2 monk and water are only 10% each now since the last patch (in sPVP)
How about you just get around to it and post the build already.
Its something like this – copy and paste job
http://gw2skills.net/editor/?fQAQNBLhZYkRrZTejeTBIV45JFc/dUBipeYe6nD;ToAAzCpogxAjAGbROYkFtqY0B
erm 5x afflicted +2 lyssa?
Ever tried to put a rune in your rebreather?
I thought that would be your answer any proof that it works? while not under water
erm 5x afflicted +2 lyssa?
Ahhh… I hate youtube! Uploaded the vid all night and now it doesn’t work. Ill cut it shorter and upload it tomorrow. Was nothing that special anyway, just recorded a tournament to show the build in a real combat scenario.
The build:
Is almost immune to conditions
Can’t be kited
Has 4 sources of CC
Applies 70% of the damage to all enemies around you
Breaks bunkers
Survives burst
Applies regenration to you and all allies
Has 2 ways of removing conditions from allies
Solos Svanir and the other dude
Solos keep lords without getting a scratch
Is fast due to swiftness source
Provides a safe stomp every 10 seconds
By swapping out the amulet it can be either a bunker/support or offense build
By swapping one skill slot you can adapt to any class composition
By swapping to dagger/beserker amulet you can easyly destroy doors/trebusGetting caught by Moa Bird destroys you and you better have cooldowns/DS ready for quickness attacks but thats rather because Moa Bird and Quickness are broken and can be expected to be addressed. In additon thiefs and eles can decide to end the fight by simply leaving but thats also something that can’t be avoided.
I wonder where Fosters is, I showcased the build to him yesterday.
I think Red got it right from one of fiesberts earlier posts
@Cempa
That’s one of the 20/0/20/20/0 variations I mentioned before. Good staff focusing on that build. Although I think the original poster is using a conditions based builds as I have seen some of his other posts in different threads in which he talks about how he plays. He actually put up a link in a build posting thread as well. It’s too bad that the link doesnt work right. Only thing i see is 10 in curses after the page loads.
This is the build you are looking for http://tinyurl.com/d9r7e34
I won’t tell too much though, you have to figure out how to use it yourself. Its insanely powerful.
30 points in soul reaping and plague signet.
use of staff, and probably scepter / warhorn
4 sources of cc are probably staff 3, scepter 2, warhorn 5 and DS 2
I think the link in OP is no longer valid as they have merged topics
if you are on the top level of the keep on niflhel DS #2 will not drag you to your foe useful for extra bleeds and chil.
Sorry to ask but what combo finsher are there?
you swap to axe for them?
New to it all, so sorry to ask?
If you go staff main, is it axe/warhorn (for speed) in off hand?
Thanks
If you are looking for finishers necros have very few
Staff 1 – 20% chance of projectile
staff 4 – blast finisher
spear 4 (water weapon) whirl finisher
utility bone minions – 2x blast finishers
utility flesh wurm teleport – blast finisher
and one more not known by many people using the blood magic III trait mark of evasion when you roll you place a mark and create a blast finisher at the end point of your roll. this has a cool down of about 10 seconds
So the utility spectral ammors gain LF when hit effect is removed when entering DS how is last gasp effected if it procs while in DS and hitting 50% HP?
is just the protection applied?
Actually several other classes have condition damage and condition duration stacked together. The only downside to this would be that it would slightly disadvantage traits like Withering Precision
sorry but every class has power paired with condition duration
source – http://wiki.guildwars2.com/wiki/Trait
in beta it was 100% stability while in DS but I think it may have been seen as a bit OP so was reduced to 3 seconds
suggestion: – getting knockedbacked causes stability buff to be put on you for 1-2 secconds
vote for sticky
Very well laid out summary of issues with todays necromancer.
could do with a section on boons that are hard/impossible to get.
warrior, guardian and engineer have the same pairings for power +cond duration, cond damage + precission.
