Necromancer sPvP | Tournament Scepter/Dagger, Staff | Team fighter Condi Bruiser

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Summary

Hi, I'm Blackmoa, some might know me from my time playing for MiM during PAX qualifiers. I am the current co-host of the SOAC necromancer Podcast and have been playing nec in pvp since the 2nd beta weekend. This build is a rather basic necromancer build that I quite enjoy playing atm, it has some more unusual choices but i will go into that later on in this guide. Overall this build is a good starting build for pvp aswell as capable of being utilized in high level "competitive" pvp.


I. Weapons and Skills

PvP Scepter
  • Weapon Strength: 895-1010
PvP Dagger
  • Weapon Strength: 924-981
PvP Staff
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
  • Death Shroud10
    Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
  • Blood Curse½
    Bleed your foe.
    Damage: 118Bleeding: 4.5 s (170 damage)Range: 900
    • Rending Curse
      Bleed your foe.
      Damage: 118Bleeding: 4.5 s (170 damage)Range: 900
    • Putrid Curse
      Poison your foe.
      Damage: 168Bleeding: 4.5 s (170 damage)Poison: 6 s (336 damage)Range: 900
  • Grasping Dead¾ 10
    Summon skeletal hands to cripple foes in the target area.
    Damage: 270Crippled: 7 sx3Bleeding: 10 s (398 damage)Radius: 240Range: 900
    • 0
    • 0
  • Feast of Corruption¾ 10
    Strike your target, dealing additional damage and gaining life force for each condition on them.
    Damage: 371Life force: 8% + 1% per condition.x2Torment: 4 s + 1 stack per condition.Range: 900
    • 0
    • 0
  • Deathly Swarm¼ 18
    Unleash an insect swarm, blinding multiple foes. Transfer three conditions to your target on a successful attack.
    Damage: 208Number of bounces: 3Blind: 6 sRange: 900
    • 0
    • 0
  • Enfeebling Blood¾ 25
    Inflict weakness and bleeding on foes in the target area.
    Damage: 168Weakness: 10 sx2Bleeding: 10 s (850 damage)Radius: 240Range: 900
    • 0
    • 0
  • Consume Conditions30
    Corruption. Feast on your conditions, gaining health for each one consumed.
    Healing: 5,240Heal per condition: 724x5Self Vulnerability: 4 s
    • 0
  • Corrupt Boon40
    Corruption. Poison yourself. Convert up to 5 boons on your foe into negative conditions.
    Self poison: 6 s (504 damage)UnblockableRange: 1,200
    • 0
  • Summon Flesh Wurm 32
    Minion. Summon an immobile flesh wurm to attack foes.
    Damage: 833Range: 1,200
    • Necrotic Traversal
      Sacrifice your flesh wurm, teleport to it, and poison foes.
      x3Posion: 6 s (240 damage)Radius: 180Life force: 10%Breaks stunCombo finisher: BlastRange: 1,200
  • Signet of Spite¾ 60
    Signet Passive: Improves power.
    Signet Active: Inflict bleeding, blindness, crippled, poison, and vulnerability on your foe.
    Damage: 263Blind: 5 s x2Bleeding: 10 sCrippled: 10 sx2Poison: 10 sWeakness: 10 sx5Vulnerability: 10 sRange: 1,200
    • 0
  • 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

Weapon and Skill Details

While staff is set in stone dagger is not a must in all cases. If you want you can drop it for a warhorn to add more mobility, a unblockable daze that can be quite useful to end blocks or get a cc on warriors in berserker's stance.
For skills you can change out SoS for either Spectral Walk, Spectral Grasp(ye I am strange, deal with it), Well of Corruption(in this case use ground targeted wells as adept trait in curses),epidemic or spectral wall(if you want to take wall practise placing it so it fears on cast, start with still standing golems until you always hit, cause if you dont it's not realy worth most of the time).
Honorable mention to well of power, plague signet and signet of undeath.


