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Necromancer Builds - Post Here!

necromancer bleed build template pvp necro heal healing healer tank necromancer bleed

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#61 Draehl

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Posted 14 May 2012 - 07:14 AM

Open ended condition/lifesteal/shroud dancing build that can be easily tweaked to suit the situation or personal preference. Overall the purpose is to stack bleeding while keeping your enemy weakened and stealing health. Utilities are easily changeable as the build is broad enough to not require a specific focus. Wells or Corruptions are fitting if a focus were desired, but Signet of Undeath, Signet of Locust, Spectral Armor can all fit in the build as needed. The only skill I'd keep on the bar at all times would be Blood is Power as it offers great overall utility. If a focus on wells or corruptions is desired the final major trait can be swapped out for the respective cooldown reducer. Stats can be spread broadly between Precision, Malice, Toughness, and Compassion. If more damage is desired swap in items of the former, if more support/tankiness is needed the latter.

http://www.gw2tools....Ugaa;bacb;ZZfQb

For PvP 10 can be dropped from Blood or Curses as desired to place into Spite for Death Shiver.

#62 Daggot Ur

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Posted 15 May 2012 - 10:42 AM

View PostDaggot Ur, on 03 May 2012 - 03:26 PM, said:

Hi all. Even before reading lots of good info and guides on this and other forums was thinking about the following built. It is a sort of a mix of nice damage and nice survivability built
http://gw2.luna-atra...u5065676bh2hbhh


Have been using this build yesterday during the stress-test. It showed a very good damage and survivability. Axe's Rending Claw stacks huge amounts if vulnerability and than Ghastly Claws do massive amounts of damage on the low defense targets. At the shame time it generates load of life force I was constantly with 100% of it. With a lower cooldown on DS I was able to constantly switch in and out of it. Thus all the enemies were continually Enfeebled and Spinal Shivered I was able to get rid of all of the conditions and got stability and seen huge crits from life blast. Spectral armor added loads of survivability and helped me run away in dangerous situations.
I could easily defend a spot in SPVP agains up to 4 players for 1-1,5 minutes until the reinforcements came. Maybe a poor skill of my enemies also did the trick but still it was quite fun. I was able to easily kill any other profession without any danger and on several occasions fought well against 2 opponents.  
And of course the LICH is something that kills. It does a nice amounts of damage and control. And when combined with DS I was able to sustain huge amounts of incoming damage.

#63 Shadowkayne

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Posted 15 May 2012 - 02:02 PM

http://gw2.luna-atra...u6565h3h4h8h9hh.  I see a lot of potential in Epidemic, because you can basically do massive damage to multiple people using it, as well as kiting/mass immobilize. Blood is power selfbleed can be transfered to enemy using Deathly Swarm or Putrid Mark, followed by Epidmic to spread bleeds to everyone. My buddy played a guardian and i played a build similar to this, and we managed to 2v5 and almost win on one occasion.

Edited by Shadowkayne, 15 May 2012 - 02:18 PM.


#64 TheKas

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Posted 15 May 2012 - 03:07 PM

Updated the traits.

http://www.gw2tools....WZbU;cXYd;ZfiTZ

For equipment use as follows:

Armor:
6x Rune Of The Dolyak

Weapon
Scepter: Sigil Of Agony
Focus: Sigil Of Chilling
Axe: Sigil Of Battle
Warhorn: Sigil Of Leeching

Accessories
5x Opal Jewel

#65 punishim

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Posted 16 May 2012 - 10:06 AM

Hi everyone, after the stress test on Monday, I would like to introduce a build focused on bleeding for pvp.

http://gw2.luna-atra...7585g656bh8hhho

What do you think ? Do you have any comments on this build, or perhaps you have already tested a similar build.

Edited by punishim, 16 May 2012 - 10:10 AM.


#66 Hova

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Posted 16 May 2012 - 10:53 AM

Why scepter in both weapon sets? You do know that the cd's are shared right? As in you use the scepter cd's on weapon set 1, switch to weapon set 2 and the cd's are still down. So there really is no point in having scepter in both weapon sets.

Regarding utilities, imo i prefer Blood is Power instead of Signet of Spite. SoS is on a 90 secs cd, and BiP is on a 30 sec cd. BiP bleeds the foe twice and you get 30% life force when you use it. Just my personal preference here.

Traits:
You've chosen Fear of Death in Soul Reaping. Although it's not working properly atm Near to Death is a far better choice here. (don't know if you chose Fear of Death for this very reason or not).
On Curses i would pick Lingering Curse over Withering precision. More duration on bleeds while you kite foes. Again this is based on my own playstyle.

