So Shaman Amulet Builds
Shaman won’t work for necro because his healing sources are bad. He’s only really got regen to benefit from it.
Only class that runs shaman is ranger because he’s got 3 sources that benefit from the healing power.
Siphons and Regeneration would be sufficient sources IF they benefitted from healing power much. This depresses me though, since it seems to bring yet another face tank build down to subpar compared to everything else.
I was just curious if someone tried something I didn’t. I was pretty thorough.
I posted a few up ages ago in the post your build thread. Xelfer used to run one too, you can probably find that around somewhere. Not sure that any of them would be particularly useful in wvw zergs, but you could definitely use them for small group roaming, and even solo if you don’t mind having to run away anytime you encounter a ranger.
BTW, if you’re stacking a little bit of healing power, try to remember that well of blood scales with it significantly better than anything else in the game. Although if you can keep your blood fiend alive he’s pretty OP too.
(edited by Mammoth.1975)
Yeah our only good healing scaling things are regeneration and well of blood. Healing when leaving DS is only good when you go 30 into SR for 5 second DS. I tried a healing build once with a ranger and we were both bunkering a point, in the end I just switched to clerics amulet so I could have more healing power. The build was pretty much like the one in Nemesis’s thread about healing shaman. 0/0/10/30/30 with well CD, life transfer heal or blood well on revive, heal in an area when leaving DS. 30 in SR for 5 second DS cd. The downside was that I had to stand on point with it but my regen ticked for around 250+, well of blood ticked for 700+ and leaving DS healed for around 800.
For a shaman’s amulet I can theoretically suggest something like this:
http://gw2skills.net/editor/?fQAQNAW7YjQad7hbia8bKApCPPpo7xjeUsyDTVAeA-TgAg2CrI6R1jrHTPyes9A
You can drop focused rituals for banshees wail to use WH with a stun sigil, or you can drop them for soul marks. I find rune of the flock to be funny with that attack bird, I’ve actually used it when I was trying the healing build out.
Spectral wall and Well of Blood have the same CD so I tend to think that they have somewhat of a synergy, wish well of blood would have the same duration as a traited spectral wall heh.
(edited by Iceflame.5024)
I actually really like the Blood Fiend after using him. He adds a little damage and his regen is over 1k if you give pets siphon. His sacrifice heal gives around 5k and he can be on a 16s CD. I just have trouble watching his HP pool in combat. It’s pretty wasted HP if he dies without you using him. I wish it would automatically heal you when he died.
I may run something like this in WvW since we can hit pretty decently with food/crystals/sigils. I’ll see if I can’t get it to work in sPvP to where I don’t hit like a wet noodle. I was using the Heal out of DS trait but didn’t get the 5s DS trait, I’ll try that. Thanks Ice.
My main concern is keeping Bleed ticks for around 90-100 so my damage isn’t awful. Preferably either after a few kills (sigils), or at best case scenario, before. I doubt the latter is likely due to the tankiness but I’ll give it a shot regardless.
(edited by Chesire.9043)
Does the blind for rune of the flock work with chilling darkness?
I do not know for sure, I just assumed it does.
I’ve never seen that rune proc. Ever.
Update on build. I can’t get it to work at all. It may be tough against everything but a BM Ranger and can’t handle 2v1’s though I’m sure it’s a skill issue. It hits like a wet noodle also.
Pretty discouraged at this point. Rabid GC seems to be our pigeon hole.
Carrion is better.=P Shamans doesn’t seem to be much of our thing yeah. Either go full healing with a cleric or just go condi DPS.
You can support your bunker with a build like that from a cliff though or something.
Are you trying for full bunker using shaman amulet, or any build in particular?
The healing isn’t great scaling, I’d prefer a condition/toughness/vitality amulet but eh…
It’s doable, the main thing I dont like is that any time I dont want to spec condition/glass with rabid amulet I feel very tied to taking 10 into blood magic for mark of blood dodging, and focus on keeping regen up as much as possible for the HP from shaman amulet to be worth it at all. Consume conditions scales alright with healing, nowhere near the behemoth that is well of blood but it’s some extra survivability [of course, it’s 0 extra survivability any time you can’t activate your heal = plague form/stun/zerged/deathshroud]
Is there any real reason why there are only two amulet options for condition specs in pvp?
Are you trying for full bunker using shaman amulet, or any build in particular?
