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Necromancer Dungeon Build(in-depth)


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#61 Kanister

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Posted 20 November 2012 - 11:36 PM

View Postdeitiesforce, on 20 November 2012 - 10:24 PM, said:

is it better to run condition damage>precision-toughness armor or precision>condition damage-power armor?

I use Condition damage, precision, toughness (Usually named Rabid)

#62 deitiesforce

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Posted 21 November 2012 - 02:36 AM

View PostKanister, on 20 November 2012 - 11:36 PM, said:



I use Condition damage, precision, toughness (Usually named Rabid)

What about using rabid gear and rampager weapons and trinkets?

#63 Fazzi00

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Posted 24 November 2012 - 01:34 AM

where is this rabid gear coming from? i search rabid on the TP and it doesnt even bring up anything at all

#64 Raytla

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Posted 24 November 2012 - 01:41 AM

I just made a necromancer and I was wondering if pets is a must to have?  I'm not very found of them will I be able to be effective without the use of pets.

Edited by Catiine, 24 November 2012 - 01:41 AM.


#65 Antihero

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Posted 24 November 2012 - 03:39 AM

View PostCatiine, on 24 November 2012 - 01:41 AM, said:

I just made a necromancer and I was wondering if pets is a must to have?  I'm not very found of them will I be able to be effective without the use of pets.
Yes you will be very effective without them, you dont need them at all. Perhaps depending on your build , your mood and the encounter you are facing you might want to use the Wurm for teleport and the elite skill for knockback or what ever.. but meh. I dont bother with those minions at all. atm im a conditionmaster with wells etc, i stack conditions pretty well and provide debuffs/buffs/combo fields etc etc for the party so necros are pretty awesome. I just dont like it when theres another condition build in the party. try to avoid that

#66 kendro1200

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Posted 24 November 2012 - 03:41 AM

Until wells get a serious rework, well based builds are seriously underpowered to bring into group play for dungeons.  When running in dungeons, and you want to play a support role, either switch to: a cleric/mark of blood spamming build, or a condition absorbing build.  Either way, signet of undeath is an absolute must when running a dungeons, even more so when you're doing it with the Ritual of Life trait. No matter how well you or anyone else in your group plays, having a ranged revive that will passively feed you life force (which is more survivability to you as well as damage) is a no brainer.


As to Catiine's question: No, minions are not needed.  In fact most players and builds can't function well in group or pvp play with minions.

#67 Raytla

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Posted 24 November 2012 - 03:08 PM

View PostAntihero, on 24 November 2012 - 03:39 AM, said:

Yes you will be very effective without them, you dont need them at all. Perhaps depending on your build , your mood and the encounter you are facing you might want to use the Wurm for teleport and the elite skill for knockback or what ever.. but meh. I dont bother with those minions at all. atm im a conditionmaster with wells etc, i stack conditions pretty well and provide debuffs/buffs/combo fields etc etc for the party so necros are pretty awesome. I just dont like it when theres another condition build in the party. try to avoid that

Ok, thanks!  I'm not sure about the build I'm trying to find one for solo+dungeon play with toughness and vit. Don't know if i should go power or condition damage though. Was planning on building my necro the same way as my mesmer in terms of toughness and vit.  Right now my messy is sitting at 19k vit and 1700 toughness.

View Postkendro1200, on 24 November 2012 - 03:41 AM, said:

Until wells get a serious rework, well based builds are seriously underpowered to bring into group play for dungeons.  When running in dungeons, and you want to play a support role, either switch to: a cleric/mark of blood spamming build, or a condition absorbing build.  Either way, signet of undeath is an absolute must when running a dungeons, even more so when you're doing it with the Ritual of Life trait. No matter how well you or anyone else in your group plays, having a ranged revive that will passively feed you life force (which is more survivability to you as well as damage) is a no brainer.


As to Catiine's question: No, minions are not needed.  In fact most players and builds can't function well in group or pvp play with minions.

Thank you!  They are not very pretty they kinda creep me out lol.

Edited by Catiine, 24 November 2012 - 03:12 PM.


