Necromancer - Traditional Terrormancer
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Overview
This PvP condi nec build relies on large Bleed stacks, Fear chains and - just like most necromancer builds - requires good positioning.
Skill Bar
First Weapon Set
Scepter/Dagger
Utility
Elite
½ Blood Curse
¾ 10 Grasping Dead
¾ 10 Feast of Corruption
¼ 18 Deathly Swarm
¾ 25 Enfeebling Blood
1¼ 30 Consume Conditions
1½ 32 Summon Flesh Wurm Minion. Summon an immobile flesh wurm to attack foes. Damage: 833 Range: 1,200
½ 40 Corrupt Boon
60 Spectral Walk
180 Plague Corruption. Become a virulent cloud and inflict multiple conditions on foes you touch. Entering this form destroys all minions and removes spectral effects. Damage: 104 3Stability (3s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted. Poison (2s): 67 Damage, -33% Heal Effectiveness Self-Bleeding (10s): 220 Damage Number of Targets: 5 Boon Application Interval: 3 seconds Duration: 20 seconds Damage Pulse: 1 second Radius: 240
Second Weapon Set
¾ Necrotic Grasp
¾ 4¾ Mark of Blood
¾ 16 Chilblains
¾ 20 Putrid Mark
¾ 32 Reaper's Mark
Slot Changes
- Viable utility options instead of
Summon Flesh Wurm 1½ 32 Summon Flesh Wurm Minion. Summon an immobile flesh wurm to attack foes. Damage: 833 Range: 1,200 or Spectral Walk 60 Spectral Walk :
Signet of Spite ¾ 60 Signet of Spite - powerful condi burst.
Plague Signet 30 Plague Signet - besides transfering all conditions from you to the enemy it also breaks stun (which means you can't transfer Fear because the skill breaks stun effects before the transfer, removing Fear).
Summon Flesh Golem 1½ 48 Summon Flesh Golem over Plague 180 Plague Corruption. Become a virulent cloud and inflict multiple conditions on foes you touch. Entering this form destroys all minions and removes spectral effects. Damage: 104 3Stability (3s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted. Poison (2s): 67 Damage, -33% Heal Effectiveness Self-Bleeding (10s): 220 Damage Number of Targets: 5 Boon Application Interval: 3 seconds Duration: 20 seconds Damage Pulse: 1 second Radius: 240 .
Specializations
Can't find such trait "Necromancer"! Please refer to our trait index
Can't find such trait "Necromancer"! Please refer to our trait index
Can't find such trait "Necromancer"! Please refer to our trait index
Can't find such trait "Necromancer"! Please refer to our trait index
Can't find such trait "Necromancer"! Please refer to our trait index
Trait Variants
Reaper's Protection 60 Reaper's Protection over Greater Marks Increases area of marks and marks become unblockable. Radius Increase: 60 Unblockable .
Weakening Shroud over Hemophilia Increases inflicted bleed duration. Duration Increase: 20% .
- 0/6/4/0/4 is the most common trait setup, but the points on the Death Magic line are basically optional:
- If you have at least 1 signet, you can consider relocating 2 to Spite taking
Signet Mastery Reduces recharge on signets. Activating a signet grants might. 3Might (10 sec): 90 Power and Condition Damage Recharge Reduced: 20% .
- You can move 2 points to Soul Reaping for
Foot in the Grave Gain stability when you enter death shroud. Stability (3s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, or feared. Breaks stun to make Death Shroud 10 Death Shroud Assume a spectral form and gain new skills, turning your life force into health. the shortest CD stunbreaker in the game.
Weapons
First Weapon Set
- Scepter
Superior Sigil of Geomancy 9 Superior Sigil of Geomancy Inflict bleeding on nearby foes for 10 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
- Dagger
Superior Sigil of Energy 9 Superior Sigil of Energy Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
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Second Weapon Set
- Staff
Superior Sigil of Geomancy 9 Superior Sigil of Geomancy Inflict bleeding on nearby foes for 10 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Energy 9 Superior Sigil of Energy Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
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Sigil Variants
Superior Sigil of Frailty 2 Superior Sigil of Frailty 50% Chance on Hit: Inflict Vulnerability (10 seconds). (Cooldown: 2s) on staff.
