Necromancer sPvP | Fun Staff, Dagger/Focus | Roamer Grenth's Reaper (Power Necro)
Table of Contents
Summary
Necromancers are a truly amazing class! It is as deadly from afar as it is close up. I haven't come across a situation that couldn't be overcome with this build. That being said, the Necromancer is a tactical class that needs a bit of study before you begin to dominate the competition.
Feel free to ask any questions you might have, i will check this regularly and get back to y'all.
I. Weapons and Skills
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- Spectral RecallSpectral. Return to the point where Spectral Walk began.
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Weapon and Skill Details
WEAPON
Staff
- The Staff is for agitation/utility, not for DPS. Although triggering all 4 Marks at once can seriously damage the enemy, you need to know when to use each Mark and not get in the habit of spamming them all over the field.
Mark of Blood: With only a 6sec CoolDown (CD) this mark is fine to throw out to cause the enemy to dodge. This gives 2 stacks of Bleed to the enemy which amounts to a great amount of damage, but! Do Not forget that this Mark also grants Regeneration to allies for 6sec which makes it great to use during a group fight.
Chilblains: This Mark is great! Leaving the enemy Chilled for 5.25sec and Poisoned for 7.75sec this is a Mark you don't want to waste, especially because it has a 20sec CD. This is the first of the two Combo Fields this build has, which applies Area Weakness with a Blast and reapply Poison with a Projectile. This Mark is best used on an enemy near half health, or immediately after they open ("Open" meaning they use most of their damaging skills to apply pressure quickly). Reason being, Poison weakens healing effectiveness by 33% and Chill increases CD of abilities by 66% as well as slows movement by 66%.
Putrid Mark: Although this Mark deals the most damage out of the four, it is very important to only use this mark for two reasons.
- This Mark will transfer 3 conditions from yourself to 5 foes when triggered, making it great for getting out of an Immobilize.
- This is the only Blast finisher in this build. It can be coupled with Chilblain's Poison Field or Well of Suffering's Dark Field (applying Area Weakness or Area Blind respectively).
Reaper's Mark: Great for preventing a Stomp, this Mark is used for control. Remember that it will fear enemies in the opposite direction they were facing when triggered, if you are savvy enough you can fear them into more Marks or back into your Well.
Dagger
- The Dagger is your basis for damage output, when going in for the kill you must have your Dagger in hand.
Life Siphon: This is probably the most overlooked ability. Not only does it heal for 2808 throughout the casting, but it also aids in activating Chill of Death (Master Trait from Spite). Be sure to use it on enemies near or below 50% health.
Dark Pact: A 3sec Immobilize mainly used to trap players in your Well.
Focus
- Keeping the Focus abilities in your rotation will make you a force to reckon with. Make this Weapon a priority so that you become comfortable with it.
- NOTE These abilities will not land if you are not facing the enemy
Reaper's Touch: Personally my favorite ability in this build because of the potential damage output. Not only does it apply Regeneration to allies but also Vulnerability to foes making each hit more dangerous while having a chance to activate both Sigil of Fire and Air, and when coupled with Death Shroud (Deathly Perception, Grandmaster Trait in Soul Reaping) it is truly scary.
Spinal Shivers: My second favorite ability in this build, this ability is a slap in the face. As if it wasn't already bad enough that it removed 3 Boons from an enemy, not only does it do more damage for each Boon removed, it also applies 6.25sec of Chill. And if timed correctly you can hit a player with this ability twice within 2 seconds by taking advantage of Chill of Death.
SKILLS
- No one of these Skills is a stand alone. I want you to think of each as if it was a Combo Field/Finisher, each one complimenting another ability.
- To play well at any build/class requires some time spent learning how/when to use your heal. Most players tend to wait until they are below 30% to start healing making them easy targets. If you are interrupted during the cast, having 30% of your health left might not give enough time for your heal to come off CD.
Consume Conditions: This heal can seriously tip the scale in a fight, not only does it heal for 5403 and clear all conditions...but each one cleared heals you for 740! Remember that with this build it will heal about 25% of your health, meaning you will want to use this skill a bit early to get a maximum amount to usage from it during each encounter.
