4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
http://intothemists.com/calc/?build=;043Z;2IFJ0F4sJ-K0;9;5T9T;235B3;017B;1XNW7;2OZG5OZG56gD
This build uses weakness to lower enemies damage, protection to reduce incoming damage and lifesteal to heal the lost hp that damaged you.
If Anet were to buff lifesteal, it should revolve around this build.
The downside to this build is the lack of snares. There is Dark Pact, but it is the only immobilize in the room. So I used Flesh golem. The thing is, Flesh golem is dumb. It takes time to get to the target I want crippled for life. You become dependent on Dark path more than before if you want to hit something. However with high sustain, you aren’t as dependent on doom to keep enemies off of you. So you can fear enemies to cover your Dark path from being dodged to chase them. There is a problem of lack of blocks which is for the ranged attacks from 1200 range away.
(edited by runeblade.7514)
I wonder if it’s worth it to spend 30 in Curses for this build. First, your crit chance is pretty low which makes depending on skills that proc on them (Withering Precision and Sigil of Fire) unreliable. Going all the way into this tree for it seems not worth it.
There are also some issues with the use of wells. Ground targeted wells aren’t the best for PvP as it’s too easy to dodge out of them so you never get the majority of their effect. This is especially true against ranged enemies. This also effects your use of Vampiric Rituals. Unless immobilized, fighting 1v1, VR will usually proc once, maybe twice before the enemy leaves the well. This is about 100 damage/siphon in total. Not very impressive, especially for a GM level trait.
What’s more, this all conflicts with Ritual Protection as you need to be within the area of the well when cast to receive the boon. If you use wells at a distance, you’re not proc’ing protection and wasting this trait.
Furthermore, with its low crit %/damage and lack of conditions, the build seems a bit light on damage.
You might look into converting into a MM build. It works very well with main hand dagger and wells — crowding with dagger and minions apply pressure and obfuscate the field. A lot of times, enemies don’t even realize they’re standing in a well. Minions also give you another immobilize to keep them in if they try to run. Also, since you seem to like the siphon mechanic, it offers much greater access through Vampiric Master.
Nice job.
I wonder if it’s worth it to spend 30 in Curses for this build. First, your crit chance is pretty low which makes depending on skills that proc on them (Withering Precision and Sigil of Fire) unreliable. Going all the way into this tree for it seems not worth it.
There are also some issues with the use of wells. Ground targeted wells aren’t the best for PvP as it’s too easy to dodge out of them so you never get the majority of their effect. This is especially true against ranged enemies. This also effects your use of Vampiric Rituals. Unless immobilized, fighting 1v1, VR will usually proc once, maybe twice before the enemy leaves the well. This is about 100 damage/siphon in total. Not very impressive, especially for a GM level trait.
What’s more, this all conflicts with Ritual Protection as you need to be within the area of the well when cast to receive the boon. If you use wells at a distance, you’re not proc’ing protection and wasting this trait.
Furthermore, with its low crit %/damage and lack of conditions, the build seems a bit light on damage.
You might look into converting into a MM build. It works very well with main hand dagger and wells — crowding with dagger and minions apply pressure and obfuscate the field. A lot of times, enemies don’t even realize they’re standing in a well. Minions also give you another immobilize to keep them in if they try to run. Also, since you seem to like the siphon mechanic, it offers much greater access through Vampiric Master.
Nice job.
Dagger’s incredibly fast attacks makes up for the low crit chance. As long as one crits, everything is fine. If not, just use enfeebling blood and weakening shroud.
AoE are easy to get out of, but they are useful in small spaces. sPvP provides many areas with small spaces. Most capture points are small enough for an entire ground.
Ground targeted wells is more helpful than not having grounded targeted wells, especially with necromancer’s lack of mobility. Instead of wasting time to get into the right position for the maximum potential lifesteal, you can just do it instantly.
And I already tried a MM Build. Thanks for suggesting though.
Well my suggestion is to at least use rabid or settlers amulet with runes of undead. This would drop your HP a bit but increase your condition damage immensely. Also I’d swtich staff with scepter / focus.
The build right now seems a bit confusing. The main reason is 30 in curses. It’s mainly a crit/condition dmg line but the rest of the build seems more power based (choice of weapons, amulet, utilities, etc).
I wonder if it’s worth it to spend 30 in Curses for this build. First, your crit chance is pretty low which makes depending on skills that proc on them (Withering Precision and Sigil of Fire) unreliable. Going all the way into this tree for it seems not worth it.
There are also some issues with the use of wells. Ground targeted wells aren’t the best for PvP as it’s too easy to dodge out of them so you never get the majority of their effect. This is especially true against ranged enemies. This also effects your use of Vampiric Rituals. Unless immobilized, fighting 1v1, VR will usually proc once, maybe twice before the enemy leaves the well. This is about 100 damage/siphon in total. Not very impressive, especially for a GM level trait.
What’s more, this all conflicts with Ritual Protection as you need to be within the area of the well when cast to receive the boon. If you use wells at a distance, you’re not proc’ing protection and wasting this trait.
Furthermore, with its low crit %/damage and lack of conditions, the build seems a bit light on damage.
You might look into converting into a MM build. It works very well with main hand dagger and wells — crowding with dagger and minions apply pressure and obfuscate the field. A lot of times, enemies don’t even realize they’re standing in a well. Minions also give you another immobilize to keep them in if they try to run. Also, since you seem to like the siphon mechanic, it offers much greater access through Vampiric Master.
Nice job.
Dagger’s incredibly fast attacks makes up for the low crit chance. As long as one crits, everything is fine. If not, just use enfeebling blood and weakening shroud.
AoE are easy to get out of, but they are useful in small spaces. sPvP provides many areas with small spaces. Most capture points are small enough for an entire ground.
Ground targeted wells is more helpful than not having grounded targeted wells, especially with necromancer’s lack of mobility. Instead of wasting time to get into the right position for the maximum potential lifesteal, you can just do it instantly.
And I already tried a MM Build. Thanks for suggesting though.
I get that the dagger attacks quickly and that it takes only one hit to proc weakness. This is completely true. The point is, you have to go 30 deep into a tree that yields 5 sec of weakness on 20 sec CD. This is not very much and considering you have no cover conditions, it’s fairly easy to cleanse. It could be a problem against people who manage their conditions well.
Secondly, no one is arguing that ground targeting isn’t better than not but it is in partial conflict with the protection proc. IMO, the suboptimal synergy between wells/Focused Rituals/Ritual of Protection still exists. And, if you’re using mostly dagger, you spend — or should spend — most of your time at point blank range or trying to get there so closing the gap can hardly be called a waste of time.
Furthermore, it comes at the cost of other traits. For instance, in the same Curses tree, you could select Chilling Darkness which would proc with WoD which could be used in combination with something like WoS, dagger 3, etc for pretty decent damage and lifesteal maximization (at 50 heal per tick, it’s pretty paltry unless you drop it into a big group).
Lastly, what Device says is true: this is essentially a power wellomancer which is quite good — in a zerg. In PvP, it tends not to fair too well. That’s why I suggested the minions. But I totally get not running them. They’re annoying.
(edited by Nagato no Kami.4980)
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