infact all professions have power +cond duration
your mark of blood (staff 2) give’s regeneration so healing power is useful for that.
so for dungeon easy mode just get the fastest char to have the most vit/tough and rest of the team go glass cannons?
in sPvP
theory Max power of 5382
2425 base + 250 bloodlust + might 25×35=875 + 1832 from lich = 5382
Proposed build to get this
http://tinyurl.com/maxpowernecro
i would asume
Blood is power = 10
weapon swap sigils 3+3+3
reapers might – might on life blast
probably best going to that bit of the mists with many close together golems and try it out
copies everything to the foes within range (probably up to 5 targets)
unclear how your condition duration effects both conditions you put on the target foe and those put on by allies.
spreading 25 stacks of bleeds to 4 other players is very very nice
When you say that Target the Weak (25 pts Curses) has no effect, do you mean with conditions only? Because I find that disregarding the +condition damage, Curses is very strong for a power necro to invest in — at least compared with the alternatives. It seems to have the least bugged / most worthwhile minor and major traits as opposed to stuff like… Reanimator. Or Gluttony
Also why is Weakening Shroud bugged? It seems to work fine for me, unless it’s not doing as much as damage as it should be doing?
I agree with these statements curses 25 seems to give 2% direct damage increase per unique condition type. 11 conditions in the game so max of 22% increase.
Whats wrong with weakening shroud?
no cool down on furious demise, in theory you can use the 5second DS with some boon duration enhance ment and have perm fury, even when your not in combat juse pop in and out of DS and you can build it up.
So Tried this out in a tourney tonight and was getting crits from the death nova from 4-7k hmm.
was running berserkers with 30/10/0/0/30
(edited by merch.1026)
Conditionmancer effectiveness and fun factor vs. Power Death Shroud mancer in WvW
in Necromancer
Posted by: merch.1026
I personally find swinging the scepter for bleeds very dull and boring and seem to switch off more and die to bad concentration.
When playing dagger/power Im in the fight engaged and know im going to take a load of damage so I mentally prepare for it.
No idea how effective this is, but at least it’s original. Why not berserker’s amulet? :>
edit// reread the part about terror scaling off condition dmg, disregard. One last question, why signet of spite?
extra power then again I dont think it works in downed so probably switchable
do they get 5 points for a down or only 5 points for a stomp?
do your allies get 10 points for a revive?
what actually counts towards the 500 win?
consider getting a bit more power and aim for a staff hybrid build
https://forum-en.gw2archive.eu/forum/professions/necromancer/Hybrid-Staff-Build-for-all-pvp/
With the use of 6/6 afflicted and the 50% damage when downed death nova does around 3,000 damage coupled with aoe fear on down with some damage. we get our own little bomb necro.
You might have to inform your team mates to prepare to res you when you go down. once resed let the enermys kill you again and repeat.
death nova scales on power and terror (fear does damage) on condition damage.
Using wells charge in doing as much damage as possible if your lucky you can get people so low that when they down you it takes them out with you.
http://tinyurl.com/bombnecro
addition to build spite XII close to death would probably work well here, you could also drop 50% fear for curses 25 for extra damage. although gives less time for your team mates to res.
kill me once shame on me, kill me twice shame on you, kill me a third time now your just asking for it.
(edited by merch.1026)
Nothing stopping you using both, If your happy with kiting around a bit
here’s a staff hybrid I came up with for pvp, it may be a valid build for PvE but I haven’t tested it in that environment
There are melee specs, how valid they are is up to personal oppinion.
melee for necro is hard, requires alot of skill and practice to pull off, prone to getting killed very fast. Its usually a case of kill or be killed and the margins between the two are very close. Check the build post out (although not many melee builds)
Shameless mention of melee build I came up with https://forum-en.gw2archive.eu/forum/professions/necromancer/tPvP-Staff-dagger-dagger-build-full-spectral-warrior/first#post376391 (It has come to my attention that my post about condition duration being mulitplicative is probably incorrect caused by incorrect tool tips and trait descriptions)
I dont claim this is the best build, people have been having some sucess with using wells and people have suggested variations to my build on that post and in the builds post.
