Jump to content
  • Sign Up

Very Viable Core Necromancer build for WvW solo roaming.


Lacko.6572

Recommended Posts

@"Anchoku.8142" said:I do not see a lot of movement-impairing skills and traits. How do you keep people aside from yourself in your wells?Considering only one of them is offensive there may not be a whole lot of reason too. They can, and most likely would be, placed defensively.There is also chill on staff, cripple and immo on d/h, chill on CoD, cripple on SS on shroud entry, chill on shroud 2 and immo on shroud 5, and cripple on lich 2. Unsure what you are expecting to see to constitute "a-lot".

I do not see many stun-breaks, either.2 stun-breaks on bar. Again what are you expecting that constitutes "not many" ? 3 stun-breaks and FitG? 2 stun-breaks is pretty standard.

Link to comment
Share on other sites

@Sigmoid.7082 said:

@"Anchoku.8142" said:I do not see a lot of movement-impairing skills and traits. How do you keep people aside from yourself in your wells?Considering only one of them is offensive there may not be a whole lot of reason too. They can, and most likely would be, placed defensively.Yes, I thought they would end up being used defensively, too.There is also chill on staff, cripple and immo on d/h, chill on CoD, cripple on SS on shroud entry, chill on shroud 2 and immo on shroud 5, and cripple on lich 2. Unsure what you are expecting to see to constitute "a-lot".MH dagger is short range, the wells are static AoE, and staff is not a dps weapon. I like the Spite traits and war horn but am not sold on the rest. It seems like this build would get me kited.

I do not see many stun-breaks, either.2 stun-breaks on bar. Again what are you expecting that constitutes "not many" ? 3 stun-breaks and FitG? 2 stun-breaks is pretty standard.Two stun breaks with protection sound good but I would still trade Death Perception for FitG, maybe because it saves my bacon more often.

Link to comment
Share on other sites

@Anchoku.8142 said:

@Anchoku.8142 said:I do not see a lot of movement-impairing skills and traits. How do you keep people aside from yourself in your wells?Considering only one of them is offensive there may not be a whole lot of reason too. They can, and most likely would be, placed defensively.Yes, I thought they would end up being used defensively, too.There is also chill on staff, cripple and immo on d/h, chill on CoD, cripple on SS on shroud entry, chill on shroud 2 and immo on shroud 5, and cripple on lich 2. Unsure what you are expecting to see to constitute "a-lot".MH dagger is short range, the wells are static AoE, and staff is not a dps weapon. I like the Spite traits and war horn but am not sold on the rest. It seems like this build would get me kited.

I do not see many stun-breaks, either.2 stun-breaks on bar. Again what are you expecting that constitutes "not many" ? 3 stun-breaks and FitG? 2 stun-breaks is pretty standard.Two stun breaks with protection sound good but I would still trade Death Perception for FitG, maybe because it saves my bacon more often.

It may just be easier for you to say you personally don't like the build. Not a lot is lacking based on how the build is played.

Link to comment
Share on other sites

@"DRfear.5234"You have some common elements with the build @"SpellOfIniquity.1780" posted and modified but staff does not have the condi pressure scepter does while the stat and trait selections seem less beneficial to roaming. If you want to play a power roaming build, axe may be better than staff and Walk, Grasp, or Wall/Ring might be more productive than making a red keep-out zone with a well. With the number of condi-clears and stun-breaks in the game, wells may not be hard to get out of so you might not get more than a single pulse of value out of each except for WoB. You picked Fear of Death but not Dread like I would have and I might have taken Death Magic over Blood Magic on a power build for more toughness while trying to burst soft-CC for more control over the target. Death Magic may be awful for Necro's in PvE because of the lack of aggro control, group support, and immunity skills but it is more useful in 1v1 competitive modes where Blood Magic has fewer advantages from its AoE. These are just things to think about. You don't have to take them seriously.