Equipment
Rune: Superior Rune of the Nightmare Superior Rune of the Nightmare (1): +25 Condition Damage (2): +5% Condition Duration (3): +50 Condition Damage (4): +10% Condition Duration (5): +100 Condition Damage (6): When you use an elite skill, deliver an attack (240 radius) that blinds enemies and transfers one condition.(Cooldown: 45s)
Amulet:
Carrion Amulet Carrion Amulet +900 Power +900 Vitality +1200 Condition Damage
Equipment Variants
Amulets
PvP Rabid Amulet - higher armor, lower HP (also lower Deah Shroud health), better synergy with Barbed Precision Critical hits have a chance to cause bleeding. Chance on Critical Hit: 66% Bleeding (2s): 85 Damage via higher crit chance.
Usage
- Your most valuable weapon skills are
Deathly Swarm ¼ 18 Deathly Swarm and Putrid Mark ¾ 20 Putrid Mark - even vs Power builds they can be handy, don't waste them, especially if you can return an entire + Burn and Blind with Deathly Swarm ¼ 18 Deathly Swarm .
- Keep
Corrupt Boon ½ 40 Corrupt Boon for targets with Stability, because besides opening up the opportunity to Fear them, Stability itself turns into fear. Useful for interrupting enemies while they try to stomp an ally of yours. Because of trait Path of Corruption Dark Path now additionally converts boons into conditions. Boons Converted to Conditions: 2 your also converts 2 Boons into Conditions.
- Note that for Necromancers, while corrupting or removing boons Stability is last on the priority list. If your enemy has 6 boons and 1 of them is Stability and you use
Corrupt Boon ½ 40 Corrupt Boon on him, he will still have Stability.
- Never spam your marks on the ground out of combat! This is the worst thing you can do. Any half decent enemy would just dodge over them and you just blew the CDs of an entire weapon - and all for nothing. You can, however, put a cheaper mark like
Mark of Blood ¾ 4¾ Mark of Blood at entraces like stairs on Forest, Khylo or Skyhammer, spotting enemies approaching in Stealth.
- You can secure a stomp by using
Plague 180 Plague Corruption. Become a virulent cloud and inflict multiple conditions on foes you touch. Entering this form destroys all minions and removes spectral effects. Damage: 104 3Stability (3s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted. Poison (2s): 67 Damage, -33% Heal Effectiveness Self-Bleeding (10s): 220 Damage Number of Targets: 5 Boon Application Interval: 3 seconds Duration: 20 seconds Damage Pulse: 1 second Radius: 240 right after beginning the stomp - this is a big CD but sometimes it's really worth it. You can still use your Plague form skills while stomping.
Positioning:
As a Necromancer, in teamfights you should keep distance from the capture point and barely ever stand on it - you aren't tanky and don't really have disengage options or many dodges, therefore it's good positioning and counterpressure via Fear is what will keep you alive.
Counters
- Heavy CC
- Blinds while on Staff set
- Thieves at the early stages of the game due to the lack of Life Force.
- Shoutbow Warriors
Top Streamers
Notes
- Entering
Plague 180 Plague Corruption. Become a virulent cloud and inflict multiple conditions on foes you touch. Entering this form destroys all minions and removes spectral effects. Damage: 104 3Stability (3s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted. Poison (2s): 67 Damage, -33% Heal Effectiveness Self-Bleeding (10s): 220 Damage Number of Targets: 5 Boon Application Interval: 3 seconds Duration: 20 seconds Damage Pulse: 1 second Radius: 240 form destroys minions controlled by the Necromancer, including Summon Flesh Wurm 1½ 32 Summon Flesh Wurm Minion. Summon an immobile flesh wurm to attack foes. Damage: 833 Range: 1,200 .
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