Skills
| Necromancer | (click to hide) |
Masters of death and sacrifice, the Necromancer is one of Guild Wars most versatile classes. Being able to give an offensive boost to allies, hex enemies,leech health off of enemies or raise minions from corpses this class has alot to offer. While not outright offensive as some of the other classes, Necromancers are one of the best support characters in the game. With a wide array of skills spread along 3 attribute lines, these guys and gals of the unholy can bring alot to any team.
| Blood Magic | (click to hide) |
Blood magic has alot of spells that work on sacrificing health. It is also the line that shows off one of the Necromancer's best strengths-support. Blood Magic has skills that heal allies of health and energy, the ability to steal health from targets and some defensive skills to boot. Even though some of the skills in this line cause you to lose health, the benefits usually outweigh the risk. Blood magic combines well with all the other Necromancer attributes perfectly.
Energy |
Casting Time |
Recharge Time |
Adrenaline |
Energy Upkeep |
Awaken the Blood
- Enchantment Spell
For 20-39 seconds, you gain +2 Blood Magic and +2 Curses, but whenever you sacrifice health, you sacrifice 50% more than the normal amount. |
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Blood Bond
- Enchantment Spell
For 5-17 seconds, target other ally gains +1-3 Health regeneration and you suffer -1-3 Health degeneration. |
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Blood Drinker
- Spell
If your Health is above 50%, you begin Bleeding for 10 seconds. Steal up to 20-56 Health from target foe. |
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Blood Renewal
- Enchantment Spell
Sacrafice 25% max health. For 10 seconds, you gain +3-5 health regeneration. When Blood Renewal ends, you gain 40-160 health. |
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Blood Ritual
- Enchantment Spell
Sacrafice 17% max health. For 8-13 seconds, target touched ally gains +3 energy regeneration. Blood Ritual can not be used on the caster. |
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Blood is Power {Elite}
- Enchantment Spell
Sacrifice 33% maximum health. For the next 10 seconds, target other ally gains energy regeneration of 3-5. |
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Cultist's Fervor {Elite}
- Enchantment Spell
For 5-17 seconds, your spells cost -7 Energy to cast, but you sacrifice 30-18% maximum Health each time you cast a Spell. |
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Dark Bond
- Enchantment Spell
For the next 30-54 seconds, whenever you receive damage, your closest minion suffers 75% of that damage for you. |
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Dark Fury
- Enchantment Spell
Sacrifice 17% maximum health. For 5 seconds, the next time any nearby party member attacks, that party member gains one hit of adrenaline. |
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Demonic Flesh
- Enchantment Spell
Sacrifice 20% of max Health. For 30-54 seconds, your maximum health is increased by 80-176. |
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Jaundiced Gaze
- Spell
Sacrifice 10% maximum Health. If target foe has more Health than you, you steal up to 18-52 Health. Otherwise, you deal 18-52 damage. |
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Life Siphon
- Hex Spell
For 12-22 seconds, target suffers health degeneration of 1-3, and you gain health regeneration of 1-3. |
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Life Transfer {Elite}
- Hex Spell
For 6-11 seconds, target foe suffers health degeneration of 3-7, which you gain as health regeneration. |
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Lifebane Strike
- Spell
Target foe takes 12-41 shadow damage. If that foe's Health is above 50%, you steal up to 12-41 Health. |
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Mark of Subversion
- Hex Spell
For 4-9 seconds, the next time target foe casts a spell on an ally, the spell fails and you steal 10-76 health from that foe. |
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Oppressive Gaze
- Spell
Target foe and adjacent foes take 5-41 damage. Steal up to 15-39 health from any who were suffering from Weakness. |
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Order of Pain
- Enchantment Spell
Sacrifice 17% of maximum health. For 5 seconds, whenever a party member hits a foe, that party member does an additional 3-13 damage. |
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Order of the Vampire {Elite}
- Enchantment Spell
Elite Enchantment Spell. Sacrafice 17% maximum Health. For 5 seconds, whenever a party memeber who is not under the effects of another Necromancer Enchantment hits a foe with physical damage, that party member steals up to 3-13 Health. |
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Shadow Strike
- Spell
Target foe takes 12-41 shadow damage. If that foe's health is above 50%, you steal 12-41 health. |
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| Curses | (click to hide) |
The other major support line of the Necromancer class is Curses. Loaded with skills that boost damage output,spells that give you health when someone attacks,and even some skills to just give other classes a headache for trying to attack this is an offensive line that doesnt show off high damage numbers but works indirectly. Your teammates will thank you as this line makes taking out other classes easier. Necromancers specialized in curses make great target callers since they are usually the first ones to debuff an enemy team.
