A Guide for damage dealing Necromancer
So what do we need to know before starting to play a Necromancer?
Necromancer is a master of dark magics. His skill rely on summoning minions and draining enemies life force and turning himself into powerful forms. There are different styles of how to play a Necromancer. In this Guide I'll present you my Necronuke style or shorter NN.
A player, who decided to play Necronuke has to realise that he didn't chose anything else, but dealing damage and to kill his enemy as soon as possible. The 'Nuke' word means, that you slay your enemy with using all your skills only once – in other words, you don't have to wait for cooldowns, because your enemy should be dead by then.
- Great damage
- Easy to PvE
- After mastering, easy to PvP
- Less survability
- Will be targeted in PvP
1. STARTING OFF
Introduction to the weapons:
In Guild Wars 2 the type of weapon we use is very importmant. That is why we have to understand what does each weapon give to Necromancer (what kind of set of skills).
- 2-HANDED STAFF: A 2-H Necro is more or less a supportish player of team. It provides a Necromancer various AoE skills on long range, but those give a supporting act to your team
- SCEPTER: Scepter is a weapon what we're looking for. It provides a great mix of medium to long range rage offensive spells to a Necromancer. That's why we're using it on Necronuke.
- AXE: Axe could be a second choice for a player who doubts my opinions, as it also provides offensive spells, but on a short to medium range. The reason I dismiss this weapon is, because of its range – our build won't give us much survivability, that's why we will be very easy to kill on such short range
- DAGGER: Close range weapon, with nice skills – but definetly not for a NN
- OFF-HAND: Focus gives you a chance to weaken and freeze your enemies, while this is not so bad, it's not what we're searching for on a NN. Warhorn and Dagger could be debated, but I'm going for a Off-hand Dagger, because as long range Nukers, we do not need swiftness, but we need even more damage.
Introduction to Skills:
Now let us see what skills did we get with the weapons equipped on a Necronuke: Scepter + Off-hand Dagger.
1. Blood curse: Bleed your Foe. Impressive range of 900 and it bleeds your foe for 7 seconds. Remember you can stack bleeding up to 25 times (!). And BC is a spammable curse.
2. Grasping death: Summoms skeletal hands that bleed an criple your foe. It bleeds your target for 5 seconds and also criples them for 5 seconds on a range of 900.
3. Feast of Corruption: Strike your target, dealing additional damage and gaining Life Force for each condition. cca 8% additional damage per condition + 2% Life-Fore per condition. Range 600.
4. Deathly Swarm: Unleash an insect swarm on multiple foes. Transfer three conditions to your target on a successful attack. This skils blinds target for 5 seconds. 1200 range.
5. Enfeeble: Apply weakness and bleeding on your foes in target area. An impressive AoE that bleeds your target for 10 seconds and also adds blinding for 10 seconds at impressive 1200 range.
Introduction to conditions:
Necronuke comes in touch with the following conditions.
1. Bleeding: is a stackable condition that deals damage over time (DoT). Bleedings can be stacked up to 25 stacks.
2. Weakness: reduces enemy attack damage for 50-75% for 50% of time.
3. Cripple: Decreases movement speed by 50%.
4. Blind: causes an enemy to miss it's next attack.
TRAITS, UTILITES, ELITES
Now it's start to build a Necro also passively into a Nuke machine. We will level up following traits.
1. Curse [+10 Precision +10 Malice] or Soul Reaping [+1 Prowess +1 Hunger] : With curse we reach abilities like striking critical hits, which makes a Necro scarry machine. While it's passives give you longer durations to bleeds and increase the duration of our Scepter skills conditions, it provides other offensive passive elements to a necro. On the other hand Soul Reaping focuses on DS and gives you powerfull passive damage buffs.
2. Death Magic [+10 Toughness +1 Concetration] : We use this for a bit of survavibility, but moreover we need ti for our minion buffs, which are essential. With powerfull passive abilities such as transforming 10% of toughness to power and enchancing damage to enemies beloew 50% HP, this Trait also ives powerfull buffs to minions, increasing their HP and taking your condition onto them and boosting their damage for 30%.
3. Blood Magic [+ 10 Vitality + 10 Compassion]: This trait makes the dagger off-hand deadly. While giving passivly already +90 to power it also reduces dagger off-hand skills CD for 15%. With this trait and with combination of DM, your minions are real beasts stealing life from your enemies and healing you.
NOTE: Section not fully tested. As we are limited at Trait points, I still haven't fully tested how to properly divide traits amongs the above passives.
As for as goes for utilities for our NN, we focus on summoning our minions. As minision are importmant part for a Necronuke – not only they deal bunch of damage to enemies, they are our guards. While we're standing behind in battle, cast our long-range nuke skills, minions charge in and deal additional damage. And if you've read our Traits discussion, you'll see how much of use they are for us. So what we have here is:
1. Bone minions: Ability to explode.
2. Shadow fiend: Ability to teleport and blind foes.
3. Bone fiend : Ability to immobilize your enemies.
As Necromancer we have 2 Formation Elite skills and 1 Summoning skill. Some players are affinitive to summoning, but with our NN we should pick formation Elites. I'm going with a Lich form, because of PvP and PvE, while I agree that Plague is better in WvW.
1. Lich form: You get 5 new skills:
- Deathly Claws – damaging skill
- Marked for Death – AoE vulnerability
- Chilling wind – AoE freeze and knock-back
- Mark of Horror – Summons 5 Jagged horros which lose Health over Time
- Grim Specter – Damaging skill that deals damage based on boons and conditions on target
IMPORTMANT: This Guide is not fiinshed, not everything was tested yet. I will edit it and update it at the right time.
Thanks for reading it, hope you found out some usefull information.
Coming Up in updates:
- How to PvP with this build
- Skill rotation combo
- Switching weapons - Yes or no?
As talking with Ice_Pirate to exchange a few ideas, I've decided I'll post a fully Necronuke or NN build right before the Release of the Game, until then I'll be gathering even more clues and ideas for the NN build.
Any Inputs of Necro players are usefull - use Mail to reach me for personal or should I say 'secrets' you found out.
I cannot write or don't want to publish it sooner, because for now I have formal things written down, such as:
- How much DMG does +1 Power give to Necro (this will be revealed in the Guide, not sooner(!))
- The best way to gain most Power
- What Utilites and what Traits give the best Nuke DMG + Survability to Necro
Further on I have to test some things in next Beta events. But I'd appreaciate help on my research and writting a Guide for it. Ice_Pirate already jumped in to put his ideas with me.
I've tested some play styles in PvP -> The movements, the skill order, the fight initiations. So if anyone has some questions on that for me, I could help perhaps.
P.S. Darkmemories was my Ingame name on Necro, ask Moderators to switch the name if there will be some kind of reset in next Beta's.
Edited by Deadmemories, 01 May 2012 - 10:37 AM.