Shrouded: any weapon that quickly refills your Lifeforce and then you shroud again, need traits to give you max DPS in shroud. These are the main playstyles as a necro I'd say. I always wrote only the primary weapon of the build, with most you can take staff as secondary or with the artillery you can take dagger/x for enemies that get close.
- Sep 11, 2012 Guild Wars 2 - Necromancer builds, all you need to know to get you started. GW2: Necromancer, All Weapon Skills & Abilities. GUILD WARS 2 NECROMANCER Overview.
- Feb 17, 2015 Necro has nothing to support the group, only plain dps, while at the same time, he doesn't even have the highest dps. And in terms of condition damage, there are pve events where it's useful (triple trouble for example). Some enemies from the living story.
in Players Helping Players
I'm leveling my necromancer.
I heard scourge is best specialization and good for PVE?
Wonder how I choose good weapons.. I want use two weapon-switch for melee and range. (need too aoe skill)
Comments
- So first off, which elite spec is the best for necromancer is a matter of opinion and playstyle. I'd suggest that you continue leveling necro, and play around with all the weapons and see which ones work best for you and your playstyle.Scourge is mainly good for group support, and is marginally better than Reaper for condition builds (damage over time), but not enough for it to be a dealbreaker if you want to use Reaper. But again, this is getting ahead of yourself imho, so I will address core necro for most of this.As far as weapons go, we have good power-based weapons at all ranges (daggers for melee and axe for the medium range. Staff is long range and has some good AOEs). For conditions, scepter is your go-to, regardless of range. For AOEs, Wells and staff are your main ones.In PVE, the thing that makes necro so good isn't the weapons though, it's the minions. You have utility skills that summon little monsters that fight for you which has a lot of tactical advantages (keeping aggro off you being the main one). It's one of the most forgiving classes because of this.
- edited January 25, 2018
- Weapon with most AoE attack and long range for necro is staff (but it's really bad for PvE).
- For melee, dagger is good for regenerating life force (I found myself rarely using dagger since my life force is never empty because every mob dies will add our life force)
- Our F1-F5 skill is already an AoE skill so..
For Open World PvE, I personally using Scepter on first slot, and Torch on second slot with Malice and Geomancy Sigil.
For WvW, I use Staff / Scepter + Torch - at end game scurge I use scepter main hand in set one and torch off hand in set two.
that way i can weapon switch for those sigil triggers. - @Ezzi.3670 said:
I'm leveling my necromancer.I heard scourge is best specialization and good for PVE?Wonder how I choose good weapons.. I want use two weapon-switch for melee and range. (need too aoe skill)I usually like to play staff and axe/torch
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- 2Skill Bar
- 3Specializations
- 4Equipment
Overview
A Condition Necromancer PvP build with heavy boon corruption made to teamfight. Usable by F2P players as well.
Skill Bar
Scepter/WarhornHealingUtilityElite
Staff
Slot Changes
Utility
Viable choices for the optional slot:
- - primarily a defensive tool, but also has synergy with for more pressure.
- - an excellent escape/mobility tool with some bonus Life Force gain.
- - AoE boon corruption.
Template Code
[&DQgnHhMtMj6iAKIAvQEAADABAABsAQAAkgAAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Variants
- sacrifices group utility for a bit more pressure/sustain.
Specialization Changes
Spite can replace Blood Magic for more pressure but lower sustain and less group utility. The Spite version is more popular on teams where you can rely on a support keeping you alive (like automated tournaments) while Blood Magic is preferred by most ranked players:
Equipment
Superior Sigil of Doom
Your next attack after you swap to this weapon while in combat inflicts poison (6 seconds). (Cooldown: 9s)
Superior Sigil of Revocation
Superior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Escape
Remove movement-impairing effects from yourself when swapping to this weapon while in combat.
Superior Rune of the Traveler
(1): +8 All Stats(2): +5% Boon Duration(3): +12 All Stats(4): +10% Condition Duration; +10% Boon Duration(5): +16 All Stats(6): +25% Movement Speed
Carrion Amulet
Equipment Changes
Runes
- for better mobility
- is also a viable option assuming you don't want movement speed.
