Good build to help relearn?

Good build to help relearn?

in Necromancer

Posted by: Corky.9743

Corky.9743

Hi all,

Considering come back and want to try things out before I buy the expansion. Haven’t played in two years though. I did like the 5v5 PvP warfront things back in the day so I think it would be nice to ease back into those. Looking for a build that will help me do that.

Would also like a build that works okay in PvE too in case I need to do that for some reason

Good build to help relearn?

in Necromancer

Posted by: nearlight.3064

nearlight.3064

In pvp the meta snobs will all point you towards the cele signet build. Its a good build, but all you can really do with it is 1v1 eles and condi spam classes. It basically relies on boon corruption and weakness spam to get the job done, but the basic version can’t disengage very well from fights that get outnumbered.

After writing this, I realized I went a tad overboard with my advice so skip to the end to read my specific build suggestions, although they are kinda vague, but please reply here or message me in game if you ever have any questions or want to be spoon fed specific builds!

I’m a huge proponent of making your own builds, as long as you know what traits/skills/weapons are good, and which ones aren’kittens a pretty easy build to learn necro with though.

In particular, some things I find helpful when building a necro are some traits and skills (many that have been added since you last played this game).

Good Utilities:
Flesh Wurm is one of the best necromancer skills in my opinion. Yes its a minion, but its true strength is the teleport. This breaks stuns and can get you out of bad situations (which is huge in pvp). Yes thieves will still be able to close gaps, but besides that, its likely to save your life from focus fire or 1v2s most of time. You just have to have the foresight to place it beforehand.

Spectral Armor is what you should use if you don’t use wurm, but if your build isn’t too utility centric, you could easily take both. Its a stunbreak, protection, and can quickly fill up shroud.

In general though, it helps to design a build with utilities in mind and trait to make the most of those utilities and then take either or both of flesh wurm and spectral armor to round out your utilities.

Heal Skills:
Signet of Vampirism is an offensive heal skill that can do a lot of damage if used on a target being focused in a fight. However, unlike warrior/ele heal signets, the passive effect sucks, so you really need to use the active effect. I do not recommend taking this heal without traiting for signets, since the 35 second cooldown would simply be too high.

Consume Conditions- It used to be the best heal for necromancers, but it was reworked into a corruption skill so it applys self vulnerability for a few seconds. Its still a really great heal since it clears all condis on you, so I’d say this heal is the best heal to use if you don’t go for a signet based build.

Well of blood is niche, but okay if you trait wells, and the minion heal is just bad.

Elite Skills:
Lich is strong in a pure power build (but those builds are hard to play without thieves bursting you) but its fragile and basically puts a huge, “please kill me”, sign on you, so I don’t suggest using it even though its damage is high.

Flesh Golem is a decent skill with a good active, I generally only take it in a minion build

Plague is your go to elite otherwise. It turns you into a super tanky plague cloud and you can use it to secure stomps and rezzes if you time it during a cast. Spam the 2 skill to spam blind each second.

Weapons that work:
Dagger/Warhorn is our best weapon set. The dagger auto attack is really high, and the other skills provide extra healing and control, while warhorn gives you life force/swiftness/damage with the locust swarm and a good unblockable CC skill. Overall the weaponset is good because its LF generation is high.

Staff is okay for a ranged utility weapon on any build but can function as a damage weapon on condi builds. In pwoer builds it does no damage, but the AoE fear and condi transfer are good. If you take it, take the soul marks traits.

Off-hand dagger is a good weapon too, with two defensive skills (blind and condi transfer and weakness in AoE).

Other than that.. the necro weapons suck.

Axe is an odd ranged pwoer weapon with a horrible autoattack and an easy to dodge burst skill, but its last skill converts a boon to ao condition in AoE, so its not a bad choice overall in a power build as long as you don’t camp the auto attack. The necro dev at anet plans to change or even rework the axe in the near future to make it better.

Scepter (and usually OH dagger as a pair) is what you take for a condi build, however condi necro isn’t very good right now because the scepter sucks. It can’t stack condis very fast and its life force generation is among the poorest of any weapon.

Finally OH focus, is a clunky “burst weapon” that has no niche but odd synergy with axe, but as a full package, axe/focus fails. The 4 skill is a buggy hard to land burst skill and the 5 skill rips boons and does high damage, but has such a long cast time that its very dificult to land.

Death shroud:
Our class mechanic is so important to playing this class well. You have to learn how to manage your life force and cooldowns to play necro effectively. In general, the autoattack is slow but often hits very hard in power builds, the second skill (arguably our best skill) is a gap close that inflicts 5 seconds of chill and bleed, which is hard for your opponents to deal with. The 3 skill is an instant cast fear, so use it to interrupt important things like stomps/rezzes. The 4 skill is AoE damage and can be traited to revive and heal allies, while the 5 skill applies torment to help condi burst if you go that way.

