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 12, 2022 and is up to date for the March 19, 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:

  • - on-demand boon removal, post-nerf this is mostly a tech-option against builds with Stability Stability spam.
  • - 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
Shoulders
Trailblazer
Chest
Trailblazer
Hands
Trailblazer
Legs
Trailblazer
Feet
Trailblazer
Backpiece
Rabid
Accessory
Trailblazer
Accessory
Trailblazer
Amulet
Rabid
Ring
Trailblazer
Ring
Trailblazer
Scepter
Trailblazer
Dagger
Trailblazer
Sigil
Sigil
Staff
Trailblazer
Sigil
Sigil
Rune
x6
Infusion
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.
  • on Staff is an unblockable CC. Use them to interrupt skills such as a Warrior's .
    • 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 . 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 Stability 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.


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):

  1. to proc
  2. just before Dark Path reaches the target
  3. Spam


Sustain

  • The build has above average condition cleansing by Necromancer standards.
  • Both entering and exiting shroud removes conditions thanks to and .
  • (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 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!
  • 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


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.

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