(edited by Empiren.6401)
Eyepoker build.
Link doesn’t work and can you possibly show some gameplay for said build? I’m sort of interested.
Makonne – Hybrid Regen Ranger
Link doesn’t work and can you possibly show some gameplay for said build? I’m sort of interested.
Copy + paste
What facet of the game is this build for? PvP, PvE, WvW? As for advice the only thing I would change is chilling darkness, I much rather prefer lingering curse or weakening shroud.
I’d take dagger mastery over mark of evasion, especially since you have chilling darkness. The off-hand skills are slow enough to feel the difference and both quite useful defensively.
I’d also have sacrificed focused rituals for either weakening shroud or withering precision (I’ve never really compared these, but more weakness sounds good both for protection and having an extra condition for ‘target the weak’, since the dagger o/h skill only lasts about half its traited cooldown), but I see that you have only ranged weapons on. ;P
Still, you can make up for it somewhat by combo-ing with the staff.
Also, do you take locust sig into pvp? Is it useful there? I always found it nice in PVE but ended up ditching it the few times I went to pvp, because everyone is still faster than me anyway as necro, and the heal is so miserable that combined with losing the speed buff it usually makes the situation worse for me lol.
The heal on the signet is a last ditch effort, its good if you have a minion master or mesmer in a team fight…or an engineer dropped his turrets etc. AKA lots of things it hits for a big heal.
I’d take dagger mastery over mark of evasion, especially since you have chilling darkness. The off-hand skills are slow enough to feel the difference and both quite useful defensively.
I’d also have sacrificed focused rituals for either weakening shroud or withering precision (I’ve never really compared these, but more weakness sounds good both for protection and having an extra condition for ‘target the weak’, since the dagger o/h skill only lasts about half its traited cooldown), but I see that you have only ranged weapons on. ;P
Still, you can make up for it somewhat by combo-ing with the staff.
Also, do you take locust sig into pvp? Is it useful there? I always found it nice in PVE but ended up ditching it the few times I went to pvp, because everyone is still faster than me anyway as necro, and the heal is so miserable that combined with losing the speed buff it usually makes the situation worse for me lol.
Uh yeah…….If i was running dagger MH I guess i’d pick up weakening. But wells + slow/freeze is the point of this. Also Enfeebling blood ds trait is nice, just not better than being able to use ground-targeting on wells.(also its mainly for melee counter).
You focused on the dagger offhand when its really only going to be used for enfeebling blood and on the offchance its blind. Its just more preferable than any of the other offhand because it lets me unload with scepter/dagger and use the staff for utility.
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Dagger mastery 15% c.d is pointless since won’t spend enough time in the weapon to get another EB off.
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No offense but you basically just said: I’d change your build to melee.
-Not the point of this build and quite honestly an inferior choice in pvp.
25% movement speed makes up a lot in pvp. I’m not a sit-and-tank every hit all the time and dodging gives me extra bleeds.
Finally someone who doesn’t randomly mix 1 well + 1 signet + 1 spectral or 1 curruption skill and then complains that the necro feels so weak. That being said: I’d go with another well instead of lucust signet.
Trait distibution looks very neat. Chilling darkness and focused ritual is definitely the right choice here. Hemophilia works because it’s your only source of extended condition duration, but if it wasn’t I’d also go with either weakening shroud or terror.
With wells and marks cd reduction I’d advise you to use the staff as a main weapon (as in rarely ever switch the weapon set), especially in pvp it’s just a million times better than the scepter.
The only thing that seems a little off to me is the rabid amulett. My guess is that precision does’t help this build as much as other stats could, so I’d go with carrion instead.
Finally someone who doesn’t randomly mix 1 well + 1 signet + 1 spectral or 1 curruption skill and then complains that the necro feels so weak. That being said: I’d go with another well instead of lucust signet.
Trait distibution looks very neat. Chilling darkness and focused ritual is definitely the right choice here. Hemophilia works because it’s your only source of extended condition duration, but if it wasn’t I’d also go with either weakening shroud or terror.