If going melee prepared to die alot, once your in combat the necro has poor ability to get out if things go wrong. kill or be killed.
another melee build https://forum-en.gw2archive.eu/forum/professions/necromancer/The-Mr-Freeze-Build-SPvP-Video-Fun-CC-Damage-Build/first
(edited by merch.1026)
The sigils in the weapon are only a suggestion. I generally play around with them a bit.
In the linked build the staff has the minor accuraccy sigil, which in PVP gives you about 2.4% chance of extra crit per kill up to a total of 12% at the cap of 25 points (5 kills without being downed)
the MH dagger has the sigil of ice giving a 2second (+duration)
the OH dagger has the sigil of chilling which adds 10% chill duration this sigil can be swapped for many other depending on playstyle
warriors, guardians and engineers have the exact same parings of
power + cond duration and precision and cond damage.
are they forced into hybrid?
to match dps increase of 25 per second on the staff (from power) you would need 5 stack of bleeds
5 bleed damage increase (from cond damage) x 5seconds = 25dps
well its up to you.
for your consideration
100 condition damage will increase a single bleed tick by 5 damage
100 power will increase the staff 1 damage by 25 damage
(according to this post – https://forum-en.gw2archive.eu/forum/professions/necromancer/Autoattack-DPS-and-cast-times/first#post372448)
the staff 1 skill is 0.75 second cool down lets call it 1 second so to get more performace out of 100 condition vs 100 power you would need more than 5 bleeds on a target.
It should be true of all weapons on all classes. but cant say ive tested.
If you are looking for finishers necros have very few
Staff 1 – 20% chance of projectile
staff 4 – blast finisher
spear 4 (water weapon) whirl finisher
utility bone minions – 2x blast finishers
utility flesh wurm teleport – blast finisher
and one more not known by many people using the blood magic III trait mark of evasion when you roll you place a mark and create a blast finisher at the end point of your roll. this has a cool down of about 10 seconds
unless theres a staff bug the two staffs should share the same cool downs so you can only put 4 marks down at a time
Not sure I i should have started a new topic for this but an overview of “bugs” across all professions
total number of resported changes (bug/other changes)
ranger 7 warrior 8 theif 12 engineer 19 elementalist 22 mesmer 26 necro 27 guardian 27
https://forum-en.gw2archive.eu/forum/info/news/Update-Notes-8-September-2012
engineer 2 mesmer 1
https://forum-en.gw2archive.eu/forum/info/news/Update-Notes-9-September-2012
mesmer 1 guardian 3 ranger 2
https://forum-en.gw2archive.eu/forum/info/news/Update-Notes-14-September-2012
elementalist 3 mesmer 3 warrior 2 guardian 4 thief 1 engineer 1 ranger 1
https://forum-en.gw2archive.eu/forum/info/news/Update-Notes-17-September-2012
warrior 1 mesmer 1 thief 1 engineer 2
https://forum-en.gw2archive.eu/forum/info/news/Update-Notes-25-September-2012
elementalist 2 engineer 3 guardian 2 mesmer 2 thief 1 necro 10
https://forum-en.gw2archive.eu/forum/info/news/Update-Notes-1-October-2012
elementalist 2 engineer 5 guardian 6 mesmer 4 ranger 2 necro 10
https://forum-en.gw2archive.eu/forum/info/news/Update-Notes-October-7th-2012
elementalist 5 engineer 3 guardian 4 mesmer 7 thief 2 ranger 2 necro 2
https://forum-en.gw2archive.eu/forum/info/news/Update-Notes-October-22-2012
elementalists 10 guardian 8 thief 8 mesmer 7 engineer 3 warrior 5 necro 5
Class forums “bug” threads
elementalist – 191 posts 11877 views 6 posts of issues – although this is a restart of the bug topic original had 242posts and 15996views)
engineer – 161 posts 16935 views 1 post of issues
guardian – 272 17632 3 posts of issues
mesmer – 333 26057 2 posts of issues
necromancer 611 110006 7 posts of issues
ranger 218 22270 2 posts of issues
thief 200 12053 no bug list maintained
warrior 64 2098 5 posts of issues – new thread
Found out that two classes have created pages on the official wiki
http://wiki.guildwars2.com/wiki/List_of_Engineer_bugs
http://wiki.guildwars2.com/wiki/List_of_Ranger_bugs
Link’s bad. Would like to take a look at this build.