#68 SirthOsiris

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Posted 24 November 2012 - 03:41 PM

The guide is based on condition damage, so concentrate on that. Necro has a ton of skills that cause bleed or poison. You can easily stack 10 bleeds on a single target by yourself. Precision is because various traits add more bleeds or conditions on crit. Necro already has a good deal of health, so toughness is an option. Rabid armor (con/prec/tough) is not crafted, only found. Whispers armor is Rabid, and so is armor from TA, HotW, CM and Arah.

My issue with minions is they feel clumsy, but I've only used them once or twice.

Wells might not be useful until you get the targeting trait. But BiP and Epidemic is useful. Personally I use Power for condition stripping on allies.

Edited by SirthOsiris, 24 November 2012 - 03:45 PM.


#69 Sieghildr

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Posted 25 November 2012 - 06:52 AM

View Postkendro1200, on 24 November 2012 - 03:41 AM, said:

Until wells get a serious rework, well based builds are seriously underpowered to bring into group play for dungeons.  When running in dungeons, and you want to play a support role, either switch to: a cleric/mark of blood spamming build, or a condition absorbing build.  Either way, signet of undeath is an absolute must when running a dungeons, even more so when you're doing it with the Ritual of Life trait. No matter how well you or anyone else in your group plays, having a ranged revive that will passively feed you life force (which is more survivability to you as well as damage) is a no brainer.

I don't know about that. I think Wells are useful in dungeons, especially when handling large groups of trash mobs that will be concentrated around 1-2 melee. However, lately I've been swapping out a third well to play around with Spectral Wall.

Signet of Undeath can be good, but I'm not sure I'd call it a no brainer. It has a really high recast, which means that in any fight where your party is going to need a lot of rallying, it won't help much there. In any fight where your party won't need a lot of rallying, it's useful basically for the extra life force... but in a condition build I wouldn't exactly call that more damage. In condition builds you typically want to stay out of DS except to eat damage or Fear because most of your damage will be done through the rotation of your weapon skills.

I can see a spot for SoU in kited boss fights since Wells are non-ideal for those. I suppose Necro lacks a solid third utility option for that type of fight.

Of course, if you were talking about a Well build that isn't also a condition build, then yeah that sounds underpowered for dungeons.

Edit: The cleric's/mark of blood build sounds interesting. I'll have to look into it, thanks. (double edit) though it seems Apothecary's build would be better suited now.

Edited by Sieghildr, 25 November 2012 - 07:08 AM.


#70 kendro1200

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Posted 25 November 2012 - 03:40 PM

Yeah, Apothercary would be something new to try as well.  I was thinking of building something new for it next month.
I never said wells were useless, just underpowered.  If their duration was longer they'd be fine.  Well of Darkness and Power are the biggest offenders in that area, their durations are far too short for their cooldown.
As for Signet of Undeath, I literally can't count the number of times it's saved lives, when physically going to rally someone would have been impossible.  Lupicus, Prisoner Alpha, a number of "puzzles" in explorables, the Melandru priest in Arah, the list can go on, but those the most prominent in my mind.  You never use it for doing every rally, you use it when rallying someone is far too dangerous to do physically, or when several people are down in the same area.  I do have to say that the signet is getting far less mileage in the Fractals though, except for the Siege of Ascalon, and you have an idiot that insists on running up to melee the gate.

#71 Nezteb

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Posted 18 January 2013 - 03:41 AM

First of all, every gw2db.com link in this thread is broken. I prefer en.gw2skills.net/editor anyway.

So, I've read through this entire thread and have learned quite a bit. This is a variant support/condition dungeon build that I've come up with and it works pretty well. Ignore the sigils and runes, but I figured max condition damage would be ideal. It focuses on poison/bleed and drawing conditions from allies to transfer to others. It also goes a bit into blood magic and spite for damage/healing. I feel like it's a pretty decent build.

http://gw2skills.net...L5XrFGLcW4twcBA

#72 Sieghildr

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Posted 18 January 2013 - 03:46 PM

Does Plague Signet work now?

#73 mazut

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Posted 20 January 2013 - 11:20 AM

Nice and good info, but I can call any build "Dungeon build" :)




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