(edited by removesoul.9670)
Need thoughts on Healmancer WvW Zerg build
Pull the points outta Spite and put them in Death Magic to pickup the two Staff traits. change your Wells to Power/Corruption/Darkness.
Gear I suggest Apothecary but any of the +Healing Power gear can work. Runes of Water and Sigil of Water + Sigil of Life(250 Healing Power) or Benevolence(12.5% extra healing) on your Staff with be optimal.
I would also suggest looking at dropping Unholy Martyr in Blood and picking up Ritual of Life instead. That way you have two major healing skills.
Keep in mind though as a Necromancer you will always be the number 1 focus target in wvw.
If you want to heal after the patch, Monk runes are “the meta”
You could also go like 0/2/0/6/6 and get Renewing Blast + Cleric’s gear
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
this was mine for random zerg runs.
I’d suggest going 30 into Soul Reaping for reduced DS cooldown and Renewing Blast (even though it’s kinda buggy right now, apparently)
Renewing Blast makes necros the best sustained healers in the game, which is perfect for a zerg healer.
I have yet to find any bugs through my own use of it.
Renewing Blast makes necros the best sustained healers in the game, which is perfect for a zerg healer.
I have yet to find any bugs through my own use of it.
How do you use Renewing Blast effectively?
Thanks everyone for the suggestions.
Renewing Blast makes necros the best sustained healers in the game, which is perfect for a zerg healer.
I have yet to find any bugs through my own use of it.
How do you use Renewing Blast effectively?
Thanks everyone for the suggestions.
Target enemies that are in melee. Chances are, you’ll be healing allies.
About the stats, I really wasn’t sure if Magi is the way to go as I don’t need prec, but I do need Vitality and unfortunately there isn’t +heal +vit +power / toughness combination.
The reason I prefer Vitality over Toughness is because it’s a healing build, and if I have less health, most of the heals are gonna overheal in the end. (effective hp or w/e)
you have ~22k base health with maxed out blood magic. that should be enough.
i really think you should switch to another stat combination; pure magi/the precision is a waste. at least put on some cleric-pieces.
and whats so bad about overheal? as long as you and people around you stay alive, it’s fine. i think overhealing a bit (with cleric) is still better than taking way more damage than you have to (with magi).
Gunnar’s Hold
^
Yep you are right. I made Apoth gear and I have around 24k hp unbuffed (got 2 celestial trinkets tho) which is pretty high, coupled with Applied Fortitude I get 27k.
Tried the build today while zerging, pretty kitten fun. Getting 6k heals on people off DS #4 is nice.
Still not sure though about death magic, 3sec protection on wells or larger staff marks?
And right now I’m using scepter / focus. Scepter feeling a bit weak and not getting much utility off it.
I guess there’s more to improve.
If anyone got more suggestion I would love to hear them.
Edit: updated the build to what I’m rolling now.
http://intothemists.com/calc/?build=;00;4IFJ0F4JJkJ0;9;4E9ET-2;05;03;0573;1ZV-820;0TudbTudb00kA1-XY60;0V;04091E2JZP_-X0O7330;4F18ZF18Z;9;9;9;9;84s5L
(edited by removesoul.9670)