Foot in the Grave Builds

Foot in the Grave Builds

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Posted by: Xiehr the Scorpio.4167

Xiehr the Scorpio.4167

So if you haven’t heard, FitG kinda got a buff (or corrected from being gutted earlier depending on perspective).

What sPvP necros face now are some very tough decisions. To take FitG? If so, what to give up?

With that in mind, let’s see what builds you’ve been testing w/ FitG and how’s it going so far?


I’ll start

Basically, I’m running:

Traits:
2 – Signet Mastery
6- Hemophilia, Master of Corruption, Lingering Curse
0-
0-
6- Vital Persistance, Spectral Mastery, Foot in the Grave

Gear:
Staff [Sigil = Leeching and Purity]
Scepter/Dagger [Sigils = Bursting and Corruption]
Rune = Scavenging
Amulet = Carrion

Skills
Signet of Spite, Corrupt Boons, Spectral Armor, Flesh Golem

Full build at
http://gw2skills.net/editor/?fRAQNAW7Yjc00Yb5N22webieBBqAR/YSGqHfuKA-TpxCABWcEAA4CAg3+DH/AA04gAoVZAA

I was running Power Necro for weeks so this is the first time returning to Condi in a long time so be gentle

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Posted by: Muchacho.2390

Muchacho.2390

A condition build with out terror, i would say, is rather weak. You should switch out master of corruption with terror and spectral mastery with the fear duration increase trait.

Also lingering curse will do you not much good in spvp due the high amounts of condition removel. So i would take path of corruption over it.

Well there are other things i would change (sigils, runes, no points in spite etc.) but i guess those are more personal preferences.

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Posted by: Sagat.3285

Sagat.3285

As long as you have some condition duration Master of Terror is not worth taking, with current changes you can get double proc even if not full 2 sec, you need Terror. I dislike carrion on necro lack of damage mitigation makes it worse for me, I’ve been trying to figure out what to replace my stun break with but it doesn’t seem easy, I prefer taking Staff Mastery over Signet’s, SoS is so high CD and I find it lacking . I just noticed how poor our choices are…

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

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Posted by: robertul.3679

robertul.3679

Why are you calling them foot in the grave builds when most necro builds already go 4-6 in soul reaping anyway? Also the trait is not build defining in any way.

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Posted by: Flumek.9043

Flumek.9043

also note that sigil of bursting plain sucks in pvp and is questionable in wvw imo. take a swap sigil or frality for more cover condies

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Posted by: TheLastNobody.8319

TheLastNobody.8319

As long as you have some condition duration Master of Terror is not worth taking, with current changes you can get double proc even if not full 2 sec, you need Terror. I dislike carrion on necro lack of damage mitigation makes it worse for me, I’ve been trying to figure out what to replace my stun break with but it doesn’t seem easy, I prefer taking Staff Mastery over Signet’s, SoS is so high CD and I find it lacking . I just noticed how poor our choices are…

Isn’t there a bug though right now with terror where it won’t proc if it isn’t a full 2 seconds?

A knight in shining armor is a man who never had his metal truly tested.

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Posted by: Xiehr the Scorpio.4167

Xiehr the Scorpio.4167

Why are you calling them foot in the grave builds when most necro builds already go 4-6 in soul reaping anyway? Also the trait is not build defining in any way.

The idea was that because of FitG buff, a lot of players have said they want to incorporate it into their condi builds where it wasn’t beforehand. I wanted to see what traits people were swapping in and out.

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Posted by: Sagat.3285

Sagat.3285

As long as you have some condition duration Master of Terror is not worth taking, with current changes you can get double proc even if not full 2 sec, you need Terror. I dislike carrion on necro lack of damage mitigation makes it worse for me, I’ve been trying to figure out what to replace my stun break with but it doesn’t seem easy, I prefer taking Staff Mastery over Signet’s, SoS is so high CD and I find it lacking . I just noticed how poor our choices are…

Isn’t there a bug though right now with terror where it won’t proc if it isn’t a full 2 seconds?

It’s not bugged for me, any fear that is +1 sec procs twice. You can try it in pvp vs golems equip nightmare only for duration and use a fear skill.

Why are you calling them foot in the grave builds when most necro builds already go 4-6 in soul reaping anyway? Also the trait is not build defining in any way.

The idea was that because of FitG buff, a lot of players have said they want to incorporate it into their condi builds where it wasn’t beforehand. I wanted to see what traits people were swapping in and out.