Energy |
Casting Time |
Recharge Time |
Adrenaline |
Energy Upkeep |
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Chilblains
- Spell
You become poisoned for 10 seconds. Nearby foes are struck for 10-37 cold damage and lose one "Enchantment". |
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Defile Enchantments
- Spell
Target foe and all nearby foes take 6-49 shadow damage and 4-17 shadow damage for each Enchantment on them. |
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Defile Flesh
- Hex Spell
Sacrifice 20% max Health. For 8-18 seconds, target foe receives only two-thirds benefit from healing. |
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Desecrate Enchantments
- Spell
Target foe and all nearby foes take 6-49 shadow damage and 4-17 shadow damage for each enchantment on them. |
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Enfeebling Blood
- Spell
Sacrifice 10% max Health. Target foe and all adjacent foes suffer from weakness for 5-17 seconds. |
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Enfeebling Touch
- Skill
Target touched foe loses 5-41 Health and suffers from Weakness for 5-17 seconds. |
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Faintheartedness
- Hex Spell
For the next 5-29 seconds, target foe attacks 50% slower, and that foe suffers health degeneration of 1-3. |
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Feast of Corruption {Elite}
- Spell
Target foe and all adjacent foes are struck for 16-67 shadow damage. You steal 8-34 health from each struck foe who is suffering from a hex. |
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Insidious Parasite
- Hex Spell
For 8-18 seconds, whenever target foe hits with an attack, you steal 5-17 Health from that foe. |
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Lingering Curse {Elite}
- Hex Spell
Sacrifice 10% max Health. Target foe loses all "Enchantments". For 8-18 seconds, target foe gains only half health from healing spells. |
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Malaise
- Hex Spell
For 5-29 seconds, target foe suffers Energy degeneration of 2 and you suffer Health degeneration of 2. Malaise ends if target foe's Energy reaches 0. |
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Mark of Pain
- Hex Spell
For 30 seconds, whenever target foe takes physical damage, Mark of Pain deals 10-34 shadow damage to adjacent enemies. |
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Order of Apostasy {Elite}
- Enchantment Spell
For 5 seconds, whenever a party member hits a foe, that foe loses one Enchantment. For each Monk Enchantment removed, you lose 25-17% maximum Health. |
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Parasitic Bond
- Hex Spell
For 20 seconds, target foe suffers Health degeneration of 1. The caster is healed for 30-102 Health when Parasitic Bond ends. |
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Plague Sending
- Spell
Sacrifice 10% max Health. Transfer one negative condition and its remaining duration from yourself to target foe and all adjacent foes. |
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Plague Signet {Elite}
- Signet
Transfer all negative conditions and their remaining durations from yourself to target foe. (50% chance of failure with Curses of 4 or less.) |
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Price of Failure
- Hex Spell
For 30 seconds, target foe has a 25% chance to miss with attacks and takes 6-25 damage whenever that foe misses in combat. |
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Reckless Haste
- Hex Spell
For 5-17 seconds, target foe and all adjacent foes are Hexed with Reckless Haste. While Hexed, they attack 25% faster but have a 15-43% chance to miss with attacks. |
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Rend Enchantments
- Spell
Target foe loses 5-8 enchantments. For each Monk Enchantment removed, you take 55-31 damage. |
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Shadow of Fear
- Hex Spell
Target foe and all adjacent foes attack 50% slower for the next 20-39 seconds. |
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Shivers of Dread
- Hex Spell
For 10-34 seconds, whenever target foe is struck for cold damage while using a skill, that foe is interrupted and you lose 10-6 Energy or Shivers of Dread ends. |
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| Death Magic | (click to hide) |