With wells and marks cd reduction I’d advise you to use the staff as a main weapon (as in rarely ever switch the weapon set), especially in pvp it’s just a million times better than the scepter.The only thing that seems a little off to me is the rabid amulett. My guess is that precision does’t help this build as much as other stats could, so I’d go with carrion instead.
Staff as a main weapon allows for damage every……4-5 seconds. Thats a lot to put on for just mark of blood.
(in wvw sure, spvp no)
I’d go with another well but the only options after that are vulnerability and conditions to boons. Which is nice, but not better than base movement speed imo.
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Rabid amulet + runes of undead = extra toughnes. If I rolled a hybrid(melee) I’d go with carrion and nightmare probably, but otherwise carrion doesn’t help anywhere near as much as rabid for condition users.
-Precision also gives + proc for earth runes, which are essential to a condition build.
Staff as a main weapon allows for damage every……4-5 seconds. Thats a lot to put on for just mark of blood.
(in wvw sure, spvp no)
Hmm.. maybe it’s different with wells, I use staff almost exclusively (in pvp, wvw and pve) but in combination with corruption skills. Traited both for reduced cd and I almost never get to fire off a #1 auto attack.
I’d go with another well but the only options after that are vulnerability and conditions to boons. Which is nice, but not better than base movement speed imo.
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If any I’d take well of suffering, not for the vulnerability but for its pure damage. But yeah, speed buff or not… personal preference.
Rabid amulet + runes of undead = extra toughnes. If I rolled a hybrid(melee) I’d go with carrion and nightmare probably, but otherwise carrion doesn’t help anywhere near as much as rabid for condition users.
-Precision also gives + proc for earth runes, which are essential to a condition build.
Yes, damage output with scepter+sigil of earth is higher with rabid on a condition build. But as you said the staff doesn’t hit as often, so it’s not something I would put a sigil of earth in. Maybe try something with “..on weapon swap”?
Uh yeah…….If i was running dagger MH I guess i’d pick up weakening. But wells + slow/freeze is the point of this. Also Enfeebling blood ds trait is nice, just not better than being able to use ground-targeting on wells.(also its mainly for melee counter).
You focused on the dagger offhand when its really only going to be used for enfeebling blood and on the offchance its blind. Its just more preferable than any of the other offhand because it lets me unload with scepter/dagger and use the staff for utility.
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Dagger mastery 15% c.d is pointless since won’t spend enough time in the weapon to get another EB off.
————————-No offense but you basically just said: I’d change your build to melee.
-Not the point of this build and quite honestly an inferior choice in pvp.25% movement speed makes up a lot in pvp. I’m not a sit-and-tank every hit all the time and dodging gives me extra bleeds.
I was mainly just bringing up options, since your post didn’t really say much besides liking conditions. As necro has like… a melee attack, even with dagger… having ranged weapons on it doesn’t necessarily imply being dead-set on that. Also, wells’ radius isn’t any lower than plague form iirc, hydromancy sigil isn’t kidding about ‘nearby’ foes, and you were gathering a reasonable amount of toughness.
I think you’ll get tired of the signet though. Relative to movement skills and/or swiftness you’ll still be slow, except when someone is chilled, in which case relative to you without it they’d still be slow. So it seems like a delicate yet varying and unpredictable balance, compared to focusing more on slowing them or putting out more damage.
I assume spectral grasp is out due to bringing them closer, but maybe something like epidemic? Wouldn’t use it with a blind because it’s short and goes away if they swing/shoot at you, and the resulting chill is short too, but chillblains and dark path chills are longer, as is the one on a focus if you tried that. It’s also got a natively low c/d and feeds you a not-directly-harmful condition to either send at people with your staff, eat for health, or just ignore if you want ‘cause it’s 3% (anyway you did mention liking AOE, so this is sort of like an adaptor for non-AOE to AOE).
Or for evasion there’s spectral walk, sort of like a sprint compared to locust’s marathon, and even that wurm with its teleport if you like. I’ve never really tried that thing but it does (sacrificed) give area poison, break stun, and apparently is a blast finisher. So I’m sure there’s some kind of weird potential scenario in that where you cast some wells on a wurm, explode into the place with poison, and use plague form or DS’ life transfer in the middle of everything. o__T