I see a lot of predictable builds in the necro communities these days. Many are either power builds with wells/spectral utils, or condition builds that use scepter/x and BiP/epi or corrupt utils. Sometimes I see a minion build here or there to act as a pvp node locker or pve leveling build.
So, I’m just going to ruse on here and try to look into how we build our necros most commonly and how to make the class better and more diverse. (I understand many people will want to ask Anet to “fix” their utilities or mechanics to make their builds more powerful, but that isn’t always the best solution)
For the sake of construction for this topic, I’ll go through how I usually go about building a necro.
Starting with how to deal damage
Like most classes, we are subject to dealing damage through direct damage (power builds), or Conditions (bleeds/poison/etc).
Note that there are other ways of dealing damage (such as “mastering DS” and minions) but those are not based off of what we do with our skills 1-5.
So naturally, most builds we see will have 20-30 points in either spite or curses, or both. Also, a lot of our “active” traits are located in those trait lines.
Taking damage
If at this point, I haven’t designed a glass cannon build, I will be thinking about a source of ablative hp or method of mitigating damage. There are many ways to do this, be it the death or blood traits, focusing either on Vitality, Toughness, Death Shroud regeneration, or siphoning as a central mechanic in their builds.
So, naturally, I see about 10-20 points put into Death, Blood, or Soul Reaping respectively.
Gear selection
Usually for me, choosing gear is related to how I deal damage. I think most players seek to deal a satisfying amount of damage first than to lean towards being a cleric/tank/support based build. In the game, its really feeling like a kill-or-be-killed global mindset. The more time you’re not using to hurt the opposition, the more crucial seconds you’re wasting letting them chain and re-chain everything they have on you. So the following gear choices are what I have in my head: Berserkers, Knights, Carrion, Rampagers. I have yet to see a necromancer toting a set of valk, cleric, or any other armor set (other than cof/arah special armor bonuses) and each of these armor sets focus on either power or condition damage as their main bonus.
Utilities
As I have stated earlier, I mostly see the following utilities being used:
- Well of suffering
- Well of darkness
- Epidemic
- Blood is Power
- Spectral Walk
- Spectral Armor
- Spectral Wall
- Bone Minions (Blast finishers)
- Flesh Wurm (Teleportation use)
We have quite a few more utilities, and some are used in special cases to punch a hole in the opposition when really needed (such as corrupt boon to de-godify guardians and warriors going on boon-sprees) but otherwise I don’t see much viability or motive to use the other utilities seriously. (given, some people use the signets when traited)
It would be nice to see more accessible and logical uses for other gear (valk, clerics, etc.) in our class design. As an example, it would be nice to have life siphoning scale with healing power, that way some players can see some use out of using a Cleric’s set and perhaps building a more blood magic based build that relies on staying alive longer in that sense rather than dumping into vitality or toughness like other more common builds.
To clarify a little more, it would be nice to see the other three trait trees becoming just as primary a choice as Spite and Curses. Because from what I see, a lot of players feel like our DS mechanic doesn’t mesh well with a lot of builds, except for power/spectral central builds.
I’m sure i have more to say about the topic, but currently it doesn’t come to mind. Anyone want to see death/blood/soul becoming more primary in builds?