There is a known issue with the gw2skills urls with ‘;’ (which I keep forgetting) so I have edited the post with a tiny URL.
I was messing with the staff over the weekend and came up with a hybrid build that worked rather well in team fights at center nodes on niflhel and foefire
Focus is on using the staff for many conditions bleed, chill, poison, weakness(from blast on poison) and fear. With corrupt boon and epidemic on lower cool down to de-deboon a heavly booned foe and spread the resulting conditions. Use of carrion amulet and jewel gives both high power and high condition damage.
Proposed base build: http://tinyurl.com/97wz2tk
20/20/10/0/0
?/VII
?/VII
V
Second weapon set: Guess this is up to you, I however have been using Dagger with either warhorn or focus. To deal direct damage when jumped by a thief/warrior.
armor runes and sigils
Ive personally not found anything I feel is better than anything else to use here. for sigils ive tried fire on the staff along with bloodlust and force on the offset. sometimes ive used earth on the staff for another bleed.
For runes ive been trying many including 6/6 Scholar, 6/6 elementalist, 6/6 ogre, 6/6 Citadel, 6/6 lyssa, 6/6 Ice
But of yet not found thge “best”
Trait Choices:
For spite minor you can choose between spiteful spirit (retaliation on DS) or spiteful talisman (longer range focus and quick cooldown)
For Curses minior: All apart from 1 and 5 the other traits will fit this with build, Ive been going for either terror (fear damage around 700 with this spec) or enfeebling blood to help when jumped by thieves.
Extra Trait points and final utility
my suggestion is to use the extra 20 points in any of the 3 currently used trait lines. (blood magic and soul reaping should be ignored)
10 points can be added to spite to get the trait XII close to death giving you an additional 20% damage on those below 50%HP + 10%conition duration and 100 more power.
alternativly – adding bone minions and the 30% extra minion damage and you can send in your golem and bombs for some burst.
10 Points can be put into curses to get 2% damage per condtion (works well with the condtions you are putting/corrupting and spreading) and then a choice of several traits:
IX focused rituals – ive been using the targeted wells with well of corruption for more boon-> condition
X Spectral Attunement – ive been pairing this trait with the spectral wall for group protection and mass foe vulnerbility, only takes one guy to walk through the wall one or two times and epidemic for massive vulnerbility.
10 Points in Death magic – Ive been getting II for the larger marks, ive not found many of the other traits in this line to be useful to justify going to 30.
If you havent used a trait that matches a utility you can use blood is power for extra damage or one of the sigils.
Weaknesses: It goes without saying that your toughness is going to be low (around 2000 armor)and your going to be prone to thiefs poping out of stealth on you.
Quick reflexes on DS is going to save you, if you have spiteful spirit let them hit you a few times before fearing them away and either go after them with your off hand set using dark path to get close or kite them with the staff.
Use of death shroud can give you fury for a few seconds while this build is not crit centric every little helps.
(edited by merch.1026)
the 6 part afflicted does around 2k damage based on power I think and scales with the spite trait deaths embrace (50% extra damage on downed) giving it up to 3k damage. the minion trait however seems to do 0 damage last time i tested earlier this week but just applies poison to the ground.
I can only guess that these traits are either fake or from earlier closed beta tests before the more open BWE granted with the pre-purchase as none of these were in the beta weekends.
