死灵法师 Necromancer - Vanilla Condi Necro

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此配装转载自 https://metabattle.com/wiki/Build:Necromancer_-_Vanilla_Condi_Necro

The community gave this build a rating,making it top-tier: 极佳 Great

擅长:症状增益移除

使用场合:征服模式 PvP Conquest

Difficulty:
Easy
该配装最后更新于:3 月 04, 2024;并已与以下版本同步:1 月 30, 2024 patch.

概述 Overview

A Condition Necromancer PvP build with a big focus on Fear Fear chains, made to teamfight. Usable by F2P players as well.

技能 Skill Bar

Pistol/Sword
法杖
Utility

技能变体 Skill Variants

Weapons

Heal

Elite

模板代码 Template Code

[&DQgnKhMvMj6iAKIAvQEAAC4BAABsAQAAegEAAAAAAAAAAAAAAAAAAAAAAAADNgBnAFkAAA==]
请手动复制

特性 Specializations

变体 Variants
  • could slightly improve your Warhorn Fear Fear duration at the expense of survivability and group utility. This is also giving you better Swiftness Swiftness uptime so you may even consider droping Rune of the Lynx for something stronger (like ), although this'd still leave you vulnerable to boon removal.

变体 Variants
  • If you feel like you're not getting enough value out of in your games because you often find yourself Life Force starved or focused by the enemy team and don't have opportunities to use shroud autos, then consider picking up instead. Eternal Life is a decent defensive CD in general, especially in a build that doesn't have a lot of instant cast defensive abilities.

特性变体 Specialization Variants

Death Magic Death Magic over Blood Magic Blood Magic。 Both of these are strong defensive specializations, DM offers better damage mitigation and condition cleansing while BM adds extra healing and group utility to the build:

装备 Equipment

手枪
利剑
法印
法印
法杖
法印
法印
符文
项链
Relic

使用说明 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 access to unblockable CC skills: on 法杖 on Scepter/Warhorn
  • can act as a counter to Blind Blind when used in melee range of any enemy. This skill frequently pulses damage around you which can "consume" the blind on you, causing a tick of Locust Swarm to miss instead of some important skill you're casting.

Damage

  • The build is all about keeping targets constantly pressured before finishing them off with Fear Fear chains. Fear is the strongest damaging condition in the build thanks to
  • Scepter/Warhorn is a bit more bursty while Staff is more of a utility weapon used to snare targets, transfer conditions, and CC/build Life Force from range.
  • is a strong burst skill but only when used on targets with at least 4-5 different conditions. It also corrupts a boon which means with a little luck this could add another source of Fear Fear to the build.
  • is taken for its synergy because this is the shortest CD core Necromancer elite skill. The Fear Fear proc itself has a delay and should go off after the Golem's Charge, which means it won't override the knockdown.
  • There are 5 sources of Fear Fear in the build, try chaining them together when you're going for the kill on an already pressured target:
    • Either when playing with Flesh Golem or when using Lich Form.
    • - Shroud #3.
    • - Warhorn #4 OR - Sword #5.
    • - Staff #5.
    • - utility skill. The ring applies Fear Fear whenever an enemy crosses it, and you could force them to cross by using other sources of Fear on them. The duration of Fear stacks.
  • Both the Scepter and Pistol autoattacks are far superior to Staff's in terms of damage. Scepter could even apply Poison Poison:healing reduction.
  • is a Blast finisher, you may combo this with :AoE Weakness Weakness:AoE

生存

  • The build has above average condition cleansing by Necromancer standards.
  • Both entering and exiting shroud removes conditions thanks to
  • (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.

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