The healing isn’t great scaling, I’d prefer a condition/toughness/vitality amulet but eh…
It’s doable, the main thing I dont like is that any time I dont want to spec condition/glass with rabid amulet I feel very tied to taking 10 into blood magic for mark of blood dodging, and focus on keeping regen up as much as possible for the HP from shaman amulet to be worth it at all. Consume conditions scales alright with healing, nowhere near the behemoth that is well of blood but it’s some extra survivability [of course, it’s 0 extra survivability any time you can’t activate your heal = plague form/stun/zerged/deathshroud]Is there any real reason why there are only two amulet options for condition specs in pvp?
You mean 2 amulets that are rabid, carrion, shamans, rampager?
Here, try this:
http://gw2skills.net/editor/?fQAQNAW7YjQad6haaa0bKAJFPj9kivHPqwxUKKndA-TsAg2CrIaS1krJTTymsNN8Y5xeBA
Shaman’s gear works fine, the idea that we have bad healing scaling is false. What is true is that we have very few things that scale with healing power, but some of what we do have has insane scaling (WoB has 3.4 scaling AoE).
If you want to use Shaman’s gear, you are basically going to be running a defensive/support condition setup. This works fine in sPvP, and there is a bit of variation you can have, the problem is that even more so than some other Necro builds, you need to build a team around it.
That’s fairly close to my build.
http://gw2skills.net/editor/?fQAQNAW7YjQad6Zaub87JApHPj91TK+e8IFBPMA-T0Ag2CrIaS1krJTTymsNN8Y5xOgjHPPA (I change the elite between Flesh golem and Plague)
That’s the SPvP version of my WvW Apothecary Build. I use it in SPvP for skirmish practice and it does fairly good to above average for me.
I find when most look at Necro healing, they just see 130 healing per tick Regeneration boon on a few select skills and maybe see a 40 second recharge group heal called Well of Blood, with a inferior self-heal to consume conditions, and having a measly 152 healing tick over 10 seconds. On top of many builds being based on “how does this benefit me most” rather than “how does this benefit me and my group most,” a healing necro’s viability is usually scoffed at.
What many fail to see is that we have access to 6 second group regeneration (up to 5 targets) on our quickest recharging attack skill (Mark of Blood). Combined with that 4.75-6 second cooldown, 1200 range and the usual attraction of this skill for a conditionmancer (3 stacks of 8 second AoE bleed), your fastest AoE bleed attack becomes your main AoE group support healing skill as well.
At 844 healing each rengeration tick should be healing 236 if my calculations are right. By just stacking bleeds you can keep this up on allies in close range to your targets 24/7 and from any distance. That’s 2350 health every 10 seconds (1050 more than no healing power), or 7080 over 30 seconds (3150 more than no healing power) on up to 5 targets. You can also take the Mark of Evasion trait for the two 8 second bleed stacks and 6 second AoE regeneration on dodge roll and have AoE regeneration in two places.
Well of Blood has close to if not the best scaling group heal with healing power in the game. The calculation being 152+(Healing Power x 0.4) ticks over 10 seconds. It’s arguably close to if not the best group healing skills from an access and simplicity stand point (Large Radius, it’s a heal skill, can have a 32 sec CD and can be 900 range ground targetable). With Shaman stats and my trait setup, this healing skill self heals me for 6084 health, group heals for 490 per tick over 10 seconds (4900 health) and grants 3.9 seconds of protection to those initially in the cast radius, for an extra 33% damage reduction. Stacking WoB with two other wells would give you 11.7 seconds of Protection to greatly increase your healing effectiveness temporarily.
Based on all that I think healing/support necros are viable to a degree with shamans set/build. We can’t be as reliable like “real” bunker build keeping a point though. We can do so if there isn’t much CC and we can hold, contest or take points in group fights on points (all that AoE bleeds, AoE healing, AoE protection and boon/condition conversion/removal adds up). This build also seems to do very well 1vs1 against all but a few select builds.
It definitely has its problems too and can fail big time if you and/or your team play bad in a match. All those buffs and support become redundant if they can’t minimize downs, greatly prolong fights or turn fights to your favour. In those instances you become a walking corpse that “hangs on” 5 seconds longer with a bugged 1/3 hp in down state.
(edited by Balekai.6083)
Are you trying for full bunker using shaman amulet, or any build in particular?
