Necromancer sPvP | Tournament Staff, Dagger/Warhorn | Team fighter Celestial Signets

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Summary

Sup all, I'm Devourerofmemes one of the three creators of this site. I've been playing Necromancer since the first beta weekend event. This is a build Noscoc has been playing after the specialization changes. I'll continue to update it.

 

  • Pros
  • Great life force generation through dagger spam and soul marks.

     

  • High amount of boon conversion through dark path and signets of suffering.

     

  • Lots of condition transfer through plague signet, plague sending and putrid mark.

     

  • Deceptive sustain through signet of vampirism > life siphon combo, spiteful renewal, signet of the locust and sigil of leeching.

     

  • Decent might stacking through signets of suffering, reaper's might, siphoned power, sigil of strength and runes of strength.

     

  • Decent mobility for a necromancer with locust swarm and signet of the locust.

     

  • Two stun breaks.


I. Weapons and Skills

PvP Staff
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: -
PvP Dagger
  • Weapon Strength: 924-981
PvP Warhorn
  • Weapon Strength: 814-900
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
  • Death Shroud10
    Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
    Fury: 5 s
  • Necrotic Grasp¾
    Send out a grasping hand that damages foes in a line and grants you life force.
    Damage: 246Life force: 4%Combo Finisher: Projectile (20% chance)Range: 1,200
    • 0
      Might: 15 s
    • 0
      Might: 15 s
  • Mark of Blood¾ 5
    Mark. Inscribe a mark that bleeds foes when they trigger it, and grants regeneration to allies.
    Damage: 111Regeneration: 5 s (650 health)x2Bleeding: 8 s (1020 damage)Radius: 240
    • 0
      Might: 15 s
    • 0
      Might: 15 s
  • Chilblains¾ 16
    Mark. Inscribe a mark that chills foes when they trigger it, and leaves a poisonous area.
    Damage: 185Chilled: 4 sx3Poison: 5 s (504 damage)Radius: 240Combo Field: PoisonRange: 1,200
    • 0
      Might: 15 s
    • 0
      Might: 15 s
  • Putrid Mark¾ 20
    Mark. Inscribe a mark that transfers conditions from allies to foes when they trigger it.
    Damage: 444Radius: 240Combo Finisher: BlastRange: 1,200
    • 0
      Might: 15 s
    • 0
      Might: 15 s
  • Reaper's Mark¾ 32
    Mark. Inscribe a mark that causes fear when foes trigger it.
    Damage: 92Fear: 1 sRadius: 240Range: 1,200
    • 0
      Might: 15 s
    • 0
      Might: 15 s
  • Signet of Vampirism28
    Signet Passive: Heal when struck by a foe.
    Signet Active: Heal yourself and mark a foe. Allied players will siphon life from that enemy.
    Active Life Siphon Damage: 265Active Life Siphon Heal: 392Initial Self Heal: 3,960Passive Heal: 325x25Vampiric Mark(5s): Life is siphoned when struck by players.Passive Heal Cooldown: 1 sRange: 1,200Might: 15 s
    • 0
      Might: 15 s
  • Plague Signet24
    Signet Passive: Transfers conditions from nearby allies to yourself.
    Signet Active: Send your conditions to a foe.
    Passive Radius: 1200Breaks stunRange: 1,200Might: 15 s
    • 0
      Might: 15 s
  • Signet of the Locust¾ 24
    Signet Passive: Movement speed increased by 25%.
    Signet Active: Steal health from nearby foes.
    Passive effect: 25% movement speedDamage: 158Healing: 778Radius: 480Range: 1,200Might: 15 s
    • 0
      Might: 15 s
  • Spectral Armor60
    Spectral. Gain life force as you take damage. Removed when you enter Death Shroud. Also applies protection.
    Protection: 6 sSpectral Armor (6 s): Gain 8% Life Force when taking damage. (1 second internal cooldown)Breaks stun
    • 0
      Might: 15 s
  • Plague180
    Corruption. Become a virulent cloud and inflict multiple conditions on foes you touch.
    Damage: 75x3Stability: 3 s (per pulse)Poison: 2 s (84 damage)Self-Bleeding (10s): 425 DamageDuration: 20Radius: 240
    • 0
      Might: 15 s

Weapon and Skill Details

Weapons
Staff offers great AoE damage and control, while dagger is solid single target damage, great life force generation, has one of the longest immobilizes and life siphon is amazing for procing Signet of Vampirism. You'll normally be opening with staff skills trying to get an early stun break used before switching to dagger.

