Hey guys, i have been messing around lately with the build simulators based on the build a friend gave me. So far i’ve been testing out a new dps build for necromancers that potentially could overthrow the glasscannon setup.
The general idea is to not forgo full zerk since anything over 33% precision is overkill
-> fury + death perception is an increase by 70% precision
-> fury + lich form is an increase by 67% precision
Hence the extra stats in precision should be invested elsewhere to increase our overall damage.
People tend to get valkyrie gear to increase the already high base healthpool mostly because the stat major is power. In my opinion, it not a dps increase since power and ferocity gain remain the same and the hp increase does not help in patching necromancers weaknesses (low armor or mobility, and high hp lessens the effectiveness of heals).
All in all, the damage potential is roughly the same but for no real gain.
Here is the classic zerk glasscanon build i will use for reference, feel free to provide me with a better version.
Please note that this is a wvw oriented discussion, as pvp stats does not allow my build to work as i would like. And minor changes could make this build pve friendly (scholar runes, dagger main hand for LF generation and axe camping for life blast with unyielding blast and unholy fervor)
Raw Stats
power : 2656
precision : 2086
crit. chance : 55.71% base, 75.71% with fury, 125.71% with fury under deathshroud
ferocity : 961
crit. damage : 214%
Assuming 100% crit chance and no might stacks…
Overall effective power is 5686.
Situation 1 – 25 stacks of bloodlust and 5 stacks of Applied Strentgh
power : 3156
Overall effective power is 8361
The main use of this build resides in the CD reduction of wells (-20%) and its protection towards frontliners (3.25 seconds each).
What i find sad about this build is that the other trait in the Blood Line if not usseless, are negligible at best. (Life from death : ~747 heal on a 19k hp character, great…)
Not to mention necromancers are expected to be effective and survivable without stability, breakstuns or even defensive stats (as a novice necromancer i find that quite challenging). All these reasons led me to being quite unhappy with the current meta build for necromancers.
Necromancers excels at long range AoE damage bombing while remaining durable. I believe boon support should remain to classes design for such tasks (elementalists & guardians) since it can hamper our damage potential.
Now, back to the point.
Here is the build i am currently testing : http://gw2skills.net/editor/?vRAQNAW3djc0QvN2SD20AHOOwFKZPEDhNVb8swBIAaBA-TFCEABEcQASU9nuUCawVAQKlf5s/Qb6OA4BBQKgB2aB-w
The idea i got from my guildmate was to stack toughness and convert it to power from the trait Deathly Strength.
Death Strenght
converts 7% of toughness into power, 14% when in deathshroud
What i added was the consumable Furious Sharpening stones which converts 10% of toughness into ferocity.
Raw Stats – normal
power : 2330
toughness : 1692
armor : 2659
HP : 19212
precision : 1620
crit. chance : 33.52%
ferocity : 961
crit. damage : 214%
Raw Stats – normal and furious sharpening stones
power : 2455
toughness : 1792
armor : 2795
HP : 19212
precision : 1620
crit. chance : 33.52%
ferocity : 1140
crit. damage : 226%
Situation 1 – in deathshroud with fury
toughness : 1972
power : 2606
crit. chance : 103.52%
ferocity : 1158
crit. damage : -to be completed IG-
other stats are the same
Situation 2 – in deathshroud with fury AND 10 stacks of corrupter’s fervor (+300 toughness and -20% condition damage)
toughness : 2272
power : 2648
ferocity : 1188
crit. damage : -to be completed IG-
Overall effective power is 6069
Situation 3 – in deathshroud with fury,10 stacks of corrupter’s fervor AND 25 stacks of bloodlust & 5 stacks of Applied Strentgh
power : 3148
Overall effective power is 7215
Situation 4 – add 25 stacks of might
Overall effective power is 8934
As i recall in terms of EP, ferocity starts evening power around 3000-3500 power. Since the power level is roughly inside the 3000-3500 i believe the ferocity gain to be an EP increase. And the more power i gain (from might stacking) the more valuable ferocity becomes.
Another thing i enjoy about this build is that every trait from the Death Magic line has its use, be it a dps increase or just QoL (auto condi removal, higher LF generation…).
It may now allow necromancers to go melee, but the armor increase can’t be wrong (i once managed to keep 3 thieves from killing me under 5 seconds, enough to get my party around and making them flee).
Now feel free to comment on this build, test it and apply modifications ! I am aware it is very incomplete but i am in no way a veteran of theory crafting so if someone would ‘format’ this he would be most welcome.
Your turn.
(edited by Exos.3472)