Necromancer WvW | Large Group Dagger/Focus, Staff | Assaulter DPS Necro for organized groups
Table of Contents
Summary
The Necromancer is the main class to do damage in organized groups, because he has the highest and fastest focus damage.
The main problem of it is the survival, but with good hands and practice you will never die.
I will talk about the build in this guide, tricks to survive, optimal rotation, optional skill and how to move in a organized group because all of us have a role on it.
You can see me playing this build with my guild at my twitch: www.twitch.tv/ergio2694
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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Weapon and Skill Details
As DPS Necromancer we use to sets of weapons.
Staff
This will be our main set to keep focusing the melee and earn life force.
Dagger/Focus
This will be our unitarget set, using it to remove boons to the melee train or to focus rangeds.
Heal
I use consume conditions because of the high condition clean and the high amount that it heal, using it just when you have lot of conditions or need a fast heal because we already have our life steal sustain.
Utilities
Well of Suffering and Well of Corruption are mandatory because they are our main burst damage. About the third utility, I recommend to use Spectral Wall to have extra CC, or Corrupt Boon if you are doing targets with other necromancers or if you are in a Focus Party.
Elite
You can use Lich Form but I recommend to use Plague Form because the Death Shroud do almost the same damage than the lich so i prefer to have the plague to use as emergency stability or for my extra survival.
Traits
Spite
- Reaper’s MightShroud skill 1 grants 1 stack of might for 15 seconds.
- Spiteful TalismanReduces focus skill recharges by 20%. Increase damage to foes with no boons by 5%.
- Spiteful RenewalStriking a foe below 25% health consumes a condition from you and heals you when the condition is removed. (ICD 5s)
- Bitter ChillInflicting chill on a foe also inflicts 3 stacks of vulnerability for 8 seconds.
- Death’s EmbraceIncreases damage while downed by 25%. Striking foes below 33% health inflicts 1 stack of vulnerability for 5 seconds.
- Chill of DeathCast the focus skill Spinal Shivers when attacking a foe below 50% health. This trait now benefits from the recharge bonus of Spiteful Talisman.
- Rending ShroudWhile in shroud apply 3 stacks of vulnerability for 10 seconds to foes around you.
- Unholy FervorReduces recharge of axe skills by 20% and deal 10% more damage to vulnerable foes.
- Siphoned PowerStriking a foe below 50% health grants 2 stacks for might for 10 seconds. (1s ICD)
- Signets of SufferingReduces 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 DeathIncreases 20% damage to enemies below the health threshold (50%).
- Spiteful SpiritEntering shroud casts the axe skill Unholy Feast. This trait benefits from the recharge bonus of Unholy Fervor.
Blood Magic
- Mark of EvasionCast Mark of Blood when you dodge roll. (8s ICD)
- Ritual of LifeRevive allies 10% faster. When you start reviving an ally cast Well of Blood. This trait benefits from the recharge bonus of Vampiric Wells.
- Quickening ThirstReduces recharge of dagger skills by 33% if used while you are over 75% health. Move 25% faster while wielding at least one dagger.
- Blood BondWhen you inflict at least 4 stacks of bleeding to a single target cast Lesser Signet of Vampirism on them. This trait benefits from the recharge bonus of Signets of Suffering.
- VampiricYou siphon health with your attacks. Your minions siphon health and give it to you.
- Life from DeathWhen you exit shroud you heal and partially revive allies around you.
- Banshee’s WailReduces recharge of warhorn skills by 20% and increases effect durations for warhorn skills by 50%.
- Vampiric PresenceYou and allies near you siphon health with attacks (combat only). This effect stacks with the siphoning granted by Vampiric.
- Last RitesGain increasing healing power based on how low your health is. Other allies near you do not bleed out while downed (combat only).
- Vampiric RitualsReduces recharge of well skills by 20%. Wells siphon health for you every pulse and grant protection to allies when cast.
- Unholy MartyrDraws conditions from allies when you enter shroud and every few seconds while you remain in shroud. Gain life force each time a condition is transferred.
- TransfusionShroud skill 4 heals and partially revives nearby allies. Additionally you teleport up to 5 nearby downed allies to your location while channeling this skill.
Soul Reaping
- GluttonyIncrease life force gain from skills by 10%.
- Unyielding BlastShroud 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 MarksMark skills are now unblockable and generate 3% life force when triggered.
- Speed of ShadowsIncreases movement speed while in shroud by 25% and decreases recharge of shroud by 30%.
- Last GaspGain Spectral Armor when your health falls below the threshold (50%).
- Spectral MasteryReduces recharge of spectral skills by 20% and increases duration by 50%. Additionally, when you activate a spectral skill you gain 5% life force.
- Vital PersistenceLife force drains 50% slower while in shroud and the recharge of shroud skills is reduced by 15%.
- Fear of DeathFear duration is 50% longer. When you are downed, fear foes around you for 1s.
- Strength of UndeathIncreases maximum life force pool by 15%. While above 50% lifeforce you deal 5% additional damage.