 

Staff Skills

  • Necrotic Grasp: This attack does more damage than it gets credit for, but you'll primarily use it when there are multiple enemies stacked together in a line or you need the 1200 range. However, each hit gives 4% life force, so it can be used to fill up life force quickly, especially if you're hitting multiple targets per cast.

     

  • Mark of Blood: This has great AoE bleed damage, however don't forget about it's regeneration. This skill is great for adding additional healing to yourself or teammates. The regeneration is 5s and the CD is 6s, so in some situations it's best to stay in staff and cast a few Marks of Blood in a row, before switching back to a damage rotation.

     

  • Chillblains: This has decent poison damage, but it also provides amazing peels through the use of chill, which reduces enemy movement speed and skill recharge by 66%. Also remember that poison reduces enemy healing by 33% which helps to slow down enemy revives and the poison field can be combo-ed for area weakness. Extremely strong against d/d ele, use after they attune water if possible.

     

  • Putrid Mark: Staffs highest burst damage skill and a blast finisher. While also transferring conditions from yourself to enemies that trigger the mark. If you've gained condition stacks, you'll want to use this at the best possible time. If you're health is high enough this is a better option than Consume Conditions, because you're not wasting a heal to remove condition stacks and they're transfer to an enemy. In PvP this ends up being a bit of a mini game against other condition classes and can be the deciding factor in a 1v1.

     

  • Reaper's Mark: This is your best CC skill. Use this to interrupt enemy skills, denying a heal can decide a fight. It's also great for interrupting a enemy stomp on a downed ally so you can get a revive off.

 

Dagger Skills

  • Necrotic Chain: This will be your primary sustain damage skill in long fights. It has high damage and life force generation.

     

  • Life Siphon: This fast hitting attack combos extremely well with Signet of Vampirism and death's embrace (9 stacks of vulnerability in 3.5 seconds if they are under 50%)

     

  • Dark Pact: One of the longest immobilizes in the game and great for setting up burst, try to bait out a stun break before using this.

     

  • Wail of Doom: Nice daze for breaking up stomps or interrupting key skills.

     

  • Locust Swarm: Used mostly for the swiftness to help with our lack of mobility while traveling between points, but the cripple and life force generation aren't a bad thing.

 

Death Shroud Skills

  • Life Blast: Decent damage if you're within 600 range. I would't hang out in Death Shroud spamming this though in most situations.

     

  • Dark Path: Use it for port, chill, and boon removal. Against Ele, use this when they enter water attunement if possible. Chills added duration to water attunement often results in a dead ele. Good elementalists will wait to attune water after you leave ds.

     

  • Doom: Single target fear that has increased duration within 600 range, this can be cast while stunned, dazed or knocked down. Great to use before reviving an ally or to interrupt enemy skills and stomps. The first game play clip in the video below shows me using Doom while immobilized to interrupt a enemy stomp and get a revive off.

     

  • Life Transfer: Decent AoE damage. This generates a good amount of life force so don't use it if you're currently at max. This is a very situational skill, nice to use on downed thiefs, etc.

     

  • Tainted Shackles: This applies torment and will cause an immobilize to enemies that stay within range when it finishes. I like to start this and fear while it's stacking torment causing the target to take extra damage from the movement fear forces. Again you might want to save doom, but if this combo can secure a kill use it.

 

Healing Skill
Signet of Vampirism: After the consume conditions nerf and addition of the Signets of Suffering trait this is much better, make sure to combo it with dagger 2 to proc the mark. Don't forget this will add 3 might stacks because of signets of suffering.