The elite. Again personal preference. Plague feels better then lich form in every way possible for a condition build.

#67 RedSemaphore

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Posted 19 May 2012 - 07:04 AM

Hi guys,

I don't want to burn a lot of gold in respeccing...
So I've been trying to come up with a flexible build that only requires me to change several major traits and swap a few skills between solo play and dungeon runs.

Here's a build that I came up with for dungeon runs:
http://www.gw2builds...5-5.2.7.12.12.8

If there's anything I learned from watching Ascalonian Catacombs videos, is that everyone's responsible for their own health in a dungeon run. So, survival is  key.

With this build, survival comes from Wells (Blind, Weakness, and Blood) and Life Steals.
While damage comes from Life Blasts in Death Shroud.

There will be some kind of a rotation: placing wells, marks, and DPS-ing with the Axe while filling up Life Force.
Once Life force is full, go into DS and blast away (with Furious Demise, Reaper's Blast, and Strength of Undeath for massive damage), rinse and repeat.

Once the dungeon run is over, I'll switch over to the following setup:
http://www.gw2builds...5-5.7.11.1.12.8

Same strategy: life steals for survival. Life Blasts for damage.
Signet of undeath will ensure that I'm ready to get into death shroud at the beginning of any fight
Flesh Golem comes into play when I need a tank, or when I need a decoy to make my escape.

I know life steal sucks at the moment.
Just hoping that it'd get buffed on the next BWE (improved by compassion maybe?)

Any comments / suggestions?

#68 Nyth

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Posted 19 May 2012 - 09:24 AM

I think for dungeons you need to find the right balance between survivability and damage output. Survival is a key factor, but there are more key factors.

I can see this build working as a full on support build, where you drop wells on your allies to help them out when they need to. But getting full survivability for yourself sounds like overkill. The necromancer by itself is already quite sturdy and I think that between death shroud and abilities like spectral armor you already got enough protection to take your share of the cake. Then again, the wells work out nice with some group synergy. And you got life blast for some damage.


For me personally, I don't think I've seen enough content to really figure out a dungeon build.
I think a lot of my builds are going to change depending a bit on who I run with; and what opponents we face.
I could easily see myself swap to a build including Well of Power on a boss fight who uses a lot of condition damage. And then swap to a more offensive spec on a boss who is on a timer.

I mean these are the GW1 designers; it's quite their style to "force" you to adapt your build on a per run basis. GW1 did much the same thing; my necro would swap his abilities based on the run and the group composition. Getting Mark of Pain when you hardly have any melee didn't work. In the same way going for wells on a fight where you have to stay on the move all the time, or playing a support when the fight asks for more damage; won't work in GW2 either I think.

Edited by Nyth, 19 May 2012 - 09:32 AM.


#69 Shazaa

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Posted 21 May 2012 - 05:10 PM

Hi there,first post for me :)
I was thinking about playing a necro in release,and since there's not a BWE announced,i started the theorycraft time.
I was wondering how well a necro could perform in WvWvW. I've seen videos of crit and conditionmancers in sPvP and they work damn well, but i couldn't find any vid about RvR. Reading here and there, i (correct me if i'm wrong) understood that staff works great with marks , so i tought that having wells would be nice too,to apply pressure. I came up with a build :
http://www.gw2builds...1.6.4.7<br /> It has staff and scepter/focus, and 2 wells as utility along with poison cloud. I have traited for some enhanced marks and wells,as well condition : i tought to use staff in more positional fights,and scepter for direct damage (at least more than staff) in more mobile fights. That's a build from someone who never tried necromancer,so it may have some major flaws due to not knowing the mechanics of the class.
What do you think? Suggestions welcomed :D

#70 aequitaz2k

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Posted 21 May 2012 - 06:37 PM

Looks ok imho ... in the end everybody should find the best spec for their specific playstyle.
I've come up with this and I have to say it worked great in all areas of the game (spvp - after getting used to fast cast ground targets, wvw and pve).
Personally I wouldnt use any traits on improving scepter stuff since you'll be using staff most of the time. Espeially during siege situations there's not much you can do with the scepter. In spvp you'll switch much more often and thats why I also added signet of spite (awesome synergy with feast of corruption). The elite skill is not really important for this kind of build ... maybe I'll even go for the golem since you just don't have the time to switch into lich or plague in most situations (you'll rather activate DS than the other two).
The additional mark damage from spite and the additional life force from soul reaping are very helpful in pvp. Personally I don't think you really need the unblockable marks stuff since you'll just cast them right on the characters you're fighting there's just no way for them to block/avoid the marks. I chose the well as healing for several reasons: with 20% well CD it's only 7seconds more than consume conditions and it heals your allies as well (the hot ...). This can be extremely helpful in sieges and when defending areas in spvp.
This build is not finished yet though since I have to test how much Death into life actually adds to the Well of Blood hot. If it's not enough I'll probably get the second major trait in soul reaping.

