Rune of Air. Power Necro
I run air and fire on staff. Energy and fire on my offset.
Best runes for power necro atm when it comes to pvp are vamipirism
Cheers
He asked about runes of air, not sigils. And I think vampirism is garbage since the siphon effect is pretty minimal and doesn’t work if it triggers in deathshroud.
I could see runes of air being decent since most fights aren’t very long as a power necro, and it should be able to add to your downed damage burst. Also that kitten Rock Dog keeping you in combat forever.
Bossy B – Elementalist
Pocket Rot- Necro
He asked about runes of air, not sigils. And I think vampirism is garbage since the siphon effect is pretty minimal and doesn’t work if it triggers in deathshroud.
I could see runes of air being decent since most fights aren’t very long as a power necro, and it should be able to add to your downed damage burst. Also that kitten Rock Dog keeping you in combat forever.
rock dog?
Superior Rune of the Air
(1): +25 Ferocity
(2): +10% Swiftness Duration
(3): +50 Ferocity
(4): When you use a heal skill you gain swiftness for 5 seconds. (Cooldown: 10s)
(5): +100 Ferocity
(6): +20% swiftness duration; 50% chance when struck to hit the foe with a lightning strike. (Cooldown: 20s)
Ogre runes are the rock dog, he just wasn’t clear on that.
Vampirism Runes have a 975 healthsteal proc, which is not small. The “on-heal” one can be pre-charged when you spawn, as your healing skill will usually be off cooldown by the time you would need it anyway.
Also, you can trigger Death Shroud during the mist form at 25% health to act with invulnerability.
Best runes for power necro atm when it comes to pvp are vamipirism :D
Cheers
i thought it was rune of the afflicted for more downstate pressure :O
I was just wondering about other runes besides the typical pack runes since they are good but there are so many runes and some seem to get forgotten so just testing things out.
I have had it hit for around 4k on squisky classes. It really helps with thrives since AFAIK it it frits it van process other things. The hit, sigils and tunes plus CoD all off that hit from being attacked is nice and I have killed a few people cause they didn’t expect the large hit.
Has anyone else tried it and has feedback or more opinions?
I may give vamp runes a go as well later on in the week when I have time and see how they work.
Ogre, Pack and Traveler runes for me. Necro best defense is offense. The ogre and summon dog very good. the pack rune swiftness duration and buff to allies when struck very good. Traveler rune very good if you want to drop warhorn for something else. Just take what you like. runes and amulets can’t save you. Nothing save you if you play solo. What save you is your random teammates if they do just a little bit teamplay ( They usually not. but sometimes happens if they have skills for pvp. and see that im getting ganked and trying survive. Most teammates i get ( don’t help, doing low dps, die fast, feeding the enemy over and over again, trying to be a solo hero, then dies. when have 2 points they cant defend. they going for far to die. then we lose other points too and lose the match ) I play in the top 40-100 range atm.
So select the rune you do the most damage with. Good luck with your necro.
Vamp are the best and i am not talking about life steal but 6th bonus , mist form. If u know how to use those runes they are great. Remeber that when they prock u can still go ds + if u go lich and u will get focused hard u ownt die , runes still prock
I’ve been using rune of mesmer on a 6/4/0/0/4 build.
Trait for banshee’s wail and warhorn will have a 5+ s aoe daze with a 24s cooldown (the skillbar shows only 3s duration daze, but if you test it you’ll see it’s more than that).
I’ve been using rune of mesmer on a 6/4/0/0/4 build.
Trait for banshee’s wail and warhorn will have a 5+ s aoe daze with a 24s cooldown (the skillbar shows only 3s duration daze, but if you test it you’ll see it’s more than that).
i forgot exactly which combos of daze rune/sigil/trait work or dont work together, but im pretty sure the maximum is either 3,5s or 3,9s.
In general u can never go over 100% duration , exceptions being stuff like our scepter GM trait.
Runes of Speed!