- Foot in the GraveWhen you enter shroud gain 1 stack of stability for 3 seconds and break out of stun.
- Death PerceptionWhile you are in shroud you have an additional 50% chance to critical hit.
- DhuumfireShroud skill 1 inflicts 1 stack of burning for 3 seconds when it hits.
Trait Details
As DPS Necromancer, Spite, Blood Magic and Soul Reaping are almost mandatory.
Spite
At the first line we have to options, Spiteful Renewal is one of them, but the ICD and the porcentage needed make it a bit useless, so i prefer to use Spiteful Talisman to have reduced cooldown of focus and extra damage agains people without boons in the main burst.
About the second line, you can use Unholy Fervor if you are using Axe, but i prefer to use Chill of Death that have sinergy with Spiteful Talisman and can hit 5-6k to a ranged.
At the last line, no dude that we have to take Close to Death,one of the best traits to DPS Necromancer, doing lot of extra damage to de enemies with the health below the 50%.
Blood Magic
This is mainly for our survival, earned with the last patch since you cant take three traits lines.
To the first line, i recommend to use Quickening Thirst because of the dagger cooldowns and for extra movility if you have no speed in any moment.
At the second line, I use Vampiric Presence because of the high heal support that it give to you and your party.
About the last line, Vampiric Rituals it's the only option, it do sinergy with our main wells burst reducing ther cooldowns and doing extra damage and extra healing with the siphon health, and well, if some melee is at the wells position you will grant him protection.
Soul Reaping
About the first line, i recommend to use Unyielding Blast to focus melee or rangeds with other necromancers, but another option is to use Soul Marks if you usually dont do targets.
At the second line you can use Spectral Mastery if you have Spectral Wall but i recommend to use Vital Persistence to have more survival in Death Shroud and reduce their cooldowns.
In the last line, if you are new with the necromancer or dont have practice, you can use Foot in the Grave for extra stab and extra break stun, but if you now how to move, you wont need it and then i recommend to use Death Perception to perma critical hits while in Death Shroud.
III. Stat Specifics & Effects
Primary Stats
- Health 19212 (+0)
- Vitality 1000 (+0)
- Armor 2406 (+439)
- Toughness 1439 (+439)
- Attack 3607 (+1628)
- Power 2628 (+1628)
- Critical Hit 41% (+41%)
- Precision 1771 (+771)
Secondary Stats
- Agony Resistance 60 (+60)
- Critical Damage 64% (+64%)
- DMG to Guards and Lords 2% (+2%)
- Damage 979 (+0%)
- Damage while moving 10% (+10%)
- Defense 967 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 961 (+961)
- Swiftness Duration 30% (+30%)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
60% chance to gain Swiftness (10s) when you kill a foe
Damage while moving: 10%
Experience from Kills: 10%
- (30min)
- 60% chance to gain Swiftness (10s) when you kill a foe
- Damage while moving: 10%
- Experience from Kills: 10%
Utility Nourishment
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
- (30min)
- Gain power equal to 6% of your toughness
- Gain power equal to 4% of your vitality
- Experience from Kills: 10%
Armor & Runes
- Defense: 77
- Toughness: 63
- Power: 45
- Ferocity: 45
- Power: 25
- Swiftness Duration: 10%
- Power: 50
- 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
- Power: 100
- +20% Swiftness Duration; +125 Precision
- Power: 5
- Agony Resistance: 5
- Defense: 77
- Toughness: 47
- Power: 34
- Ferocity: 34
- Power: 25
- Swiftness Duration: 10%
- Power: 50
- 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
- Power: 100
- +20% Swiftness Duration; +125 Precision
- Power: 5
- Agony Resistance: 5
- Defense: 330
- Toughness: 141
- Power: 101
- Ferocity: 101
- Power: 25
- Swiftness Duration: 10%
- Power: 50
- 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
- Power: 100
- +20% Swiftness Duration; +125 Precision
- Power: 5
- Agony Resistance: 5
- Defense: 140
- Toughness: 47
- Power: 34
- Ferocity: 34
- Power: 25
- Swiftness Duration: 10%
- Power: 50
- 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
- Power: 100
- +20% Swiftness Duration; +125 Precision
- Power: 5
- Agony Resistance: 5
- Defense: 203
- Toughness: 94
- Power: 67
- Ferocity: 67
- Power: 25
- Swiftness Duration: 10%
- Power: 50
- 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
- Power: 100
- +20% Swiftness Duration; +125 Precision
- Power: 5
- Agony Resistance: 5
- Defense: 140
- Toughness: 47
- Power: 34
- Ferocity: 34
- Power: 25
- Swiftness Duration: 10%
- Power: 50
- 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
- Power: 100
- +20% Swiftness Duration; +125 Precision
- Power: 5
- Agony Resistance: 5
Armor Stat Totals
- Defense 967
- Power 520
- Swiftness Duration 30%
- Precision 125
- Toughness 439
- Ferocity 315
- Agony Resistance 30
Rune Bonuses
Superior Rune of the Pack- Power: 25
- Swiftness Duration: 10%
- Power: 50
- 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
- Power: 100
- +20% Swiftness Duration; +125 Precision
