Greetings ladies and gents!
Long time necro here, all the way from the start of the game. I’ve been reading these forums, following the top necromancer players, and all that this entire time.
Well I think it’s time I shared some of my own insights in this relatively downed state of the Necromancer attitude.
Now these builds are what ‘I’ use. They are tailored to my playstyle, rotation preference and similar. I provide these as a base idea for you all to take and run with. So read over them, and hopefully you’ll get some ideas. Comments? Go ahead! Share! I will check this daily to help with clarifying and providing what answers I can, if any.
I made these builds for one of the top WvW guilds on Tarnished Coast on their forums, so forgive me if the format doesn’t transfer well. I will post two of the most requested builds I get from people. Conditions and Power.
Let’s begin!
Time for a horrendously tanky Juggermancer build.
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Here is the build link, as requested.
The Juggermancer
Time for some Question and Answer, I think. Okay? Okay.
Q: What is this build?
A: This build is a juggermancer. What is that? It’s a high-power, high-defense build.
Q: Right, well, how do we know it works?
A: Every build I suggest outside of theory crafting will be from a minimum of a month or more of play in both PvE, PvP, and WvW.
May as well share my greatness, and all. Also, this is the build I currently run in WvW.
Q: Yeah but, why should we trust you?
A: I’ve been playing a Necromancer since Beta, through all the changes and patches. I have won a handful of public tournaments, as well as beaten some of the top major league players in duels. Take that as you will. I like to think I know what I’m talking about. But these builds are just for pointing people in a direction, not dictating function.
Q: Ah huh, sure. What are the pros and cons to this build then, smart guy?
A: Excellent question!
To start, my favorite thing about this build is the wiggle room. In most situations, you’ve got a lot of space to recover and soak damage for your mistakes, if any. However if you do lessen your mistakes during fights, it has great potential to scale upwards.
Q: Are you…going to answer the question?
A: ……Fine.
Pros:
- Tanky (Burst resistant and Condition Resistant)
- High Health (28,000 – 32,000)
- Effective AoE
- Great area denial and zone control
- Steady and reliable life gain
- Exceptional Zerg contribution, and staying power
- Good damage spike if landed properly
- Can fight with front line squads. (Warriors, guardians, etc)
- Good Condition management
- Protection gained from Wells, plus flipping conditions into boons makes you incredibly tanky
- You can actually kill and damage objects, like doors and such! For shame, Conditionmancer, for shame…
- Many more you’ll discover!
Cons:
- Low mobility (You’ve got the unreliable Dark Path, and…yeah, good luck!)
- Higher cooldown utilities
- Melee (Can suck in boss fights and zergs)
- Staff skills are mainly used for CC, Regen, and Condition management
- Extremely cooldown dependent in evenly skilled matches (It’s easy to miss you wells in 1v1, which leaves you open for a while)
- Wells offer great utility, but only if they land. Hit or miss.
- Slow (As all necros are if you don’t flip between Locust Signet and another utility when out of combat)
- No real stun breakers, but this is minor due to your tankyness.
- Items can be a kitten to get
- Flakey life force gain
Good Against
Thieves
Warriors
Rangers
Elementalists
Fine Against
Guardians
Necromancers
Engineers
Handicapped Against
Mesmers
That’s about it, from obvious standings! There will be more, obviously, as you play with the build, but from an outside perspective this should give you a nice first look.