I’m probably the most underground Necro, still using them xD.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
4k rune of air? seriously? didn’t seem to hit that high to me when i tried it but then again i didnt check combat logs
4k rune of air? seriously? didn’t seem to hit that high to me when i tried it but then again i didnt check combat logs
Yeah have hit a medi guard for 3k and downed him and then a pew ranger for just under 4.5k under 50% and that killed him in comvi with cod and two sigil procs. Like over 10k in an instant. Hit bunkier classes for Luke 1.5 to 2.5 k too so its not bad.
Traveller… don’t leave home without it.. on any class…frees up utils/traits etc
80 Ranger (3), 80 Warrior (3), 80 Thief (3)
80 Ele (2), 80 Engi (3), 80 Rev (2)
4k rune of air? seriously? didn’t seem to hit that high to me when i tried it but then again i didnt check combat logs
Back when Lich scaled your Power up it was possible to get 6-7k damage Air Rune proccs. Which in turn was enough to trigger Lich-boosted Chill of Death on Thieves. I am saddened by the fact that I will never again see a Thief hit me once and get instantly downed.
I tried using runes of air yesterday in power build, and it was pretty strong. When it, weapon sigils, and CoD procced during down state, you could take a fellow zerker to downed in around 2 seconds or so. It was nice.
But there were so many zerker rangers running around yesterday, I had to go back to terror with double energy/ leeching. -_- No longer are the days where I need geomancy for melee on me when the classes that give me the most trouble are ranged.
And yeah, I meant the Rock Dog from Ogre runes typically ran with power necro. If you don’t plan on leaving a fight,t hen the Rock Dog does a lot of damage, but if you’re trying to leave the fight or run to another point, it can slow you down a lot and slow your health regeneration. Probably still really strong in dueling scenarios.
I haven’t tried vamprisism in power build, but I still don’t think it’s that strong. But I’ll try it for a while today and hope I’m wrong! I’m all up for diversity.
Bossy B – Elementalist
Pocket Rot- Necro
(edited by Shinoobi.1259)
vampiric is not that strong. actually you’ll lose hard fights because of this rune. the rune proc a lot when it shouldn’t proc and you cant finish your low hp target because you become a mist and you die because they have good health regen and you are in mist form can’t do nothing. so it’s 100% in situations like this you will die because of this rune.
Switch profession to something usefull while you still can.
vampiric is not that strong. actually you’ll lose hard fights because of this rune. the rune proc a lot when it shouldn’t proc and you cant finish your low hp target because you become a mist and you die because they have good health regen and you are in mist form can’t do nothing. so it’s 100% in situations like this you will die because of this rune.
True on other professions, but not on Necro. You can enter death shroud when the mist form procs and act normally.
Not going to say it’s amazing on Necros, but we can use it far better than anyone else because we can continue pressure during the mist form.
yes true. but the moments when you don’t have LF and your enemy needs 1-2 hits to die but they don’t because vamp rune proc, they regen health back and finish you.
Don’t forget infiltration runes ^^ they are not too bad on the dmg side and the stealth can help you quite a bit, especially on a downedstate build (not saying they are the best choice but they can be decent)
never blinking “specialist”,
Alright, I tried vampirism yesterday, and it was pretty nice with the typical zerker power build. You have good deathshroud generation, so after some practice, you can pretty much guarantee to have your deathshroud up for the rune proc.
I’m a believer..
Bossy B – Elementalist
Pocket Rot- Necro
My rune choices, Air, Pack, Fire, Traveler, Strength, Forge, Ice, Monk, and Fury.
Air: The Proc for the bolt, the ferocity, and the swiftness.
Pack: Precision, power and increased swiftness duration.
Fire: Fire aura, burns, increased might duration.
Traveler: 25% movement increase and the increase to all stats.
Strength: Increased might duration, 5% more damage when you have might.
Forge: Protection on 50% hp and burns AoE.
Ice: Increased chill duration, 7% damage when foe has chill.
Monk: Extra healing and healing power.
Fury: Increased fury duration, 5% more damage when you have fury.