Link to comment
Share on other sites

@Anchoku.8142 said:@"DRfear.5234"You have some common elements with the build @"SpellOfIniquity.1780" posted and modified but staff does not have the condi pressure scepter does while the stat and trait selections seem less beneficial to roaming. If you want to play a power roaming build, axe may be better than staff and Walk, Grasp, or Wall/Ring might be more productive than making a red keep-out zone with a well. With the number of condi-clears and stun-breaks in the game, wells may not be hard to get out of so you might not get more than a single pulse of value out of each except for WoB. You picked Fear of Death but not Dread like I would have and I might have taken Death Magic over Blood Magic on a power build for more toughness while trying to burst soft-CC for more control over the target. Death Magic may be awful for Necro's in PvE because of the lack of aggro control, group support, and immunity skills but it is more useful in 1v1 competitive modes where Blood Magic has fewer advantages from its AoE. These are just things to think about. You don't have to take them seriously.

I agree that this build could use some adjustments but, I do also see the concept OP had in mind. IMO, as long as a build has a clear purpose, it's passable (though not competitive mind you). Plus, it's always fun to see people playing something different!

A while back I decided to replicate PvP Demolisher stats for core Necro/Reaper and have been very satisfied with the results. I shared that build here and was told I was wasting some stats (Shroud + Fury = 113% Precision) so, it may not be perfect but it's still quite effective.

Build here:http://en.gw2skills.net/editor/?vREQNAR3dnc0A12gl3AG3A0biFcBDaAEAaBUdh4wzK+K+FLjA-jlDEQBuT3QiUDIH7PAgLAgUUK4QlYRRZxDOIAQ4BAktjAg/UpYjKBbkKCTSVkAAIA38mZz2M4m38m38m3srbzsZ28m7MpAGVyG-w

Increased Ferocity and less Vitality variant here:http://en.gw2skills.net/editor/?vREQNAR3dnc0A12gl3AG3A0biFcBDaAEAaBUdh4wzK+K+FLjA-jlDEQBuT3QiUDIH7PAgLAgUUK4QlYRRZxDOIAQ4BAktjAg/UpYjKBbkKCTSVkAAIA38mZz2M4m38m38m3srbzsZ28m7MpAGVyG-w

If you remove all the Infusions, food and runes, the stats are extremely close to Demolisher with slightly more health. I was reminded of this when looking at the stats of OP's build which are also relatively close to Demolisher. It is a very nice stat spread for Necro and a common choice in PvP. I'm not a master build crafter though so I'm sure it could be greatly improved upon. Just wanted to share since it may interest OP judging by the stats they were shooting for.

Link to comment
Share on other sites

@"SpellOfIniquity.1780" said:

@Anchoku.8142 said:@"DRfear.5234"You have some common elements with the build @"SpellOfIniquity.1780" posted and modified but staff does not have the condi pressure scepter does while the stat and trait selections seem less beneficial to roaming. If you want to play a power roaming build, axe may be better than staff and Walk, Grasp, or Wall/Ring might be more productive than making a red keep-out zone with a well. With the number of condi-clears and stun-breaks in the game, wells may not be hard to get out of so you might not get more than a single pulse of value out of each except for WoB. You picked Fear of Death but not Dread like I would have and I might have taken Death Magic over Blood Magic on a power build for more toughness while trying to burst soft-CC for more control over the target. Death Magic may be awful for Necro's in PvE because of the lack of aggro control, group support, and immunity skills but it is more useful in 1v1 competitive modes where Blood Magic has fewer advantages from its AoE. These are just things to think about. You don't have to take them seriously.

I agree that this build could use some adjustments but, I do also see the concept OP had in mind. IMO, as long as a build has a clear purpose, it's passable (though not competitive mind you). Plus, it's always fun to see people playing something different!

A while back I decided to replicate PvP Demolisher stats for core Necro/Reaper and have been very satisfied with the results. I shared that build here and was told I was wasting some stats (Shroud + Fury = 113% Precision) so, it may not be perfect but it's still quite effective.