 

Utility Skills
Plague Signet: Very strong against condition heavy enemies. Transfers conditions from allies to yourself and the active transfers them to your target. This can be annoying to use at times and you'll get hit with allies conditions at terrible moments. Make sure you have a good target and aren't hitting this like a panic button. How and when you use this will decide fights. Don't forget this also a stun break, converts 2 boons and adds 3 stacks of might.

 

Signet of the Locust: This helps our mobility issues and synergizes amazingly with the Signet of Suffering trait. Turning this active into an aoe version of path of corruption with 3 might stacks. This can convert up to 10 boons if you somehow managed to hit 5 targets.

 

Spectral Armor: Grants 6s of protection, has a stun break and generates life force. It's just a solid defensive skill all around.

 

Elite Skill
Plague Form: This grants stability, a higher health pool and is mainly used for the blind spam in team fights and stability stomps/res. Activating skills doesn't interrupt a res if you preformed a plague res.


Traits

Soul Reaping

  • Gluttony
    Increase life force gain from skills by 10%.
    • Unyielding Blast
      Shroud skill 1 pierces an inflicts 2 stacks of vulnerability for 10 seconds to targets it hits. Increased number of targets pierced to 5 from 4.
    • Soul Marks
      Mark skills are now unblockable and generate 3% life force when triggered.
    • Speed of Shadows
      Increases movement speed while in shroud by 25% and decreases recharge of shroud by 30%.
  • Last Gasp
    Gain Spectral Armor when your health falls below the threshold (50%).
    • Spectral Mastery
      Reduces recharge of spectral skills by 20% and increases duration by 50%. Additionally, when you activate a spectral skill you gain 5% life force.
    • Vital Persistence
      Life force drains 50% slower while in shroud and the recharge of shroud skills is reduced by 15%.
    • Fear of Death
      Fear duration is 50% longer. When you are downed, fear foes around you for 1s.
  • Strength of Undeath
    Increases maximum life force pool by 15%. While above 50% lifeforce you deal 5% additional damage.
    • Foot in the Grave
      When you enter shroud gain 1 stack of stability for 3 seconds and break out of stun.
    • Death Perception
      While you are in shroud you have an additional 50% chance to critical hit.
    • Dhuumfire
      Shroud skill 1 inflicts 1 stack of burning for 3 seconds when it hits.

Curses

  • Barbed Precision
    Critical hits have a 33% chance to inflict bleeding. The duration of your applied bleeding stacks is increased by 20%.
    • Terrifying Descent
      When you take falling damage, inflict fear for 1 second on nearby foes. Reduces fall damage by 50%.
    • Plague Sending
      When you have 3 or more conditions on you your next critical hit casts Plague Signet on your target. This trait benefits from the recharge bonus of Signets of Suffering.
    • Chilling Darkness
      Blinding a foe inflicts chill on them for 2 seconds. 5-second internal cooldown
  • Furious Demise
    When you enter shroud, gain fury for 5 seconds.
    • Master of Corruption
      Reduces recharge of corruption skills by 33% but causes corruption skills to apply additional conditions to you when cast. (Condition applied varies per skill.)
    • Path of Corruption
      Shroud skill 2 converts boons on struck foes to conditions.
    • Terror
      Causes fear to deal damage per second scaling with your condition damage stat. Damage is increased vs foes that have at least one other condition on them.
  • Target the Weak
    Your critical hit chance is increased by 2% for each condition on your target. Additionally you gain condition damage equal to 13% of your precision.
    • Weakening Shroud
      Critical hits inflict weakness for 5 seconds (10s ICD). When you enter shroud cast Enfeeble on nearby foes (Enfeeble is functionally identical to the dagger skill Enfeebling Blood.)
    • Parasitic Contagion
      You are healed for 10% of your outgoing condition damage.
    • Lingering Curse
      Gain 150 condition damage while wielding a scepter. The base duration of all scepter conditions is increased by 50%.