/edit The probably most important thing for efficient staff play is to enable and get used to fast target ground spells - you'll play so much better after getting used to and eventually mastering it :)

Edited by aequitaz2k, 21 May 2012 - 06:40 PM.


#71 Zonlicht

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Posted 21 May 2012 - 07:31 PM

Just copy this;

http://www.gw2builds...037/well_s_mark

Every trait that boosts Wells and Marks.

#72 tbird3

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Posted 21 May 2012 - 11:41 PM

Dont just copy that build. Customize your build to fit your play . Wells steal life is most likely one of the most useless skills because  you and the opponent must be in the well in order to get your life steal. I have made a build with wells and marks,  that I will enjoy personally

#73 Zonlicht

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Posted 22 May 2012 - 01:47 AM

View Posttbird3, on 21 May 2012 - 11:41 PM, said:

Dont just copy that build. Customize your build to fit your play . Wells steal life is most likely one of the most useless skills because  you and the opponent must be in the well in order to get your life steal. I have made a build with wells and marks,  that I will enjoy personally

You may think your build is some hot $#@!, but it simply replaces one trait max. You would be a fool to skip any other trait.

#74 tbird3

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Posted 22 May 2012 - 02:36 AM

My build is completely different from yours because i made it to fit play style. Investing purely in wells is not the best strategy.

http://www.gw2builds...15-8.1.5.2.7.12

My build, is focused more on marks/wells, and since I love DS, I threw in the more damage life blast  trait because well it is fun. Before you get all cranky and start to bitch me out, realize that all I said was that he needed to personalize it. Not all the well traits are worth it, like 3s of protection, not worth it to me. Realize that there are other opinions besides yours and there is no reason to start cussing me out.

First, there has not been enough time to test builds and say this is best.
Second, fateful marks are pretty much useful because you can place marks on top of your opponents
Third, As stated above the life steals in WvW is useless because you both have to be in the well and the life steal is minimal.
Fourth, with a wells build you get nothing from the first and second minor traits in death magic because you are not a MM.

Before you get pissy actually take a look at your own build and realize that 2 major and 2 minor traits are pretty useless for someone in WvW because of the above mentioned second and third issues I stated. Skipping the fateful traits is a smart move by anyone because you can place the marks on top of the person. That trait has been discussed in other threads as pretty useless.

To the OP looks at the traits for marks/wells then decide which ones you like. Once you decide if 3 seconds of protection is worth a trait,  or life steals then make your decision. You can then decide what exactly what you want to do with your build and make the appropriate changes. Dont think that there is a be all wells build because there isn't.

Edited by tbird3, 22 May 2012 - 02:38 AM.


#75 Zonlicht

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Posted 22 May 2012 - 04:32 AM

WvW is not about individual kills. Traiting a skill that increases DPS on a support Necro is completely useless. It basically amounts to throwing traits away.

When you play enough MMORPG,you will realize that min/maxing is the best path to go. In GW2, got WvWvW, a squad of min/maxed character will absolutely stomp a bunch of meddling middle of the road characters. You trait so you can be absolutely be the best at your role.

If you want to trait for damage, do that in PvP. Even when you trait for that bit extra damage, your damage will absolutely be pathetic compared to a pure DPS builds. Leave the damage to others.

If you want to trait for survival, do that in PvP. There will be pure supports/healers on your team.

If you play wells Necro in WvWvW, your only job is to drop the best fields/wells possible.

Edited by Zonlicht, 22 May 2012 - 04:33 AM.


#76 Shazaa

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Posted 22 May 2012 - 10:30 AM

View PostZonlicht, on 22 May 2012 - 04:32 AM, said:

WvW is not about individual kills. Traiting a skill that increases DPS on a support Necro is completely useless. It basically amounts to throwing traits away.

When you play enough MMORPG,you will realize that min/maxing is the best path to go. In GW2, got WvWvW, a squad of min/maxed character will absolutely stomp a bunch of meddling middle of the road characters. You trait so you can be absolutely be the best at your role.

If you want to trait for damage, do that in PvP. Even when you trait for that bit extra damage, your damage will absolutely be pathetic compared to a pure DPS builds. Leave the damage to others.

If you want to trait for survival, do that in PvP. There will be pure supports/healers on your team.