The Spite line trait Spiteful Talisman doesn’t effect Reaper’s Touch. It updates the tooltip but the actual skill cooldown and range is unchanged on use. If you look at the focus skills when equiping the trait you will see Spinal Shivers flip as to be updating but Reaper’s Touch doesn’t.
Completely confirmed.
I just tested scepter range(900) and reaper’s touch range WITH spiteful talisman and they both go out of range at the same distance.
You are correct about the tooltip reverting to 18 seconds after the skill is used and then from 18-11 seconds, the tooltip incorrectly states 18 seconds recharge and 900 range, then once the cooldown reaches 10 seconds remaining, the tooltip flips back to 14 seconds listed cooldown and 1200 range. So, it does indeed take 18 seconds for the skill to recharge WITH the Spiteful Talisman trait when it should take 14 seconds.
I have already reported as a bug that the bounces do not occur unless an eligible target is within 600 range for them to occur, however the first hit which applies 3 vulnerability stacks and the initial damage, will always occur – even at 1200 range.
So, to clarify:
- Skill cast/initial effect range w/o Spiteful Talisman trait: 900
- Skill cast/initial effect range w/ Spiteful Talisman trait: 900
- Bounce range with AND without Spiteful Talisman trait: 600
- Recharge w/o Spiteful Talisman trait: 18s
- Recharge w/ Spiteful Talisman trait: 18s
Text in bold are the only current bugs regarding Reaper’s Touch that are not yet official bugs
additionally a benificial “bug” spiteful talisman increase the damage of both these skills this is reflected both in the tool tip of reapers touch and spinal shivers and actually does increase damage of the ability, I tested using golems and a steady focus.
There isnt an official way to get it to 6 seconds, you can either get the 50% reduction trait to get it to 5seconds (but you can’t have that as well as the stability)
-or-
The only way I can think of is: use DS at a low LF amount get the stability, run out of LF and get kicked out of DS (you don’t get a 10 second cool down if you exit DF via running out of LF). Then gain LF very quickly you can technically jump back into DS and get more stability (if there is not a cool down on the trait proc)
Im not saying we have enough finishes (we dont) but the combos are meant as a team mechanic were teams work together.
The question is since necros have a dominance in “dark” fields (only a thief has 1 shadow refuge on 60second cooldown) Is the dark field a useful tool in team pvp?
how do people rate blind/life leach over say the water field that give different types of heal depending on finisher?
in the wise words of yoda “No, There is another”
When using the trait mark of evasion (blood III) when you roll a blast finisher is created every 10seconds or so regardless if the mark generated is triggered. This is largly undocumented and I found it back in BWE2.
build sounds similar to the one ive been using
which is 30/20/0/0/20
https://forum-en.gw2archive.eu/forum/professions/necromancer/tPvP-Staff-dagger-dagger-build-full-spectral-warrior/
I also some times drop the fear duration and damage for enfeebling blood and the damage increase per condtion in a 30/25/0/0/15 build probably identical to yours.
What runes and sigils are you tending to use?
@barti ps thanks for the comment on the flying guardian http://www.youtube.com/watch?v=UlJdSp90hSk&feature=plcp
yes I did the research and the flesh wurm gains you the 10% also, which is sort of intended, the flesh golem on the other hand could be seen as abuse.
Hello. I didn’t saw anything about Deathly Invigoration . The tooltip says nothing about it’s 20s cool down and it doesnt show any numbers healed.
The only useful bug i know with necromancer (beside shroudstomp and shroudrevive) is with Spectral Walk – equip it, use it, change the skill before the cooldown of Spectral Recall expire and you got free swiftness.
Does anyone know do Vampiric Precision stack with Sigil Of Blood ? I have the strong feeling it doesn’t. Not a big deal since its heal is uselessNever tried with healing power.
vampiric precision does not work with sigil of blood however 100healing power gives you and extra 10hp with the sigil of blood. base is 453 I believe. so 30 points in blood giving 300healing power ups this to 483

Never tried with healing power.