Difference between revisions of "Necromancer - Core Condi Roamer"

 
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| focus = condition damage
 
| focus = condition damage
 
| rating = great
 
| rating = great
 +
| difficulty = 1
 
}}
 
}}
  
 
==Overview==
 
==Overview==
A condition based core Necromancer build for WvW roaming with proper sustain and decent pressure.
+
A condition based core Necromancer build for WvW roaming centered around {{Tooltip|Fear}} chains.
  
  
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| profession = Necromancer
 
| profession = Necromancer
 
| specialization =  
 
| specialization =  
| weapon1 = scepter
+
| weapon1 = pistol
| weapon2 = dagger
+
| weapon2 = sword
 
| weapon3 = staff
 
| weapon3 = staff
 
| weapon4 =  
 
| weapon4 =  
 
| healing = Consume Conditions
 
| healing = Consume Conditions
 
| utility1 = Spectral Walk
 
| utility1 = Spectral Walk
| utility2 = Spectral Wall
+
| utility2 = Spectral Ring
 
| elite = Plaguelands
 
| elite = Plaguelands
 
}}
 
}}
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===Skill Variants===
 
===Skill Variants===
 +
'''Weapons'''
 +
* To play '''Pistol/Sword''' you need to own both the ''Secrets of the Obscure'' and ''End of Dragons'' expansions. SotO's where you unlock Sword and Weaponmaster Training while EoD is required for the Pistol.
 +
 +
* Free-to-play players are going to have to play ''Scepter/Warhorn'' instead of Pistol/Sword.
 +
 +
* '''Warhorn''' remains a perfectly viable option even for expansion owners, offering an unblockable Fear and better mobility in exchange for longer cast times and lower Fear duration (unless traited). You can read more suggestions regarding the Warhorn variant below.
 +
 +
 
'''Utility'''
 
'''Utility'''
  
 
For the optional slot:
 
For the optional slot:
<!--* {{Skill|Corrupt Boon}} - on-demand boon removal, post-nerf this is mostly a tech-option against builds with {{Tooltip|Stability}} spam.-->
+
* {{Skill|Corrosive Poison Cloud}} - excellent sustain tool against both ranged and melee, it's even good at pressuring targets.
 +
 
 
* {{Skill|Well of Corruption}} - great AoE pressure against groups, and could scare off melee enemies for a few moments.
 
* {{Skill|Well of Corruption}} - great AoE pressure against groups, and could scare off melee enemies for a few moments.
  
 
* {{Skill|Summon Flesh Wurm}} - more mobility and a stun break with a bit of Life Force gain on the side.
 
* {{Skill|Summon Flesh Wurm}} - more mobility and a stun break with a bit of Life Force gain on the side.
  
* {{Skill|Spectral Armor}} - stun break, defense against direct damage, and excellent LF building.
+
* {{Skill|Spectral Armor}} - medium CD stun break, defense against strike damage and excellent LF building.
 +
 
 +
* {{Skill|Corrupt Boon}} - on-demand boon removal, post-nerf this is mostly a tech-option against builds with {{Tooltip|Stability}} spam. You're not guaranteed to hit the right boon but it's your best bet at countering specs with high Stability uptime.
 +
 
 +
 
 +
'''Elite'''
 +
 
 +
None of the options are that great for this build, they are just different shades of passable:
 +
* {{Skill|Plaguelands}} - area denial tool that can scare off attackers, make it harder to rez downed enemies, or inflict heavy damage on targets trapped inside {{Skill|Spectral Ring}}, forcing them to either tank it or cross the ring and get feared. This skill isn't hard to avoid however outside of these niche scenarios and has a fairly high CD. Also takes quite a while for the damage to ramp up.
 +
 
 +
* {{Skill|Summon Flesh Golem}} - the idea here is to use a weaker elite with a low recharge time and grab {{Relic|Relic of the Nightmare}} for another source of Fear.
 +
 