Spite

  • Reaper’s Might
    Shroud skill 1 grants 1 stack of might for 15 seconds.
    • Spiteful Talisman
      Reduces focus skill recharges by 20%. Increase damage to foes with no boons by 5%.
    • Spiteful Renewal
      Striking a foe below 25% health consumes a condition from you and heals you when the condition is removed. (ICD 5s)
    • Bitter Chill
      Inflicting chill on a foe also inflicts 3 stacks of vulnerability for 8 seconds.
  • Death’s Embrace
    Increases damage while downed by 25%. Striking foes below 33% health inflicts 1 stack of vulnerability for 5 seconds.
    • Chill of Death
      Cast the focus skill Spinal Shivers when attacking a foe below 50% health. This trait now benefits from the recharge bonus of Spiteful Talisman.
    • Rending Shroud
      While in shroud apply 3 stacks of vulnerability for 10 seconds to foes around you.
    • Unholy Fervor
      Reduces recharge of axe skills by 20% and deal 10% more damage to vulnerable foes.
  • Siphoned Power
    Striking a foe below 50% health grants 2 stacks for might for 10 seconds. (1s ICD)
    • Signets of Suffering
      Reduces recharge of signet skills by 20%. Signets grant 3 stacks of might for 15 seconds on cast and convert up to 2 boons on affected foes to conditions.
    • Close to Death
      Increases 20% damage to enemies below the health threshold (50%).
    • Spiteful Spirit
      Entering shroud casts the axe skill Unholy Feast. This trait benefits from the recharge bonus of Unholy Fervor.

III. Stat Specifics & Effects

Primary Stats

  • Health 24812 (+5600)
  • Vitality 1560 (+560)
  • Armor 2480 (+560)
  • Toughness 1560 (+560)
  • Attack 2846 (+735)
  • Power 1735 (+735)
  • Critical Hit 31% (+31%)
  • Precision 1560 (+560)

Secondary Stats

  • Condition Damage 763 (+763)
  • Critical Damage 37% (+37%)
  • Damage 1111 (+0%)
  • Defense 920 (+0)
  • Ferocity 560 (+560)
  • Healing Power 560 (+560)
  • Might Duration 45% (+45%)
  • Movement Speed 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.
  • Resistance
    Resistance temporarily negates the affected target of all effects caused by conditions.
  • 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

  • Agony
    Agony is an effect unique to Fractals of the Mists that removes a percentage of the player's health every second and reduces received healing by ~50%.
  • 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.
  • Slow
    Slow is a condition that reduces the activation time of skills and abilities.
  • Taunt
    Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
  • 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.
  • Teleport
    Teleport (alternatively, flash) is a mechanic that causes the user or target(s) to instantly move from one location to another.

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
  • Revealed
    Revealed is an effect applied when stealth is broken, for example by entering combat or exiting a Shadow Refuge circle prematurely.
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Super Speed
    Activate your slick shoes, enabling you to move at superior speeds.
  • 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

IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +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
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.

Accessories & Jewels

Celestial Amulet
  • Power: 560
  • Precision: 560
  • Toughness: 560
  • Vitality: 560
  • Condition Damage: 560
  • Healing Power: 560
  • Ferocity: 560

Accessory Totals

  • Power:560
  • Precision:560
  • Toughness:560
  • Vitality:560
  • Condition Damage:560
  • Healing Power:560
  • Ferocity:560

Weapon Set Sigils

PvP Staff
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: -
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 Doom
You deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.

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)

PvP Dagger
  • Weapon Strength: 924-981
PvP Warhorn
  • Weapon Strength: 814-900
Sigil of Superior Leeching
Your next attack after swapping to this weapon while in combat steals some health.
Sigil of Superior Strength
60% chance to apply might for 10s on critical. (Cooldown 1 second)

Weapon Set II

Sigil of Superior Leeching

Your next attack after swapping to this weapon while in combat steals some health.

Sigil of Superior Strength

60% chance to apply might for 10s on critical. (Cooldown 1 second)

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

Water Weapon I

Water Weapon II

Upgrade Item Details

Amulet
We're taking celestial amulet because this build benefits from all stats.

 

Runes
Rune of Strength: Adds some more power for 1 spam damage and helps us maintain might stacks.

 

Sigils
Sigil of Superior Doom: Since we aren't running scepter this is a nice way to get some more posion.
Sigil of Energy: Since Necro has no access to vigor it's pretty much mandatory.
Sigil of Superior Leeching: Adds another heal to help cover for Signet of Vampirisms weaker active heal.
Sigil of Superior Strength: Works well with runes of strength and helps to stack even more might on top of our signets that give 3 stacks of might on activation because Signets of Suffering.


