Is cleric armor worth buying?

Is cleric armor worth buying?

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Posted by: Chris Elfoulina.2518

Chris Elfoulina.2518

Is cleric armor viable on wvwvw?1v1?1vx?was thinking a build 20/0/30/20/0
With all pets.i usualy play in small groups or solo.show some builds you played and khow is viable.

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Posted by: Kiriakulos.1690

Kiriakulos.1690

God no.
Our healing scales horribly with HP and we barely have any outside of our 6 skill.

Attrition – A pretty name for taking longer than anyone else to kill something.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

God no.
Our healing scales horribly with HP and we barely have any outside of our 6 skill.

Well, our #6 skill scales excellently with healing power. Life Siphon is 5% healing power per pulse. Other than that…yeah, not worth the investment, usually.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

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Posted by: Chris Elfoulina.2518

Chris Elfoulina.2518

So knights should be better you think?

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Posted by: Balekai.6083

Balekai.6083

Contrary to popular belief, Necromancers do have very good healing ability effected by healing power. Especially in a WvW enviroment. Unfortunately it’s concentrated into only two skills and their trait versions:

- Well of Blood/Ritual of Life: Self heal is (5,240 + (Healing Power x 1)). The group heal is (152 + (Healing Power x 0.4)) per pulse, pulsing once per second over 10 seconds. 40 second base cooldown on WoB and 40 second internal cooldown for RoL.

- Mark of Blood/Evasion: Regeneration heals 130 + (Healing Power x 0.125). MoB/MoE apply 5 seconds of AREA regeneration to allies within mark’s range on a 6 second base cooldown. Mark of Evasion has a 10 second internal cooldown.

The lastest rendition of my support build (1364 healing power) has Well of Blood self healing 6604 health and group healing 698 health per tick without WvW Medic healing bonus. Add in all the well traits and WoB has a 32 second cooldown, grants 3.9 seconds of protection, is ground targetable within 900 range, Vampiric Rituals trigger for 45 healing per hit (68 with bloodthirst) on up to 5 targets with 8% Medic, and the Vampiric trait is also triggering on Wells for 32 healing per hit (50 on bloodthirst) x5 with 8% Medic healing bonus. In all that’s upwards to 17500-20000 healing in 10 seconds from WoB alone. (Not counting Medic on Self/Group heal, but doing so for siphons because im lazy and can’t find the base heal atm with June 25th changes).

Add that to being able to keep regeneration up 24/7 when in close range of your targets (301 healing per tick). Over a 32 second period while waiting for Well of Blood to recharge you can heal yourself around 27100-29600 health and up to 5 allies around 16612 health over that same period. Something to consider at least.

Casting a WoB at a gate or in a zerg then ressing someone downed with Ritual of life traited, can instantly give allies a huge boost to healing. With my build that would be 1396 healing per tick over 10 seconds with 6.8 seconds of area protection. Not too shabby. But to your original question whether Clerics is viable with your build? No, I would go with something else more dmg oriented (A Knights/Zerk or Soldier or Cavalier combo). If you want to use healing power amor in WvW if at all it has to be support/attrition based with WoB as a must. Something like this:

http://gw2skills.net/editor/?fQAQNAW7YjQad6Zaub07JApHPj91TP+ecxjKMMA-jkCBINJDxRQmCAiWQIjAEOPqIasVTFRjVPjIqWdDzIuIa1SBAxaA-w

I like Apothercary over Clerics to take advantage of Necro’s wide variety of mass AoE bleeds, while abusing Geomancy Sigil/MoE for more stacks + Epidemic. This gets my dps up since condition damage is a lot more forgiving than power is when it comes to not having secondary damage stats. Especially compared to power secondary sets like Clerics. It also allows you to do dmg while staying in a defensive position (on wells and/or marks) or while being cced.

(edited by Balekai.6083)

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Posted by: Chris Elfoulina.2518

Chris Elfoulina.2518

Today made some duels with bunker ranger,BS thief,ele(not skilled),and berzerker warrior with that build http://gw2skills.net/editor/?fQAQNAodWjQa16tama07JApHNT90TK4GcIF5KNA
Always won with half or more health,it takes some time but you win.
With rare clerics full set

(edited by Chris Elfoulina.2518)

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Posted by: Bweaty.9187

Bweaty.9187

Simple answer NO.

Knights would do you lots better 99% of the time. Yes.

Tho, if you trait faster wells, and transfusion. You can do some nice ‘burst heals’. (Would still recommend a Guard/Ele for support heals tho)

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Posted by: Balekai.6083

Balekai.6083

Simple answer NO.

Knights would do you lots better 99% of the time. Yes.

Tho, if you trait faster wells, and transfusion. You can do some nice ‘burst heals’. (Would still recommend a Guard/Ele for support heals tho)

Yep. A Guardian can throw out a lot of powerful heals/support boons within a 300-600 range area and an ele can use water fields and Geyser for much better spike healing while in Water Attunement.

However, the thing Necromancers have over a Guardian is that a Necro can technically heal and support at 100% effectiveness from 900 targeted range, as opposed to a Guardian who is most effective within melee to 600 range, since all of his/her ally supporting skills are centred on them. That means a Guardian has to always be in the thick of the fighting while Necro support can stay on the relative edges if need be.

Necros healing is more accessable than say a Staff ele’s, but less healing versatility and possibilities (Again, 2 skills and 2-3 traits) when said ele is actually attuned to water. The problem is Elementalists have to be attuned to water which gimps their damage for that time. A Necros main healing skill always self heals necro and also doubles as a targeted group heal if traited, leaving room for multi-tasking. This applies to Mark of Blood as well, being the main AoE bleed skill for a condition based support Necro, that just happens to double as a 24/7 AoE regeneration dispenser (which over time can sneak up on other classes group healing over time).