Build here:

Increased Ferocity and less Vitality variant here:

If you remove all the Infusions, food and runes, the stats are extremely close to Demolisher with slightly more health. I was reminded of this when looking at the stats of OP's build which are also relatively close to Demolisher. It is a very nice stat spread for Necro and a common choice in PvP. I'm not a master build crafter though so I'm sure it could be greatly improved upon. Just wanted to share since it may interest OP judging by the stats they were shooting for.

The only thing I do not like about these builds is that you will very often overcap critchance.

You got 60% baseUp to 50% from decimate defensesAnd in shroud 33% from deaths perception

That's 93-143% critchance in shroud (so around 118% critchance in shroud)

and 60%-110% out of shroud ( around 85% critchance out of shroud)

Also you don't have much vulnerability application.

Just some thoughts to min-max the build ;)

Link to comment
Share on other sites

@Nimon.7840 said:

@"SpellOfIniquity.1780" said:

@Anchoku.8142 said:@"DRfear.5234"You have some common elements with the build @"SpellOfIniquity.1780" posted and modified but staff does not have the condi pressure scepter does while the stat and trait selections seem less beneficial to roaming. If you want to play a power roaming build, axe may be better than staff and Walk, Grasp, or Wall/Ring might be more productive than making a red keep-out zone with a well. With the number of condi-clears and stun-breaks in the game, wells may not be hard to get out of so you might not get more than a single pulse of value out of each except for WoB. You picked Fear of Death but not Dread like I would have and I might have taken Death Magic over Blood Magic on a power build for more toughness while trying to burst soft-CC for more control over the target. Death Magic may be awful for Necro's in PvE because of the lack of aggro control, group support, and immunity skills but it is more useful in 1v1 competitive modes where Blood Magic has fewer advantages from its AoE. These are just things to think about. You don't have to take them seriously.

I agree that this build could use some adjustments but, I do also see the concept OP had in mind. IMO, as long as a build has a clear purpose, it's passable (though not competitive mind you). Plus, it's always fun to see people playing something different!

A while back I decided to replicate PvP Demolisher stats for core Necro/Reaper and have been very satisfied with the results. I shared that build here and was told I was wasting some stats (Shroud + Fury = 113% Precision) so, it may not be perfect but it's still quite effective.

Build here:

Increased Ferocity and less Vitality variant here:

If you remove all the Infusions, food and runes, the stats are extremely close to Demolisher with slightly more health. I was reminded of this when looking at the stats of OP's build which are also relatively close to Demolisher. It is a very nice stat spread for Necro and a common choice in PvP. I'm not a master build crafter though so I'm sure it could be greatly improved upon. Just wanted to share since it may interest OP judging by the stats they were shooting for.

The only thing I do not like about these builds is that you will very often overcap critchance.

You got 60% baseUp to 50% from decimate defensesAnd in shroud 33% from deaths perception

That's 93-143% critchance in shroud (so around 118% critchance in shroud)

and 60%-110% out of shroud ( around 85% critchance out of shroud)

Also you don't have much vulnerability application.

Just some thoughts to min-max the build ;)

Appreciate the advice! And yep I know, I've been trying to figure out a way to reduce my Precision without losing anything significant in other areas but I can't figure out how. I was actually tinkering with it earlier today trying to see if I could improve on it. If you think you're able, I'd happily accept help.

It is extremely wasteful to have so much excess Precision so it bothers me a lot. But because the stats are so nice every else, it works really nicely anyway. It's actually my go to build when I'm floating around or in zergs. Trying to keep it in the spirit of Demolisher stats, I seem to end up with Precision >50% or Ferocity >180% if I try to fix it :/ Ideally I want it to have around; 2.4k Power, 2.4 - 2.5k armor, 20 - 22k health, 50 - 55% Precision and 185% - 190% Ferocity.

Link to comment
Share on other sites

Strong at static fights but easy to bait into uselessness. So your success will vary greatly with your target's reposition capabilities.