Accessories & Jewels
- Power: 5
- Agony Resistance: 5
- Power: 5
- Agony Resistance: 5
- Power: 5
- Agony Resistance: 5
- Power: 5
- Agony Resistance: 5
- Power: 5
- Agony Resistance: 5
- Power: 5
- Agony Resistance: 5
Accessory Totals
- Power:722
- Precision:466
- Ferocity:466
- Agony Resistance:30
Weapon Set Sigils
- Weapon Strength: 970-1030
- Power: 125
- Precision: 90
- Ferocity: 90
- Weapon Strength: 873-927
- Power: 125
- Precision: 90
- Ferocity: 90
- Power: 5
- DMG to Guards and Lords: 1%
- Power: 5
- DMG to Guards and Lords: 1%
Weapon Set I
Sigil of Superior Air50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
Sigil of Superior Fire50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
- Weapon Strength: 1034-1166
- Power: 251
- Precision: 179
- Ferocity: 179
- Weapon Strength: -
- Power: 5
- DMG to Guards and Lords: 1%
- Power: 5
- DMG to Guards and Lords: 1%
Weapon Set II
Sigil of Superior Fire50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
- Weapon Strength: 950-1050
- Power: 125
- Precision: 90
- Ferocity: 90
- Weapon Strength: 950-1050
- Power: 125
- Precision: 90
- Ferocity: 90
Water Weapon I
Sigil of Superior Fire50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
Water Weapon II
Sigil of Superior BloodlustYou gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Upgrade Item Details
Stats Equippment: Zerker and Cavalier
Most of the necromancer prefer to use the full Zerker Set, but you dont need 50-60 of critical chance, so i prefer to change a bit of precision of the armor to toughness using cavalier armor. This way, you have 2406 of armor and 61% critical chance with fury.
Sigils
At the Staff I use Sigil of Fire to extra damage and burst, and bloodlust to extra power at WvW, switching it to Sigil of Energy if you are in a GvG.
On the second set with dagger and focus I recommend to use fire and air sigils to extra damage focusing rangeds.
Lot of people use sigil of strenght, but you cant not keep the same aoe damage like a elementalist and i dont use rune of strenght so you wont stack lot of might.
Runes
I use Rune of the Pack because it grants a sustain of Swiftness and Fury and you have almost the same damage with a strenght rune, but rune of the pack works better with 2-3 necros with the same runes at the same party.
Food and Utility Nourishment
As i said before you dont need more critical chance so it's better to use a Superior Sharpening Stone or a Furious Sharpening Stone
About the food, Bowl of Seaweed Salad is one of the best optiones, you always have 10% extra damage while moving and it grant swiftness.
V. Basic Gameplay
Mainly you have to be behind the commander, always with the Staff spamming Skill 1 and Skill 2 to keep AoE damage and life force at 100%.
If the enemy melee is moving, you must CC them with Skill 3 and Skill 5 to remove stabilities; and Spectral Wall as a line if they are charging to you.
About the damage you have three kind of bursts, First Burst that you have to use at the first charge; Second Burst that you have to use at the second charge, starting again with the first burst at the next charge, this way you will have burst in every charge; and the Third Burst is for a huge charge where you need to use all of your damage to delete the enemies. I will explein all of them at the skill rotation guide.
About the Focus Party Burst, you must be with other necromancer in party doing targets like rangeds or enemy commander. If you want to focus the enemy command, I recommend to use 1 or 2 necromancers with Corrupt Boon to remove him boons before the impact using the Skill 5 of Focus too, and then use your burst at the enemies (Burst 1 or Burst 2) and just spam Skill 1 of Death Shroud to de enemy commander (you need the trait Unyielding Blast to do it).
To end, i will talk about Focus Rangeds, the easy mode is targeting a ranged and all of the necromancer spam the Skill 1 of Death Shroud on him, but if the target is close, is better to use Skill 3 of Dagger to inmobilize the target ant then use Skill 4 of Focus at melee with the target, spamming Skill 1 of Death Shroud after that.
NOTE
Never drop your staff marks on the ground because they are easy to evade and you will waste them. You just can spam the Skill 2 to keep damage or if they are in invi because of the short CD.
Main Skill Rotation
This is the First Burst, you have to use it at the first charge and after the Second Burst at the next charge to have a Burst on all your charges. Drop your Wells, use Skill 4 for extra damage and activate fast the Death Shorud to grant perma critical hits, and then spam Skill 1 at the melee to keep bursting.
Second Burst
This is the Second Burst and you have to use it at the second charge. Drop you Skill 4 to do big damage, then join Death Shroud, use Skill 5 to inmobilize and burst with Skill 4, spamming Skill 1 after it to keep bursting.
Focus Party Burst
This is the burst that u have to use to focus rangeds. Inmobilize them with Skill 3, then use Skill 4 at melee to huge burst of damage, join Death Shroud, use Skill 3 to interrupt them healing skill and spam Skill 1 until he is death