This is not easy to do while I can deal with DS as my only stun break the empty utility slot bugs me out I’m struggling to find what replaces it right,SoS is just meh to me and I spec 0 6 2 0 6.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

(edited by Sagat.3285)

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Posted by: akaCryptic.2389

akaCryptic.2389

Quick question: Does Curse GM minor trait increase condi damage by 2% too? I have tested it out on golems and bleeds hit same with 7 condis and single condi. I’m not a huge path of corruption fan either so i run with 04406 for reapers protection +1/4 sec stab for FitG flash safestomp and +20% LF from deaths.

(edited by akaCryptic.2389)

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

I went back to the old 2/6/0/0/6 – with Signet Mastery, Path of Corruption and of course Foot in the Grave, a build that I have shamelessly copied from Ventari

I used to have Traveler Runes to keep up with the speed a bit, since I swapped out S-walk for SoS, though now it is a toss between Nightmare and Scavenger, depending on my mood… You will feel the lack of speed though

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Posted by: Tim.6450

Tim.6450

I use a ‘typical’ 0/6/2/0/6 build with spectral grasp instead of S-walk, the extra life force, the chill and CC are very nice. The loss of swiftness and the telport is not that worrysome.

EverythingOP

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Posted by: tboneking.2531

tboneking.2531

Yeah I just noticed this change yesterday- when did they do this? I dont remember it in any patch notes!

In regards to your build- this might just be personal opinion- but the fact that youre dedicating an entire trait for each of your utility skills is a little weak to me. And the only one of them that gives a second effect is signet mastery. I would either give up the 20% cd reduction on one of them or try to streamline your utility skills so you have more than one of a type of skill.

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Posted by: TheLastNobody.8319

TheLastNobody.8319

Quick question: Does Curse GM minor trait increase condi damage by 2% too? I have tested it out on golems and bleeds hit same with 7 condis and single condi. I’m not a huge path of corruption fan either so i run with 04406 for reapers protection +1/4 sec stab for FitG flash safestomp and +20% LF from deaths.

No unfortunately. Personally I think it’d be better if it was +2% crit chance per condition.

And same on the path of corruption, it’s so slow and takes forever to cast.

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

I use a ‘typical’ 0/6/2/0/6 build with spectral grasp instead of S-walk, the extra life force, the chill and CC are very nice. The loss of swiftness and the telport is not that worrysome.

O.o

I did not even consider S-Grasp – that is actually quite a nice one to pick :O

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Yeah I just noticed this change yesterday- when did they do this? I dont remember it in any patch notes!

You must not pay very close attention to patch notes then. Look at the first post in the most recent patch notes.

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Posted by: States.6387

States.6387

The problem i found with Foot in The grave is that their is multiple abilities that can make up for the loss of this trait. Basically you can ignore the FiTG trait and take a damage one and make up for it with a spectral skill or well that will counter any hard cc. If they were to put FiTG under the toughness, vitality tree it would be worth traiting. But as of right now it seems to be useless still for what you can replace it with.

Edit: Typo’d

(edited by States.6387)

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

The problem i found with Foot in The grave is that their is multiple abilities that can make up for the loss of this trait. Basically you can ignore the FiTG trait and take a damage one and make up for it with a spectral skill or well that will counter any hard cc. If they were to put FiTG under the toughness, power, crit damage / chance tree it would be worth traiting. But as of right now it seems to be useless still for what you can replace it with.

Ehm O.o

FitG is there to relieve yourself from using “multiple abilities” utilities - If anything, Condition Necromancer has been drive to the “Locked Utility Syndrom” for the need of having 2 Stunbreaks and Corrupt Boon for as long as FitG was the way it is…

In this respect, it is completely fine to “lose” a damage trait (such as Greater Marks, Reaper’s Protection or Chill of Death) – since the trade-off is that you are capable of taking a utility of which you can offer pressure in another area

And the last line is perfect for the trait – I got no clue why you would want to replace it

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Posted by: States.6387

States.6387

The problem i found with Foot in The grave is that their is multiple abilities that can make up for the loss of this trait. Basically you can ignore the FiTG trait and take a damage one and make up for it with a spectral skill or well that will counter any hard cc. If they were to put FiTG under the toughness, power, crit damage / chance tree it would be worth traiting. But as of right now it seems to be useless still for what you can replace it with.

