Corpse denial

Corpse denial is the process by which players or enemy AI attempt to exploit as many corpses as possible using their own skills mainly in order to deny enemies the use of those corpses for their skills. Such strategies are effective against necromancers - especially those specializing in Death Magic or Blood Magic. The main tactics that corpse denial tries to counter are minion mastery and wells.

Another reason to use Corpse denial would be to prevent enemies from using corpses to gain energy with Consume Corpse or deal damage with Putrid Explosion. Although Death Magic at 10 points only yeilds 15 energy from a body, in larger battles a player using Consume Corpse facing an enemy with no Corpse denial can easily keep their energy and even health at maximum at all time.

A good example of corpse denial would be the Forgotten Cursebearers in the Crystal Desert or the Shadow Beasts of the Fissure of Woe. Both creatures will cast Consume Corpse when a creature dies, thereby making their corpse unavailable for any other necromancers.

Bloodstained Boots help necromancers who are attempting to use Corpse Denial, because it gives them a speed edge on casting skills that exploit corpses. Another method is to use a Mesmer/Necromancer who has Fast Casting with Corpse denial for an assured jump on necromancers using corpse exploits.

Good corpse denial skills
Corpse denial skills are all necromancer skills and they differ in what they have to offer. The following is a list of skills that many players find useful in corpse denial and the characteristics of each:


 * Consume Corpse
 * Cost: 10 energy
 * Activation: 1 second
 * Recharge: 0
 * Other: Travel to exploited corpse, gain health and energy.


 * Necrotic Traversal
 * Cost: 5 energy
 * Activation: 3/4 second
 * Recharge: 0
 * Other: Travel to exploited corpse, poison nearby foes.


 * Putrid Explosion
 * Cost: 10 energy
 * Activation: 1 second
 * Recharge: 5 seconds
 * Other: Large amount of armor-ignoring damage.


 * Soul Feast
 * Cost: 10 energy
 * Activation: 1 second
 * Recharge: 0
 * Other: Massive self-heal.


 * Well of Blood
 * Cost: 10 energy
 * Activation: 1 second
 * Recharge: 2 seconds
 * Other: AoE health regeneration for allies.


 * Well of Weariness
 * Cost: 5 energy
 * Activation: 1 second
 * Recharge: 5 seconds
 * Other: AoE energy degeneration for foes.