II. Traits

Adept Master Grandmaster

Trait Details

The traits that will seem odd to alot of players are hemophilia(to some extend) and lingering curse(what are you smoking moa?) but heres the reasoning for those:
basicaly your job as necro is to apply pressure in fights. Path of corruption can be realy clutch, yes, but it is not particulary reliable, puts you into the middle of combat and does not realy add alot of pressure in most cases. Your main pressure tool are your auto attacks on scepter, and this traits maximize this.
I also take greater marks over reapers protection because it is in general a way more reliable trait and having unblockable fear can be a game changer(ye so can a aoe fear, take it if you want to but that's your choice).
Also soul marks over master of terror for realy good lf generation which you will need in longer fights while the extra fear duration can be useful but you will mostly use fear to interrupt key skills or set up a burst which wont need alot of duration anyway.


III. Stat Specifics & Effects

Primary Stats

  • Health 19572 (+360)
  • Vitality 952 (+36)
  • Armor 2972 (+1136)
  • Toughness 2052 (+1136)
  • Attack 2128 (+216)
  • Power 1132 (+216)
  • Critical Hit 59% (+59%)
  • Precision 2152 (+1236)

Secondary Stats

  • Bleeding Duration 20% (+20%)
  • Boon Duration 35% (+35%)
  • Condition Damage 1536 (+1536)
  • Condition Duration 10% (+10%)
  • Critical Damage 15% (+15%)
  • Damage 996 (+0%)
  • Defense 920 (+0)
  • Ferocity 236 (+236)
  • Healing Power 36 (+36)
  • Life Force Pool 20% (+20%)
  • 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

Stat and Effect Details

Well whats there to realy say, you are a condi necro and put out alot of conditions while having high condition dmg. Like what did you expect?


IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of the Traveler
  1. +8 to All Stat
  2. Boon Duration: 5%
  3. +12 to All Stat
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stat
  6. Movement Speed: 25%
PvP Rune of the Traveler
  1. +8 to All Stat
  2. Boon Duration: 5%
  3. +12 to All Stat
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stat
  6. Movement Speed: 25%
PvP Rune of the Traveler
  1. +8 to All Stat
  2. Boon Duration: 5%
  3. +12 to All Stat
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stat
  6. Movement Speed: 25%
PvP Rune of the Traveler
  1. +8 to All Stat
  2. Boon Duration: 5%
  3. +12 to All Stat
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stat
  6. Movement Speed: 25%
PvP Rune of the Traveler
  1. +8 to All Stat
  2. Boon Duration: 5%
  3. +12 to All Stat
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stat
  6. Movement Speed: 25%
PvP Rune of the Traveler
  1. +8 to All Stat
  2. Boon Duration: 5%
  3. +12 to All Stat
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stat
  6. Movement Speed: 25%

Rune Stat Totals

  • Power 36
  • Precision 36
  • Toughness 36
  • Vitality 36
  • Condition Damage 36
  • Healing Power 36
  • Ferocity 36
  • Boon Duration 15%
  • Condition Duration 10%
  • Movement Speed 25%

Rune Bonuses

PvP Rune of the Traveler
  1. +8 to All Stat
  2. Boon Duration: 5%
  3. +12 to All Stat
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stat
  6. Movement Speed: 25%

Accessories & Jewels

Rabid Amulet
  • Precision: 900
  • Toughness: 900
  • Condition Damage: 1200

Accessory Totals

  • Precision:900
  • Toughness:900
  • Condition Damage:1200

Weapon Set Sigils

PvP Scepter
  • Weapon Strength: 895-1010
PvP Dagger
  • Weapon Strength: 924-981
Sigil of Superior Earth
60% chance to do a 5s bleed on critical.
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)

Weapon Set I

Sigil of Superior Earth

60% chance to do a 5s bleed on critical.

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 Staff
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: -
Sigil of Superior Geomancy
You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
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)

Weapon Set II

Sigil of Superior Geomancy

You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

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

Water Weapon I

Water Weapon II

Upgrade Item Details

Traveler runes to compensate for your lackluster mobility, so if you take warhorn offhand you are free to exchange them for nightmare(you can keep them though if you want to). Rabid amulet cause it offers better survivability in longer fights(carrion for short fights with no incoming heals from teammates) aswell as the higher crit chance for our bleed procs which add quite a bit of dmg.
The double energy sigils are basicaly mandatory as you lack blocks or vigor and not being able to chain dodge can realy hurt you.
Geomancy on staff is used for burst rotations, see below, while earth on scepter is for maximizing auto attack pressure.