If you play wells Necro in WvWvW, your only job is to drop the best fields/wells possible.
So you think that a dps (let's say crit necro) is viable in rvr too? won't I be too squishy?  As I said,I have no idea about how the necro is, and while I see that he's quite resilient in sPvP, I don't know how well he can survive in WvWvW. . . is scepter, even with 900 range, a viable DD ranged option?

#77 aequitaz2k

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Posted 22 May 2012 - 11:48 AM

View PostZonlicht, on 22 May 2012 - 04:32 AM, said:

WvW is not about individual kills. Traiting a skill that increases DPS on a support Necro is completely useless. It basically amounts to throwing traits away.

When you play enough MMORPG,you will realize that min/maxing is the best path to go. In GW2, got WvWvW, a squad of min/maxed character will absolutely stomp a bunch of meddling middle of the road characters. You trait so you can be absolutely be the best at your role.

If you want to trait for damage, do that in PvP. Even when you trait for that bit extra damage, your damage will absolutely be pathetic compared to a pure DPS builds. Leave the damage to others.

If you want to trait for survival, do that in PvP. There will be pure supports/healers on your team.

If you play wells Necro in WvWvW, your only job is to drop the best fields/wells possible.

Not saying that you're either right or wrong, but if you say traiting for damage on a "support" necro is useless why does your build include 10 points in spite line + greater mark damage? You're sort of contradicting yourself there. If you're going full support you should choose 30 Blood Magic and Tranfsusion or Mark of Evasion.

Additionally as tbird3 has already stated: Fateful Marks is absolutely useless _especially_ in WvW since you'll be putting those marks into big groups all the time, right on top of the character you want to hit and/or on castle walls.

I wouldn't use tbirds specc, but he definitely is right about the minor traits in Death Magic - they're absolutely useless and I wish we could switch them with others ... so it's viable to say that Death Magic could be seen as wasted trait points for a not MM Necro.

And last but not least in the end everybody should find their personal build which fits their playstyle the most and also provides most of the fun :)

Edited by aequitaz2k, 22 May 2012 - 11:50 AM.


#78 Zonlicht

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Posted 22 May 2012 - 12:31 PM

View Postaequitaz2k, on 22 May 2012 - 11:48 AM, said:

Not saying that you're either right or wrong, but if you say traiting for damage on a "support" necro is useless why does your build include 10 points in spite line + greater mark damage? You're sort of contradicting yourself there. If you're going full support you should choose 30 Blood Magic and Tranfsusion or Mark of Evasion.

Additionally as tbird3 has already stated: Fateful Marks is absolutely useless _especially_ in WvW since you'll be putting those marks into big groups all the time, right on top of the character you want to hit and/or on castle walls.

I wouldn't use tbirds specc, but he definitely is right about the minor traits in Death Magic - they're absolutely useless and I wish we could switch them with others ... so it's viable to say that Death Magic could be seen as wasted trait points for a not MM Necro.

And last but not least in the end everybody should find their personal build which fits their playstyle the most and also provides most of the fun :)

That is not my build. I did not make that build. Since Guild Wars 2 has taken away stat allocation, most of the builds will soon become cookie cutter especially when ANet implements traits tier system.

Because it enhances Wells, you trait Fateful Wells, guarantees that extra hit.

#79 tbird3

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Posted 22 May 2012 - 12:48 PM

View PostZonlicht, on 22 May 2012 - 04:32 AM, said:

WvW is not about individual kills. Traiting a skill that increases DPS on a support Necro is completely useless. It basically amounts to throwing traits away.

When you play enough MMORPG,you will realize that min/maxing is the best path to go. In GW2, got WvWvW, a squad of min/maxed character will absolutely stomp a bunch of meddling middle of the road characters. You trait so you can be absolutely be the best at your role.

If you want to trait for damage, do that in PvP. Even when you trait for that bit extra damage, your damage will absolutely be pathetic compared to a pure DPS builds. Leave the damage to others.

If you want to trait for survival, do that in PvP. There will be pure supports/healers on your team.

If you play wells Necro in WvWvW, your only job is to drop the best fields/wells possible.

I never said that my build was the best but yeah, I like it and in the end that is all that matters to me. All that I was trying to point out was that there were several traitsthat you had for the "best path" for a wells necro. There are alot of traits that are ultimately useless and you happened to have 4 of those selected.. Before you start cussing at someone put together an argument and you will actually appear intelligent to those who read the statements you posted. Unfortunately, like you said  with the new trait system there will be more and more cookie cutter builds, which is a sad thing.

