Please stop the META and Elitists. This is a really good trait for might generation toward the end of fights. This is a useful trick to use to get a free blast finisher when pre-stacking might, swiftness or stealth. The condition conversion is very useful in condition heavy fights. However on condition Reapers it has great potential as an extra source of chill damage. This site uses Akismet to reduce spam. In Spite the traits are fairly obvious. The necromancer lacks any form of active damage avoidance other than the base dodges, which makes it more challenging to play against high damage bosses and mobs where blind and weakness are less effective. But it also has synergy with Target the Weak in Curses and Blood Bond in Blood Magic. These consumables are not required. There is something to be said for running soldier necro in fractals 30+, and with ferocity toning down zerkers a bit, celestial is a very viable option. They are also more aggressive and as such they deal damage when cast. Please note this guide is more geared towards the Competitive PVP’ers in Tournament Level Play. This means you can recover life force quickly outside shroud and then enter shroud to heal your base health pool. Charge is very useful for damaging breakbars. Next Classes Guardian Prev Classes Warrior A mage summoning the undeads, poisoning enemies and causing area damage: the necromancer. Its slow attack speed greatly reduces its sustained damage potential and its dependence on life force makes it unreliable in long or challenging fights. Its attacks deal damage and grant a steady source of healing to the Necromancer. The active portion resurrects up to 3 ally’s at the target location. This skill summons a Bone Fiend which deals damage from range and applies cripple with its attacks. It also provides a secondary ability, Spectral Recall, for 8 seconds which when cast teleports the Necromancer back to its original position when first casting Spectral Walk. “Suffer!” is also taken to help maintain permanent chill. This skill is quite useful for the long duration stun and chill. Mainhand Daggers stays and you only swap offhand. This is not very useful on classic Necromancer builds. It also helps with chill uptime when using “Suffer!”. Edit (Classic) The final hit, Putrid Curse, deals slightly higher direct damage and also applies 1 stack of poison to the enemy hit. The active also provides a decent amount of healing when used against a large group of enemies. Death Shroud can be activated even while under the effects of control abilities such as stun or fear. Necrotic Slash consists of two fast attacks followed by Necrotic Stab which deals more damage and restores 2% life force. The greatsword provides the Reaper with a very high direct damage melee weapon. The rest of the rotation consists of priority skills. In daytime dungeons and fractals you may find yourself using Force and Air or Force and Frailty which gives bonus vulnerability. Doesn’t hurt to experiment though because that’s how you can find something that might be even more fun! Necros are one of the most self-reliant classes, which should be delved into more, w/ more variety of builds, ones not requiring party buffs to be viable. I just started yesterday and I'm currently leveling a sylvari necromancer. The power gained is doubled while in Shroud. This utility is very useful for providing long duration swiftness, making it ideal for large running sections in dungeons when your party lacks group swiftness. That should be fine for world events. If you substituted staff for dagger/horn I think that would work fine for what you want. It is very similar to a transformation as it replaces the necromancer’s normal weapon skills and utilities with a fixed set of five Death Shroud skills. The minions also act as meat shields and make it easier to survive and stay in Shroud for longer. You gain bonus power based on your toughness with this trait. I started with a condition necro, and then swapped to a hybrid because conditions seemed boring and really frustrating due to the cap. It is one of the biggest single hit damaging strikes in the game. It hits hard but is very slow to compensate for this. It provides a high damage boon strip and chill but on a very long cast time. It also poisons nearby enemies, provides a stun break and is a blast finisher. Guild Wars 2 - Necromancer Guide Necromancers are one of the hardest classes to play well, I see on forums lots of people claiming they are bad when they really aren't. It is designed around the idea of having strong ranged condition pressure without much danger of damage down time. It causes critical hits on chilled foes to cause a small explosion that deals damage and applies chill to that foe and adjacent foes. Lich Form > Deathly Claws, Marked for Death, Chilling Wind, Mark of Horror, Grim Specter. I prefer teammates that actually have fun with what they are doing than teammates who follow the meta just because it is meta. MetaBattle content is available under the Creative Commons Attribution-ShareAlike License. The longer the battle takes, the more advantage