblazer
Accessory
Trailblazer
Trailblazer
Amulet
Rabid
Rabid
Ring
Trailblazer
Trailblazer
Ring
Trailblazer
Trailblazer
Scepter
Trailblazer
Trailblazer
Dagger
Trailblazer
Trailblazer
Sigil
Sigil
Staff
Trailblazer
Trailblazer
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Rune
- - has great synergy with and procs frequently with (although it doesn't transfer 2 conditions, just gets rid of a second one).
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
- 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.
on Staff is an unblockable CC. Use them to interrupt skills such as a Warrior's .
- Entering Shroud triggers 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. . 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 . If the target has
Damage
- 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).
- is one of the most important skills in the build - boon corruption, condition pressure, and resource management all rolled into one. Try to use it with at least ~4 different conditions already on your target.
- causes Fear to deal damage to the target.
- 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.
- 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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