Link to comment
Share on other sites

@"SpellOfIniquity.1780" said:

@"SpellOfIniquity.1780" said:

@Anchoku.8142 said:@"DRfear.5234"You have some common elements with the build @"SpellOfIniquity.1780" posted and modified but staff does not have the condi pressure scepter does while the stat and trait selections seem less beneficial to roaming. If you want to play a power roaming build, axe may be better than staff and Walk, Grasp, or Wall/Ring might be more productive than making a red keep-out zone with a well. With the number of condi-clears and stun-breaks in the game, wells may not be hard to get out of so you might not get more than a single pulse of value out of each except for WoB. You picked Fear of Death but not Dread like I would have and I might have taken Death Magic over Blood Magic on a power build for more toughness while trying to burst soft-CC for more control over the target. Death Magic may be awful for Necro's in PvE because of the lack of aggro control, group support, and immunity skills but it is more useful in 1v1 competitive modes where Blood Magic has fewer advantages from its AoE. These are just things to think about. You don't have to take them seriously.

I agree that this build could use some adjustments but, I do also see the concept OP had in mind. IMO, as long as a build has a clear purpose, it's passable (though not competitive mind you). Plus, it's always fun to see people playing something different!

A while back I decided to replicate PvP Demolisher stats for core Necro/Reaper and have been very satisfied with the results. I shared that build here and was told I was wasting some stats (Shroud + Fury = 113% Precision) so, it may not be perfect but it's still quite effective.

Build here:

Increased Ferocity and less Vitality variant here:

If you remove all the Infusions, food and runes, the stats are extremely close to Demolisher with slightly more health. I was reminded of this when looking at the stats of OP's build which are also relatively close to Demolisher. It is a very nice stat spread for Necro and a common choice in PvP. I'm not a master build crafter though so I'm sure it could be greatly improved upon. Just wanted to share since it may interest OP judging by the stats they were shooting for.

The only thing I do not like about these builds is that you will very often overcap critchance.

You got 60% baseUp to 50% from decimate defensesAnd in shroud 33% from deaths perception

That's 93-143% critchance in shroud (so around 118% critchance in shroud)

and 60%-110% out of shroud ( around 85% critchance out of shroud)

Also you don't have much vulnerability application.

Just some thoughts to min-max the build ;)

Appreciate the advice! And yep I know, I've been trying to figure out a way to reduce my Precision without losing anything significant in other areas but I can't figure out how. I was actually tinkering with it earlier today trying to see if I could improve on it. If you think you're able, I'd happily accept help.

It is extremely wasteful to have so much excess Precision so it bothers me a lot. But because the stats are so nice every else, it works really nicely anyway. It's actually my go to build when I'm floating around or in zergs. Trying to keep it in the spirit of Demolisher stats, I seem to end up with Precision >50% or Ferocity >180% if I try to fix it :/ Ideally I want it to have around; 2.4k Power, 2.4 - 2.5k armor, 20 - 22k health, 50 - 55% Precision and 185% - 190% Ferocity.

Well I guess necro has always been: take stats and loose stats somewhere else.

Right now, I'm a fan of a curses power reaper with fireworks rune. Gives me a lot of fury uptime. And I'm almost only planning my builds to get to 100% critchance in shroud.That leaves me 47-67% critchance +2% per unique condition

While you waste stats in shroud, I loose stats out of shroud...That's pretty annoying and I think this has to be changed if we want necro to not be a punching bag for any well played other class.It makes us way too predictable, while being vulnerable to cc, range and hardfocus by multiple enemies.

That's why I wish for a heavy duelling (maybe single target) spec for necro for next pack of elite specialisations.With only one of those weaknesses.