Utilities
- The utilities for this build are amazing for combo creation. Take some time to fully understand and get a feel for the mechanics of each one.
Spectral Grasp: Interrupts/Pulls the enemy towards you, Chills for 5.25secs, 15% additional Life Force, a range of 1200 and an 24 sec CD... GANGSTA!!!! This skill needs to be in your rotations. Make it a priority of yours to use this on every opportunity.
- NOTE You will not gain 15% Life Force unless it hits.
Spectral Walk: I find myself using this Utility less for the Stun Breaker and more for the Teleport, Life Force gain and Swiftness. There are some awesome combos with this Skill and when mastered will make you a serious pain in the ass.
Elite
- Arguably the only Elite in game that will make you feel like a God! The only draw back to this Skill is that you become a massive target.
Lich Form: Doesn't last very long and has a huge CD. Try not to use this 1v1, it will only force the enemy to run and hide. Lets go through the Abilities.
- NOTE Never use this without your Dagger in hand.
- Deathly Claws: This is the highest damage output in this build, occasionally criting for 10K it will always apply pressure. Understand that at a distance it can easily be avoided by a simple strafe.
- Marked for Death: Second to last on the priority meter, this should only be used as a trap while you no longer have a target.
- Chilling Wind: Great Knockback for landing Deathly Claw while applying Chill and dealing a bit of damage.
- Mark of Horror: Don't feel bad if you never use this ability, it is dead last in priority and should follow the same usage as Marked for Death.
- Grim Specter: Truly an amazing ability that is rarely used by many Necromancers. With the same cast time as Deathly Claws it is a great opener for Lich Form. Try to get in the habit of using it immediately after going Lich.
CLASS MECHANIC
Death Shroud: Although Death Shroud (DS) acts like a second health bar, it should never be used in that manner. Instead it should be used as your primary health bar. Meaning you should be using DS sooner rather than later. The easiest Necromancer to kill is one who waits until near death to activate DS, making it very unlikely that you will get a chance to heal after your Life Force depletes. Lets go through each ability.
- NOTE You should never been in DS for very long.
- Life Blast: With 90% Critical Chance while in DS Life Blast can crit for around 3k every hit while granting 15sec of Might each cast from Reaper's Might (Spite Adept Trait). Although the range is 1200, you want to be within 600 units of your target to take full advantage of its damage output; and when coupled with Close to Death (Spite Grandmaster Trait) that output is jaw dropping.
- Dark Path: This is a great ability that should always be used. Not only is it another Chill applicant it makes a great gap closer, and when used along side Spectral Walk makes for very interesting play style.
- Doom: Fear along side with Chill makes for demoralizing game play. Be sure to use Doom within the same units as Life Blast to increase fear duration.
- Life Transfer: I use this ability the least out of the five. Do remember that it is great for activating the Sigils as well as Chill of Death and does a total of 1674 damage.
- Tainted Shackles: Torment is a silent killer and when used with your Well the enemy will most likely run off taking damage anyway. I always use this right before i exit DS.
II. Traits
Spite
Curses
Death Magic
Blood Magic
Soul Reaping
III. Stat Specifics & Effects
Primary Stats
- Health 19212 (+0)
- Vitality 916 (+0)
- Armor 1836 (+0)
- Toughness 916 (+0)
- Attack 3702 (+1675)
- Power 2591 (+1675)
- Critical Hit 48% (+48%)
- Precision 1916 (+1000)
Secondary Stats
- Condition Damage 100 (+100)
- Condition Duration 30% (+30%)
- Condition Duration (self) -20% (+-20%)
- Critical Damage 80% (+80%)
- Damage 1111 (+0%)
- Defense 920 (+0)
- Ferocity 1200 (+1200)
- Life Force Pool 30% (+30%)
- Might Duration 30% (+30%)
Boons
Conditions
Control
Fields & Finishers
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
Rune Stat Totals
- Power 175
- Might Duration 30%
- Condition Duration (self) -20%
Rune Bonuses
PvP Rune of Hoelbrak- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
Accessories & Jewels
Accessory Totals
- Power:1200
- Precision:900
- Ferocity:900
Weapon Set Sigils
- Weapon Strength: 985-1111
- Weapon Strength: -