Traits:

In general this is up to you but some general things to keep in mind are:

-Soul reaping is generally mandatory unless you run minions and even then many minion builds take it. The improvements to death shroud are very powerful. In particular, vital persitance and death perception (or foot in the grave for defensive builds) are great traits.

-Spite is really good for damage. A lot of the traits give you an easy way to self-stack might without thinking and corrupt or remove boons. In general you’ll always want to take chill of death in spite, while signets of suffering is amazing for a signet build and close to death is powerful for a damage oriented build.

-Blood Magic is our only form of support. It lets your attacks steal a small amount of health for extra sustain that scales with healing power. Transfusion lets shroud skill 4 teleport downed allies to you so you can revive them. With the skill flesh wurm, this trait is amazing since you can teleport your dead friend up cliffs where most attackers won’t be able to get you! (its really fun doing this). Other stand out traits let your allies siphon life a little bit, improve the warhorn, wells, or give more healing to allies. Its good for minion builds to help keep them alive.

-Death Magic is a traitline I only recommend if you’re building a minion necromancer, since flesh of the master and necromantic corruption are needed to make minions work well. The grandmaster trait though is a tossup, but I like corrupter’s fervor to make you tankier.

-Curses is a good line for debuffing and works best on hybrid or condition focused builds. The best traits in this line are weakening shroud to spam weakness (a powerful debuff), plague sending is good, and then either path of corruption or master of corruption can work, but master of corruption is only good if you are making a corruption build (in which case you take 2 or 3 of consume conditions, plague, and corrupt boon, the other corruptions SUCK).

Anyways I think this is a good introduction to building a necro in pvp. For a beginner, I recommend playing the “meta” celestial signet build, a soldier’s tanky power build (you can use signets, wells, or anything really as long as you take spite and soul reaping), or a cleric’s minion build (let the recently fixed minion AI do all the work while you heal them!)

Necromancer Main
Taking a break from GW2 to play various
Nintendo games..

Good build to help relearn?

in Necromancer

Posted by: Corky.9743

Corky.9743

Wow. Thanks for the great info/wall of text!

Good build to help relearn?

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Posted by: Blaine Tog.8304

Blaine Tog.8304

nearlight’s summary is pretty good, though he skipped over my favorite Utilities: Wells. Each Well skill is really strong under the right circumstances, but Well of Suffering is probably the most versatile since it hits so incredibly hard.

-Blood Magic is our only form of support. It lets your attacks steal a small amount of health for extra sustain that scales with healing power. Transfusion lets shroud skill 4 teleport downed allies to you so you can revive them. With the skill flesh wurm, this trait is amazing since you can teleport your dead friend up cliffs where most attackers won’t be able to get you! (its really fun doing this). Other stand out traits let your allies siphon life a little bit, improve the warhorn, wells, or give more healing to allies. Its good for minion builds to help keep them alive.

Whoa, wait, how do you do that? That sounds amazing.

Finally OH focus, is a clunky “burst weapon” that has no niche but odd synergy with axe, but as a full package, axe/focus fails. The 4 skill is a buggy hard to land burst skill and the 5 skill rips boons and does high damage, but has such a long cast time that its very dificult to land.

OH Focus gets a lot of flak but it can be amazing in very specific circumstances. In a 1-vs-1 scenario where you’re already in melee range, 4 is a massive, massive nuke that stacks up a large amount of vulnerability very quickly. 5’s casting time is indeed absurdly long, but stripping 3 boons at once can be fantastic.

It’s generally not as good as Warhorn, I’ll admit, but I’ve been having fun running D/W+D/F lately and I gotta say, it’s really nice having the backup nuke and boon stripping.

I main Ele and Necro, though I have an alt of each profession at level 80.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.

(edited by Blaine Tog.8304)

Good build to help relearn?

in Necromancer

Posted by: nearlight.3064

nearlight.3064

nearlight’s summary is pretty good, though he skipped over my favorite Utilities: Wells. Each Well skill is really strong under the right circumstances, but Well of Suffering is probably the most versatile since it hits so incredibly hard.

-Blood Magic is our only form of support. It lets your attacks steal a small amount of health for extra sustain that scales with healing power. Transfusion lets shroud skill 4 teleport downed allies to you so you can revive them. With the skill flesh wurm, this trait is amazing since you can teleport your dead friend up cliffs where most attackers won’t be able to get you! (its really fun doing this). Other stand out traits let your allies siphon life a little bit, improve the warhorn, wells, or give more healing to allies. Its good for minion builds to help keep them alive.

Whoa, wait, how do you do that? That sounds amazing.

Finally OH focus, is a clunky “burst weapon” that has no niche but odd synergy with axe, but as a full package, axe/focus fails. The 4 skill is a buggy hard to land burst skill and the 5 skill rips boons and does high damage, but has such a long cast time that its very dificult to land.

