Tanky mobile spectral power build

Tanky mobile spectral power build

in Necromancer

Posted by: Holl.3109

Holl.3109

Build: http://gw2skills.net/editor/?fRAQNBIhZakjmebrtx4G2bTgMUStARHAFwBQdTEFvKA-TpBFwAQOCAWLDUb/hFHCgEnAAAPAAA

Another take on spectral power build. This one a lot more tanky due to soldiers amulet.

Why soldiers?: with runes of the pack and furious demise you have 3/4 fury uptime, so that would be 44% crit chance. The only loss is ~30% crit damage, but that is in exchange for 600 vit/toughness.

With mobile I mean perma (and overstacking) swiftness and 2 teleports, which is pretty good for a necro.

Why 2 in death magic?: usually people go 2/6/0/0/6 but I’m not fond of spamming LB, and the minor trait sucks, so I went two in DM for +100 toughness always, +10% boon duration, +170 toughness in DS, and +400 toughness while channelling, which you should be doing almost always.

What you guys think?

All 80’s – PvP/WvW
My YouTube channel
Reapers gonna reap ¯\(°_°)/¯

Tanky mobile spectral power build

in Necromancer

Posted by: Stand The Wall.6987

Stand The Wall.6987

ive played spectral necro for about a year now, and it wont be as good as it could be until some big changes happen. combining spectral mastery into spectral attunement is a start. another problem is that there are too many good traits in soul reaping and close to none in death/blood magic.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

Tanky mobile spectral power build

in Necromancer

Posted by: Pelopidas.2140

Pelopidas.2140

ive played spectral necro for about a year now, and it wont be as good as it could be until some big changes happen. combining spectral mastery into spectral attunement is a start. another problem is that there are too many good traits in soul reaping and close to none in death/blood magic.

You want big changes? I guess reduced cd on spectral armor and res/stomp in ds aren’t big enough.
I doubt the 2 traits will be combined, it would have been done from the beginning. I dislike the position of spectral attunement, but it’s good that there are spectral options on more than one traitlines.

And seriously close to none good traits in death/blood magic? Death magic has awesome traits…and some blood magic traits are also cool.

And on topic, build is ok. Maybe change the Dark Armor to spiteful vigor or shrouded removal, some cleanse on d/wh isnt bad.
Personally id take 2 points off curses and into DM. To take Reapers protection or Death Shiver.

(edited by Pelopidas.2140)

Tanky mobile spectral power build

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

ive played spectral necro for about a year now, and it wont be as good as it could be until some big changes happen. combining spectral mastery into spectral attunement is a start. another problem is that there are too many good traits in soul reaping and close to none in death/blood magic.

You want big changes? I guess reduced cd on spectral armor and res/stomp in ds aren’t big enough.
I doubt the 2 traits will be combined, it would have been done from the beginning. I dislike the position of spectral attunement, but it’s good that there are spectral options on more than one traitlines.

And seriously close to none good traits in death/blood magic? Death magic has awesome traits…and some blood magic traits are also cool.

And on topic, build is ok. Maybe change the Dark Armor to spiteful vigor or shrouded removal, some cleanse on d/wh isnt bad.
Personally id take 2 points off curses and into DM. To take Reapers protection or Death Shiver.

No, those changes are not big enough. until we get a leap on land, power necro will still be lacking.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

Tanky mobile spectral power build

in Necromancer

Posted by: manveruppd.7601

manveruppd.7601

Agreed, what power necro needs is either decent long-ranged options (and no, 600 range on axe isn’t enough, and the improved staff auto won’t cut it either…) or a decent gap-closer.

Spectral traits would be very OP if they were combined, but I agree that Spectral Attunement is competing with too much other good stuff in the Curses line… It’s annoying that some traitlines have almost no good options and others are overstuffed!

A bad necromancer always blames the corpse.

Tanky mobile spectral power build

in Necromancer

Posted by: TheLastNobody.8319

TheLastNobody.8319

We need leaps, or ways for us to stick to an opponent, other than just teleports. Honestly, I like that we aren’t THAT mobile. I would like for us to be more of the profession that is extremely hard to get away from, not one that just teleports or runs away like all the others..

What if, and this is a big BIG if, they made a grandmaster trait that made it so after an enemy triggers a mark, you can teleport to it for a set period of time. If not that, and I would understand why people would think that’s ridiculous, they increased the range on dact pact to 1000? Same with life siphon? Also the axe, as others have said, needs some big work. The thing works barely outside of the range of most melee weapons, and most classes will be dancing around you as you try to keep them infront of you.

A knight in shining armor is a man who never had his metal truly tested.

Tanky mobile spectral power build

in Necromancer

Posted by: manveruppd.7601

manveruppd.7601

If they increased dark pact to 1000 then the immobilise would expire by the time you walked up to them. It’s not meant as something that gets you close to your opponent, it’s meant as something that keeps them there while you deliver your damage. What we need instead is a Dark Path that WORKS. Either by substantially increasing projectile speed or by turning it into a targeted teleport.

I love the idea of being able to teleport back to your marks! I would absolutely take such a trait! I think though it should only be possible BEFORE they’re triggered. Being able to hit your enemies with the mark AND teleport back to it would be too much.

A bad necromancer always blames the corpse.

Tanky mobile spectral power build

in Necromancer

Posted by: TheLastNobody.8319

TheLastNobody.8319

If they increased dark pact to 1000 then the immobilise would expire by the time you walked up to them. It’s not meant as something that gets you close to your opponent, it’s meant as something that keeps them there while you deliver your damage. What we need instead is a Dark Path that WORKS. Either by substantially increasing projectile speed or by turning it into a targeted teleport.

I love the idea of being able to teleport back to your marks! I would absolutely take such a trait! I think though it should only be possible BEFORE they’re triggered. Being able to hit your enemies with the mark AND teleport back to it would be too much.

Guess I never really thought of Dark Pact like that, so yeah that makes sense. And agreed with Dark Path, that thing is just a waste I find unless I use it within 600 range.

Honestly surprised somebody liked that suggestion. O_O the only thing that would arise from teleporting before triggering is that it would give us a great escape, which they don’t what us to have. But that could be solved with a cooldown on the teleport ability I guess. The main reason I suggest a teleport after trigger is to prevent us from having an escape tool, but reinforce that necro is a class that is hard to get away from once you have engaged one.

A knight in shining armor is a man who never had his metal truly tested.

(edited by TheLastNobody.8319)

Tanky mobile spectral power build

in Necromancer

Posted by: Liewec.2896

Liewec.2896

seems like a good build for maximum DS uptime, worth a try methinks!
i’m usually too attached to my wells to try another power build XD

Tanky mobile spectral power build

in Necromancer

Posted by: manveruppd.7601

manveruppd.7601

I actually take back what I said about Dark Pact. There’s no reason they couldn’t increase its range. People would still be able to use it to keep people in dagger range, or inside their wells, but if it was 900-1200 range they’d also be able to use it with ranged wells, or to stop someone from getting to a point and decapping it before they can catch u9p with them.

I still think fixing Dark Path is the biggest priority though. Not that it’s “broken”, it’s a powerful skill that works well within a narrow framework, but, because the projectile speed is so slow, you can’t really use it at its maximum range, as people can just outrun it. Its usable range is probably around 600 max if enemies are walking away from you and have swiftness. If they turned it back to a targeted teleport I’d happily take a cooldown increase to 20"!

A bad necromancer always blames the corpse.