Necromancer sPvP | Tournament Dagger/Warhorn, Axe/Dagger | Backpoint defender Power Minion Mancer

by Last Updated: Dec 17 2013 02:30:38
100% (5) Approval 5 Votes - 10974 Views

Summary

This build is excellent as a homepoint defender because it doesn't really lose any 1v1s, can hold for a decent amount of time against two people, and is great at pushing far and helping team fights when home doesn't need to be defended.

Olrun The Blade
Two Metas Ahead [Pro]

I. Weapons and Skills

PvP Dagger
  • Weapon Strength: 924-981
PvP Warhorn
  • Weapon Strength: 814-900
PvP Axe
  • Weapon Strength: 857-1048
PvP Dagger
  • Weapon Strength: 924-981
PvP
  • Weapon Strength: 0-0
PvP
  • Weapon Strength: 0-0
  • Death Shroud10
    Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
    Retaliation: 3 s
  • Necrotic Slash¼
    Slash your foe twice.
    Damage (2x): 302Range: 130
    • Necrotic Stab
      Strike your foe again.
      Damage: 235Life force: 2%Range: 130
    • Necrotic Bite
      Strike your foe and gain life force.
      Damage: 403Life force: 6%Range: 130
  • Life Siphon12
    Siphon health from your foe.
    Damage (9x): 909Healing: 202 per pulseRange: 600
    • 0
    • 0
  • Dark Pact1 25
    Immobilize your foe.
    Damage: 252Immobilized: 3 sRange: 600
    • 0
    • 0
  • Wail of Doom½ 30
    Screech a wail of doom in a cone pattern, dazing foes.
    Daze: 2 sRange: 600Unblockable
    • 0
    • 0
  • Locust Swarm1 30
    Gain swiftness and summon a swarm of locusts that cripple nearby foes.
    Damage: 60Crippled: 1 sSwiftness: 10 sRadius: 210Life force: 1%
    • 0
    • 0
  • Consume Conditions25
    Feast on your conditions, gaining health for each one consumed.
    Healing: 5,240Heal per condition: 724
    • 0
  • Summon Shadow Fiend24
    Minion. Summon a shadow fiend to attack foes.
    Damage: 455
    • Haunt20
      Command your shadow fiend to teleport to and blind a foe.
      Damage: 525Blind: 5 sLife Force: 10%Radius: 120Range: 1,200
  • Summon Bone Minions16
    Minion. Summon two bone minions.
    Damage: 207
    • Putrid Explosion1
      Explode a bone minion.
      Damage: 1,529Radius: 240Combo Finisher: Blast
  • Summon Bone Fiend24
    Minion. Summon a bone fiend that attacks foes at range. Delivers a crippling attack once every ten seconds.
    Damage (2x): 744Crippled: 2 s
    • Rigor Mortis50
      Immobilize your bone fiend, and it will immobilize foes.
      Damage (2x): 716Immobilized: 2 s
  • Summon Flesh Golem 48
    Minion. Summon a flesh golem to attack foes with crippling claws.
    Damage: 1,001Crippled: 1 s
    • Charge 40
      Command your flesh golem to charge a foe.
      Damage: 1,444Range: 1,200

Weapon and Skill Details

Dagger/Warhorn:
Necrotic Slash: Fairly high damage if you can close to melee range safely. It also builds up life force (which you can use to detect stealthed enemies).
Life Siphon: This skill is good to cast when closing to melee range after swapping to the weapon set or when backing off with weapon swap still on cooldown.
Dark Pact: This skill is great to hold an enemy in place for your minions to tear apart.
Wail of Doom: Really simple, unblockable daze. Great against spirit rangers, since you don't even have to target the spirit. Just look at it and cast.
Locust Swarm: Good for mobility, but completely overpowered when fighting on point. They can't get away from your minions while crippled.

Axe/Dagger:
Rending Claws: Good auto attack with vulnerability to increase damage and as a cover condition.
Ghastly Claws: High damage skill that also builds up life force.
Unholy Feast: If you're fighting a spirit ranger, this will give you permanent retaliation. It also strips boons and cripples for your minions.
Deathly Swarm: Great when fighting condition classes. This is what makes sure you win against necromancers, engineers, and spirit rangers.
Enfeebling Blood: Great when fighting power builds. Weakness too stronk.

