Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
(edited by Wolf.5816)
Hello,
I do have experience with Necromancers, but I was just wondering what are the current and most reliable Necromancer build based around Power strictly for sPvP.
I was just curious about specific trait choices and Weapons that are chosen, and why. Preferably Id like not to rely on Lich Form or on Wells, even though they scale remarkably with power. So any alternative would be great.
Any insight would be most welcomed. Thank you for your time and your help.
(edited by Wolf.5816)
What game version: PvE, PvP, W3?
Fixed, sorry. I never play anything else but sPvP. My mistake
30, x, x, x, 30 is safest bet, DS Crit build.
More sustained variation of DS build.
Just switch Energy sigils to something else as mentioned in thread untill the feature patch.
That is similar to what I was designing but I can’t help feel that the traits, both minor and major are steering me towards a kind of might stacking is this viable? Can a Necromancer stack might as effectively as the other professions?
Also at first glance I would think the axe would be the best for a berserker necromancer for its ability to deal it’s damage at a safer distance but I find the dagger to be more versatile and provide more functions particularly with the Dagger Mastery trait. I’d love to hear any pro’s and con’s with both.
Pertaining to the offhand, there is no disputing the War Horn is an effective tool but once again, I find the dagger off hands ability to return pressure back to its source while also acting as a strong condition removal. This coupled with the (arguably) best Healing Skill the game Consume Conditions makes for a very condition durable build that one would expect from a necromancer. Or so I would assume, is this a wise exchange over swiftness and an unblock able Daze?
I haven’t spent much time with the off hand focus but it did not seem to have much synergy with an aggressive play style. so my experience is limited, but I would be open to hear some opinions in its defense
I am also unsure as to what alternative weapon to take as I have found the staff provides the most utility but absolutely no damage. This makes for a great bag of tricks but I would be open to hear other suggestions.
And finally, I I haven’t really landed on any particular sigil for my weapons aside from the basic 5% chance to crit/power is there anything that stands out in an aggressive build? I have considered Doom for access to Poison since passive healing (and healing In general) is running rampant in sPvP.
Thanks again for the assistance.
(edited by Wolf.5816)
If you don’t use Staff like me, Doom sigil may be quite helpful after feature patch sigil fixes. For now, I just run with Sigil of Fire for some +burst damage procs.
Putting down the Staff for me was something new, but I don’t regret. Axe/Dagger+Dagger/Warhorn works very nice.
Wail of Doom is also much better teamplay tool than Reaper’s Mark IMO. Shorter cooldown, is unblockable, interrupts for a very long time in cone, doesn’t lock you in low-damage weapon set.
As for stacking Might – Sure you can and Necros do it, mostly in PvE via Reaper’s Might trait (very long might on LBlast). But I don’t like it in tpvp, you don’t spam Blasts that much and they should kill quickly. Retaliation on DS or Signet cd reduction in case of Power Necro are better in my opinion
Thank you for your insight! You are spot on with how strange it feels Putting down the Staff, I almost feel that without its box of tricks I’ll be at a disadvantage, but you bring up a good point that I’m locked into zero damage for 10 seconds for essentially a fear and a condition transfer. Which can be fatal once a glass build loses its pressure and the opponent stops reeling it generally drops.
I will try giving axe some more time, it just never seemed to have a noteworthy output of pressure and no utility but I suppose our options are limited.
Thanks again for the input I really appreciate it.
Any thoughts on the off hand focus?
I also prefer ax/dag and dag/horn. Very solid combo.
I use doom/energy on both sets.
Always carry around a focus to pair with axe. A must have when facing boon heavy opponents. The vuln and life force gain is also very nice (sometimes necessary) when facing high armor targets. Perfect weapon to set up a spike with.
Off hand focus is a solid weapon. I’d use it when going for straight zerky DS setups as it does nice damage, has good adept trait and stacks huge chunk of vun in no time+LF if used in very close range.
However it can be situational. Vs. average booners like warriors with signet of rage or stability it can help a lot. The downside is cast time and no strong teamplay aspect besides stacking vun and providing occassional regen. It’s good OH for roaming on WvWvW.
For tpvp however, both OH dagger and OH warhorn are pretty crucial. One gives weakness, helpful as you don’t have a lot of armor, blind for stomps etc and condi transfer on veryblow cd.
Warhorn is just simply amazing.
What exactly does an off hand focus bring to the table in a Power build? I was talking to another player who used it earlier in the week but he wasn’t very clear. I can’t see it being better than Warhorn or Dagger in a Power Build.
Also Close to Death is an amazing Trait but the minor trait before it Siphoned Power feels like it is easily one of the worse traits in GW2 and it’s far down the Grandmaster commitment. My primary Profession is Engineer who has an abundance of broken/ineffective/or down right detrimental traits.
Is there something I’m missing from this trait? Even in a potential Might stacking build 5 seconds of Might wouldn’t even perpetuate any existing Might stacks. Not to mention even if it was 20 seconds of Might you would be at 25% health in a glass cannon build is essentially a few stokes away from death. Perhaps if it increased all damage by 10% when below 25% health.
I just don’t understand it.
Offhand focus is for pure glass canons. Its for 2-point strategy, you need to stay at safer range and wipe whole team when 1 goes down.
It deals dmg and most important it gives LF. 12% LF means 1-2x extra hits = 4-8k dmg extra , while in an invincible state. The chill will 99% force a dodge. And all from range, i recomend the trait and scepter mainhand.
Example: xerrex/forsaker twitch videos
Offhand dagger is better for 3-point strategy = smaller fights = 2v2/1v1 scenarios. You need to be able to survive on point and for some time.
The #4 is the best skill, it gives a lot of survivability. You then take dagger mainhand for constant and reliable LF. The goal is to outlast your opponent with conditions transfered, dhuumfire works good for single target too, and a 40k+ healthpool firing strong autoatacks.
Example: leeto build on forums
I wouldnt take the axe (even in MM builds) in any case, but if u do, NEVER take the axe trait over chill of death. Hope you find what suits you
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