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WarriorAxe Warrior WarriorSword Warrior RangerUtility Ranger NecromancerCurses Necromancer AssassinPressure Assassin RitualistHA Ritualist

Curses is a popular attribute line for PvP Necromancers due to the wide range of support it can provide. Melee shutdown, enchantment removal, spike support, condition removal and pressure capability ensure that Curses necromancers have a spot in many teams in all levels of PvP.

The Core Build[]

<pvxbig> [build prof=N/any curses=12+1+1 soulreaping=12+1][Optional][Optional][Faintheartedness][Defile Defenses][Rip Enchantment][Foul Feast][Plague Sending][Resurrection Signet][/build] </pvxbig>

Core Skills[]

Faintheartedness Faintheartedness

  • An important skill for shutting down physicals of any type. When used on warriors and paragons their adrenaline gain is slowed significantly. Rangers have more difficulty hitting interrupts and spreading poison. The damage output of any physical is decimated by this hex, and spikes from them are easily caught.
  • It's short recharge and long duration allow it to be maintained on multiple characters.

Defile Defenses Defile Defenses

  • Its short recharge makes this hex ideal in covering more important hexes from removal
  • Punishes blocking foes with a rather large amount of damage.

Rip Enchantment Rip Enchantment

  • An enchantment removal taken for its low recharge and quick cast time.
  • Inflicts bleeding to add some pressure.

Foul Feast Foul Feast

  • Serves as the primary means of energy management, as well as a valuable assist to the monk in cleaning conditions.

Plague Sending Plague Sending

  • Paired with Foul Feast to pressure the opposing team with their own conditions, and remove them from yourself.

Resurrection Signet Resurrection Signet

  • Used to resurrect allies. No single skill can make up for a teammate's entire bar if they die.

Your Elite Skill[]

Corrupt Enchantment Corrupt Enchantment - Build

  • Replaces Rip Enchantment for a faster-recharging removal with stronger degeneration.
  • Also valuable as a second cover hex.

Soul Bind Soul Bind - Build

  • Punishes healing on the target with damage to the healer.
  • Easily spread to multiple foes thanks to its low recharge.
  • Parasitic Bond can be taken over Defile Defenses for a more reliable cover hex, since Defile has an early end condition.

Toxic Chill Toxic Chill - Build

  • Adds some damage and condition pressure.

Spiteful Spirit Spiteful Spirit - Build

  • Punishes any action taken by the target with damage that also hits any foes adjacent to them.

Melandru's Resilience Melandru's Resilience - Build

  • Used in conjunction with Foul Feast for energy-management and survivability.
  • Drop Plague Sending, and take the more expensive spells from the variants.

Variants[]

Damage Support[]

Barbs Barbs

  • Provides additional damage to anyone being attacked by a physical.
  • Be sure to call your usage of this skill, so your allies know to switch to a physical weapon.

Mark of Pain Mark of Pain

  • Used primarily in AB to aid physicals in capturing shrines.

Weaken Armor Weaken Armor

Barbed Signet Barbed Signet

  • Adds Bleeding to any necromancer skill cast on a foe. A hybrid curses/blood necromancer, such as Build:N/any Oppressive Barbed Necro can pump large amounts of pressure while still retaining curses utility.

Physical Shutdown[]

Insidious Parasite Insidious Parasite

  • Additional anti-melee.
  • Don't stack this with Faintheartedness on the same target, as it interferes with IP's effect.

Enfeeble Enfeeble

  • Good source of Weakness for more anti-melee.

Withering Aura Withering Aura

  • Cast on an allied physical to make all of their attacks cause weakness.

Reckless Haste Reckless Haste

  • Gives a 50% miss chance, although the foe will attack 25% faster.

Price of Failure Price of Failure

  • Provides a 25% miss chance and damage when the target fails to hit (by miss or block). Try to combine it with another miss chance like Reckless Haste or an ally's block/miss skill.

Vocal Minority Vocal Minority

  • Effectively shuts down paragons by preventing shouts and chants. Paragons normally rely on these for energy management and support.

Cover Hexes[]

Parasitic Bond Parasitic Bond

  • Take if you need a cover hex that doesn't end on blocks.

Life Siphon Life Siphon

  • If running Barbed Signet, this skill can be used to spread heavy degeneration, as well as provide you with regeneration.

Enchantment Removal[]

Strip Enchantment Strip Enchantment

  • If using Blood Magic, this skill removes two enchantments for the same cost and recharge as Rip Enchantment, making it better.

Rend Enchantments Rend Enchantments

  • Used for deep enchantment removal to completely de-prot targets.

Snares[]

Normally, both of these skills would be used in HA.

Grasping Earth Grasping Earth

Ward Against Foes Ward Against Foes

Energy Management[]

Glyph of Lesser Energy Glyph of Lesser Energy

  • Use on spells costing 10e or more for the best effect.

Signet of Lost Souls Signet of Lost Souls

  • Provides decent health and energy return if an opponent drops below 50% health.

Self Preservation[]

Shield Bash Shield Bash

  • Stop physical spikes and interrupts.

Shield of Force Shield of Force

  • Same as shield bash, but weaker effect with a lower recharge. Also does not require you to be in your shield set.

Armor of Sanctity Armor of Sanctity

  • Spreads weakness to melee harassing you, and also provides damage reduction.

Pious Concentration Pious Concentration

  • Prevent interrupts.

Return Return

Mobility[]

Dash Dash

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