I dont want to go more off topic though with the merits of Necro healing or condition control from other wells and skills, but Necro can be on par or in some cases surpass Guardian and Ele in terms of Support, depending on the amount of conditions flying around and the nature of a group, zerg or solo fights. Its just there isnt a gazillion of Necros running around or strategies built around them like Guardians and Eles in WvW.

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Posted by: mambastik.8735

mambastik.8735

For OP, go test it! If you’re level 80 doing WvW, there’s really no excuse to spend 1 silver per masterwork equipment just to play around with different builds.

Also great write ups by Balekai. I’m still a beginner necro, but I love how versatile it is, especially when it comes to healing. Healing 700hp/s from Well, nearly 100% uptime 300hp/s regen with Mark of Blood/Evasion, area heal on leaving DS, area heal on DS#4 Life Transfer, and maybe others that I may have missed. Full healing/Clerics is one of the builds I’ve always been coming back to.

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Posted by: jalmari.3906

jalmari.3906

dont use necro noob field on your buddies unless you want retaliation

dont try to be a great healer with necro you hurt yourself and your buds

Guardian 80 Necromancer 80 Ranger 80 Mesmer 80 Elementalist 80 Warrior 80

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Posted by: TheStarflyer.9641

TheStarflyer.9641

dont use necro noob field on your buddies unless you want retaliation

dont try to be a great healer with necro you hurt yourself and your buds

My thoughts exactly.
In what world is the necro a healer. However I will say that minion with healing has always been very strong in a 1v1. Outside of that it’s quite simply just bad.

The Miasma-Human Necromancer
play pvp with me

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Posted by: cubed.2853

cubed.2853

the well was a great support for big group fights. but then they “fixed” healing ball and since it is now capped to 5 targets it’s just crap, i never ever used it since that day.

i really expected a change with balance update, but it seems even the devs forgot about that skill exists ;-)

it was written…

(edited by cubed.2853)

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Posted by: Balekai.6083

Balekai.6083

For OP, go test it! If you’re level 80 doing WvW, there’s really no excuse to spend 1 silver per masterwork equipment just to play around with different builds.

Also great write ups by Balekai. I’m still a beginner necro, but I love how versatile it is, especially when it comes to healing. Healing 700hp/s from Well, nearly 100% uptime 300hp/s regen with Mark of Blood/Evasion, area heal on leaving DS, area heal on DS#4 Life Transfer, and maybe others that I may have missed. Full healing/Clerics is one of the builds I’ve always been coming back to.

Same here. I have other sets and builds I run in WvW, but I always keep coming back to my apothecary Well/Condition/Healing build because its useful in almost every situation (holding camps, attacking/defending gates, 1v1, 1v2, group fights etc).

dont use necro noob field on your buddies unless you want retaliation

dont try to be a great healer with necro you hurt yourself and your buds

My thoughts exactly.
In what world is the necro a healer. However I will say that minion with healing has always been very strong in a 1v1. Outside of that it’s quite simply just bad.

Read above, the numbers and mechanics don’t lie.

The fact is although an issue, WoB light field doesn’t hurt as much as you think. A Necromancer should know when a zerg calls for water fields not to throw a WoB on top of them. That’s just common sense. Coordinated guild groups are even easier instances to not combo light field if you don’t want to, since 99% of the time your using voice communication. Light fields can also be a great condition removal for players shooting projectile combo skills through them. Nice in heavy condition WvW fights.

Again, one cannot ignore the fact that WoB is probably one of the strongest AoE healing skills in the game. I will list the benefits of a fully traited WoB (with 1364 Healing Power) from my previous post:

Well of Blood:
- 32 second recharge, 900 range, 240 Radius.
- Grants 3.9 seconds (30%+boon duration) of protection on up to 5 allies within targeted cast area. 33% damage reduction over the first 1/3 of the healing greatly increases healing effectiveness on any ally.
- Heals caster 6604 Health no matter where it is cast. (5,240 + (Healing Power x 1))
- Heals 6980 Health over 10 seconds on up to 5 allies. (152 + (Healing Power x 0.4))
- Vampiric Rituals Trait leeches around 43 (64 w/ Bloodthirst) health from enemies inside the well over 10 seconds on up to 5 enemies. That’s a possible 2150-3200 extra healing for the casting necro.
- Vampiric Trait leeches 31 (47 w/ Bloodthirst) health from enemies inside the well over 10 seconds on up to 5 enemies. That’s another possible 1550-2350 health extra health for the casting necro.

I personally would love that to include “water field” in that list, but the merits of MoB are already potent as is. Without setting off blast finishers, 5 necros in a zerg dropping 1364 healing power WoBs could heal 3490 per second over 10 seconds for 34900 health total. That’s more than enough to keep everyone up in close nit fight or at a gate, in addition to allies’ own healing and damage mitigation. Add in five Well of Powers/Corruption and enemy conditions become ally boon buffers and vice versa for 5 second durations here and there. Each well also adds 3.9 seconds of protection and life leech to keep necro up.

That’s how a necro can become healing/support with Clerics, Apothercary or Settlers armor. That’s without mentioning MoB/MoE’s 24/7 area regeneration (indefinite 301 healing ticks on up to 5 people, 3001 health every 10 seconds), Ritual of Life (An extra Well of Blood every 40 seconds when you res someone), and Transfusion (which doesn’t scale with healing power, but a very nice spike AoE heal). The great thing is that Mark of Evasion, Ritual of Life, Bloodthirst and Transfusion are interchangable in the adept trait slot to fit your current situation.

(edited by Balekai.6083)