Necromancer support / healer discussion.
traits set up:
with minons – 20/0/20/30/0
without minions – 15/0/25/30/0
I would definitely also add protection to your wells, and add targeted wells. I’m currently using that as an offensive build, but it really helps support your allies. Literally every well gives allies protection.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
I would use protection on wells byt wouldn’t use targetted wells. as I am mostly melee ill be in the fray and could just drop the wells at my feet.
Hi zooker,
To answer your question on sigils:
(Note, info from the wiki and assumes superior sigil)
Healing sigils are as follows:
Restoration (self heal only) (no cooldown listed) – you are healed each time you kill a foe (670 healing, no coefficient listed)
Water (10 sec cd) – 30% chance to heal allies on crit (370 heal, 0.1 coef?)
Renewal (9 sec cd) – heal allies on weapon swap (374 heal, 0.1 coef?)
Since youre looking for group support the options are water or renewal. Both heal about the same with similar cooldown.
I pretty much regard renewal as a clear winner. You cant swap weapons faster than 9 sec anyhow. Water has a 10 sec cooldown, then what ever amount of time it takes you to crit (an average of 3 times)
I heard somewhere that sigils are being looked at and those ‘chance on crit’ will change to ‘on crit’ so in the future water might fit you better
So if you find you swap weapons often then renewal wins
If you dont swap weapons often and have a decent crit rate maybe water wins
On another note, I would suggest thinking about soul reaping 3: path of midnight – reduces recharge of death shroud skills (15%)
I generally feel that life transfer is the better group heal compared to well of blood
Well of blood has a big heal to start with ( but that is a self heal only). The 11 ticks will affect you and allies
However i get annoyed when you have the presence of mind to notice an ally is in trouble so you drop well of blood or well of power, then the ally dodge rolls out of it.
Life transfer heals a good amount pretty quickly, and there is no well to stand in, you can move with the group if need be. The best part is that your allies are healed whether they like it or not.
Soul reaping 3 will lower the cd for life transfer
Hello Tsang,
Thank you for your input it was very helpful, if sigil of water does get changed to ‘on hit’ I will run both renewal after after stacks.
I agree with you that life transfer is easier to land than well of blood but the 2 combined are great for you and allies when face tanking powerful mobs. I will see about build variations etc and see if I can make a DS centric healing build, if life blast healed when passing through allies that’d be a fun one to play with!
Thanks again
Hey,
here’s what I run when I’m to drunk to actually pay attention to the game
It’s actually that 15/0/25/30/0 build mentioned above. It’ll work out nicely if you just want to sit back and relax, just don’t expect anyspeed records of it… Plus it’ll keep everyone at 100%hp constantly if they can’t dodge for some reason
Edit: The back is apothecary stats not cleric’s because that’s just the one I Have … you get the idea ^^
(edited by Pottross.4726)
Here’s my build. I have been running this since Nov 2012 in one form or another as a Necro support build:
I try not to focus on Healing Power too too much. I just go as far as my healing primary/secondary gear takes me so I can still be effective in other areas. Protection on Wells is really nice. Even using WoB only as an example. Not onlydoes it heal me 6600-18360 health, but for the first 4 seconds can also reduce incoming damage by 33%.
With a few tweaks and an infusion I balanced out my gear to have 3001 armor, 1130 Cond Dmg (99 dmg bleed ticks w/o food and soon to be 100 with milign infusions w/o food) and 1369 healing power. 1369 Healing Power is sort of funny on Necro. Your Well of Blood ticks for 700 heals, Regeneration is 301 heal ticks and Transfusion is 5000-5140 heal over pulses. I think that’s a nice sweet spot and rounds quite nicely. If your party is stacked that means even my Necro support build is going to heal allies roughly 36000 health over 40-45 seconds (not self, which is/can be a lot more of course).
Now you’re probably asking. Why condition damage instead of power? Especially on a Well build?
1. By going Condition Damage, Mark of Blood becomes one of your main offensive skills, which just happens to be the same skill that gives allies perma Regeneration within 240 range of mobs.
2. Area DPS independent of Wells and Precision/Critical Damage. On average when things are going right with this build, you’re applying and maintaining 111ish+ dmg bleeds with Cond Food at 10-15 stacks. So you’re always doing 1110-1665 area damage from bleeds alone + other condition damage and normal damage. The other thing is that you’re able to drop Well of Suffering, for Well of Darkness or Epidemic depending on the situation. Epidemic is great for more area DPS and Well of Darkness is an awsome damage mitigation skill.
