Necromancer sPvP | Tournament Dagger/Dagger, Staff | Team fighter So you wanna 1v5? Hard carry power Necro

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Summary

A hard carry power necro build for carrying those newb teammates in solo queue. -By Neglekt (former editor of gw2 content at esportsgaming.net)
Tribute to Khalifa; the origional d/d power necro. Original build/interview video


I. Weapons and Skills

PvP Dagger
  • Weapon Strength: 924-981
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.
    Retaliation: 3 s
  • Necrotic Slash¼
    Slash your foe twice.
    Damage (2x): 302Range: 130
    • Necrotic Stab
      Strike your foe again.
      Damage: 235Life force: 2%Range: 130
    • Necrotic Bite
      Strike your foe and gain life force.
      Damage: 403Life force: 6%Range: 130
  • Life Siphon12
    Siphon health from your foe.
    Damage (9x): 909Healing: 202 per pulseRange: 600
    • 0
    • 0
  • Dark Pact1 25
    Immobilize your foe.
    Damage: 252Immobilized: 3 sRange: 600
    • 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
  • Well of Suffering¼ 35
    Well. Target area pulses, damaging foes and inflicting vulnerability.
    Damage (5x): 1,220Duration: 5x2Vulnerability: 5 sRadius: 240Pulse: 1 sCombo Field: Dark
    • 0
  • Spectral Walk60
    Spectral. Create a shadowy tether and become spectral, gaining life force when struck. You may return to your initial position by using Spectral Recall.
    Swiftness: 30 sBreaks stun
    • Spectral Recall
      Spectral. Return to the point where Spectral Walk began.
  • Signet of Undeath3 180
    Signet Passive: Generates life force while in combat.
    Signet Active: Revive up to three downed allies in a target area.
    Life force: 1% per 3 secondsRadius: 180Range: 900
    • 0
  • Lich Form 1 180
    Spectral. Assume the form of a lich for a brief time.
    Stability: 3 s (per pulse)Life Force: Grants 15% when it ends.
    • 0

Weapon and Skill Details

Dagger/Dagger: Really, you can use any offhand. The benefits/cons of each are listed below.

 

Dagger
Pros: survivability (condi clear/multi-target blind on 1/4s cast time and another enfeebling blood to keep weakness up). Looks cooler.
Cons: Less mobility, no cc.

 

Warhorn
Pros: CC + so much mobility you won't know what to do with yourself.
Cons: Less survivability, cc can be annoying to land with .5 sec cast time.
tip; take this if you plan on roaming a lot.

 

Focus
Pros: Damage + boon rip.
Cons: You already have a free spinal shiver in your traits, the huge cast times on both skills make using them mid team fight impractical.

 

Signet of Undeath: use whatever you want in place of this. I added it into the original guide and cannot change it now (ppl on forums informed me that it was nerfed some time ago). I've been using spectral armor in place of it, but there are many alternatives you can use to help cater to your individual playstyle.


II. Traits

Adept Master Grandmaster

Trait Details

30 in spite: Mainly for +300 power passive and XII "Close to Death: Increase damage by 20% to enemies below 50% hp." Chill of death is a nice little bonus and spiteful spirit is the least-garbage choice out of the remaining prereq traits.

 

20 in curses: Mainly for the 3rd minor trait "Furious Demise: Gain fury for 5s when entering death shroud" and "Terror: fear deals damage." This gives us 50% fury uptime (which we need if we're rocking soldiers amulet), 1k dps ticks on fear, and +200 precision to yield some base crit chance which makes it all worthwhile.

 

20 in Soul Reaping: for the +20% life force and +20% crit damage mainly. But we also needed "Master of Terror: Fear you inflict lasts 50% longer" to justify picking up Terror earlier. This will make your fears tick twice for damage (at least that's how it used to work, either way 50% fear duration ain't bad).

 

Alternate picks::
Near to Death [VIII] instead of "Master of Terror" [IX] in soul reaping for higher fury up time. This is a solid choice paired with soldiers amulet and Superior runes of Rage. This playstyle requires you to pop in an out of Death Shroud constantly to achieve high sustained DPS -but significantly reduces fear duration.

 

You can also swap out "Path of Midnight" [III] in SR for "Spectral Mastery" [IV] or "Vital Persistence" [II] depending on your playstyle. [III] for more CC uptime, [IV] if you plan on roaming around a lot, [II] if you want to be a little more tanky and exploit DS to negate Heal cooldown in tricky situations.