#80 kilger

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Posted 22 May 2012 - 03:26 PM

I'm doing a well/support necro and to me having a damage add trait for axe is part of what makes it work.  No good being all support and not having some teeth when you need it, unless you always plan to group.  Being hard to kill and great dps is not a bad way to go imo.

#81 Alter E

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Posted 22 May 2012 - 07:00 PM

So I've tested out this build 15-20 hrs and theory crafted the hell out of it, I am looking for more people to take a stab at it, make some recordings and post here.  I've got a few people signed on already but I figure the more the better to modify it.

Take a look, ask any questions, its a bruiser and appears to be original..... scroll down from the build to read itemization choices and strategy.

http://www.gw2builds...ust_dirty_necro


Edit 5/24/12: So after more thinking there's two things that I'm going to toy with for next build (I briefly tested signet of undeath before and it appeared to do almost nothing (maybe a bug, but if it does in fact do 1% a second even out of combat, then it may very well out-way the worth of a minion, since you can get 4K blasts while in DS and add more durability). I'd remove death nova from traits along with Decaying swarm and put them into spite and get improved axe damage, since this is the main source of damage. With this added power and trait basic axe crits should be in the 1200-1300 range multiplied by 3 a second roughly, which is an average of 2.8K damage a second with just auto attack (not including sigil effects). I may still keep bone minions for added burst (however since death nova is gone another more consistent skill or what your team may need probably will be more valuable), since this is what the class does while remaining tanky....

I've tested this build for 20+ hours over the last two tests and have gotten 2-3 people to test it out next test and record some footage (I got my camera working again so I'll have some as well).

So the Build! Essentially I theory crafted the hell out of this thing, taking into consideration all the flaws I've read, encountered and watched on other peoples videos.

1.Conditions can be easily wiped (and will be even easier within team comps.)
2.At long range, Rangers and burst classes can drop you pretty low before your in optimal range or you can be bursted pretty quick head to head.

For starters, my main goal is to make it viable within the context of 5v5 where in my mind battles for points will take between 10-20ish seconds and most often will be 2v2's or 3v3's, with sporadic 4v4's and 5v5's.

So lets get started:

Projected Stats: Left side is Power/Tough/Vit. and Right side is Damage Amulet.
  • 24ishK-19K Health
  • 1800ish-1300 Toughness
  • 22%-43% crit +30% crit multiplier
  • 2100K power+ 185-370 power from consistent might buff!
  • "Fire and Air" Sigil on Axe and Dagger(30% chance on crit to cause 1200direct/800ish aoe damage, 5 second cooldown)
  • "Sigile of Might" on Scepter and Focus (3 stacks of mightx2 on weapon switch)
  • Depending on your amulet or your team comp. you either want to go with the 815 Power, 30% Crit Damage, 580 Percision or 815 Power, 580 vitality, 580 Toughness work (However the Vit., Tough amulet gives you a little more overall bang for your buck and due to the nature of the sigil of air and sigil of fire crit properties being on cooldown, your not loosing that much damage overall as long as you switch you your jewels for the damage ones).
  • Jewel's: Depending on the Amulet, I'd go with +25 power, +15 health/+15 toughness (I think I also mixed/matched the 25 precision, 15 health/tough for a few extra crit% to improve the mathematical likely hood of consistently getting the air/fire procs I'd want over the course of a fight) or Damage.
  • Runes: Are Rune of Balthazar if you want to maximize damage output (+165 power, a 5 second haste at 20%, and burn enemys for 3 seconds that you are near when you use a heal skill) Or for surviveability Run of Earth to get (165 toughness, a 5% chance to grant protection and a 5 second reflect projectiles back to source for 5 seconds at 20%, unless you know its a melee focused team) Or if you want to maximize Lich and Shroud form go with the Divinity Runes for an additional 15% crit damage increase to your Life Blast and Lich Bolts.
  • Sigils: Are Sigil of Air and Sigil of Fire on your Axe and Dagger of hand (these are hands down the highest damage gained). Having these two weapons on the same hand grant the highest overall damage per hit you can get via weapons with necro, if the focus is in the off hand with axe, your damage will suffer. In the Scepter and focus hands put in a Superior rune of Battle on each. Basically you weapon switch to these to start a battle, so you have 6 stacks of might to start and use your 900 range as you close in, then at your next weapon switch time switch to axes to maximize damage output.
Why these choices, and not more into shroud, or conditions, buffing your minions or minions in the first place, they suck don't they?

1.Shroud abilities are great and all, but I feel the shrouded stuff is only strong once you got your bar going or the enemy is clustered together (which won't happen in competitive pvp). Remember in coordinated pvp I don't see you having more time than to get maybe 1 blood is power and then "maybe 20-30% more through damage", since battles are only 10-25...ish seconds (dodging included!). To me this spells a low use of these slotted shroud traits. I also feel as though once people know your trick they will just keep their range.