Ehm O.o

FitG is there to relieve yourself from using “multiple abilities” utilities - If anything, Condition Necromancer has been drive to the “Locked Utility Syndrom” for the need of having 2 Stunbreaks and Corrupt Boon for as long as FitG was the way it is…

In this respect, it is completely fine to “lose” a damage trait (such as Greater Marks, Reaper’s Protection or Chill of Death) – since the trade-off is that you are capable of taking a utility of which you can offer pressure in another area

And the last line is perfect for the trait – I got no clue why you would want to replace it

In my opinion i just dont see it being a worthwhile trait. You dont have to use multiple abilities to counter hard cc’s on the necro. You can easily jump into death shroud to avoid damage while being stunned or dazed or use a spectral / well skill if necessary. If you encounter situations where your getting spammed with hard cc’s non stop then the trait would be useful but i have never seen that happen yet in wvw or spvp and i play my necro as a distractor or “tank” for my teams.

I think for the trait to actually be viable they need to reduce the amount of points required to take it and either move it down a tier or into a different tree. The tree it rests at now buffs the users crit damage and life force pool. And builds that utilize these 2 aspects benefit better in my opinion from other traits.

I think FiTG should be a trait under vitality or Toughness

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Posted by: Roe.3679

Roe.3679

The problem i found with Foot in The grave is that their is multiple abilities that can make up for the loss of this trait. Basically you can ignore the FiTG trait and take a damage one and make up for it with a spectral skill or well that will counter any hard cc. If they were to put FiTG under the toughness, power, crit damage / chance tree it would be worth traiting. But as of right now it seems to be useless still for what you can replace it with.

Ehm O.o

FitG is there to relieve yourself from using “multiple abilities” utilities - If anything, Condition Necromancer has been drive to the “Locked Utility Syndrom” for the need of having 2 Stunbreaks and Corrupt Boon for as long as FitG was the way it is…

In this respect, it is completely fine to “lose” a damage trait (such as Greater Marks, Reaper’s Protection or Chill of Death) – since the trade-off is that you are capable of taking a utility of which you can offer pressure in another area

And the last line is perfect for the trait – I got no clue why you would want to replace it

In my opinion i just dont see it being a worthwhile trait. You dont have to use multiple abilities to counter hard cc’s on the necro. You can easily jump into death shroud to avoid damage while being stunned or dazed or use a spectral / well skill if necessary. If you encounter situations where your getting spammed with hard cc’s non stop then the trait would be useful but i have never seen that happen yet in wvw or spvp and i play my necro as a distractor or “tank” for my teams.

I think for the trait to actually be viable they need to reduce the amount of points required to take it and either move it down a tier or into a different tree. The tree it rests at now buffs the users crit damage and life force pool. And builds that utilize these 2 aspects benefit better in my opinion from other traits.

I think FiTG should be a trait under vitality or Toughness

You’re playing your necro as a tank? Do tell. I think this may explain your opinion.

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

What Roe said;

Basically, the option is there for “Glass” builds – think of full Condi or Power… I am not gonna debate the usefulness of tank builds, because I frankly do not care – but in my opinion and looking with the Condi build I have been familiar with since I dared to step into PvP, this is a huge plus

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Posted by: Talonblaze.3175

Talonblaze.3175

What Roe said;

Basically, the option is there for “Glass” builds – think of full Condi or Power… I am not gonna debate the usefulness of tank builds, because I frankly do not care – but in my opinion and looking with the Condi build I have been familiar with since I dared to step into PvP, this is a huge plus

While this may be nice and good for the glass condi builds, it cut the effectiveness of one of the few “tanky” Necro builds there.
I still feel its previous rendition was nerfed into oblivion even with this fix. It was one of the few things that stopped necro from being the ping-pong joke it was and now, still is.
Hammer warriors? Hah.
Engies? Hah.
Fear Necros? Hah.
Interrupt Mesmers? Hah.
Foot In The Grave pretty much always made sure that if you wanted to keep fighting and always be on your feet rather than on your kitten 90% of the time, you would be. Making it highly effective against many of the CC builds and lockdown attempts, especially against the builds above. Now, we don’t even have that option.

Don’t get me wrong, the stunbreak is awesome. However, its not enough to bring it back anywhere near to its former glory imo. Especially for a GM trait.

Duty is heavier than death.