 +
* {{Skill|Lich Form}} - this elite mostly scales with Power, a stat this build is lacking. Still it offers some minor burst damage and an AoE Fear.
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQgTLjI+Jx6iAJsAbAF2Ab0B5AAuAXABkgCSAAAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQgnKhMvMj6iAKIAvQF1AYsAdgFsAXcBkgAAAAAAAAAAAAAAAAAAAAAAAAADNgBnAFkAAA==]
 
}}
 
}}
  
  
 
==Specializations==
 
==Specializations==
{{Specialization|Curses|mid|bot|top}}
+
{{Specialization|Curses|mid|mid|mid}}
{{Specialization|Blood Magic|mid|bot|mid}}
+
{{Specialization|Blood Magic|bot|bot|mid}}
 +
'''Variants'''
 +
* {{Trait|Banshee's Wail}} lowers your survivability but makes your Warhorn skills stronger, most notably improving the Fear duration on skill #5 and the {{Tooltip|Swiftness}} uptime from skill #5.
 
{{Specialization|Soul Reaping|mid|bot|bot}}
 
{{Specialization|Soul Reaping|mid|bot|bot}}
 +
'''Variants'''
 +
* If you feel like you're not getting enough value out of {{Trait|Dhuumfire}} in your fights because you often find yourself Life Force starved or focused too hard and don't have opportunities to use shroud autos, then consider picking up {{Trait|Eternal Life}} 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.
  
  
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| weight = Light
 
| weight = Light
 
| stats = Trailblazer
 
| stats = Trailblazer
| rune = Superior Rune of Orr
+
| rune = Superior Rune of the Trapper
 
| rune-qt = 6
 
| rune-qt = 6
| weapon1 = Scepter
+
| weapon1 = Pistol
| weapon2 = Dagger
+
| weapon2 = Warhorn
 
| weapon3 = Staff
 
| weapon3 = Staff
 
| weapon4 =  
 
| weapon4 =  
 
| sigil1 = Superior Sigil of Generosity
 
| sigil1 = Superior Sigil of Generosity
| sigil2 = Superior Sigil of Doom
+
| sigil2 = Superior Sigil of Energy
 
| sigil3 = Superior Sigil of Geomancy
 
| sigil3 = Superior Sigil of Geomancy
| sigil4 = Superior Sigil of Energy
+
| sigil4 = Superior Sigil of Doom
 
| infusion1 = Malign WvW Infusion
 
| infusion1 = Malign WvW Infusion
 
| infusion1-qt = 18
 
| infusion1-qt = 18
| backpiece = Rabid
+
| ring1 = Rabid
| amulet = Rabid
+
| ring2 = Rabid
 +
| amulet = Dire
 +
| relic = Relic of the Demon Queen
 
}}
 
}}
 +
<!--'''Note:''' the gear is optimized to have ~100% {{Tooltip|Fear}} duration with {{Food|Peppered Cured Meat Flatbread}}. If you're not using any extra condition food or you don't have full Ascended gear then replace the Dire Amulet with Trailblazer.-->
  
'''Rune
+
'''Relics'''
* {{Rune|Superior Rune of Antitoxin}} - has great synergy with {{Skill|Spectral Walk}} and procs frequently with {{Sigil|Superior Sigil of Generosity}} (although it doesn't transfer 2 conditions, just gets rid of a second one).
+
* {{Relic|Relic of Speed}} - significantly improves your mobility (which is the biggest weakness of the build), works best with Warhorn and {{Trait|Banshee's Wail}}. The only reason we're not recommending this as the main option is due to the lack of consistency against boon removal. Necromancer lacks frequent access to {{Tooltip|Swiftness}} or even a decent amount of cover boons, which makes it very easy for enemies with any amount of boon removal to strip our Swiftness and render a relic like Speed ineffective.
 +
 
 +
* {{Relic|Relic of Evasion}} - better survivability.
  
  
 
'''Sigils
 
'''Sigils
 +
* {{Sigil|Superior Sigil of Cleansing}} over Generosity - if you're having trouble dealing with conditions. At this point you could also consider dropping the Rabid rings for Dire for a slightly more tanky but lower damage option.
  