The healing isn’t great scaling, I’d prefer a condition/toughness/vitality amulet but eh…
It’s doable, the main thing I dont like is that any time I dont want to spec condition/glass with rabid amulet I feel very tied to taking 10 into blood magic for mark of blood dodging, and focus on keeping regen up as much as possible for the HP from shaman amulet to be worth it at all. Consume conditions scales alright with healing, nowhere near the behemoth that is well of blood but it’s some extra survivability [of course, it’s 0 extra survivability any time you can’t activate your heal = plague form/stun/zerged/deathshroud]Is there any real reason why there are only two amulet options for condition specs in pvp?
You mean 2 amulets that are rabid, carrion, shamans, rampager?
I was going for the fact that two of them are utterly unused
The options that are missing are ones that I’d actually want, a condition inverse of soldier/valk; CD/T/V and T/HP/CDr
I like your build Balekai. Have you tested reaper’s protection over staff mastery? You’re understating the effectiveness of well of blood though. If you can stay in it for the duration, it’s the best scaling heal in the game by a large margin. Healing your team is nice too of course, as is the light field.
That’s fairly close to my build.
http://gw2skills.net/editor/?fQAQNAW7YjQad6Zaub87JApHPj91TK+e8IFBPMA-T0Ag2CrIaS1krJTTymsNN8Y5xOgjHPPA (I change the elite between Flesh golem and Plague)
That’s the SPvP version of my WvW Apothecary Build. I use it in SPvP for skirmish practice and it does fairly good to above average for me.
I find when most look at Necro healing, they just see 130 healing per tick Regeneration boon on a few select skills and maybe see a 40 second recharge group heal called Well of Blood, with a inferior self-heal to consume conditions, and having a measly 152 healing tick over 10 seconds. On top of many builds being based on “how does this benefit me most” rather than “how does this benefit me and my group most,” a healing necro’s viability is usually scoffed at.
What many fail to see is that we have access to 6 second group regeneration (up to 5 targets) on our quickest recharging attack skill (Mark of Blood). Combined with that 4.75-6 second cooldown, 1200 range and the usual attraction of this skill for a conditionmancer (3 stacks of 8 second AoE bleed), your fastest AoE bleed attack becomes your main AoE group support healing skill as well.
At 844 healing each rengeration tick should be healing 236 if my calculations are right. By just stacking bleeds you can keep this up on allies in close range to your targets 24/7 and from any distance. That’s 2350 health every 10 seconds (1050 more than no healing power), or 7080 over 30 seconds (3150 more than no healing power) on up to 5 targets. You can also take the Mark of Evasion trait for the two 8 second bleed stacks and 6 second AoE regeneration on dodge roll and have AoE regeneration in two places.
Well of Blood has close to if not the best scaling group heal with healing power in the game. The calculation being 152+(Healing Power x 0.4) ticks over 10 seconds. It’s arguably close to if not the best group healing skills from an access and simplicity stand point (Large Radius, it’s a heal skill, can have a 32 sec CD and can be 900 range ground targetable). With Shaman stats and my trait setup, this healing skill self heals me for 6084 health, group heals for 490 per tick over 10 seconds (4900 health) and grants 3.9 seconds of protection to those initially in the cast radius, for an extra 33% damage reduction. Stacking WoB with two other wells would give you 11.7 seconds of Protection to greatly increase your healing effectiveness temporarily.
Based on all that I think healing/support necros are viable to a degree with shamans set/build. We can’t be as reliable like “real” bunker build keeping a point though. We can do so if there isn’t much CC and we can hold, contest or take points in group fights on points (all that AoE bleeds, AoE healing, AoE protection and boon/condition conversion/removal adds up). This build also seems to do very well 1vs1 against all but a few select builds.
It definitely has its problems too and can fail big time if you and/or your team play bad in a match. All those buffs and support become redundant if they can’t minimize downs, greatly prolong fights or turn fights to your favour. In those instances you become a walking corpse that “hangs on” 5 seconds longer with a bugged 1/3 hp in down state.
What comps do you usually run? That seems like a very heavy trait investment to just achieve wells + staff
If you wanted extra longevity you could drop epidemic for WoD or Sp Walk, all of your condition attacks bar sceptre auto attack are aoe already
I like your build Balekai. Have you tested reaper’s protection over staff mastery? You’re understating the effectiveness of well of blood though. If you can stay in it for the duration, it’s the best scaling heal in the game by a large margin. Healing your team is nice too of course, as is the light field.