Usage
General
- Positioning: Necromancer sustain is far from great. Keep out of melee range whenever possible, and abuse spots which break teleport skills to make it harder to get to you. Don't stand on capture points unless you absolutely have to.
- All of your marks are unblockable and generate Life Force.
- Never spam your marks on the ground out of combat - they are easy to spot and a single dodge from the enemy can get rid of them. The only exception can be (because it's not a key skill and has a low CD), which you can freely place at an entrance or under yourself to potentially give away Stealthed enemy movement.
- Both weapon sets have one unblockable hard-CC skill: on Scepter/Warhorn and on Staff. Use them to interrupt skills such as a Warrior's .
- Tip: enemy players who block Staff skills can work against themselves. Long duration blocks such as Shield Stance give you more than enough time to land crucial staff skills like with little to no risk of being avoided as blocking players normally don't dodge.
- Entering Shroud triggers . If you're CC'd and Blinded you can enter shroud, the Blind will make this trait miss, but will allow you to safely land a . If the target has Stability you can do this the other way around, cast Doom while Blinded to get rid of it and land Weakening Shroud, applying Weakness and potentially turning the Stability into Fear.
- - the frequent damage pulses are great for consuming Blind you may have.
Damage
Gw2 Highest Dmg Necro Weapon 2
- Most of the pressure comes from various sources of boon corruption and condition applications over time, this build isn't really about burst rotations (bar 1-2 combos).
- is not only a great spike skill, but also a defensive one - thanks to the low cast time CB can be used to counterpressure targets. Someone's chasing you with Stability and Might stacks? Turn their boons against them, right into Fear and Weakness! It's also unblockable.
- Even just a two skill chain of ⇒ is already a decent burst combo, inflicting up to 6 different conditions and stripping at least 5 boons (potentially more with sigils).
- is potent, but hard to land as anyone could just walk right out of it. Your goal here is to make your enemy overcommit to staying inside the range of this AoE - drop it on downed enemies when their team is coming to revive them, or under yourself on low HP essentially acting as a bait.
Shroud burst rotation (in melee range this doubles as a defensive rotation):
- to proc
- just before Dark Path reaches the target
- Spam
Support
- Blood Magic adds a small degree if team support to the build. The most notable benefit here is the improved rez potential.
- You can revive allies even while in shroud. Doing this has its pros and cons:
- Rezing in shroud makes you more resistant to enemy cleave, and having access to an instant CC like to ward off attackers could make all the difference.
- places a Well under target ally which not only revives downed players, but also heals everyone in range including yourself (and it's quite a significant bit of healing). However, if the Well gets placed while you're in shroud, you won't be healed at all!
Sustain
- The build has above average condition cleansing by Necromancer standards.
- Both entering and exiting shroud removes conditions thanks to and .
- (SW) is great for preventing condition pressure from ramping up on you. Activating its chain skill which 'ends' Spectral Walk does not stop the cleansing. This skill has many uses, for example:
- Activate SW ⇒ jump off a cliff while being chased ⇒ when your enemies jump after you.
- Activate SW ⇒ (if using Flesh Wurm) ⇒ teleport back when they catch up to you. This works for stomping downed enemies as well, the channeling isn't interrupted by either of these teleports!
- should be placed well before entering combat, preferably at a spot where your enemies can't reach it easily. Wurm provides you with an escape route and makes it easier to travel around the map in general. Last but not least, teleporting to the wurm with grants 10% life force, which means you could consider using the teleport before even leaving spawn at the start of a game in order to start off with enough LF for a activation.
- Even at maximum LF you may consider activating Spectral skills before entering death shroud. The added LF generation and sustain can prolong its duration significantly.
- is more of a last resort option that should only be used at or below ~50% HP and when other forms of cleansing/healing won't suffice.
Top Streamers
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