Necro WvW Zerg Build

Necro WvW Zerg Build

in Necromancer

Posted by: Arahael.3721

Arahael.3721

Hi. I have been playing this build in WvW and having quite a bit of fun. Any recommendation or suggestion to make it better will be appreciated. Thanks!!

http://en.gw2skills.net/editor/?fRAQNBmQDbkjmWarpxyG+bUMMITeLIMxFg6tLTC-T1BBABYp8DgLCgQ7P0nuhMV/JgnAwZKBJFQ5KjA-w

My aim is to have a lot survivability, lots of aoe for tagging, high critical. It also helps the zerg by removing boons and applying conditions (blindness, poison, daze, vulnerability, cripple, inmobilize, chill).
Usually I start with the Wells (Suffering, Corruption) and Staff 2 and 3, then I go into Dead Shroud and use 4 and 5. Then it is plague and spamming 2 (I love this as not only it tags a lot but makes them blind so they can’t hit the zerg) then it is back to wells.
This build gives stability when entering DS, and you can also remove conditions with your heal and with staff 4.
I hate to have to put Signet of the Locust into this build but I find that without your own Swiftness you can easily go to the tail of the zerg where you can’t get your allies’ swiftness and also if you die you can become easy target for roaming foes when going back to the zerg. With this build you have permanent 25% swiftness plus you also have 33% with Locust Swarm.
For healing you have Consume Conditions and Signet of Locust which gives you health based on the number of nearby foes (great when in the middle of an enemy zerg). You also receive additional health every time you kill an enemy (which you will do a lot) and every time you critically hit.

Necro WvW Zerg Build

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Posted by: Narkodx.1472

Narkodx.1472

Not bad but if you’re going to be in a zerg you can afford to be more offensive. Deathly Perception instead of stability. Pop all the wells and go into DS for 100% crit chance on your wells. You can then invest more into the Spite line for power and potentially Close to death 20% damage modifier. You should use dagger off hand for more AOE. Warhorn/Locust signet is redundant. Dagger main hand in a zerg for a necro is usually suicide. Axe can keep you at a safe distance. Best thing to do is actually try them in-game and see how your play style can influence your trait/weapon choices. Your build is a good starting point

Necro WvW Zerg Build

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Posted by: Arahael.3721

Arahael.3721

Thanks Narkodx, much appreciated!
Anyone else want to throw in their 2 cents?

Necro WvW Zerg Build

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Posted by: Kraljevo.2801

Kraljevo.2801

I personally always use 30/10/0/0/30 with close to death and foot in the grave or 0/20/0/20/30 for the chills and well cd reductions.

Deathly perception is always nice to have and its cool to see the big numbers but I tell you why I am using foot in the grave coupled with the DS cd reduction. Normally, you have 2 guardians in your group for the stability but as a dps necromancer you’re not always gonna be with the melee train and therefore you won’t get the stability every time.

Sometimes it will happen that your positioning in the fight is bad and you get caught by the enemy melee train. The 3 second stability will really shine there and help you to reposition yourself. Also, you can’t get interrupted during your #4 and #5 casts unless your stability gets corrupted.

And last but not least, you can Shroudstomp like a boss.

Foot in the grave > deathly perception in zerg fights.

(edited by Kraljevo.2801)

Necro WvW Zerg Build

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Posted by: Scarran.9845

Scarran.9845

I run a build pretty close to this one myself only I go for the full 20 into Curses for Reapers Precision. With the crits you get off from your Well’s and DS4 it pretty much keeps your lifeforce bar topped up when you’re in the mix.

The only other thing I noticed was in the build window it says you took Spectral Mastery but you have no Spectral Skills. I have Vital Persistence on mine but I keep swapping it with Unyielding Blast as I can’t decide which I find better.

As for Deathly Perception or FiTG its really personal choice, I find if you’re lacking crit chance your best going for DP but since the build you have is around the magic number I like for Crit Chance I would stick with FiTG. It isnt the longest stability and sometimes it can be frustrating as ive found there is a small delay going into DS before Stability comes up, but there is nothing worse than doing DS4 and getting ping ponged right at the start of it, so it suits your rotation that you do.

Also if you don’t mind micro managing your utilities between zerg fights you can swap out signet of locust for spectral armour or some type of stun break. With the Hammer train that normally goes on in WvW its handy to have at least one up your sleeve otherwise you’re going to have to pray your DS lasts out the wave of hammers. Then you can swap back to locust when you need it.

Axere – lvl 80 Necro
Nemmeister – lvl 80 Engineer
Jay Knot – lvl 80 Warrior | Rusty Colt – lvl 80 Thief

Necro WvW Zerg Build

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Posted by: Arahael.3721

Arahael.3721

Thanks Kraljevo and Scarran, much appreciated!.
I agree that Foot in the Grave, at least for this build, is great. With 57% Crit Chance plus an additional 20% from Furious Demise it goes to 77% in DS. It makes a lot of critical damage (plus healing) and the stability allows you to move in DS inside the enemy zerg for additional tagging and damage.
I changed weapons to axe/dagger following Narkodx’s suggestion and the first trait in Soul Reaping is now Vital Persistence (thanks Scarran).
http://gw2skills.net/editor/?fRAQNAW3Yjc00SbNNW2wfjihBZybBhJuAUfdZSA-T1BBABYp8DgLCgQ7P0nuhMV/JgnAwZKBJFQ5KjA-w