Hello!
This is a Minion master condition based team support build. Without any further ado, here is the build: http://gw2skills.net/editor/?vRAQNBmWD7kZTobTspGwtGg9GsMNYTjgXWFQaAUACAxfwTYLE-TpxCQBCc/BxUGoCHEAAcEAmwFAQCPAAA
So, what are the pros and cons to this build?
Pros:
- 7k aoe heal on your rs 4
- 2k aoe heal on exiting reaper shroud
- Can stack up to 30 stacks of poison with the death of a minion and rs 4
- 3200 Armour lets you take punches like a big boy girl
- 1200-1600 condition damage lets you hit as hard as a full condi necro
- Lots of survivalbility, with only your minions attacking, you heal 2k/s
- Lots of burst from rise, blankets a point in poison when they die
- Weapon swap as much as an ele or engie
- Massive team fight bruiser, you WILL win team fights (mostly because…)
- MLG ressing
Cons:
- Low mobility (only 1 short leap)
- Low Stability ( No stun breakers, easy to get a burst set up on you while your traveling between points)
- Amour doesn’t seem to actually affect damage output (those 5k vaults keep coming, not to mention rampage)
This build is fantastic. I’d like to classify it as a bunker/condi bruiser, but the minions do enough direct damage to let you be a general bruiser. It is designed to wade into team fights and carry overwhelming momentum. With correct positioning, you can easily guarantee the first person to go down on your side a res, meaning in even fights you’ll end up with a person advantage. After winning that team fight, you should have 10-15 stacks of corruption, boosting your condition damage to 1100-1200 range. In any given fight, you’ll be getting between 3-5 stacks from rune of thorns, boosting you up another 150-250 condition damage. So you know what I was saying about overwhelming momentum? The next fight you enter after that original team fight, you’ll have 13-1400 condition damage (the maximum is 1600 condi damage, AKA a full rabid necromancer’s damage) Coupled with the 85% poison duration, rise is basically a ticking time bomb every 25 seconds. The most important thing in this build to watch out for is your cool down on RS 4. You’ll have to choose between using it aggressively for 29 stacks of poison plus a 7k AOE heal, or using it defensively, for a downed teleport resurrection.
Note, for condition heavy teams, it is advised to swap flesh of the master out for shrouded removal
Frequently asked questions:
Q Why use the heal minion instead of X?
A The heal minion is more aggressive as well as a source of poison {more condi damage for you}. It heals generally the same amount as others over time ( I.E. if using it off cool down, you’d heal the same as CC by using it twice in the cool down time of 1 CC) It also provides 1 condition transfer per 10 seconds. (So what? That is the difference between 22 stacks of bleeding and 0 stacks of bleeding)
A It has been brought to my attention that using the heal shout has a shorter cooldown and you can use it more effectively than the heal minion. Since this build relies on entering and exiting death shroud, the small amount of life force allows an extra 2k heal, kind like the turret heal on engie.
Q Why use minions at all, you noob? Shackling your self to a computer, not better than the old turret engine
A If the actual minions where removed and only their burst skills were left, I’d still get 10% life force every 20 seconds, 2 2k blast finishers every 16 seconds, a knockdown every 40 seconds, constant cripple, and 50% less damage on a constant basis. Those two blast finishers allow me to apply almost constant weakness, while the 10% allows me to hope into shroud long enough to stun you, then receive my 2k heal. Even without minions, I’m a great bunker. With minions, I have obsence amounts of damage and condition application.
Q Does this work for Strong hold too?
A Yes, you can keep door breakers alive though sheer body stacking along with your 7k and 2k heal. If you desire to play defense, you can MLG save the lord with transfusion + stab res.
(edited by Dreaming serpent.5197)

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