Not yet since it’s really my WvW build (which relies more on quick staff cds when im not fighting in close quarters) downloaded into SPvP so I will test next time I log on. And yes I did understate Well of Blood because I don’t like making broad proclaimations. :P
I will say I couldn’t find another healing, weapon or utility skill on any other class that had the utility, broad radius and brute uncondition healing over time that Well of Blood has. At the risk of repeating myself to show the extreme in PvE/WvW, stacking Well of Blood/MoB/MoE with 1264 Healing Power, my combined effective self-healing over 32 seconds (Well of Blood CD) is:
9216 Regeneration + 13084 WoB = 22399 Health healed.
My total health is only 20779. For teammates it’s just as good if they’re standing right next to me. 15796 health healed over 32 seconds + their own self heals. Again combined with Ritual of Protection, you further increase your healing power in relation to normal damage 33% for at least 3.9 seconds for all those nearby. Stacking all the wells on my above build gives 33% more healing effectiveness for 1/4-1/3 of the time.
Edit:
What comps do you usually run? That seems like a very heavy trait investment to just achieve wells + staff
If you wanted extra longevity you could drop epidemic for WoD or Sp Walk, all of your condition attacks bar sceptre auto attack are aoe already
Yep it is a lot of investment for wells+staff but i think it’s worth it for the range utility. Being able to drop CC support quickly at 900-1200 range can be very handly (although I mostly play close range to trigger MoE at the same time as Geo weapon swap every 10 seconds). I agree that Epidemic can be replaced with what you stated above, but I like the combo of WoC + Heavily Booned Enemy + Epidemic to cause some chaos in close nit group fights in those uncommon instances.
The achilles heel of this build is crowd control however. The less CC there is the more punishment this build can take. However, CC isn’t exactly “rare.”
As for group composition I play random since I play mostly for WvW skirmish practice. I would leave it up to others to work out a group composition around it if that’s even viable, compared to other group compositions in say TPvP. However, the build by and large is effective enough in my experience to warrant attention as a viable Shaman setup example.
(edited by Balekai.6083)
Some good thoughts in here for sure. Mainly what I was going for was an outlast build, not so much a bunker. Something equivalent to the new Ranger meta that we see a lot. Due to player skill though, I’ve not found one I thoroughly enjoy. I’m reluctant to use WoB simply because I just don’t think it has the healing to keep up with the damage output of the new Rangers on it’s own without using another Well with it.
So in my mind, already you’re having to use a heal and a utility to mitigate damage while you deal it. With wells, that’s a really large gap to be burst in for anyone.
Some good thoughts in here for sure. Mainly what I was going for was an outlast build, not so much a bunker. Something equivalent to the new Ranger meta that we see a lot. Due to player skill though, I’ve not found one I thoroughly enjoy. I’m reluctant to use WoB simply because I just don’t think it has the healing to keep up with the damage output of the new Rangers on it’s own without using another Well with it.
So in my mind, already you’re having to use a heal and a utility to mitigate damage while you deal it. With wells, that’s a really large gap to be burst in for anyone.
Absolutetly true what you say and that my build is an outlast build (good name for it). The ranger meta is hard to beat 1v1 and harder yet 2v1. The trick is to keep as close as possible to them (can be difficult if you’re defending/contesting a point) Keep changing your weapons and dodgding into him using as much aoe bleeds as possible (including MoE and Geomancy bleeds) and saving your condition removal/conversion skills (Putrid Mark, Dealthly Swarm and WoP) for when the ranger is close and you are suffering from stacks of bleeds. When she/she is feeling the heat, spam scepter for the poison and maybe a well placed Well of Corruption until downed. If the fight goes more than say 40-50 seconds then the ranger is probably good enough to avoid your attacks and you will be the one going down.
Player skill between the ranger and the necro governs who comes out on top, because WoB+Regeneration barely keeps up with his attacks/healing, but can if you send his bleed dps right back at him. Also that other Well would be WoP because it converts 5 seconds of bleed stacks etc. into boons (bleeds become vigor).
I wouldn’t go Shaman support without WoB though, because it just wouldn’t feel worth it. Might as well unfocus out of healing power and go consume conditions.
Edit:
As for the last part of your post the gap isn’t as long as it may seem, but it does cause issues if a main burst comes after you’ve expended your Wells. The 22 seconds in between WoB healing (32 sec CD with 10 sec duration) is covered by lots of regeneration.
WoP might even give you an additional abundance of vigor, protection, regeneration, retaliation etc if heavily conditioned on top of your own protection/regeneration durations. The rest of WoP utility can be covered by Putrid Mark and Deathly Swarm in the 48 sec CD you don’t have it (the CD needs to be decreased).