3. Weakness, Chill, Cripple and Poison all have area forms on Staff+Scepter/Dagger combo. Better yet since you’re running a condition build, you’re using 40%+ duration food so more uptime. Weakness (Effective 25% Damage Reduction) and Protection (33% Damage Reduction) combined is great damage reduction. The longer area Weakness+Protection is up, the more effective you and your team’s effective healing becomes.
4. Two of out the four wells benefit more from Condi build being Well of Darkness and Well of Corruption. Both benefit from 40% condi duration food (not such a big deal with blinds). WoC in addition to Deathly Swarm and Putrid Mark, can add some nice extra DPS with Burning, Confusion and Bleeds, while also helping to stack soft CCs like Weakness, Chills and Cripples.
(edited by Balekai.6083)
Not all the wells are good. Well of Darkness is only really passable with Chilling Darkness and even then Chill is relatively common. Well of Corruption is kind of situational. All the wells, aside from Well of Blood lay dark fields, which is kind of sad given the variety of fields out there. I suppose I would rather WoP lay down an earth or fire field and WoB lay down a water field. Then, if WoD was dark and WoS was light the wells would make more sense.
It is kind of like the developrz thought, “Necromancer is all dark and evil so all the wells should use that field; except, maybe, Well of Blood.”
WoD is almost redundant if the other fields also proc Blind with blast finishers.
I do admit life-stealing for projectile finishers could be nice but then we would need a projectile finisher on staff instead of on a minion.
(edited by Anchoku.8142)
If you are in a team setting, dont use well of protection. Guards and eles stack prot 100x better.
Not all the wells are good. Well of Darkness is only really passable with Chilling Darkness and even then Chill is relatively common. Well of Corruption is kind of situational. All the wells, aside from Well of Blood lay dark fields, which is kind of sad given the variety of fields out there. I suppose I would rather WoP lay down an earth or fire field and WoB lay down a water field. Then, if WoD was dark and WoS was light the wells would make more sense.
It is kind of like the developrz thought, “Necromancer is all dark and evil so all the wells should use that field; except, maybe, Well of Blood.”
WoD is almost redundant if the other fields also proc Blind with blast finishers.
I do admit life-stealing for projectile finishers could be nice but then we would need a projectile finisher on staff instead of on a minion.
We do have a projectile finisher on staff, but it’s 20% chance and slow. I think your on the money about all the dark fields. The fields weren’t picked for function but rather for the sake of Dark=Necros. They should really have different fields like WoD being frost, WoP Earth like you said etc. WoB was water field in beta I think but that’s way too powerful. It can already self heal a necro 18-20K health in 10 seconds with 3-4 seconds of protection. Adding multiple 3-5K heal spikes on top of that would be too much with the WoB 10 sec duration.
As for WoD, pulse blinds are very useful regardless of Chilling Darkness. This skill can basically make a team or you nearly unkillable in many situations for 5 seconds much like Plague can for 20 seconds against 5-10 enemies. Even the fastest melee attacks/whirls are going to hit you with only 20% of their attacks.
Blasting blinds does not give the effect of pulse blinds. Blasting also requires 2 or more skills be used for one function, possibly across different characters. WoD is one skill and is fire and forget. Although you don’t need Chilling Darkness, the 66% skill CD and movement penalty does make Well of Darkness very useful against casters and controlling movement/skills usage in general.
Any Well skill is a good skill when you think of it once traited right. Each castable at 900 range, 4s of area protection and possibly siphon 2250-4750+ health over their duration in addition to their core functionality. Essentially each Well becomes a possible self heal and mini area protection buff.
If you are in a team setting, dont use well of protection. Guards and eles stack prot 100x better.
Yep if you know you’re going into a situation where Eles and Guards are going to be stacking protection all the time (usually PVE), you can trait for something else with the 10 trait points. However, it’s rare to get into a team where other players are stacking protection 24/7. It’s usually around 30%-60% of the time due to fight mechanics or builds. Adding a total of 12-16 extra seconds of area Protection can sure up stacking while doing your part to add area weakness in the buff/debuff equation. More Damage Mitigation + Healing = Better more effective support and heals.
I like having Protection for myself because I don’t have to depend on other players for it and is a great addition to self attrition as well as that of allies.