V. Basic Gameplay

Open with staff at range and try to bait out a stun break, before going for your dagger immobilization. Timing and landing your condition transfers with Putrid Mark and Plague Signet can win or lose you fights. Make sure you have a target for plague signet and you're not panic hitting the skill. You have a lot of life force generation and sustain healing so pay attention to how you manage ds use.


Main Skill Rotation

Mark of Blood¾ 5
Mark. Inscribe a mark that bleeds foes when they trigger it, and grants regeneration to allies.
Damage: 111Regeneration: 5 s (650 health)x2Bleeding: 8 s (1020 damage)Radius: 240
Chilblains¾ 16
Mark. Inscribe a mark that chills foes when they trigger it, and leaves a poisonous area.
Damage: 185Chilled: 4 sx3Poison: 5 s (504 damage)Radius: 240Combo Field: PoisonRange: 1,200
Reaper's Mark¾ 32
Mark. Inscribe a mark that causes fear when foes trigger it.
Damage: 92Fear: 1 sRadius: 240Range: 1,200
Necrotic Grasp¾
Send out a grasping hand that damages foes in a line and grants you life force.
Damage: 246Life force: 4%Combo Finisher: Projectile (20% chance)Range: 1,200
Mark of Blood¾ 5
Mark. Inscribe a mark that bleeds foes when they trigger it, and grants regeneration to allies.
Damage: 111Regeneration: 5 s (650 health)x2Bleeding: 8 s (1020 damage)Radius: 240
Locust Swarm1 30
Gain swiftness and summon a swarm of locusts that cripple nearby foes.
Damage: 60Crippled: 1 sSwiftness: 10 sRadius: 210Life force: 1%
Necrotic Slash¼
Slash your foe twice.
Damage (2x): 302Range: 130
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
Fury: 5 s
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
Doom20
Death Shroud. Make your foe flee in fear.
Fear: 1 sFear (within 600 units): 1.5 sRange: 1,200
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
Life Transfer40
Death Shroud. Damage nearby foes and steal their life force.
Damage (9x): 543Life force: 3%Duration: 3Range: 600
Dark Pact1 25
Immobilize your foe.
Damage: 252Immobilized: 3 sRange: 600
Necrotic Slash¼
Slash your foe twice.
Damage (2x): 302Range: 130

You have no set rotation, this is just an example of a decent opening. You're constantly watching your conditions to decide when to transfer, you also want to daze a heal or important skill. After you land the ds dark path combo, it's likely they'll be healing soon.


Heal Combo

Signet of Vampirism28
Signet Passive: Heal when struck by a foe.
Signet Active: Heal yourself and mark a foe. Allied players will siphon life from that enemy.
Active Life Siphon Damage: 265Active Life Siphon Heal: 392Initial Self Heal: 3,960Passive Heal: 325x25Vampiric Mark(5s): Life is siphoned when struck by players.Passive Heal Cooldown: 1 sRange: 1,200Might: 15 s
Life Siphon12
Siphon health from your foe.
Damage (9x): 909Healing: 202 per pulseRange: 600

Use this combo to proc the Signet of Vampirism mark.


VI. VS Minion Masters

Kill all their minions before focusing the player, unless the ai bugs and they aren't close to their minions.


VII. Video of Gameplay (Noscoc)


Comments

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@ 03:24 PM, Sat June 27 2015 Reply
First of all, I really admire efforts of yourself and your friends to make this site. Great job!

Unfortunately, my feelings about this build are rather bad...

I don't understand why it's called meta not even a week after new patch. I believe it should take some time to check if it is or is not a meta.

Now, about the build itself. Teamfighter is the best description for it. [I find it an opportunity to ask you to add new tag "solo fighter" or similar.] I believe this build has no chances in 1vs1 fights and even in 2vs2 it may be hard. The issues I see are:
1. Plague Signet won't work at all if your opponents aren't professions that applies conditions, e.g. warriors, dps thieves, zerker elementalists etc. Except stun breaker. I see that it provides condition cleaning that's missing in the chosen healing skill but as you've written, there is also Putrid Mark and transfer from a trait.