2.Conditions are strong and would be great if all applications of one were not wiped with a condition remover, but as of right now, they are only party tricks in randoms....

3.I don't want to rely on my minions more then being a meatshield, applying a blind, doing some burst explosion and causing poison and doing maybe 10-15 seconds of damage. They just won't last long enough in my opinion to fully utilize their traited slot uses (However health through minion damage is tempting depending on the values and the over health per second x 10-15 second life spans).
  • Minions are pretty strong in my opinion (yes they have a AOE weakness, which I don't see an issue within comp. pvp since AOE specs will be limited and avoidable from smart players, plus you can choose your matchups and avoid an aoer). With using line of sight, you effectively can close distances on people while doing your damage, while they eat the enemy damage and once they reach them, you will force a dodge or if they continue to fire they will eat a death nova or a putrid explosion (and even if none of this happens, you just gained an effective 4-6K health). They have a blind, immobilize and if you get the elite one its extra damage, cripple and addition health through being a meatshield for you).
How to play this build:

Roam around with axes out, keeping your eye's on enemies. From far out initiate an attack to get your minions moving in, switch to scepters to gain 6 stacks of might that will last 26 seconds. Start pelting, crippling, and nuke with feast of corruption, you should do between 1800K-2200K on crit with it. strip 3 boones, gain swiftness, maybe get a dodge out of them. Switch to axes within 600, all while making sure your minions are in your line of sight if you want to save on health or out of line of sight so they reach the enemy untouched. Also at approx 1200 start the haunt ability on shadow fiend, this will sprint the fiend forward ahead of the bone minions absorbing damage (so they don't bite the dust on the way), blinding them and attacking for you right away. Also if they have dodged once at this point, use enfeebling blood. It's a AOE ability and is sure to sucker them out of their last dodge since everyone just loves to dodge that little circle on the ground (remember you have weakness on crit so they will be weakened pretty much the entire fight anyway!).
At this point, they are yours for the pickens (of course many variables could of happen or can happen from this point on, but the following happens/happened a lot). Most likely they will be experiencing a weakened from a crit, both dodges are gone, and you should now be safe to cast Ghastly claws for a good 3-5K of damage, Blood is Power followed by a deathly swarm. Your minions will be on top of them doing damage and putrid explosion right about now is good, also death nova will put a poison on them which is the time they will panic and try to heal, but only getting 66% of that heal.

If you want to rub in that they have no chance, you can change to lich form at this point and start doing 3K-5.5k Blasts till they run away or you can, toy with them for the remainder. If their friend happens to come along as your sticking a flag through their heart, you should be happy to meet them with your Alter Ego, causing Life blasts for 2.5K-4K, then send them in fear, and safely behind a corner start summoning your low cooldown minions again to repeat the death cycle, with 12 stacks of might this time (if you were weapon switching correctly).

-Remember you have a 5-10 second condition cleanser (if you switch out the last trait) and another one that transfers 3 conditions every 10 seconds, so if you happen to meet an undead sibling or a condition happy foe, just give him a little of his own medicine and flash him with your shrouded package as all his work falls off you.......

Edited by Thresh, 25 May 2012 - 06:08 PM.


#82 Engel Jorgenson

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Posted 22 May 2012 - 08:00 PM

Hello guys! First of all, i got to say i'm french so I  apologie in advance if my english could sometimes sound crappy. I'll do my best anyways! This being said i will give you my thoughts concerning a mysterious profession: the necromancer!
I've carefully read all your posts, quietly analyzing every information i could catch from both you and my own experience as a beta tester.
Then came the time to make calculations and to visualize a fight sequence. Accordingly with all these statements i provided a build that fits my gameplay as much as it's powerfull. I can't negate!
So here's the build: http://gw2.luna-atra...65u606bh4h8h9hn and here are the explanations: Edit: Wrong build! My bad!...

- Mainly, the necromancer has got a power tool named Death Shroud, giving you kind of a new health bar categorized by a pool named Life Force while the shroud on. While in Death Shroud, you also gain access to some new powerfull spells and become a DD powerhouse when traited.

- My second statement is that another damage source named conditions is available to us and is also a nasty damage pool when working around.

Besides these facts, we don't lack survivability because switching in and out Death Shroud when available having taken care beforehand to cast Signet Of Locust which turns out to be a powerfull tool.

I think you can realize yourself the potential of the build and for summarize:

- Bleeding, Cripple, Vulnerability, Chilled, Blindness, Weakness, Poison, at the same time on a foe/mob. Then cast Epidemic and it's every foe/mob in the area which are contaminated.