Instantly recognizable and very popular, this line is where your minions and corpse skills are. Necromancers are known to manipulate the dead and the Death Magic attribute gives you alot of freedom to do so. From teleportation via corpses, making them explode to do damage or raising a personal army of minions this line has some fun toys in it. It also combines well with the other Necromancer lines, but is exceptionally good at taking advantage Soul Reaping. With this in mind your minions are just walking batteries and when they die, you gain energy back and just make more minions
Energy |
Casting Time |
Recharge Time |
Adrenaline |
Energy Upkeep |
Animate Bone Fiend
- Spell
Exploit nearest corpse to animate a level 1-14 Bone Fiend. Bone Fiends can attack at range. |
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Animate Flesh Golem {Elite}
- Spell
Exploit nearest corpse to animate a level 3-21 Flesh Golem. The Flesh Golem leaves an exploitable corpse. You can have only one Flesh Golem at a time. |
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Animate Vampiric Horror
- Spell
Exploit nearest corpse to animate a level 1-14 Vampiric Horror. Whenever a Vampiric Horror you control deals damage, you gain the same amount of Health. |
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Aura of the Lich {Elite}
- Enchantment Spell
For 15-39 seconds, your maximum health is halved, but you take half damage from all sources. When Aura of the Lich ends, you're healed for 50-202 health. |
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Bitter Chill
- Spell
Target foe is struck for 5-41 cold damage. If that foe had more Health than you, Bitter Chill recharges instantly. |
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Blood of the Master
- Spell
Sacrifice 5% max Health. All adjacent undead allies are healed for 30-99. You sacrifice an additional 2% maximum Health per minion healed in this way. |
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Consume Corpse
- Spell
Exploit target corpse, you teleport to that corpse's location and gain 25-85 health and 5-17 energy. |
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Dark Aura
- Enchantment Spell
For 30 seconds, whenever target ally sacrifices Health, Dark Aura deals 5-41 shadow damage to adjacent enemies, and you lose 5-17 Health. |
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Death Nova
- Enchantment Spell
For 30 seconds, if target ally dies, all nearby foes take 26-85 damage and are Poisoned for 15 seconds. |
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Deathly Chill
- Spell
Target foe is struck for 5-41 cold damage). If that foe's health is above 50%, you deal an additional 5-29 shadow damage. |
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Deathly Swarm
- Spell
Deathly Swarm flies out slowly and strikes for 15-67 cold damage (before armor) on up to three targets. |
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Discord {Elite}
- Spell
If target foe is suffering from a Condition and under the effects of a Hex or an Enchantment, that foe suffers 15-63 damage. |
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Fetid Ground
- Spell
Target foe is struck for 15-55 cold damage. If that foe is knocked down, that foe becomes Poisoned for 5-17 seconds. |
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Infuse Condition
- Spell
For the next 15-51 seconds, whenever you receive a Condition that Condition is transferred to the closest minion of yours instead. |
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Malign Intervention
- Hex Spell
For 5-17 seconds target foe recieves 20% less benefit from healing. If target foe dies while hexed with Malign Intervention a level 1-14 masterless Bone Horror is summon. |
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Necrotic Traversal
- Spell
Exploit a random corpse. You teleport to that corpse's location and all nearby foes become Poisoned for 5-17 seconds. |
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Putrid Explosion
- Spell
The corpse nearest your target explodes, sending out a shockwave that deals 24-101 damage to nearby foes. |
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Rising Bile
- Hex Spell
For 30 seconds, this Hex does nothing. When Rising Bile ends, that foe and all foes in the area take 1-3 damage for each second Rising Bile was in effect. |
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Rotting Flesh
- Spell
Target fleshy creature becomes Diseased for 10-22 seconds and slowly loses Health. |
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| Necromancer General | (click to hide) |
Energy |
Casting Time |
Recharge Time |
Adrenaline |
Energy Upkeep |
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