V. Basic Gameplay

Your job is basicaly to stand on the edge of fights and auto attack people your team doesnt like.
i.e. you have a mesmer on your team and he gets attacked by a thief forcing him to lineback and stop doing dmg in the fight, so you start attacking the thief so he needs to disengage from the mesmer and your mesmer can deal dmg again. If you pay good atention you can peel multiple people by attacking one target while dropping aoes on another. In general you need alot of awareness of what is happening and might need to change targets alot in order to peel, set up bursts, corrupt key targets and all this while kiting people that will most likely come after your life.
If you are not sure who to attack just go for enemy mesmers and thiefs at the start of combat, engies and necros are also good targets, but as those are already high up on the burst priority list of your team you should be fine fearing them when needed to oneshot them. Also try to keep Chillblains for putting poison on downed targets.

 

 

The following rotations are not meant as fight openers but mid fight "combos". I'd advise you to usualy start combat on staff from max range.


Main Skill Rotation

Blood Curse½
Bleed your foe.
Damage: 118Bleeding: 4.5 s (170 damage)Range: 900
Rending Curse
Bleed your foe.
Damage: 118Bleeding: 4.5 s (170 damage)Range: 900
Putrid Curse
Poison your foe.
Damage: 168Bleeding: 4.5 s (170 damage)Poison: 6 s (336 damage)Range: 900
Blood Curse½
Bleed your foe.
Damage: 118Bleeding: 4.5 s (170 damage)Range: 900
Rending Curse
Bleed your foe.
Damage: 118Bleeding: 4.5 s (170 damage)Range: 900
Putrid Curse
Poison your foe.
Damage: 168Bleeding: 4.5 s (170 damage)Poison: 6 s (336 damage)Range: 900
Signet of Spite¾ 60
Signet Passive: Improves power.
Signet Active: Inflict bleeding, blindness, crippled, poison, and vulnerability on your foe.
Damage: 263Blind: 5 s x2Bleeding: 10 sCrippled: 10 sx2Poison: 10 sWeakness: 10 sx5Vulnerability: 10 sRange: 1,200

used in no particular order ;) i guess you get the idea xD


"small" bleed burst

Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
Dark Path¾ 12¾
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
Grasping Dead¾ 10
Summon skeletal hands to cripple foes in the target area.
Damage: 270Crippled: 7 sx3Bleeding: 10 s (398 damage)Radius: 240Range: 900
Mark of Blood¾ 4
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

Full Burst

Enfeebling Blood¾ 25
Inflict weakness and bleeding on foes in the target area.
Damage: 168Weakness: 10 sx2Bleeding: 10 s (850 damage)Radius: 240Range: 900
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
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
Dark Path¾ 12¾
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
Doom17
Death Shroud. Make your foe flee in fear.
Fear: 1 sFear (within 600 units): 1.5 sRange: 1,200
Grasping Dead¾ 10
Summon skeletal hands to cripple foes in the target area.
Damage: 270Crippled: 7 sx3Bleeding: 10 s (398 damage)Radius: 240Range: 900
Mark of Blood¾ 4
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
Reaper's Mark¾ 25½
Mark. Inscribe a mark that causes fear when foes trigger it.
Damage: 92Fear: 1 sRadius: 240Range: 1,200
Chilblains¾ 12¾
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

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Your fast kill option, bear in mind you basicaly blow everything you got on this so you better be sure its going to be enough and you dont look like a fool for not having fear anymore if needed afterwards ;)
That said this is one of your main tools in killing eles, wait for them to switch out of water (can be often forced by hitting a sos on them, or even just autoattacking for longer periods of time sometimes) and then hit them.

 

If using warhorn simply activate locust swarm instead of enfeebling blood(posibility of crits that add bleeds after dark path hits).


VI. Wurm and Jumping Puzzles

Some Basic stuff for you not used to using Wurm in PvP or Jumping Puzzles (note: this is not a complete list, but just basic stuff, however it will be enough for most games but i highly advise you to just go onto a server and try out some other stuff aswell)

 

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