I will let you discover the rest of my build and I'm free for all questions you have or improvements you could offer me.

Sheers.

Edited by Engel Jorgenson, 23 May 2012 - 08:44 PM.


#83 Zonlicht

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Posted 22 May 2012 - 09:13 PM

Do you really need that 5 point in Blood Magic?

#84 Zonlicht

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Posted 22 May 2012 - 09:20 PM

View PostEngel Jorgenson, on 22 May 2012 - 08:00 PM, said:

Hello guys! First of all, i got to say i'm french so I  apologie in advance if my english could sometimes sound crappy. I'll do my best anyways! This being said i will give you my thoughts concerning a mysterious profession: the necromancer!
I've carefully read all your posts, quietly analyzing every information i could catch from both you and my own experience as a beta tester.
Then came the time to make calculations and to visualize a fight sequence. Accordingly with all these statements i provided a build that fits my gameplay as much as it's powerfull. I can't negate!
So here's the build: http://gw2.luna-atra...65u606bh4h8h9hn and here are the explanations:

- Mainly, the necromancer has got a power tool named Death Shroud, giving you kind of a new health bar categorized by a pool named Life Force while the shroud on. While in Death Shroud, you also gain access to some new powerfull spells and become a DD powerhouse when traited.

- My second statement is that another damage source named conditions is available to us and is also a nasty damage pool when working around.

Besides these facts, we don't lack survivability because switching in and out Death Shroud when available having taken care beforehand to cast Signet Of Locust which turns out to be a powerfull tool.

I think you can realize yourself the potential of the build and for summarize:

- Bleeding, Cripple, Vulnerability, Chilled, Blindness, Weakness, Poison, at the same time on a foe/mob. Then cast Epidemic and it's every foe/mob in the area which are contaminated.

I will let you discover the rest of my build and I'm free for all questions you have or improvements you could offer me.

Sheers.

To start, you have Axe/Well boosting traits without either. You also mentioned Epidemic without that skill in your build. You probably linked the wrong build.

#85 styken

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Posted 22 May 2012 - 09:44 PM

View PostZonlicht, on 22 May 2012 - 09:13 PM, said:

Do you really need that 5 point in Blood Magic?

agree, was better to put that 5 points on soul reaping and give a major trait.

#86 Alter E

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Posted 23 May 2012 - 12:21 AM

View PostZonlicht, on 22 May 2012 - 09:13 PM, said:

Do you really need that 5 point in Blood Magic?

View Poststyken, on 22 May 2012 - 09:44 PM, said:

agree, was better to put that 5 points on soul reaping and give a major trait.

Hey thanks for taking a look and considering.  If you can show me a talent for 5 points that gives effectively 1600 health or damage over the course of the fight of 15-20 seconds +500 health or equivalent *which this one does since you have regen at 90% health for 13 seconds* then I'll reconsider.  Otherwise its the best 5 points for the buck that I can see.

Edited by Thresh, 23 May 2012 - 12:40 AM.


#87 styken

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Posted 23 May 2012 - 12:44 AM

for example near to death or foot in grave traits. that 1600heath would not do anything. 1600health is almost any critic attack. btw you need anything to break stuns in sPvP otherwise you will get a lot of bad times there.

you have shrouded removal so that with near to death trait will be much better than 1600health regen and dont forget put a utility to break stun.
use plague of signet because if you are gonna use shrouded removal at least give a lot of support in your team, you will gonna have always someone with you sPvP that for sure cant remove condition easy like you.

#88 Alter E

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Posted 23 May 2012 - 03:54 AM

View Poststyken, on 23 May 2012 - 12:44 AM, said:

for example near to death or foot in grave traits. that 1600heath would not do anything. 1600health is almost any critic attack. btw you need anything to break stuns in sPvP otherwise you will get a lot of bad times there.

you have shrouded removal so that with near to death trait will be much better than 1600health regen and dont forget put a utility to break stun.
use plague of signet because if you are gonna use shrouded removal at least give a lot of support in your team, you will gonna have always someone with you sPvP that for sure cant remove condition easy like you.

The near to death may be a better choice, but if its against non-condition teams I'm not sure I'd need the extra 5 seconds.....  I know switching in and out can save a chunk of life here and there, and is something I'm sure will have its merits especially as I understand strong attacks and such and can just switch to shroud to eat bursts at times.  However if you miss a blood is power, your shroud is gonna suffer majorly within a 10-20 second fight window and so will this talent, but everything has its faults.  

