Necromancer sPvP | Tournament Scepter/Dagger, Dagger/Focus | Team fighter Celestial Necro
Table of Contents
Summary
Hi folks.
You might know me if you play NA and read the map chat there. I'm the guy that makes it more interesting than PvE people in complete denial about how terrible they are at everything. I have played GW2 on and off since launch and only really play it for PvP. I have been in the top 100 on both LBs at points in the past, but none of that crap mattered at the time since there were only 100 people who really played PvP back then anyway LOL.
The most recent patch changed the game in a big way with Celestial Amulet and a lot of the runes, but mainly Strength runes. I am taking the time to upload builds that use this combo on every class because this is a real opportunity for people to learn new and more versatile builds.
I. Weapons and Skills
- Rending CurseBleed your foe.Damage: 118Bleeding: 4.5 s (170 damage)Range: 900
- Putrid CursePoison your foe.Damage: 168Bleeding: 4.5 s (170 damage)Poison: 6 s (336 damage)Range: 900
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- Spectral RecallSpectral. Return to the point where Spectral Walk began.
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Weapon and Skill Details
No Staff?!
Yes you see this correctly. Staff is a terrible weapon for anything except a Terror build. Yes Fear is a survival tool for Condi Necro, but we're evolving the Necromancer with this type of build. You don't need Nightmare RNG or Reaper's Mark to survive in this build.
Dagger Focus is incredible for building life force, 1v1s, and keeping your health topped off. Dagger 2 heals for a surprising amount of health and deals great damage. Use Spinal Shivers against people using a lot of Boons, like Eles or Engis once their Elixir B procs. You want to use this weapon set, don't be a spamming retard that can only use Scepter like most Necros.
Scepter Dagger is a notoriously good weapon set with no travel time on its attacks, so it's really good pressure from range. Weakness from Enfeebling blood, condi pass, grasping dead all do well in stacking condis. The #3 skill is one you want to save for later in the fight and laugh out loud when you hit it on someone you nail with Signet of Spite. You'll also replenish your Life Force quite quickly from it as an added bonus.
Ultimately though this build is all about Death Shroud. You will get 70% more crit chance in DS because of fury, the trait, and you'll stack might from autoattacks that pierce and put vulnerability on people. Your power damage is very high so you'll be doing great AoE and your torment will hit for around 1.3 or 1.4k if you stack enough might.
Plague is the choice here because you can use it to prevent the focus fire that every team does on the Necro. Blind spamming, stability, and then being able to switch to bleed spamming if they stop attacking you will make team fights very painful.
Use Spectral walk to juke, and Armor to get more life force and deal with power damage. Your heal removes all condis so it's a waiting game to use it. Try to condi pass with Dagger 4 before that though.
II. Traits
Spite
Curses
Death Magic
Blood Magic
Soul Reaping
Trait Details
The traits are almost all related to life force and death shroud because your DPS will be nuts when you've got full life force. If you're doing this build right you'll be a serious pain in the ass for the other team to deal with. They'll think you're getting hit but once you get into DS you'll be like a Lich Form smashing people with those incredibly skillful auto attacks.
III. Stat Specifics & Effects
Primary Stats
- Health 24812 (+5600)
- Vitality 1476 (+560)
- Armor 2396 (+560)
- Toughness 1476 (+560)
- Attack 3027 (+1115)
- Power 2031 (+1115)
- Critical Hit 36% (+36%)
- Precision 1676 (+760)
Secondary Stats
- Condition Damage 760 (+760)
- Condition Duration 20% (+20%)
- Critical Damage 57% (+57%)
- Damage 996 (+0%)
- Defense 920 (+0)
- Ferocity 860 (+860)
- Healing Power 560 (+560)
- Life Force Pool 30% (+30%)
- Might Duration 45% (+45%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
You might look at the base power and think "LOL this build sucks" but that's where the math comes in. Might will ramp up your power and condition damage by anywhere from 500 to 800, which makes for a combination of damage that is equivalent to a Berserker and Rabid/Carrion amulet at the same time.
The crazy thing about Celestial amulet is that you get this firepower and still get defensive stats. The math on Celestial amulet is typical Anet throwing a huge buff at something that isn't being used.
Celestial - 3038
Berserker/Valkyrie - 2340
Rampager - 2241
All others - 2208
This is almost 700 more stats than the next highest amulet pool. That's 30% more stats. This makes you much more sturdy and still have plenty of firepower with might stacking, which is easy on Ele and even easier with Strength and Battle.
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Rune Stat Totals
- Power 175
- Might Duration 45%
Rune Bonuses
PvP Rune of Strength- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Accessories & Jewels
Accessory Totals
- Power:560
- Precision:560
- Toughness:560
- Vitality:560
- Condition Damage:560
- Healing Power:560
- Ferocity:560
Weapon Set Sigils
- Weapon Strength: 895-1010
- Weapon Strength: 924-981