Kether Ryles Necromancer Build and Discussion

Kether Ryles Necromancer Build and Discussion

in Necromancer

Posted by: RhysSebastian.7651

RhysSebastian.7651

Below I will list my build and how I play it. I hope it will provide an alternate route to my necromancer brothers and sisters.

Weapons:
Staff
Axe/Dagger

Amulet:
Knights Amulet

Healing Skill:
Consume Conditions:

Utility Skills:
Plague Signet – This skill is great for removing conditions from yourself and stacking them on an enemy player, but its primary role in this build is to remove stun effects from yourself while debuffing your enemy. This is vital as most classes that can kill you quickly rely on you staying still. You will always be moving with this build using axe to attack from medium range and building relaliation or using your staff to place marks on the ground and bait your enemy into it. This will allow the time that is needed for your minions to do appropriate damage (and to sacrifice your bone minions)

Summon Bone Minions (or Spectral Walk as needed for gameplay)

Bone Minions are useful for providing surprise burst while fearing your enemy. When sacrifices as traited above it is not uncommon for each bone minion to hit between 2k and 2.5k in an area with a rare crit of 4k.

Spectral Walk is useful for wasting your enemies time and providing a long term quickness buff to your necromancer. This skill also breaks stuns on the teleport back (not its initial use). This is excellent as you will remove your stun, typically dodge and then kite your enemy away from the point of interest (like a capture point) As they chase you this will allow your CDs to refresh. If you use it within six seconds it will teleport you back to where you used it. Again making the enemy turn around to come at you, giving you time to place more marks from your staff down on the point of interest or whack them a few times with your axe.

Summon Flesh Wurm – as traited deal between 1k and 1200 damage, on glass builds ive seen it hit 1400. There are several ways to use this minion. If you are guarding a point place it off the point, but in a place that provides an advantage. When you use the skill, it will teleport your character to the wurms location. It will not teleport you onto much higher terrain, but there are some points it will. This will require experimentation. Additionally this skill also breaks stun, allowing you to escape deadly burst combos and provide you time to recover CDs.

You can place the wurm while running, so be sure to do so if your being chased by an enemy team. The more time you waste of theirs the more likely your allies will do something useful. Between staggering your flesh wurms, death shroud, and spectral walk you can be extremely irratating to kill giving you mobility that in more practical instances surpasses a mesmer.

Elite:
Summon Flesh Golem – This golem does great damage and provides additional CC For you by knocking down foes. It hits about as hard as the flesh wurm 1k to 1.4 k, while snaring enemies it hits.

Traits:
Spite: 30 Points
Adept: Spiteful Spirit (gain retaliation for 3 seconds when entering death shroud)
Master: Training of the Master (Minions deal 30% more damage)
Grandmaster: Axe Training (20 percent more damage on axes and 20 percent cool down reduction on axe skills:

Soul Reaping: 30 Points
Adept: Vital Persistence (Life force drains 25% while in death shroud)
Master: Soul Marks (Marks generate 3 percent life force when triggered)
Grandmaster: Near to death (death shrouds cooldown is reduced by 50 percent)

Death Magic: 10 Points
Adept: Minion Master (Minion Skills cooldown is reduced by 20 percent)

(edited by RhysSebastian.7651)

Kether Ryles Necromancer Build and Discussion

in Necromancer

Posted by: RhysSebastian.7651

RhysSebastian.7651

Your strengths:

You can dominate bursty foes with your abundance of anti stun mechanics and mobility, while providing sustained DPS and constant debuffs. Your pets alternate skills really flesh out your ability to deal out damage, and control your enemy. Plague Signet, Consume Conditions, and Putrid Mark can really bring some frustration to condition reliant builds. While reapers mark (staff fear), doom (death shroud fear), and your flesh golems charge provides great control on a single player. Due to your decreased cooldown on Death Shroud you will be able to flicker in and out to provide emergency clutch damage control, and fear every 20 seconds. Typically by the time you complete your rotation of staff skills/axe skills your death shroud fear will be ready to use again.

Weaknesses:

Sustained brute force. Pet Guardians, Axe/Hammer Warriors, and Crit Based Rangers can be very difficult to fight directly. The pet guardians have plenty of knockdown, which is troublesome even though this build provides plenty of methods to escape stun, but the knockdown animations keep you locked down allowing burstier classes the opportunity to hurt you. Axe Hammer Warriors, can lock you down and do pretty substantial short burst damage with their axe. They also tend to be quite tough, while you should be able to solo one in a prolonged fight their danger to you is amplified with another person around. Crit Based rangers are rough, as their damage is consistent and typically fast. Necromancers need time to bring their enemies demise, and crit rangers do not provide that. In general try to fight them in a closed in arena and be the one to initiate combat. If this sort of ranger is on the offensive against you and initiates combat break LOS and try to bait them into a closer position.