OH Focus gets a lot of flak but it can be amazing in very specific circumstances. In a 1-vs-1 scenario where you’re already in melee range, 4 is a massive, massive nuke that stacks up a large amount of vulnerability very quickly. 5’s casting time is indeed absurdly long, but stripping 3 boons at once can be fantastic.

It’s generally not as good as Warhorn, I’ll admit, but I’ve been having fun running D/W+D/F lately and I gotta say, it’s really nice having the backup nuke and boon stripping.

Regarding Wells:

They are certainly a viable option I believe that they’re not as good as other utilities. This is because much of the utility they bring is purely offensive as the two defensive wells and the well heal aren’t very good. Furthermore, the map determines their general usefulness. On forest and temple, your wells work well for AoE bombing the capture points since your wells are the exact size of the point. On legacy, this is not the case, so its easy for your wells to be avoided in a teamfight without forcing the team off the point, where on another map you get a “decap or they die” scenario with how much damage wells can do.

The main strength of wells in my opinion is burst down cleave. In a teamfight, even on legacy if someone on the other side goes down and everyone rushes over to rez them, slap a well down and watch the rezzes themselves take a ton of damage so they go down as well or take so much damage that overcommiting to a rez means that they will likely go down as well. You can use the same logic when an ally goes down, slap wells on their location to make a rez attempt much harder, if you trait for wells, you can also apply protection to your downed friend as well, that will protect them from cleave.

The other caveat is that glass power necro is very hard to play well because it can’t take advantage of vamp runes very well compared to thief/mes/engi and thief/mes burst and CC is so great that they can literally make you useless in a teamfight, let alone the hammer train. You can use wells in a soldier’s or crusader’s build to protect yourself from burst while still providing the same well utility, but with less damage, but death perception will help.

Thats my assessment of the pros and cons of wells.

Regarding transfusion ledge rezzes, you simply place the flesh wurm on a ledge, and blow up the wurm to teleport to it when a friend dies, then you go into shroud and use transfusion to pull them to you while the enemy team whispers you about how awesome you are. The best places to use this are at the mid point and henge for forest, but it can work at mid on on legacy and the side nodes on temple as well, and mid on khylo depending on where they go down. Keep in mind that the pull only has a 600 range radius, and your DS can’t be on cooldown for this to work. Generally this tactic isn’t even necessary unless your enemy has medi guard, GS war or engi levels of down cleave as pulling them out from under a stomp is usually good enough to get the rez unless they’re extremely on point.

About focus, yeah it works as a good offensive option for what it does, and the 4 skill can drop people if you can land it, its just a bit clunky to use and I feel that warhorn and OH dagger give better utility.

Necromancer Main
Taking a break from GW2 to play various
Nintendo games..

Good build to help relearn?

in Necromancer

Posted by: Blaine Tog.8304

Blaine Tog.8304

Regarding Wells:

They are certainly a viable option I believe that they’re not as good as other utilities. This is because much of the utility they bring is purely offensive as the two defensive wells and the well heal aren’t very good. Furthermore, the map determines their general usefulness. On forest and temple, your wells work well for AoE bombing the capture points since your wells are the exact size of the point. On legacy, this is not the case, so its easy for your wells to be avoided in a teamfight without forcing the team off the point, where on another map you get a “decap or they die” scenario with how much damage wells can do.

I don’t play PvP so I meant in PvE. Sorry, should’ve made that clearer (I say it in my signature but that’s at the end of the post).

In PvE, Well of Suffering is apocalyptic, Well of Darkness helps mitigate a lot of trash, Well of Corruption is just about the only boon-stripper that works against the Dredge and other mobs that rapidly apply boons, and Well of Power is very good condi removal and team support. Well of Blood… well, it looks pretty. Not a huge fan of Well of Blood, but the others are great.

Regarding transfusion ledge rezzes, you simply place the flesh wurm on a ledge, and blow up the wurm to teleport to it when a friend dies, then you go into shroud and use transfusion to pull them to you while the enemy team whispers you about how awesome you are. The best places to use this are at the mid point and henge for forest, but it can work at mid on on legacy and the side nodes on temple as well, and mid on khylo depending on where they go down. Keep in mind that the pull only has a 600 range radius, and your DS can’t be on cooldown for this to work. Generally this tactic isn’t even necessary unless your enemy has medi guard, GS war or engi levels of down cleave as pulling them out from under a stomp is usually good enough to get the rez unless they’re extremely on point.

Ahh, I see. You’re using Wurm to travel up while remaining 600 units from your allies laterally. Thanks, that makes much more sense; I thought you were somehow using both at the same time to take your friends for a ride.

About focus, yeah it works as a good offensive option for what it does, and the 4 skill can drop people if you can land it, its just a bit clunky to use and I feel that warhorn and OH dagger give better utility.

Agreed. It’s unreasonably clunky; it would be much better if its animations and cast times were smoothed out.

I main Ele and Necro, though I have an alt of each profession at level 80.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.