he gets. Its other skills are relatively weak but useful for niche situations. But the very low recharge, long chill and instant cast time makes this skill quite good for an extra form of chill and damage. So if there is no field then it can be left out of the rotation. The scepter is the Necromancers second mid to high range one-handed weapon. Necro cant do much, mainly just damage for the group. Guild Wars 2 Necromancer PVP Build KillerGuides' Necromancer PVP Guide is Fantastic! Which makes it very poor for maintaining high DPS. lvl 80 builds will not help you for leveling. Dark Path is the gap closer for the Necromancer. Just play what you find fun. so much more fun overall. This elite skill summons a Flesh Golem to fight by your side. The vulnerability portion of this trait has no internal cooldown which makes this trait very strong towards the end of fights. This trait provides a flat damage boost to any foes who have no boons. But positioning is important in raids so consider the timing of this skill carefully. It is however good for generating emergency life force. Finally Grim Specter can be used as a condition cleanse for allies or a boon strip for enemies. Want to get started in Guild Wars 2 but aren’t sure where to begin? 3. The AoE weakness is especially useful for debuffing groups of enemies and temporarily reducing their damage output. It can also be used to help maintain permanent chill, interrupt attacks or damage breakbars. If you lack chill and need an extra source then this is a pretty good choice to fill in that gap. This makes the skill incredibly useful for an extra form of defence. This trait adds burn on hit to Shroud skill 1. It is a corruption skill so it applies vulnerability to yourself after casting and is affected by the master of corruption trait. Which are as follows in priority order; Well of Suffering, Nightfall, Gravedigger, Death’s Charge, Well of Corruption, Reaper’s Touch and Soul Spiral. The rotation involves just spamming Gravedigger and only interrupting to cast both Wells and Nightfall. It is home to some of the best PvE players in the game. This ability provides a damaging dealing AoE attack which hits 12 times and inflicts poison on every hit. I run a variety of builds, but use Life Steal a lot (20 points in Blood to take life steal related traits) and I love my celestial gear. This skill creates a pulsing AoE which deals no damage and converts conditions on allies into boons. I use a Superior Blood sigil (life steal on crit) to help with survivability for instance — not even mentioned here. And a standard sigil every Necromancer will probably use at some point is the energy sigil. The teleport portion of this skill is very useful for activating two nearby switches at the same time. Then cast Death’s Charge again and continue to auto-attack on dagger. It has a radius of 240 units and can hit up to 5 foes. This makes it very useful for condition heavy fights. It makes all chill you apply deal condition damage. This utility fires a projectile at the target which pulls them to the Necromancer. Reaper’s Touch should be used whenever it is off recharge as it is a DPS increase unless it fails to bounce. This build is focused around condition damage. It is however quite reliant on your group’s ability to buff and support the Necromancer. But it can be useful in select situations. I think I have a good understanding of the class after 300+ tournament matches. Harsh from the Xen of Onslaught [XoO] is here to help. This signet grants a passive power boost when left unused. Hey guys, I noticed their haven’t been many Necromancer’s guides. When interrupting trash mobs you should prioritise using daze and other CC  instead of fear to avoid placing the targets out of position. However if you leave Shroud it will deactivate automatically. I would read the tips and consider what you can apply to your current build. It also provides a poison field which can be blasted with blast finishers to create AoE weakness. And since the heal is a life steal, it also adds just a teeny amount more to the overall DPS. But as a condition Necromancer you will also want to use Shroud to cast Tainted Shackles and Dark Path on foes. It is primarily a condition focused off-hand weapon. This trait leaves a Mark of Blood on your location when you dodge. The Reaper grants the Necromancer access to the greatsword, a new set of shroud skills and shout skills. This utility poisons yourself and corrupts 5 boons on the target enemy, converting them into conditions. Equipped with armor-ignoring spells, they can be useful for direct damage. Master of Corruption is taken to make Blood is Power and Corrosive Poison Cloud more potent for condition damage. Once in Lich Form you should spam Deathly Claws for as long as possible. With the addition of new functional utility, better and more challenging content and the greatly improved Reaper elite specialisation. This trait makes life force drain much slower while in Shroud. The core specialisations are the building blocks of your build. 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