Geomancy can be replaced by:
+
* {{Sigil|Superior Sigil of Agility}} over Generosity - the brief {{Tooltip|Quickness}} makes it easier to get a {{Tooltip|Fear}} off right after weapon swapping, while the {{Tooltip|Swiftness}} fits nicely into the Warhorn + {{Relic|Relic of Speed}} variant - adding another source of Swiftness makes you less susceptible to boon removal.  
* {{Sigil|Superior Sigil of Cleansing}} - if you're having trouble dealing with conditions.
 
  
* {{Sigil|Superior Sigil of Corruption}} - if you're willing to lose a useful proc for a stacking damage boost.
+
 
 +
'''Runes'''
 +
* {{Rune|Superior Rune of the Traveler}} - the stats on this are fairly weak, but it could provide better mobility when playing with offhand Sword.
  
  
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==Usage==
 
==Usage==
'''''General'''''
+
'''General'''
 +
* ''If taken'' Use {{Skill|Summon Flesh Golem}} 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 Fear: {{Skill|Reaper's Mark}} on '''Staff''' and either {{Skill|Wail of Doom}} or {{Skill|Devouring Visage}} on the other set.
 +
** The Staff and Warhorn fears are also unblockable but the Sword one isn't.
 +
 
 
* All of your marks are unblockable and generate Life Force.
 
* All of your marks are unblockable and generate Life Force.
 
* {{Skill|Reaper's Mark}} on '''Staff''' is an unblockable CC. Use them to interrupt skills such as a Warrior's {{Skill|Shield Stance}}.
 
 
**'''''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 {{Skill|Chilblains}} with little to no risk of being avoided as blocking players normally don't dodge.
 
**'''''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 {{Skill|Chilblains}} with little to no risk of being avoided as blocking players normally don't dodge.
 +
<!--* Entering Shroud triggers {{Trait|Weakening Shroud}} which is an excellent defensive proc that can also be used while CC'd to apply {{Tooltip|Weakness}} to nearby enemies.
 +
* {{Skill|Dark Path}} is one of your strongest skills, especially with {{Trait|Path of Corruption}}. To make sure it lands you can try using {{Skill|Doom}} on the target right before impact to deny them the chance of dodging.-->
  
* Entering Shroud triggers {{Trait|Weakening Shroud}}. 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 {{Skill|Doom}}. If the target has {{Tooltip|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.
 
<!--* {{Skill|Dark Path}} is one of your strongest skills, especially with {{Trait|Path of Corruption}}. To make sure it lands you can try using {{Skill|Doom}} on the target right before impact to deny them the chance of dodging.-->
 
  
 +
'''Damage'''
 +
* {{Tooltip|Fear}} is the strongest damaging condition in the build thanks to {{Trait|Terror}}.
  
'''Damage'''
+
* Pistol/Sword (or 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.
* 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).
 
  
* {{Skill|Feast of Corruption}} 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.
+
* When playing with Scepter {{Skill|Feast of Corruption}} 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 {{Tooltip|Fear}} to the build.
<!--* {{Skill|Corrupt Boon}} is not only a great spike skill, but also a defensive one - thanks to the low cast time CB can be used to counterpressure targets. Someone's chasing you with {{Tooltip|Stability}} and {{Tooltip|Might}} stacks? Turn their boons against them, right into {{Tooltip|Fear}} and {{Tooltip|Weakness}}! It's also unblockable.
+
<!--* {{Skill|Summon Flesh Golem}} is taken for its {{Relic|Relic of the Nightmare}} synergy because this is the shortest CD core Necromancer elite skill. The {{Tooltip|Fear}} proc itself has a delay and should go off after the Golem's Charge, which means it won't override the knockdown.-->
* Even just a two skill chain of {{Skill|Corrupt Boon}} {{to}} {{Skill|Feast of Corruption}} is alredy a decent burst combo, inflicting up to 6 different conditions and stripping at least 5 boons (potentially more with sigils).-->
 
  
* {{Trait|Terror}} causes Fear to deal damage to the target.
+
* On Pistol {{Skill|Vile Blast}} can be used to quickly set up a Fear chain.
  
