100% Condition Duration Terror/Wells Build

100% Condition Duration Terror/Wells Build

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Posted by: LunarFault.6780

LunarFault.6780

I am mainly a WvW player. I normally run 3 different builds in WvW. I run Terror, Power Axe, or Wells. In my well’s build I have focused on blindness chill and 100% chill duration. I wanted to see if I could make 1 build that would take the best of Terror and have on the fly of my Well’s build for tower sieges. In my experimentation I have come up with this. This build give’s 100% condition duration with Raw Veggie Pizza. It in my opinion is the ultimate conditionmancer.

Armor
Rabid – 2 Superior Runes of Lyssa, 2 Superior Runes of the Mad King, 2 Major Runes of Lyssa

Trinkets – Rabid Trinkets – Crest of the Rabid

Weapons – Giver’s Staff – Superior Sigil of Ice
Giver’s Scepter – Superior Sigil of Ice
Rabid Dagger – Superior Sigil of Corruption

Traits: 25/25/20 V,VII/VI,VII/II,VIII
Traits can be switched out to give well’s ground targeting and chill on blind when defending or assaulting. I prefer Rabid gear because of the ability to survive. But a very valid high dps alternate is Rampager trinkets and gear. Person choice on the player. I do run both depending on the situation. Rabid for roaming and Rampager to assault.

http://gw2skills.net/editor/?fQAQNAW7YjMah7xbub87JAJFPDNMjd1NmRwGD-jADBINwYNDRjWAmqIZ0FBKHqIaslgRr8MsVRBRzATliIq2HoIa1A-e

Comment and enjoy.

100% Condition Duration Terror/Wells Build

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Posted by: LunarFault.6780

LunarFault.6780

To answer a few thoughts.

Why did I modify the terror build in this way? Wells are more powerful when running in a zerg. Terror works great in all situations but it can be out shined, by wells when assaulting. I feel that as a necromancer you should take advantage of the classes versatility. I love the 100% fear duration from Terror and the ability to cc people with fear. But I also love being able to keep somebody perma slowed. I made the trade off for being able to easily kite. Also chill is just as annoying as fear and this build gives you BOTH.

20 points into Soul Reaping is too much for 50% fear increase and a 2sec fear when downed. It never saves you so it’s a waste of points. You can put 25 into Spite gain 25% across the board condition duration and more damage in your auto attacks. That required me to sacrifice 5 points in curses and 33% condition duration on scepter. The duration on scepter is negated by using Giver’s weapons. While you can reach 133% bleeding duration it’s impact is only seen in PVE and not PVP. Therefore we have recovered the 5 point loss. While it is less condition damage the points are few enough to only lower the DPS of this build by a little. It can add up though with a high stack but due to the prevalence of condition removal and healing bunker it’s impact is minimal.

100% Condition Duration build
Bleeding 99 per tick
Poison 193 per tick

Terror Build
Bleeding 115 per tick
Poison 226 per tick

100% Condition Duration Terror/Wells Build

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Posted by: Cempa.5619

Cempa.5619

Whats your Axe power build?

100% Condition Duration Terror/Wells Build

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Posted by: Maartac.9457

Maartac.9457

-Necro-Thief-Warrior-Guardian-
http://de.twitch.tv/maartac

100% Condition Duration Terror/Wells Build

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Posted by: LunarFault.6780

LunarFault.6780

Whats your Axe power build?

This is my power build. I am sure I could change the runes, instead of using orbs.

http://gw2skills.net/editor/?fQAQRBHbhG2IjW4e3m1GDnCYSB3eDVY3IFHrMlC4XH-jUyAYsioRTQCNVZIaJwiox2IKiGrmBTdSEV7PIiq9BYA-w

It is my go to build when I am roaming EB for kills. I love it in 1v1.

100% Condition Duration Terror/Wells Build

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Posted by: roamzero.9486

roamzero.9486

Thats similar to the build I use, only instead it is 30/30/10 with 2x Lyssa and 4x Nightmare. In zergs, since I have an Asura I like to combo up Radiation Field + Corrosive Poison Cloud, both of which tick for some damage in addition to their condition effects. Outside of zergs I use pain inverter + corrupt boon. Never was a huge fan of Epidemic outside of PVE so I usually take the speed signet.