Utilities:
Consume Conditions: I would never run anything other than Consume Conditions, since without it you'll lose to most condition classes.
Haunt: You can use this skill to blind while you stomp.
Putrid Explosion: This skill does insane damage when combined with Death Nova. It's great downed body cleave because of the poison.
Rigor Mortis: Use this after Dark Pact to chain immobilizes, then you can explode your bone minions on them.
Charge: This can be used on downed bodies to knock them off the res, but my favorite use is if they're against the wall. It does like 10k damage.

Death Shroud:
Life Blast: This skill does more damage if you're within 600 range. You don't have to get to melee. Just stay in range of what your axe would hit.
Dark Path: Use this to chase targets, or to close then swap to dagger/warhorn.
Doom: Fear me!
Life Transfer: Good for tanking when fighting multiple foes,
Tainted Shackles: Torment is strong even without condition damage, but the immobilize is what makes this skill strong. Chain that shit.

II. Traits

Adept Master Grandmaster

Trait Details

Spite:
Parasitic Bond: Heal 961 whenever you kill something
Spiteful Spirit: Retaliation is always nice.
Death into Life: About 150 bonus healing power.
Training of the Master Minions are most of your damage, so this is a must.

Death Magic:
Reanimator: More minions = more damage and more tankiness.
Minion Master: You want your minions up as soon as possible after they die. When they're dead, you're vulnerable.
Protection of the Horde: 100 extra toughness with all of your minions out. Maybe more if you have jagged horrors.
Flesh of the Master: If your minions aren't dead, you get more damage out of them.
Deadly Strength: About 200 extra power.
Death Nova: Really good damage, and really nice poison for downed bodies. It really goes well with Putrid Explosion.

Blood Magic:
Full of Life: It helps, I guess.
Bloodthirst: You have a lot of health siphons. This is necessary.
Vampiric: About 31 base per attack.
Vampiric Master: About 60 base per minion attack.

III. Stat Specifics & Effects

Primary Stats

  • Health 27152 (+8780)
  • Vitality 1794 (+878)
  • Armor 2954 (+1118)
  • Toughness 2034 (+1118)
  • Attack 3182 (+1325)
  • Power 2241 (+1325)
  • Critical Hit 4% (+0%)
  • Precision 916 (+0)

Secondary Stats

  • Boon Duration 30% (+30%)
  • Condition Duration 20% (+20%)
  • Condition Duration (self) -25% (+-25%)
  • Damage 941 (+0%)
  • Defense 920 (+0)
  • Healing Power 343 (+343)
  • Stun Duration (self) -25% (+-25%)

Boons

  • Aegis
    Block the next attack.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

Conditions

  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

Stat and Effect Details

Lots of health. Lots of armor. Lots of immobilize. Have fun.

IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration
PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration
PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration
PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration
PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration
PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration

Rune Stat Totals

  • Toughness 175
  • Vitality 35
  • Condition Duration (self) -25%
  • Stun Duration (self) -25%

Rune Bonuses

PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration

Accessories & Jewels

Soldier's Amulet
  • Power: 922
  • Toughness: 643
  • Vitality: 643
Soldier's Jewel
  • Power: 0
  • Vitality: 0
  • Toughness: 0

Accessory Totals

  • Power:922
  • Toughness:643
  • Vitality:643

Weapon Set Sigils

PvP Dagger
  • Weapon Strength: 924-981
PvP Warhorn
  • Weapon Strength: 814-900
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Weapon Set I

Sigil of Superior Energy

You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Sigil of Superior Bloodlust

You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

PvP Axe
  • Weapon Strength: 857-1048
PvP Dagger
  • Weapon Strength: 924-981
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Sigil of Superior Blood
50% chance to life steal on critical.

Weapon Set II

Sigil of Superior Energy

You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Sigil of Superior Blood

50% chance to life steal on critical.

PvP
  • Weapon Strength: 0-0
PvP
  • Weapon Strength: 0-0

Water Weapon I

Water Weapon II

Upgrade Item Details

Your minions do most of your damage, so you can build really tanky. Energy sigils are overpowered if you don't need damage. It's really stupid how much damage you do with a Soldier's amulet.

V. Basic Gameplay

You win every 1v1 at home, and can then push far and take that or help at mid if you're needed. It's really just a game of anticipating when they're sending somebody to backcap your home node. Having your teammates call out numbers really helps.