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

While this may be nice and good for the glass condi builds, it cut the effectiveness of one of the few “tanky” Necro builds there.
I still feel its previous rendition was nerfed into oblivion even with this fix. It was one of the few things that stopped necro from being the ping-pong joke it was and now, still is.
Hammer warriors? Hah.
Engies? Hah.
Fear Necros? Hah.
Interrupt Mesmers? Hah.
Foot In The Grave pretty much always made sure that if you wanted to keep fighting and always be on your feet rather than on your kitten 90% of the time, you would be. Making it highly effective against many of the CC builds and lockdown attempts, especially against the builds above. Now, we don’t even have that option.

Don’t get me wrong, the stunbreak is awesome. However, its not enough to bring it back anywhere near to its former glory imo. Especially for a GM trait.

I have been working a lot with it’s previous rendition, so do I am quite aware of it’s previous pro-active nature… Rather than waiting for the CC’s to hit, you were far more aware of your surroundings, and used this to your fullest as you could actively avoid being chained…

And I am aware that Tanky specs in a Necromancer got nothing, absolute 0 to work with… They are a damage sponge, and it stops there… You cannot counter-pressure, cannot sustain yourself and cannot help your allies – and the old rendition of FitG worked “better” than this one, with this I can agree..

Though, and now comming to my point – I feel that Tanky builds need way more than a simple stability within the last line… Without proper sustained healing, those things will never come to be… Attrition fights will, within the current implementation of the traits, never happen, simply because it lacks way more than stability (or any other kind of damage/CC mitigation)

So, okay, fair enough… FitG’s previous interpretation worked “better” for other builds… Some of which it’s usefulness is debatable – but the way it got gutted helped no one, and now, this improved version, actually made defined builds shine and helps them getting the “Three-Utility-Syndrom” away
What needs to happen now is more emphasis on niché builds to help them be viable in turn, but in this respect, it should in my opinion not conflict within the current state of the builds…

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Posted by: Sagat.3285

Sagat.3285

I have been running condition necro with only 1 stun break since day 1. My issue right now is that I didn’t found any utility making up for 0 break stun with FotG it might be the traitline or simply very poor utility choices, even with 1 SB I found it not worth it that much on condi as well after a while, I went Mark of Evasion and WoP kitten works better than any combinations I tried with FotG. It’s too tied to offense saving DS for defense is something necro can’t do, it took me a while to understand that necro is offensive due to it and need to kill foes fast holding on DS for SB+poor sustain utilities takes you away from damage. Verdict : FAIL.

Making it give stab when exit and SB on entrance might be better but not the best.

Why was “kitten” replaced with “kitten”….???? ohmergerd this censoring.

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Posted by: kakumbien.8047

kakumbien.8047

Im back to my necro after playing engi for lots of months thanks to FitG change.And this is my hybrid necro build with bountiful boon + damage + survivability.

http://gw2skills.net/editor/?fRAQRBHhtG1IHNN2WejfNs3mYXogKAiODag5l6qYLyCA-TlCFABdfQAkb/BT0sAwDA4KlgIp8TgTAgjq/kheClPCABAQAM0hO0hO0h2NH6NH6NvZpAgZLA-w

Features:

—> 3.5 sec retalition , 5.75 sec fury , 3.5 sec stability + 1 enfeebling blood + 1 stun breaker every 7 sec !! (In this case our necros might have least %50 boon time per 7 sec )
—> So much boon corruption (like you know)
—> Free damage increaser from a gm minor (Target the Weak + SoS can rock ^^ )
——> Ps: I hit almost 6k to an ele with Charge+SoS+scep 3 combo(ComboWithS3 xD)
—> Easy access to life force (Ghastly Claws + Locust Swarm )
—> So much critical hits and critical hit effects
——> Air and fire sigils on axe/ wh , torment / cripple on scep/dagger
—> %60 condi duration and access to almost all condis
—> 2.15 k armor on axe/wh and 2.25 k armor on scep/dagger (Based on weapons)
—> Least 1.93 k power and 0.72 k condi damage
—> Least %49 critical chance
—> 20 k health
etc etc…
Ofc you can change some skills and weapons as you wish and create a better build over this one.

I shared this because i ve just started to try that build on my necro in wvw solo roaming and im shocked … You might wanna take a look . Because i ve never got 3 melee people at the same time on my necro before. Have fun

Ps : Sorry for my english

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