100% Condition Duration Terror/Wells Build

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Posted by: LunarFault.6780

LunarFault.6780

People may also be wondering why I did not go 97% condition duration in favor of the 30 in spite for 130% increase in condition duration on scepter skills. The reason is Fear does damage. You don’t get the last tick at 97% but will with 100%. But for those who favor it your build would look like this.

http://gw2skills.net/editor/?fQAQNAW7YjMah7xbub87JAJFPDNkid1N6RwGnMA-jADBINwYNDRjWAmqIZ0FBKHqIaslgRr8MsVRBRzATliIq2HoIa1A-e

When running with the zerg you focus on staff and wells. The build is switched out to this, Rampager gear and trinkets.

http://gw2skills.net/editor/?fQAQNAW7YjMaV6Zaia87JAJFPfNMjd1NmRxDD-jADBIMwYNDRjWAmuYIa5PFRjtEMalnhtKKIaGYaTER1OEER1+AYA-e

100% Condition Duration Terror/Wells Build

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Posted by: ProxyDamage.9826

ProxyDamage.9826

Ok, first thing’s first, you are not a “wells build”. At least in the link you left. You have no ground targeted wells which means your wells are nigh useless. Is that something you’ll switch “on the fly” if you switch to wells? If so, fair enough.

Second, forget the Necro’s Power tree. It’s junk. There’s nothing there worth having.

3 seconds of post-nerf retaliation when you deathshroud? Yeah, not really doing much… Retaliation is good on Guardians and builds that can stack it in long durations and along with protection. 3 seconds is nothing.

Health when you kill something? Only useful against hordes of junk mobs, which aren’t an issue anyways.

Bonus to healing? Really cool, till you remember almost none of the Necro’s healing sources scale with healing power… Only the #6 skill.

10% more damage to Marks? Marks don’t do significant damage. They do utility and conditions. Neither are affected. Only one mark gets any noticeable boost from it, and it’s on a long enough cooldown and situational enough use (you wanna save it for a really key blast finisher or, more commonly, a full condition transfer) that it doesn’t matter.

Might when under 25% health? If you’re under 25% health you should be thinking about leaving, not hanging around. Besides you’re only a couple of hits away from kicking the proverbial bucket, so, is 1 or 2 stacks of might really gonna make a difference? Not really.

I.e.: The Necro’s power tree is useless. Don’t do it.

Additionally you have no life syphoning… Life stealing is a big part of a Necro’s survivability. Even if you won’t exactly steal 1k at a time, you’ll steal a lot of small amounts, which pile up. Also, as a Necro, conditions like poison aren’t much of an issue, so you’ll usually be healing for full effect.

So, I’d recommend moving all of your currently wasted Spite points to Blood Magic (my favorite) or Soul Reaping (build dependent).

Finally, Condition Duration is severely overrated because it shows pretty numbers in the tooltips, without people realizing what those numbers mean. 7k seems like a pretty high number for damage, until you realize that it’s 7k over 18 seconds of bleeding. Now stop and count 18 seconds. Yeah. How often will a fight go on that long without a single condition clear? Or, perhaps more importantly, how much more damage would you have done over those 18 seconds if you had just stacked/restacked more or more potent bleeds?

You see, the problem with condition duration is that it is diametrically opposite to the current “flow” of combat – fast paced bursting and re-bursting. Condition duration offers you potential, very diffused, and very conditional damage, while you want guaranteed, “de facto”, damage.

Especially with conditions, you’re better off front loading the damage in the form of higher condition stacking, than spreading it out over several seconds. Several seconds in which your opponent may escape, your condition may be cleared, or you may, in fact, be killed.

Finally I’d get rid of Reaper’s Protection for Staff Mastery. 90 second cooldown on a passive trait is a bit of a waste in my book. Rather the more reliable increase in utility availability from Staff Mastery.

100% Condition Duration Terror/Wells Build

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Posted by: LunarFault.6780

LunarFault.6780

Proxy you seem to have lost sight of the point of the build. Condition duration is not just about damage it’s about all the conditions. We have more conditions than bleed. If you notice I use Superior Sigil of Ice. Chill is -66% movement speed and -66% skill recharge rate.