2. Signet of Locust will heal very little in fights against 1-2 enemies. Mobility won't help most of the time as warhorn provides swiftness long enough to get to a point. You don't need high mobility if you aren't going to roam often (I suppose you aren't because of small chances in 1vs1 combat and).
3. All utility skills are defensive (Plague Signet is semi) + cele stats make me judge this build as semisupport semibunker with decent damage that cannot compare with those of zerker nor condi necro. The only support it gives is condi removal. Semibunker is no bunker.

I have no issues with traits and sigils.

As a conclusion, maybe I'm wrong and this truly is meta yet nevertheless, I suggest not calling it so until more players agree with this statement. I also hope you (or your friend) will answer to my doubts about this build.
Devourerofmemes @ 03:54 PM, Sat June 27 2015 Reply
1v1 is all about match ups as I'm sure you know, and this tends to shit on other condition builds, aids mes, ranger, etc. The tag is new and I'll adjust what gets tagged based on how tournaments go. You take Locust for the aoe path of corruption it turns into with signets of suffering, the heal and move speed is just a nice bonus. Don't under estimate 25% move speed while while trying to stay in melee dagger range. Again I don't think you're wrong to question it, it's new and different. If it doesn't prove to be Meta it will get dropped.
Devourerofmemes @ 04:01 PM, Sat June 27 2015 Reply
Also Noscos is considered to be one of the best necromancers in the world if not the best. If that's who you're asking is my friend, which he isn't he's just one one of the best GW2 spvp players.
@ 02:46 PM, Mon June 29 2015 Reply
Memes, you seem to be tagging just anything certain accounts post as meta builds, I have no problem with this if they are top players, but I have a feeling this is misleading those who do not know your policy on this into accepting all these builds as the best, when some of them certainly aren't.

This build its self is a good team fighter and I'm fine with it being in the Meta category as there is atleast a top player behind it and it is a successful build so far.
Devourerofmemes @ 02:53 PM, Mon June 29 2015 Reply
I'm completely open to suggestions of a process to tag Meta, but yes atm I'm tagging builds top players are using, because it's early and they'll be the ones creating the meta in spvp. If they stop playing it in tourneys I'll remove the tag.
Devourerofmemes @ 04:07 PM, Sat June 27 2015 Reply
I think you might feel better about it once you test it.
Devourerofmemes @ 04:35 PM, Sat June 27 2015 Reply
Would you prefer we add a "Test" tag to highlight builds we want feedback on that pros are playing? I guess I don't really see the negative of tagging what pro players are currently using and just removing the tag if they stop playing it.
Devourerofmemes @ 04:45 PM, Sat June 27 2015 Reply
"Solo fighter" would be the farpoint assaulter, solo fighter isn't a role.
@ 10:58 PM, Sat June 27 2015 Reply
Yes, adding Test tag would be nice.

I'll certainly try this build and see it on action.
BladeBraverBureba @ 09:48 AM, Tue July 14 2015 Reply
You may want to update the skills section regarding Terror, because it says you are taking Terror-related traits when you're not.
Devourerofmemes @ 10:32 AM, Tue July 14 2015 Reply
fixed thanks
@ 02:04 PM, Wed July 29 2015 Reply
Love this build. This is not a zerker necro build where you can run in and just explode massive burst on foes. Really have to focus on your positioning, being patient (when to burst/when to peck + xfer condi). Regardless of build necro is still necro and heavy CC will counter. If fighting rampage -> go plague spam blinds. Warrior just lost a good portion of their damage. I find no problems in 1v1 (matchup depending), 2v2s, or in team fights.
@ 05:10 PM, Mon August 10 2015 Reply
after about 200+ ranked/unranked i mußt say its very strong in terms of surviveability. it can attack and tank no matter what class. very good burstdefence with f1 and 0 against direct damage as well as condition damage just great. the only changes i did were stability in while entering deathshroud and in curses im using terror. i played a mediguard before and i must say this is a considerable alternative.