Rampager Condi duration

Rampager Condi duration

in Necromancer

Posted by: Raithe.9825

Raithe.9825

Hello again! Previously i played with the idea of hemomantic necromancer focused all on bleeding out a target for days, but it was unrealistic and way over the top. This build however focuses less on one condition and more on increasing the duration of all conditions, as well as using the dagger for removing conditions and dealing “pure” damage while the conditions tick. In theory this would be good for many scenarios, but it does have a lack of defense. Let me know what you think!!
http://gw2skills.net/editor/?fRAQRAoY7Yn0ISnN2YDW2AHOmoXogOAKzjN2HIBorLA-TByHwAh1MkXJYf1fEfSA8qHIoyPz7PA4JAEA4A43+W36Gs8yLv8yL3u7u7u7ubpAgYZF-e

Blazing Light of The Sunbringer

Rampager Condi duration

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Forget it. Rampager’s Gear is horrid for condition builds, especially on necro. You don’t have the active defenses to make up for the lack of vitality or toughness.

On top of that, necro signet builds are universally awful. The only really good one is Signet of Spite. Signet of the Locust has an unecessarily long cooldown for the active and passive, Plague Signet has a good active, but lousy passive, and Signet of the Vampire is just universally terrible.

Dragonbrand |Drarnor Kunoram: Charr Necro
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(edited by Drarnor Kunoram.5180)