Like revenant, rev is pretty strong but not good against heavy Condi enemies.I don't want it to be like ranger(soulbeast) , that literally has no weakness right now

Link to comment
Share on other sites

@Nimon.7840 said:

@"SpellOfIniquity.1780" said:

@"SpellOfIniquity.1780" said:

@Anchoku.8142 said:@"DRfear.5234"You have some common elements with the build @"SpellOfIniquity.1780" posted and modified but staff does not have the condi pressure scepter does while the stat and trait selections seem less beneficial to roaming. If you want to play a power roaming build, axe may be better than staff and Walk, Grasp, or Wall/Ring might be more productive than making a red keep-out zone with a well. With the number of condi-clears and stun-breaks in the game, wells may not be hard to get out of so you might not get more than a single pulse of value out of each except for WoB. You picked Fear of Death but not Dread like I would have and I might have taken Death Magic over Blood Magic on a power build for more toughness while trying to burst soft-CC for more control over the target. Death Magic may be awful for Necro's in PvE because of the lack of aggro control, group support, and immunity skills but it is more useful in 1v1 competitive modes where Blood Magic has fewer advantages from its AoE. These are just things to think about. You don't have to take them seriously.

I agree that this build could use some adjustments but, I do also see the concept OP had in mind. IMO, as long as a build has a clear purpose, it's passable (though not competitive mind you). Plus, it's always fun to see people playing something different!

A while back I decided to replicate PvP Demolisher stats for core Necro/Reaper and have been very satisfied with the results. I shared that build here and was told I was wasting some stats (Shroud + Fury = 113% Precision) so, it may not be perfect but it's still quite effective.

Build here:

Increased Ferocity and less Vitality variant here:

If you remove all the Infusions, food and runes, the stats are extremely close to Demolisher with slightly more health. I was reminded of this when looking at the stats of OP's build which are also relatively close to Demolisher. It is a very nice stat spread for Necro and a common choice in PvP. I'm not a master build crafter though so I'm sure it could be greatly improved upon. Just wanted to share since it may interest OP judging by the stats they were shooting for.

The only thing I do not like about these builds is that you will very often overcap critchance.

You got 60% baseUp to 50% from decimate defensesAnd in shroud 33% from deaths perception

That's 93-143% critchance in shroud (so around 118% critchance in shroud)

and 60%-110% out of shroud ( around 85% critchance out of shroud)

Also you don't have much vulnerability application.

Just some thoughts to min-max the build ;)

Appreciate the advice! And yep I know, I've been trying to figure out a way to reduce my Precision without losing anything significant in other areas but I can't figure out how. I was actually tinkering with it earlier today trying to see if I could improve on it. If you think you're able, I'd happily accept help.

It is extremely wasteful to have so much excess Precision so it bothers me a lot. But because the stats are so nice every else, it works really nicely anyway. It's actually my go to build when I'm floating around or in zergs. Trying to keep it in the spirit of Demolisher stats, I seem to end up with Precision >50% or Ferocisty >180% if I try to fix it :/ Ideally I want it to have around; 2.4k Power, 2.4 - 2.5k armor, 20 - 22k health, 50 - 55% Precision and 185% - 190% Ferocity.

Well I guess necro has always been: take stats and loose stats somewhere else.

Right now, I'm a fan of a curses power reaper with fireworks rune. Gives me a lot of fury uptime. And I'm almost only planning my builds to get to 100% critchance in shroud.That leaves me 47-67% critchance +2% per unique condition

While you waste stats in shroud, I loose stats out of shroud...That's pretty annoying and I think this has to be changed if we want necro to not be a punching bag for any well played other class.It makes us way too predictable, while being vulnerable to cc, range and hardfocus by multiple enemies.

That's why I wish for a heavy duelling (maybe single target) spec for necro for next pack of elite specialisations.With only one of those weaknesses.

Like revenant, rev is pretty strong but not good against heavy Condi enemies.I don't want it to be like ranger(soulbeast) , that literally has no weakness right now

Well, I'm an idiot. I fixed it. I forgot Valkyrie stats are a thing, lol.http://gw2skills.net/editor/?vREQNAR3dnc0A12gl3AG3A0biFcBjqLEHeWQDgAQLI+K+FLjA-jlDEQB5Y/BI8AAmkqISRpg/UpoRqI4OdDXUJGAuAAZ7IAEFlFP4gAsRlgJSNgAAIA38mZz2M4m38m38m3srbzsZ28m3MpAGVyG-w

Also, I enjoy Fireworks runes on Reaper too. Although when I use them I'm playing almost full zerk + a little Marauder and usually use it in small group roaming. The +25% movement speed and additional boons are super nice. I prefer Curses/Spite/Soul Reaping with Fireworks runes when playing core Necro but Spite/Soul Reaping when playing Reaper.

