aka Thalakos Dralnu, Voxt Umultus, and Jalis Haafingar.
Vulgarity is no substitution for wit.
Disclaimer:
Yes, I realize that bunker builds are ideally meant for spvp, not wvw (as this build has been listed), and yes, I realize that ascended gear is a major investment, but (a) this build is still in theory and (b) exotic gear hopefully will be able to grant an idea of viability. Still, I’d like to get some feedback on the build idea.
I got the inspiration for this build after witnessing the general disdain for the new equipment set that’s been released with Maguuma, “Nomad’s”. It reminded me of the vox populi wrought from last equipment set, “Zealot’s” and the general disgust with Signet of Vampirism. Being the type of person I am, one who tries to work with unwanted ideas, decided to focus a build with the two and see what happens. In general, the idea of the build basically is to be as unkillable as possible… just like every other build out on the market.
0/5/6/3/0:
IV, VIII – Weakening Shroud, Banshee’s Wail
II, IX, XIII – Spiteful Vigor, Death Shiver, Unholy Sanctuary
III – Mark of Evasion
Dagger/Warhorn & Staff
Sigils are open to suggestion, since I really don’t have any idea what to put on ’em other than Superior Debility.
Concept, in my eyes is true attrition: You shouldn’t die, but your enemy will be gradually chiseled away. At least, they’ll see its not worth their time to fight you and move on. While outside of Death Shroud, you should have D/W equipped & going toe-to-toe with your target, with tons of regeneration available through Dagger AA/Life Siphon, Locust Swarm (via Vampiric talent), and the actual regeneration boon via Mark of Evasion and Mark of Blood. To further negate damage, you should be able to apply nigh-permanent weakness to your target via CPC & Weakening Shroud.
Under ideal conditions, (read: with Regen boon up, Locust Swarm active & Dagger AA connecting once every second) you should be regaining around 700hp/s. While the healing in DS is significantly lower than out, your LF bar will be serving as a stop-gap; you won’t be losingany hp at all while in DS, only gaining (assuming you exit out of DS before being knocked out of it).
Ideally, you should only enter DS when the LF bar is full, if you’re low on health & after you swap to staff and Sig has been activated (for the 6.5 sec retaliation) as a last resort. Theoretically, in DS, Unholy Sanctuary should help top off your health back to full and you should be able to remain in DS long enough for any essential cooldowns to expire.
Your utilities are Corrupt Boon, Well of Power, and Corrosive Poison Cloud. CPC’s purpose has already been discussed. Well of Power is to help mitigate incoming conditions. Corrupt Boon is the wildcard of this build and can be swapped out at will, although it’s great to cause a little bit of panic with boon-reliant classes and can be used aggressively, as in against boons other than Stability (it’s great stripping 20+ stacks of might, retaliation and fury to replace them with weakness, blindess and confusion).
As it stands, you’d 2100 attack, 2019 toughness <edit>: 2986 armor, and 23.5k hp along with 35% crit.
What’s your take? Please no garbage, flaming, or “lol ur build iz bad n u shuld feel bad”. I’d like to think our community is above such.
My question with any Nomad build – and I currently have no answer as they are still so new – is can they deal even enough damage to out-DPS anyone’s regular heal.
I know some builds would never die to this, like a D/D ele or probably any decent thief, and I’d have trouble thinking my regular condi necro spec would be in real danger from this.
Also while corruptive poison cloud is cool in theory, it isn’t very reliable or effective in practice, at least in WvW.
Yeah I can’t see this being able to kill my 2/6/0/0/6 power necro build either. It won’t kill mesmers or thieves as you would never be able to lock them down long enough. Wouldn’t kill eles, guardians, warriors, or rangers there is just too much regen. That leaves engineers which would dismantle that build in a 1v1. Not enough pressure, I’m sorry but generally healing power is just a bad investment in this game.
The big question is whether you can withstand an opponent’s full CD on spike damage skills and their own heal resets. If you even look like you have more sustain, they may bug out. This has always been a problem with Necro. Condition damage accumulates to a point but mitigation skills and passive cleanses usually indicate whether fight or flee is the right choice within a minute or so for your opponent. In any case, long battles can invite guests, which is a toss-up.
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