Foot in the grave I'm not sold on yet, I'll have to experience the extent of being locked out within a competitive environment then may very well invest, yet still within the 10-20 second pvp window I'm not sure how much use/vital use the skill would see.

As for stuns.  Honestly, I didn't experience very many, which is odd since the give out stun breakers like mad talent wise.  And even if I am stunned, 1-1.5 seconds on average is not huge, although within team environements I may very well consider.  On a side note, a good cordinated stun, target call will be hard to even avoid "with" a stun removal since the team calling knows ahead of time to cast, while you are hit with the stun, have to react with the stun breaker "then" trigger your dodge, at which point your dodge won't save you half the time (this will need to be tested of course some more, but I'm seeing the need to trigger the skill, wait, then trigger dodge being an issue)

As for the plague signet, I'm not sure, it all depends on my team comp.  The minions do add something of their own merit.

Edited by Thresh, 23 May 2012 - 03:57 AM.


#89 TheKas

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Posted 23 May 2012 - 09:20 AM

@OP
You said it's a bruiser build. Could you explain that further? What are your goals with this build, what do you focus on and how will you approach an enemy, and so on.

Also, if you want us to try your build, could you give us information on what to upgrade the equipment with?

After I received your detailed information I will be able to give you feedback on your build and possibly adjust some choices/share my opinion.

Edited by TheKas, 23 May 2012 - 09:59 AM.


#90 Engel Jorgenson

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Posted 23 May 2012 - 03:36 PM

View PostZonlicht, on 22 May 2012 - 09:20 PM, said:

To start, you have Axe/Well boosting traits without either. You also mentioned Epidemic without that skill in your build. You probably linked the wrong build.

Woops!! I linked the wrong build. It's just time now to go to the office but i will put the right one in a few hours for sure

[4 hours later]

I'm now back from the office, I'll then post a build (revamped for the occasion because i didn't save the good one, .... sick!) that seems to fit my playstyle and focusing around massive conditions and survivability via enhanced death shroud.
Here's the build: http://www.gw2builds....30-8.4.3.3.6.8
Alternative build: http://www.gw2builds....30-8.6.4.3.6.8
Features:
- Efficient Life Drain via, Parasitic Bond, Full Of Life, Deathly Invigoration, Vampiric.
- Efficient Life Force Drain via, Gluttony, Soul Marks (you can now feel the interest why i choose the staff),

The purpose of this build is to start the fight versus 3/4 mobs non elite, put your marks on the ground on the way between the mob and your character (Reaper's Mark just before you). They will proc many debuffs, conditions and weaknesses, then switch to Scepter/Focus, spread more conditions to a main target. Switch to another one, proc Signet Of Spite then Epidemic. It's now time to AFK use your Death Shroud then cast powerfull spells. At the end of your Death Shroud an area heal will be casted (via Deathly Invigoration), giving you and your teammates a powerful rejuvenation (almost nothing more). Each time you kill something, Parasitic Bond will heal you. Get ready to switch to staff, rince and repeat!

The whole statement of this build remains theorical but the one idea to AOE dish conditions is pretty exciting. PvE AND PvP wise although I am more PvE oriented...

Pros: Good survivability, good sustained damage, good control abilities via marks.
Cons: Don't know! :D (Maybe a lack of Power but easily balanced with runes, or maybe not with the Strenght Of Undeath trait. Toughness will be high enough with the amulet)

Amulet:
- +901 condition Damage, +580 precision, +580 toughness

Possible runes:
- Rune of the Centaur
- Rune of the Ogre
- Rune of the Scholar
- Rune of Lyssa (love this one)
- Rune of the Lich (looks pretty awesome)
- Rune of the Adventurer
- Rune of Divinity (OP?)
- Other choice with +power, +condition damage, +vitality (need testing).

I will search further into runes when we will catch the next beta week-end!

Perfect Drakspar Jewels:
- +28 condition damage, +15 precision, +15 toughness per jewel

Perfect Emerald Jewels:
- +25 precision, +15 toughness, +15 vitality

Sigils:
- Sigil of Superior Earth   +60% chance bleed on crit
- Sigil of Superior Blood  +30% chance life steal on crit

Leave your comments, i'm open minded and i will for sure take account of your advice and experiences. I see here a big potential but i'm not perfect and i can do a mistake so your (constructive) criticals will be welcome.

With best regards.

Edit: I took in consideration the remarks done in another post concerning the area heal and then switched to this build that i will try for sure: http://www.gw2builds...0-6.7.12.1.3.12 . The deal is just about tuning but the main part remains the same.

Edited by Engel Jorgenson, 24 May 2012 - 06:29 PM.






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