WoC can destroy classes that ignore it and have lots of boons and still try to dps you within it.
All your dps as a conditionmancer really comes from Staff, Scepter/Dagger, traits, sigils, condition management + Epidemic, so using two utilities slots for utility isn’t going to hurt like it does on a power build.
(edited by Balekai.6083)
I’ve been thinking about a necro heal build based around settlers or apothecary, but…
Well, it sorta sucks if I’m honest. We’ve got MoB and RT for regen, plus the 30s 5s BM regen. None of our 25 point traits affect conditions or healing, and all of our regen abilities require we’re in close promimity to the target (for MoB AoE or RT bounces). WoB may well scale well, but didn’t some guy point out that if you had a 32s cooldown on WoB, you’d be better off with CC assuming you’re casting it on cooldown over 5 minutes and had 3 conditions each time?
Also, if you’re going conditions then you really want to take full advantage with the 1200/900 range (1440 if you consider the edge of our AoE to be the actual staff reach), which rules out MoB or RT.
That leaves you with the 5s/30s BM regen, and that’s… well, it’s crap.
I think it would work in WvW with foods and such, simply because you’re not sacrificing a lot of your damage but I can’t say I’ve had any roaming battles since I’ve twinked my WvW build to apoth armor.
In spvp I’ve sinve went with a rapid build but I’ve not gotten to play it much due to work however the bleeds tick for 120-137 each and they can spike fast. I’m opitmistic about as far as dealing damage and it can be somewhat tanky as well because of a lot of LF generation. It still doesn’t fit my previous wants though.
I’m hoping the new changes we get this month will take my mind off an outlast build but I really was hoping to squeeze one out of the necromancer just for something more unique in the class.
I’ve been thinking about a necro heal build based around settlers or apothecary, but…
Well, it sorta sucks if I’m honest. We’ve got MoB and RT for regen, plus the 30s 5s BM regen. None of our 25 point traits affect conditions or healing, and all of our regen abilities require we’re in close promimity to the target (for MoB AoE or RT bounces). WoB may well scale well, but didn’t some guy point out that if you had a 32s cooldown on WoB, you’d be better off with CC assuming you’re casting it on cooldown over 5 minutes and had 3 conditions each time?
Also, if you’re going conditions then you really want to take full advantage with the 1200/900 range (1440 if you consider the edge of our AoE to be the actual staff reach), which rules out MoB or RT.
That leaves you with the 5s/30s BM regen, and that’s… well, it’s crap.
Yes, CC+3 conditions can technically heal you more over time. Things to condider though:
- CC is instant. That can come in handy when you need lots of emergency healing, but can be inefficient like most healing skills if you use it too soon. Half of WoB’s healing happens over time as you’re being damaged, so it can soak up more dmg over time, but you have to be “in it” to benefit.
- WoB can be traited to give 3 seconds of protection on cast/ally hit. That means the first 3.9 seconds (in my build) of the Well’s healing effectiveness is increased by 33% if you continue to be damaged by normal attacks.
- CC is self only. WoB can benefit the whole team, at once. You can even be at range not being hit or recovering and still get great utility out of your healing by using it on allies 900 range away. In the same instance CC would be useless.
- CC is a main condition removal skill. This isn’t a drawback but just different mechanics. You can focus on using your healing skill for only healing with WoB. CC also removed those conditions from play into healing. WoB does not and allows you to transfer them or convert them into boons.
So in the end it comes down to:
If you want to be a Shaman (Apothecary/Settler in PvE) healing, group support or semi-bunker build, you should take WoB and other Wells and base your build around them along with area Bleeds.
If you want to do the same without WoB, then you are not going to be effective because regeneration isn’t enough. CC scales very poorly with healing power (724 Heal per Condition + (Healing Power x 0.1)) to the point that it’s redundant, so you should not be investing in Shamans/Apothecary/Settler. A normal or more offensive conditionmancer would be better suited for that fight with a good defense is a good offense mentality.
The healing power scaling only comes into to play in regeneration and more importantly, Well of Blood’s group healing over time, which again scales (152 + (Healing Power x 0.4) per trick over 10 seconds.
The second part of your post is only true if you don’t take Mark of Evasion, you stay at max range and try to kite damage from a far. The trick to this is is actually being with 300-600 range of your main target. You take advantage of high armor, wells, mark triggers, condition removals, geomancy swapping, MoE dodging etc. so you get loads of area bleeds and mass regenerations off 24/7. You still have the ability to use skills at 900/1200 range when appropriate as enemies back off, run away, stack, are harrassing teammates etc.