I can put this on someone extremely fast. 19.8% of all auto attacks from scepter will inflict a 4% second chill. It equates to roughly 1 chill every 3 seconds keeping an opponent permanently chilled while you kite him around. While people are stacking bleeds to put out more damage I am putting out chills keeping the other person from doing damage, while my guild is killing him and his friends.

This is very wvw focused and I have turned a zerg rush into a churning pile of bags placing well of darkness at the end of the choke, by being traited for chill on blind. They dodge roll through the initial aoes at the choke and come right up into the well of darkness to be chilled and blinded. Ground targeted wells is 900 range while most of the aoes at a choke are mainly focused at the 1200 range. Now taking into the ridiculousness range of the arrow carts they are now rolling sooner and come up in the aoes to be slowed down for more aoes.

The points in spite are only for the condition duration to focus on increasing blindness, chill, fear, and cripple to their maximum potential. It is a build focused purely on CC. It’s not glamorous it’s not going to have you brag about how bursty you are. BUT, you are a bigger asset to your team over if you had went the other way. WvW is a team sport and you should be working to turn a large number of people into bags or defend your keep. Btw 3 seconds of retaliation in death shroud works great when caught off guard, by a gap closer. It’s not long but death shroud is our ohh kitten button to survive just a little bit longer to re-position. I agree with you though that Spite is a lack luster trait line, and needs drastic improvement, but I did not take the line for the traits but for the maximization of condition duration to spread across all our cc conditions.

It has all the beauty of the Terror build, by Nemesis, with the ability to switch traits over to give ground target wells, decrease recharge rate of staff, and apply additional chills through blindness.

Survivability is not a concern I really have. If I die it’s because I the player made a mistake and had put myself out of position. I deserved to die and there is not a trait that would of saved me from being ran over by 50 people, because of bad positioning. I rarely die in a 1v1 match up or in zerg situations but when I do die I did so because of my positioning and lack of awareness of the current state of the map.

100% Condition Duration Terror/Wells Build

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Posted by: ProxyDamage.9826

ProxyDamage.9826

I didn’t lose the sight of anything, it’s just inefficient. You’re sacrificing a significant amount of survivability, utility and/or damage for what? About 1 or 2 extra seconds of chill, at most, that come from sacrificing 30 trait points for nothing else? With my proposed changes, in WvW not only am I packing extremely equivalent CC, but I’m also bringing way more utility, damage and survivability. Not to mention the advantages of proper runes…

And yes, if you’re run over by a zerg no trait would have helped you… but there is a difference between being a monster in small battles, completely impervious to glass cannons, or not.

Anyways, I’ve left my 2 cents, do as you wish. That said, if what you’re going for is pure control you should substitute off hand dagger with focus (extra chill and boon stripping), and Epidemic with Spectral Grasp (it’s a bit buggy, but if you know how it works you can use it quite well, and it’s an invaluable pull + chill).

100% Condition Duration Terror/Wells Build

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Posted by: HiSaZuL.2843

HiSaZuL.2843

I didn’t lose the sight of anything, it’s just inefficient. You’re sacrificing a significant amount of survivability, utility and/or damage for what? About 1 or 2 extra seconds of chill, at most, that come from sacrificing 30 trait points for nothing else? With my proposed changes, in WvW not only am I packing extremely equivalent CC, but I’m also bringing way more utility, damage and survivability. Not to mention the advantages of proper runes…

And yes, if you’re run over by a zerg no trait would have helped you… but there is a difference between being a monster in small battles, completely impervious to glass cannons, or not.

Anyways, I’ve left my 2 cents, do as you wish. That said, if what you’re going for is pure control you should substitute off hand dagger with focus (extra chill and boon stripping), and Epidemic with Spectral Grasp (it’s a bit buggy, but if you know how it works you can use it quite well, and it’s an invaluable pull + chill).

I doubt you did in fact get what he said.
half seconds in condition duration mean absolutely kittening nothing. 1.9 second bleed still does only 1 second of damage. It applies to fear damage the same way… and poison. 25% duration isn’t something that you just get easily by farting agaist a wind gust. The 30% duration from spite is huge help. If you want 100% bleed duration in spvp bob… you don’t have a choice for instance. So again… you didn’t read what he said.