Hi, zaragoz.
I could answer your questions one by one, but I think it would be generally better to describe to you exactly what condi necro’s role is, what you’re capable of doing and what you should avoid.
As a condi necromancer your biggest assest are:
- being relatively durable
- ranged AoE pressure
- shutdown & interrupts
- boon corruption
Your weak spots:
- close combat & node fighting
- mobility
- life force generation
- downed state pressure
Now, I won’t go through all these, but let me say that with the above in mind you should:
- put pressure from outside nodes – your main role is to survive and wait for an opportunity to use your skillset to add a finishing touch. I’ve found through my experience, that condi necro won’t usually be able to bring a good opponent down by himself in teamfights (not 1v1’s, we’ll come back to that). This is connected to how much condi clease there is in the game and a few other factors.
- push for fights where you have some assistance – you are most effective in small skirmishes – 2v2’s, 3v3’s with your team to support you and with you to support your team.
- interrupt stops/rezzes- this is rarely mentioned and I find it to be a crucial part of the necro gameplay.
- Plague-rezz, -stomp or -bunker
Notice how the above align with your biggest assets.
Let’s move onto the gameplay you should avoid:
- standing on nodes over longer periods of time – if you’re required by the circumstances to stay on a node – something is going wrong and your team is getting either largely outplayed or you and your team are rotating improperly.
- roaming too far from nodes – you should carefully push for objectives where you know you’ll contribute rather than hinder your team. You don’t have the capabilities of thieves to quickly bail out and fix a mistake and it will take you a relatively long time to rotate somewhere else if you happen to be in a wrong spot. I’d say your role should be something in-between a point-holder and a roamer. It’s hard to explain, but well come back to that.
- tanking with life force, unless Last Gasp Spectral Armour pops – you need the DS always ready off cooldown for Doom fear and Tainted Shackles.
- going in for stomps or rezzes, unless you have Plague ready and it’s a clutch moment – if your enemies get rezzed it’s usually someone else’s fault.
Okay, we have some general idea, so we can now think on how to achieve those things at the same time answering your questions.
- Rotations – don’t think about it this way. The question should be how to be most optimal with your skills. There are skill you can usually fire at will (Mark of Blood, Grasping Dead, scepter auto :> ) and some that can’t be used unless justified (fears, condi transfers, Corrupt Boon and Dark Path, stun breakers).
- Damage – you won’t be easily seeing damage comparable to some other professions and specs. This is how the build works. Your offense comes through stacking some bleeds and torment as an addition to the damage coming from your teammates, putting poison and weakness wearing down the opponents’ defenses and timed condi bursts with fears and boon corrupts.
- Life Force generation – as you’ve noticed LF isn’t very abundant in this spec, especially if you’re having a hard time staying alive in some tough matches and even more so after the minion LF stacking nerf. This is where two things meet – using your LF sparingly and generating it at every opportunity. When opening a fight or when on staff you usually should go for landing a couple of staff auto-attacks – it is quite easy after all the buffs the skill received. Don’t expect Feast of Corruption (scepter#3) to give you a sustainable amount of LF, staff is the key here. Also make sure to land some autos on downed players after your team secures a win in a teamfight and consider sticking around to get the death bonus (you won’t get if if you go away too far).
To be continued…
Leman
(edited by leman.7682)
