Necromancer sPvP | Tournament Dagger/Warhorn, Axe/Dagger | Backpoint defender Power Minion Mancer
Table of Contents
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
- Necrotic StabStrike your foe again.Damage: 235Life force: 2%Range: 130
- Necrotic BiteStrike your foe and gain life force.Damage: 403Life force: 6%Range: 130
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- 0
- Haunt20Command your shadow fiend to teleport to and blind a foe.Damage: 525Blind: 5 sLife Force: 10%Radius: 120Range: 1,200
- Putrid Explosion1Explode a bone minion.Damage: 1,529Radius: 240Combo Finisher: Blast
- Rigor Mortis50Immobilize your bone fiend, and it will immobilize foes.Damage (2x): 716Immobilized: 2 s
- Charge 40Command 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
Spite
Curses
Death Magic
Blood Magic
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 30562 (+11350)
- Vitality 2051 (+1135)
- Armor 3211 (+1375)
- Toughness 2291 (+1375)
- Attack 3257 (+1400)
- Power 2316 (+1400)
- 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 200 (+200)
- Stun Duration (self) -25% (+-25%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
Lots of health. Lots of armor. Lots of immobilize. Have fun.
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% Incoming Condition Duration; -15% Incoming Stun Duration
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% Incoming Condition Duration; -15% Incoming Stun Duration
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% Incoming Condition Duration; -15% Incoming Stun Duration
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% Incoming Condition Duration; -15% Incoming Stun Duration
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% Incoming Condition Duration; -15% Incoming Stun Duration
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -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- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% Incoming Condition Duration; -15% Incoming Stun Duration
Accessories & Jewels
- Power: 0
- Vitality: 0
- Toughness: 0
Accessory Totals
- Power:1200
- Toughness:900
- Vitality:900
Weapon Set Sigils
- Weapon Strength: 924-981
- Weapon Strength: 814-900
Weapon Set I
Sigil of Superior EnergyYou 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 BloodlustYou gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
- Weapon Strength: 857-1048
- Weapon Strength: 924-981
Weapon Set II
Sigil of Superior EnergyYou 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 Blood50% chance to life steal on critical.
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
Your goal here is to just shut them down and blow your minions up all over them.
Chaining Immobilize
This is about 6 seconds of immobilize, and your minions will rape them the whole time.
Downed Body Cleave
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
Simple blind for stomps against enemies that will interrupt it.
Killing the Trebuchet
There. It's dead.