Looking for for Spirit watch tips

Looking for for Spirit watch tips

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Posted by: Hadson.5024

Hadson.5024

Wassup Necro community.
I’m quite new when its coming to necromancer builds\tactics\other stuff. Atm i want to start playing toyrneys with my necro, and i want some experienced pvp-necros to give me some tips on how to play necro on Spirit watch(current 1vs1 pvp map), maybe some builds\traits which are good on this map.
Any suggestions are welcome and i’ll be very grateful for any kind of help.

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Posted by: HiSaZuL.2843

HiSaZuL.2843

Its less about build and more about team. The idea unlike with spvp is to actually win not farm the most glory. In that effect its a matter of team fitting together or working together. If entire team of ranged faces entire team of warriors you are going to get slaughtered.
Mobility is important in tpvp for being there to save your teamates/cap points or defend points much more so then leave a tank to guard 1 point when other team can just grab orb and drag it back and forth and end up winning only holding 1 point but being much more mobile.
If you join it at random its completely luck dependent.

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Posted by: Hadson.5024

Hadson.5024

Its less about build and more about team. The idea unlike with spvp is to actually win not farm the most glory. In that effect its a matter of team fitting together or working together. If entire team of ranged faces entire team of warriors you are going to get slaughtered.
Mobility is important in tpvp for being there to save your teamates/cap points or defend points much more so then leave a tank to guard 1 point when other team can just grab orb and drag it back and forth and end up winning only holding 1 point but being much more mobile.
If you join it at random its completely luck dependent.

Totally right, i agree with your point. So, to clear things up, i am forming team to play some tpvp and i wanted to maximise my ability to be worth a crap on spirit watch as a necro.

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Posted by: HiSaZuL.2843

HiSaZuL.2843

Give general idea of other members. If you stick with mostly melee you can go condition heavy build to supplement lack of range and stopping. If its a mix then something akin to blind/frost power specs would be more beneficial. Frost reducing skill usage and speed severly helps holding points stopping orb carriers. If entire team is ranged… well… that scenario gets wonky… ds isn’t going to stop bursers. It can ripped off in matter of seconds by 1 enemy forget a team. In that scenario going for a full team of runners is the only choice I can see. Using spectral walk/spectral grasp and using as much cc as possible cripple/frost/snares/fear and running away leading people away from nodes. Spectral grasp is wonky… if it really worked it would be great to pull carriers the heck away from where they are heading to … in practice it fails miserably. If you intent to hold points go for clerics gear with well centric build. It really boils down more to the rest of your team imo.

(edited by HiSaZuL.2843)

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Posted by: Hadson.5024

Hadson.5024

Well i would split team for d/d ele and guard pushing orb and necro with some aoe support who will blow ppl up(i noticed that ppl in gw2 usually dont give a kitten about positioning so they will ball up on orb altar quite often). Yeah and 2 roamers. I usually just ask my mates to play the way they feel it and roam with whatever profession they like to, but let’s just say there will be ranger(one more condition-heavy guy) and one more ele since they are op anyway. So necro must carry some aoe for points and altar(staff i guess) and some cc abilities.

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Posted by: Bhawb.7408

Bhawb.7408

Terror builds are incredibly effective for Spirit watch, everyone is going to ball up around the orb holder/orb spawn and you can really cause pain both for enemies running the orb and people trying to stop your orb runner; this is also great for necros because the orb moves so slowly that your own movement speed isn’t a huge deal.

If you already have a condition ranger, then bring Epidemic, and you can go for Shaman gear (healing power/condition damage/toughness) and bring a supporty staff build on top of good condition damage. That way you can Epidemic the ranger’s target, throw down your fears for strong damage+CC, and be using Staff 2 + Well of Blood (I personally like well of blood on revival too) for a strong support/condition hybrid.

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My PvP Minion Build

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Posted by: Bas.7406

Bas.7406

If you want to be successful with tournaments, your buddies need to pick a class and sit with it or your build will be tough to work with. Trap rangers and a D/D ele are ridiculously awesome in terms spirit watch. I would make sure you run with your mesmer(if you have one) and ranger, than keep greater marks while running the fear mancer build for control.

The three of you should be able to take down just about any other group. The key to good tournament play is to have one back bunker, 1 forward bunker, 1 roamer, and two guys to help push with the forward bunker. Your Necro will excel with you and the ranger as your push and orb clearing team. The D/D is your roamer, and the Guardian or Mesmer or Engineer as your bunkers.

(edited by Bas.7406)

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Posted by: Skyro.3108

Skyro.3108

I think the Necro’s role would be to stick on the ledge on your team’s side of the map when possible and focus on snaring players chasing down your orb carrier or the enemy carrier, fearing people off ledges, and AoE around the carriers in general. Epidemic can still be pretty powerful due to the narrow ledges and the tendency to clump around the orb carrier.