Main Skill Rotation

Summon Shadow Fiend24
Minion. Summon a shadow fiend to attack foes.
Damage: 455
Summon Bone Minions16
Minion. Summon two bone minions.
Damage: 207
Summon Bone Fiend24
Minion. Summon a bone fiend that attacks foes at range. Delivers a crippling attack once every ten seconds.
Damage (2x): 744Crippled: 2 s
Summon Flesh Golem 48
Minion. Summon a flesh golem to attack foes with crippling claws.
Damage: 1,001Crippled: 1 s
Dark Pact1 25
Immobilize your foe.
Damage: 252Immobilized: 3 sRange: 600
Charge 40
Command your flesh golem to charge a foe.
Damage: 1,444Range: 1,200
Rigor Mortis50
Immobilize your bone fiend, and it will immobilize foes.
Damage (2x): 716Immobilized: 2 s
Putrid Explosion1
Explode a bone minion.
Damage: 1,529Radius: 240Combo Finisher: Blast
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
Retaliation: 3 s
Doom20
Death Shroud. Make your foe flee in fear.
Fear: 1 sFear (within 600 units): 1.5 sRange: 1,200
Tainted Shackles¼ 40
Death Shroud. Bind nearby enemies with your life force, conditioning them repeatedly. If enemies move out of range of this ability, the bind will break. If the bind is allowed to expire, it immobilizes and damages them.
Damage: 292x3Torment: 10 s (960 damage)Range: 600
Your goal here is to just shut them down and blow your minions up all over them.

Chaining Immobilize

Summon Bone Fiend24
Minion. Summon a bone fiend that attacks foes at range. Delivers a crippling attack once every ten seconds.
Damage (2x): 744Crippled: 2 s
Dark Pact1 25
Immobilize your foe.
Damage: 252Immobilized: 3 sRange: 600
Rigor Mortis50
Immobilize your bone fiend, and it will immobilize foes.
Damage (2x): 716Immobilized: 2 s
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
Retaliation: 3 s
Dark Path¾ 15
Death Shroud. Send out a claw. If this attack hits a foe, you teleport to that foe and chill nearby foes.
Damage: 84Chilled: 5 sx3Bleeding: 5 s (638 damage)UnblockableRange: 900
Doom20
Death Shroud. Make your foe flee in fear.
Fear: 1 sFear (within 600 units): 1.5 sRange: 1,200
Tainted Shackles¼ 40
Death Shroud. Bind nearby enemies with your life force, conditioning them repeatedly. If enemies move out of range of this ability, the bind will break. If the bind is allowed to expire, it immobilizes and damages them.
Damage: 292x3Torment: 10 s (960 damage)Range: 600
This is about 6 seconds of immobilize, and your minions will rape them the whole time.

Downed Body Cleave

Summon Bone Minions16
Minion. Summon two bone minions.
Damage: 207
Putrid Explosion1
Explode a bone minion.
Damage: 1,529Radius: 240Combo Finisher: Blast
Necrotic Slash¼
Slash your foe twice.
Damage (2x): 302Range: 130
Necrotic Stab
Strike your foe again.
Damage: 235Life force: 2%Range: 130
Necrotic Bite
Strike your foe and gain life force.
Damage: 403Life force: 6%Range: 130
The poison and AoE from your bone minions will really hurt the downed body, and then you just cleave it down. Your other surviving minions will really help with this.

Stomping

Summon Shadow Fiend24
Minion. Summon a shadow fiend to attack foes.
Damage: 455
Haunt20
Command your shadow fiend to teleport to and blind a foe.
Damage: 525Blind: 5 sLife Force: 10%Radius: 120Range: 1,200
Simple blind for stomps against enemies that will interrupt it.

Killing the Trebuchet

Summon Flesh Golem 48
Minion. Summon a flesh golem to attack foes with crippling claws.
Damage: 1,001Crippled: 1 s
Charge 40
Command your flesh golem to charge a foe.
Damage: 1,444Range: 1,200
Ghastly Claws8
Summon spectral claws to slash your foe in a quick flurry of strikes, gaining life force per strike.
Damage (8x): 988Duration: 3Life force: 12%Range: 600
There. It's dead.

Comments

Post a Comment
lordzed @ 01:50 AM, Sat January 11 2014 Reply
very nice build mate
rafeno @ 03:40 AM, Sat January 18 2014 Reply
damn, this build is awesome, so tanky, pets do good dmg, i love exploding bone minions and can hold my pt no problem
jonzhao68 @ 12:35 AM, Wed April 02 2014 Reply
I do love this build, same build my wife runs. Too bad it's gonna see a slight nerf with the upcoming patch though. :(
ShadowSanctus @ 04:47 PM, Fri April 25 2014 Reply
The build looks amazing i'm using a close enough build and i'll try this one next time. Just one question, is the sigil of blood a typo? Is it supposed to be Bloodlust?