III. Stat Specifics & Effects

Primary Stats

  • Health 29212 (+10000)
  • Vitality 1916 (+1000)
  • Armor 2736 (+900)
  • Toughness 1816 (+900)
  • Attack 3397 (+1500)
  • Power 2416 (+1500)
  • Critical Hit 10% (+10%)
  • Precision 1116 (+200)

Secondary Stats

  • Condition Damage 375 (+375)
  • Condition Duration 30% (+30%)
  • Critical Damage 13% (+13%)
  • Damage 981 (+0%)
  • Defense 920 (+0)
  • Fear Duration 20% (+20%)
  • Ferocity 200 (+200)
  • Life Force Pool 20% (+20%)

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 the Necromancer
  1. Condition Damage: 25
  2. Vitality: 35
  3. Condition Damage: 50
  4. Vitality: 65
  5. Condition Damage: 100
  6. Fear Duration: 20%
PvP Rune of the Necromancer
  1. Condition Damage: 25
  2. Vitality: 35
  3. Condition Damage: 50
  4. Vitality: 65
  5. Condition Damage: 100
  6. Fear Duration: 20%
PvP Rune of the Necromancer
  1. Condition Damage: 25
  2. Vitality: 35
  3. Condition Damage: 50
  4. Vitality: 65
  5. Condition Damage: 100
  6. Fear Duration: 20%
PvP Rune of the Necromancer
  1. Condition Damage: 25
  2. Vitality: 35
  3. Condition Damage: 50
  4. Vitality: 65
  5. Condition Damage: 100
  6. Fear Duration: 20%
PvP Rune of the Necromancer
  1. Condition Damage: 25
  2. Vitality: 35
  3. Condition Damage: 50
  4. Vitality: 65
  5. Condition Damage: 100
  6. Fear Duration: 20%
PvP Rune of the Necromancer
  1. Condition Damage: 25
  2. Vitality: 35
  3. Condition Damage: 50
  4. Vitality: 65
  5. Condition Damage: 100
  6. Fear Duration: 20%

Rune Stat Totals

  • Condition Damage 175
  • Vitality 100
  • Fear Duration 20%

Rune Bonuses

PvP Rune of the Necromancer
  1. Condition Damage: 25
  2. Vitality: 35
  3. Condition Damage: 50
  4. Vitality: 65
  5. Condition Damage: 100
  6. Fear Duration: 20%

Accessories & Jewels

Soldier's Amulet
  • Power: 1200
  • Toughness: 900
  • Vitality: 900

Accessory Totals

  • Power:1200
  • Toughness:900
  • Vitality:900

Weapon Set Sigils

PvP Dagger
  • Weapon Strength: 924-981
PvP Dagger
  • Weapon Strength: 924-981
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
Sigil of Superior Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

Weapon Set I

Sigil of Superior Fire

50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Sigil of Superior Air

50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

PvP Staff
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: -
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
Sigil of Superior Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

Weapon Set II

Sigil of Superior Fire

50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

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

Water Weapon I

Water Weapon II

Upgrade Item Details

Runes: Fear duration stacking for Terror damage.

 

Sigils: My friend Zombify (2013 NA Pax champion) informed me that the fire + air sigils now stack to make power necro retarded. SO, jump on that OP bandwagon and burst some fools.

 

Amulet: Take soldiers if you wanna be an efficient bruiser, zerkers if you wanna be a funny glass cannon.

 

*Soldiers: 'Why not berserkers?' you may ask. Well, we have enough crit from our Fury generation to justify taking a simple power amulet. Vitality stacks with our life force and toughness helps us deal with burst. Soldier is just the more efficient amulet for power necro and will allow you to live through 1v2+ situations against direct damage opponents. Consider switching out necro runes for Rage runes and the "Master of Terror" trait in Soul Reaping for "Near to Death" -it will grant higher fury uptime and mitigate the dps loss from taking Soldiers amulet over zerkers.
*Berserkers: Although I believe soldiers is probably the more viable option for serious play, zerkers is the funner option for manly play. It allows you to stack fear duration comfortably, but you'll wanna consider taking the "Vital Persistence" [II] trait in Soul reaping over "Path of Midnight" [III] so that you can kite your ass out of fights more effectively when you get bursted down and heal up. Also consider taking "reaper's Precision" [V] in Curses over "Weakening Shroud" [IV] so you can stack up life force faster -because you'll need it a lot more.


V. Basic Gameplay

This build revolves around cooldowns. It's like playing a fed AP mid in LoL; you're a god as long as your ult is up, but you may not be able to 1v3 with it down. As long as lich form is up; you will be able to 1v5 [against wvw skill leveled players].

 

Cooldowns to keep an eye on: Staff 4/5, Dagger 3/4, death shroud 3/4/5, Lich form, Well.

 

Your "OH SHIT" buttons: staff 2/4, dagger 4, ds 5+4, spectral walk, heal. LICH FORM IS NOT AN OH SHIT BUTTON. Yes, it increases HP by a lot and grants stability, but it is still an offensive spell and you will die and waste it if you use it below 40% hp.

 

Hypothetical "OH SHIT" situation: Let's say you're half hp with your heal on cooldown, you're all dotted up with conditions and a mesmer just casted phantasm immob on you and is about to shatter. What do you do? -clear the immob/condi with staff 4 (which will AoE immob them), fear them all with staff 5, go into death shroud, cast 5 for anoother AoE immob while you kite away, cast DS fear their burst, then continue to kite spamming 3 until you think your heal is off CD.