And I agree, yeah. There are a lot of trade offs when you play Necro but, once you fall in love you're stuck!

Link to comment
Share on other sites

@"SpellOfIniquity.1780" said:Well, I'm an idiot. I fixed it. I forgot Valkyrie stats are a thing, lol.http://gw2skills.net/editor/?vREQNAR3dnc0A12gl3AG3A0biFcBjqLEHeWQDgAQLI+K+FLjA-jlDEQB5Y/BI8AAmkqISRpg/UpoRqI4OdDXUJGAuAAZ7IAEFlFP4gAsRlgJSNgAAIA38mZz2M4m38m38m3srbzsZ28m3MpAGVyG-wThat's pretty close to what I solo-roam with and I think you are wasting stats here. 51% crit chance is way more than you need on an A/F+GS Death Perception, Decimate Defenses build. Better put that into power and adjust your traits for more vulnerability application!

This is what I run (and it's enough to be a threat even for tanky condi mesmers and evasive thieves):http://gw2skills.net/editor/?vREQNAR3dnMbClbi12AG3A0biFcBD6qFAaBUdh4wzKuK+FLjA-jlxHABAcRA2T9nv0No8TAoJlg9s/o8LAwBw5nn5NP48zP/8zPvvP/8zP/8zP/8zPvUARsMC-w

I changed the rune to pack for more crit chance and less crit damage for testing purposes but I just did not need it 9 out of 10 times. The quick and constant vulnerability application is usually enough - even when fighting minstrel firebrands. Even when you don't crit... who cares! 2800 base power and tons of damage trait modifiers.

The only counter I found so far is full glass stances, sic em longbow / GS soulbeast in open field, but I guess there does not exist a necro build which can counter that.

Link to comment
Share on other sites

@"DRfear.5234" said:

Build: http://gw2skills.net/editor/?vRAQNBmQDbkkGqpxeaw2G4wxBuQBbzA4AmFxJUF00oMeWA-jFTBQBJU9DsoEBjKh0wFBAAPBA8pR4f7PwFlGlUJY+0FkFlBIUFkAAHAO/8zP/8zjUAqOGA-w

Note: whilst recording the footage, I forgot to select stats for my warhorn :O

  • Chronomancer runes are 100% necessary for the insane well synergy

That's a pretty unique wells-focused build for solo roaming these days.In the past during Vanilla GW2, Well of Suffering + Dagger builds were quite popular for bursting opponents.Unfortunately many classes are a lot more mobile these days and won't be locked into a well that easily.

I guess the most important thing though is to have fun and feel comfortable with the build.A lot of builds seems less than viable on paper but as we all have various playstyles and aims, the effectiveness of a build can vary from player to player.

For example, Lu Bu just posted a full melee Reaper video.These builds are imo less flexible and will likely face tougher fights than if an axe was used for more range.But hey, he is having fun and that is whats important =)

Link to comment
Share on other sites

@Etterwyn.5263 said:I'm gonna have to give in and buy HOT on my 2nd account. I feel like Reaper will complement my playstyle the best. And at least it'll have a useful elite! :rage:

Core Necro has no power-cleave and low dps. Reaper fixed that.

Core also is extremely selfish and has not kept up with boon spam leading to Scourge.

The two elite specializations address huge holes in Necro capability.

Link to comment
Share on other sites

Yeah that account exists only to make gold (dailies and stuff) and send it to my main. I leveled Necro to 80 for world completion but then when I started to dabble in the Borderlands I found I enjoyed noob solo roaming more than PVE in general. I only bought POF for it to get the WarKitty, but Scourge does nothing for me. Looks like I'll have to take the plunge to get that DPS up.

As a bonus, I'll be able to get Marauder trinkets too. Yay more Bloodstone Fen farming. :anguished:

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...