(edited by Balekai.6083)
The trick to this is is actually being with 300-600 range of your main target. You take advantage of high armor, wells, mark triggers, condition removals, geomancy swapping, MoE dodging etc. so you get loads of area bleeds and mass regenerations off 24/7. You still have the ability to use skills at 900/1200 range when appropriate as enemies back off, run away, stack, are harrassing teammates etc.
This is really relevant. I didn’t check the numbers for Balekais build, but the one I posted up there applies over 11k aoe bleeding damage in a few seconds, every few seconds, and is tough enough to just keep doing it. You’re not the necro who sits back, spams 1, and screams for a peel whenever a thief gives you a funny look. You get on point aggressively and turn into a blender. Of course that’s stupid against opponents who are properly positioned, but tbh there are very few teams around who actually know what they’re doing with regard to positioning.
(edited by Mammoth.1975)
The trick to this is is actually being with 300-600 range of your main target. You take advantage of high armor, wells, mark triggers, condition removals, geomancy swapping, MoE dodging etc. so you get loads of area bleeds and mass regenerations off 24/7. You still have the ability to use skills at 900/1200 range when appropriate as enemies back off, run away, stack, are harrassing teammates etc.
This is really relevant. I didn’t check the numbers for Balekais build, but the one I posted up there applies over 11k aoe bleeding damage in a few seconds, every few seconds, and is tough enough to just keep doing it. You’re not the necro who sits back, spams 1, and screams for a peel whenever a thief gives you a funny look. You get on point aggressively and turn into a blender. Of course that’s stupid against opponents who are properly positioned, but tbh there are very few teams around who actually know what they’re doing with regard to positioning.
Yep totally agree and that’s how it plays out. Works great chewing up whomever is on or close to the point through attrition and pressure bleeds, but can fail if the team is disciplined enough or has a lot of CC. I think my AoE bleed plays out like this not counting the use of wells/utility, in an optimal situation:
- Staff 2 (Mark of Blood. 3 stacks 8 seconds), other staff skills, Staff 2 again. 6 Stacks in 4.75 to 6 seconds. 13 seconds of regeneration.
- Geomancy Weapon Swap + MoE Dodge (3 stacks 7 seconds and 2 stacks 8 seconds). 5 stacks instant. Another 6.5 seconds of Regeneration.
- Dagger 5 (Enfeeble Blood, 2 stacks 10 seconds) and Scepter 2 (Grasping Dead 3 stacks 7 seconds). 5 Stacks in 1.5 seconds. Initial MoBs should be close to expiring or have.
- Epidemic (varying stacks, good time to use more utility, remove conditions) and Scepter 1 until weapon swap which should be a couple seconds away if not rdy.
- Geomancy Weapon Swap + MoE Dodge (3 stacks 7 seconds and 2 stacks 8 seconds). 5 stacks instant. Another 6.5 seconds of Regeneration. Repeat first step.
That’s 21 stacks of area bleed, applied at roughly 7-8 second average durations, doing about 99 dmg per tick with Shamans, in a 15 second time frame, not counting Epidemic. About 15 of those stacks being in the first 7-10 seconds. That’s about 14553-16632 area DoT bleed triggered over those 15-16 seconds to one target. Up to 72755-83160 area DoT bleed when 5 targets are hit with each one. Again, not counting an epidemic or the rest of my dmg, bleed crits and utility, but also not counting condition duration decreases, removal etc. Hopefully I did those calculations right.
The build also achieved 26 seconds of area regeneration over that 15-16 second period.
There are some interesting things you can do with a Shaman Necro. It isn’t someting you will see a lot of, and if you are running against good teams they will counter you fairly easily, but yeah, it can be really fun and effective.
Food for thought: Pair the Shaman Necro with a Guardian Control Bunker (Sc/Sh, Ha). The Guard becomes nearly unkillable with all of the extra healing, he can make good use of the Fields from WoB (and Staff #3), and he can lock down+burn targets that you then Epidemic. I messed around playing with a Guardian friend on Temple map doing this awhile back. When it worked we were winning 2v3’s at the mid pretty consistently. When we ran into good teams they did what was smart and focused me down before training the Guard. It is definitely a fun and creative playstyle. Surely there are other ways to have fun with this (an Engi or even a Ranger bunker would likely be a good pairing too for basically perma-burn Epidemics).