 



Main Skill Rotation

Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
Retaliation: 3 s
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
Dark Pact1 25
Immobilize your foe.
Damage: 252Immobilized: 3 sRange: 600
Well of Suffering¼ 35
Well. Target area pulses, damaging foes and inflicting vulnerability.
Damage (5x): 1,220Duration: 5x2Vulnerability: 5 sRadius: 240Pulse: 1 sCombo Field: Dark
Necrotic Slash¼
Slash your foe twice.
Damage (2x): 302Range: 130
Necrotic Stab
Strike your foe again.
Damage: 235Life force: 2%Range: 130
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
Retaliation: 3 s
Necrotic Slash¼
Slash your foe twice.
Damage (2x): 302Range: 130
Necrotic Stab
Strike your foe again.
Damage: 235Life force: 2%Range: 130

Situationally, you should use every skill at your disposal.
But basically, just jump in and out of death shroud to keep fury up, you should also be using ds 2/3 to keep them controlled. Never use Well of suffering without an immob, but don't be afraid to use it in general; it's only a 35s cd. You'll have it back up by the time they rez.
Other than that, just spam auto attack for rude damage and hope for flame/air procs.
Remember you have 3 condi clears; staff 4, dagger 4, and your heal. You should never be immobilized with this build. Use dagger 1/5 and staff for ranged encounters. If you arrive to a teamfight without any life force, play it safe and just auto attack with staff and spam 2+3+5 on the group until you've got enough LF to jump in without being naked.


1v5/team fight carrying

Spectral Walk60
Spectral. Create a shadowy tether and become spectral, gaining life force when struck. You may return to your initial position by using Spectral Recall.
Swiftness: 30 sBreaks stun
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
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
Retaliation: 3 s
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
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
Doom17
Death Shroud. Make your foe flee in fear.
Fear: 1 sFear (within 600 units): 1.5 sRange: 1,200
Well of Suffering¼ 35
Well. Target area pulses, damaging foes and inflicting vulnerability.
Damage (5x): 1,220Duration: 5x2Vulnerability: 5 sRadius: 240Pulse: 1 sCombo Field: Dark
Lich Form 1 180
Spectral. Assume the form of a lich for a brief time.
Stability: 3 s (per pulse)Life Force: Grants 15% when it ends.
Deathly Claws¾
Send out grasping claws to damage your foes.
Damage: 981Range: 1,200
Deathly Claws¾
Send out grasping claws to damage your foes.
Damage: 981Range: 1,200
Deathly Claws¾
Send out grasping claws to damage your foes.
Damage: 981Range: 1,200
Deathly Claws¾
Send out grasping claws to damage your foes.
Damage: 981Range: 1,200
Death Shroud10
Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
Retaliation: 3 s
Life Transfer34
Death Shroud. Damage nearby foes and steal their life force.
Damage (9x): 543Life force: 3%Duration: 3Range: 600
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
Consume Conditions30
Corruption. Feast on your conditions, gaining health for each one consumed.
Healing: 5,240Heal per condition: 724x5Self Vulnerability: 4 s
Well of Suffering¼ 35
Well. Target area pulses, damaging foes and inflicting vulnerability.
Damage (5x): 1,220Duration: 5x2Vulnerability: 5 sRadius: 240Pulse: 1 sCombo Field: Dark

Basically, the idea here is to be prepared. Throw up spectral walk up if they have a lot of burst (it will ensure that you're able to stay in DS long enough to cast shackles), throw out your blind, then jump in there and shackle them into your well. You can cast staff fear before well if you wanna mitigate damage, but I usually don't bother if I'm doing this from 100% hp. After you set all this up, go lich form and 4 shot everyone with auto attack. Your AA in lich does about 3.5k damage and it pierces, so just line them up and knock them down.

 

They'll get you pretty low in the process of all this, so be ready to hit death shroud immediately after your lich form ends and spam Life Transfer until Shackles is back up (should be 5-7s cd remaining), then shackle and kite far enough away to safely heal. Shackle first if it's off cd already, the whole point is that you want them immobed so you can disengage for a quick heal then jump back in to maintain pressure on their downed players with another well (which will be off CD by then).


VI. Counters

Thief: an obvious necro counter accross the board, but especially sucky for power necro. They will spam blind your auto attacks, which makes your lich form useless. Try to catch them in a fear and mark for team to burst down before you pop lich. Also, their elite "Dagger Storm" actually reflects projectiles as well, although it's rare to see this skill in tournament play (which is all your pro ass will be doing anyways, right?).

Mesmer:
Sometimes they will rock that reflection heal. It's a poor heal choice, but some of them think it's just hilarious when they reflect your lich form auto attacks back at you. It's not. Don't do it. They also have a phantasm that blocks projectiles (focus 5 I think), and some of them might even run feedback (rare to see these days), which is basically a giant pink bubble that also reflects projectiles.

 

Engineer: (Warning: offensive language) If they are rocking a shield in theif offhand, they also have a 3s reflect. It looks like a little black bubble surrounding them as they crouch down to take a shit. Just avoid hitting the shitter and you should be good.


Comments

Post a Comment
@ 02:29 PM, Wed July 16 2014 Reply
This is the build that always brings me back to the game. It is my baby, it makes spvp fun for me. Please be gentle with it.