* {{Skill|Plaguelands}} 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.  
+
* There are 4 sources of {{Tooltip|Fear}} in the build, try chaining them together when you're going for the kill on an already pressured target:
 +
<!--** {{Relic|Relic of the Nightmare}} - use your elite skill to proc this once every 30 seconds.-->
 +
** {{Skill|Doom}} - Shroud #3.
 +
** {{Skill|Wail of Doom}} - Warhorn #4 ''OR'' {{Skill|Devouring Visage}} - Sword #5.
 +
** {{Skill|Reaper's Mark}} - Staff #5.
 +
** {{Skill|Spectral Ring}} - utility skill. The ring applies {{Tooltip|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.
  
* {{Skill|Life Blast}} with {{Trait|Dhuumfire}} is a great filler while in Shroud.
+
* The Scepter autoattack chain is far superior to Staff's in terms of damage, it could even apply {{Tooltip|Poison}} for healing reduction.
  
 +
* {{Skill|Putrid Mark}} is a '''Blast''' finisher, you may combo this with {{Skill|Chillblains}} for AoE {{Tooltip|Weakness}} or {{Skill|Spectral Ring}} for AoE {{Skill|Chaos Armor}}.
  
Shroud burst rotation (in melee range this doubles as a defensive rotation):
+
* {{Skill|Life Blast}} with {{Trait|Dhuumfire}} is a great filler while in Shroud.
 +
<!--Shroud burst rotation (in melee range this doubles as a defensive rotation):
 
# {{Skill|Death Shroud}} to proc {{Trait|Weakening Shroud}}
 
# {{Skill|Death Shroud}} to proc {{Trait|Weakening Shroud}}
 
# {{Skill|Dark Path}}
 
# {{Skill|Dark Path}}
 
# {{Skill|Doom}} just before Dark Path reaches the target
 
# {{Skill|Doom}} just before Dark Path reaches the target
 
# {{Skill|Tainted Shackles}}
 
# {{Skill|Tainted Shackles}}
# Spam {{Skill|Life Blast}}
+
# Spam {{Skill|Life Blast}}-->
  
  

Latest revision as of 18:27, 19 March 2024

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 March 19, 2024 and is up to date for the March 19, 2024 patch.

Overview

A condition based core Necromancer build for WvW roaming centered around Fear Fear chains.


Skill Bar

Pistol/Sword
Staff
Utility


Skill Variants

Weapons

  • To play Pistol/Sword you need to own both the Secrets of the Obscure and End of Dragons expansions. SotO's where you unlock Sword and Weaponmaster Training while EoD is required for the Pistol.
  • Free-to-play players are going to have to play Scepter/Warhorn instead of Pistol/Sword.
  • Warhorn remains a perfectly viable option even for expansion owners, offering an unblockable Fear and better mobility in exchange for longer cast times and lower Fear duration (unless traited). You can read more suggestions regarding the Warhorn variant below.


Utility

For the optional slot:

  • Corrosive Poison Cloud - excellent sustain tool against both ranged and melee, it's even good at pressuring targets.
  • Well of Corruption - great AoE pressure against groups, and could scare off melee enemies for a few moments.
  • Summon Flesh Wurm - more mobility and a stun break with a bit of Life Force gain on the side.
  • Spectral Armor - medium CD stun break, defense against strike damage and excellent LF building.
  • Corrupt Boon - on-demand boon removal, post-nerf this is mostly a tech-option against builds with Stability Stability spam. You're not guaranteed to hit the right boon but it's your best bet at countering specs with high Stability uptime.


Elite

None of the options are that great for this build, they are just different shades of passable:

  • Plaguelands - area denial tool that can scare off attackers, make it harder to rez downed enemies, or inflict heavy damage on targets trapped inside Spectral Ring, forcing them to either tank it or cross the ring and get feared. This skill isn't hard to avoid however outside of these niche scenarios and has a fairly high CD. Also takes quite a while for the damage to ramp up.
  • Summon Flesh Golem - the idea here is to use a weaker elite with a low recharge time and grab Relic of the Nightmare for another source of Fear.
  • Lich Form - this elite mostly scales with Power, a stat this build is lacking. Still it offers some minor burst damage and an AoE Fear.


Template Code

[&DQgnKhMvMj6iAKIAvQF1AYsAdgFsAXcBkgAAAAAAAAAAAAAAAAAAAAAAAAADNgBnAFkAAA==]
Copy Template Code


Specializations

Variants

  • Banshee's Wail lowers your survivability but makes your Warhorn skills stronger, most notably improving the Fear duration on skill #5 and the Swiftness Swiftness uptime from skill #5.

Variants

  • If you feel like you're not getting enough value out of Dhuumfire in your fights because you often find yourself Life Force starved or focused too hard and don't have opportunities to use shroud autos, then consider picking up Eternal Life 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.


Equipment

Head
Trailblazer
Shoulders
Trailblazer
Chest
Trailblazer
Hands
Trailblazer
Legs
Trailblazer
Feet
Trailblazer
Backpiece
Trailblazer
Accessory
Trailblazer
Accessory
Trailblazer
Amulet
Dire
Ring
Rabid
Ring
Rabid
Pistol
Trailblazer
Warhorn
Trailblazer
Sigil
Sigil
Staff
Trailblazer
Sigil
Sigil
Rune
x6
Infusion
x18
Relic

Relics

  • Relic of Speed - significantly improves your mobility (which is the biggest weakness of the build), works best with Warhorn and Banshee's Wail. The only reason we're not recommending this as the main option is due to the lack of consistency against boon removal. Necromancer lacks frequent access to Swiftness Swiftness or even a decent amount of cover boons, which makes it very easy for enemies with any amount of boon removal to strip our Swiftness and render a relic like Speed ineffective.
  • Relic of Evasion - better survivability.


Sigils

  • Sigil of Superior Sigil of Cleansing over Generosity - if you're having trouble dealing with conditions. At this point you could also consider dropping the Rabid rings for Dire for a slightly more tanky but lower damage option.
  • Sigil of Superior Sigil of Agility over Generosity - the brief Quickness Quickness makes it easier to get a Fear Fear off right after weapon swapping, while the Swiftness Swiftness fits nicely into the Warhorn + Relic of Speed variant - adding another source of Swiftness makes you less susceptible to boon removal.


Runes

  • Rune of Superior Rune of the Traveler - the stats on this are fairly weak, but it could provide better mobility when playing with offhand Sword.


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

  • If taken Use Summon Flesh Golem 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 Fear: Reaper's Mark on Staff and either Wail of Doom or Devouring Visage on the other set.
    • The Staff and Warhorn fears are also unblockable but the Sword one isn't.
  • 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 Chilblains with little to no risk of being avoided as blocking players normally don't dodge.


Damage

  • Fear Fear is the strongest damaging condition in the build thanks to Terror.
  • Pistol/Sword (or 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.
  • When playing with Scepter Feast of Corruption 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 Fear to the build.
  • On Pistol Vile Blast can be used to quickly set up a Fear chain.
  • There are 4 sources of Fear Fear in the build, try chaining them together when you're going for the kill on an already pressured target:
    • Doom - Shroud #3.
    • Wail of Doom - Warhorn #4 OR Devouring Visage - Sword #5.
    • Reaper's Mark - Staff #5.
    • Spectral Ring - utility skill. The ring applies Fear 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.
  • The Scepter autoattack chain is far superior to Staff's in terms of damage, it could even apply Poison Poison for healing reduction.
  • Putrid Mark is a Blast finisher, you may combo this with Chillblains for AoE Weakness Weakness or Spectral Ring for AoE Chaos Armor.
  • Life Blast with Dhuumfire is a great filler while in Shroud.


Sustain

  • The build has above average condition cleansing by Necromancer standards.
  • Both entering and exiting shroud removes conditions thanks to Plague Sending and Unholy Martyr.
  • Spectral Walk (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:
    • Activate SW jump off a cliff while being chased Spectral Recall when your enemies jump after you.
    • Activate SW Necrotic Traversal (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!
  • 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.
  • Consume Conditions 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


Ratings

This build has a rating of 5 stars based on 1 votes.
Log in or register to rate this build.
5 stars
Hanz gave this build 5 stars • September 2023
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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