Theory Craft "Condition Manager"

Theory Craft "Condition Manager"

in Necromancer

Posted by: Hexxen.7216

Hexxen.7216

The Build: http://tinyurl.com/ConditionManager

I have been leveling a Necro for some time now and deciding how to build him in the end. I always used to play the “healer” class in other MMOs and thus try to stick to support based builds on my other jobs (mainly Mesmer). So I thought about the Necros amazing ability for condition removal and transfer and made this build to see what you all think of it.

The main idea is to either take condition from allies to yourself or to change over conditions to boons. Then using skills and sigils of generosity with the 60% crit rate transfer them to the foe or eat them with the heal. I am not worried about doing damage directly with this. Since they were so nice to give crit chance and condition damage the same trait line this would be a condition based damage build I think.

Is it viable?
Is it an interesting idea?
So on and so forth.

Mainly for PvE stuffs but I could see this working in small group play in WvW maybe but for sure not PvP I don’t think.

Anyway, yeah what y’all think?

Theory Craft "Condition Manager"

in Necromancer

Posted by: Chesire.9043

Chesire.9043

It’s.. Interesting. Honestly though for PvE it wouldn’t be worth it. Your damage would be low, even in long fights, and the only real benefit to your group would be Plague Signet and Staff 4. In theory it sounds good but in dungeons people can usually manage their own conditions just fine; it’s the raw damage that usually kills them. In Fractals, Agony is the only condition that really hurts and you can’t cleanse that. In WvW Plague Signet is a deathwish in large skirmishes. Staff 4 also only effects them if they’re standing it so you may or may not hit everyone that needs it.

Overall I wouldn’t call it viable, and you’d be more useful going with a supportive healing build as it would at least add to the groups EHP more than the long CD abilities you are traiting for.

It is an interesting idea, but it seems useless overall in my opinion.

Theory Craft "Condition Manager"

in Necromancer

Posted by: Hexxen.7216

Hexxen.7216

You don’t think my condition damage is high enough to do enough damage?

Theory Craft "Condition Manager"

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Posted by: Softspoken.2410

Softspoken.2410

I like the idea behind the build. I’ve always loved the idea behind Plague Signet.

But I think you’ve got far more precision in your build than what Sigils of Generosity will require to be useful. I’d rather see you focused on condition damage and vitality (or maybe even healing power) to eat the conditions that you either can’t transfer or just aren’t worth the recharge, than 1 transfer every ~10 seconds and maximizing Barbed Precision.

Maybe try Carrion with a side of Magi’s? That gives you much better condition damage so your transfers can really sting, at the cost of your direct damage.

Edit: Or maybe a Rabid / Magi mix? That would give you a lot of defensive power while still focusing heavily on condition damage, and having enough precision to get usage out of Barbed Precision and any sigils you so desire.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

(edited by Softspoken.2410)

Theory Craft "Condition Manager"

in Necromancer

Posted by: spoj.9672

spoj.9672

I actually plan on making a build with this sort of theme for high level fractals when the balance fixes get introduced. It will be a beserker build but it will provide blind + weakness along with condition control to help survive those hard hitting trash mobs in fractals.

Theory Craft "Condition Manager"

in Necromancer

Posted by: Hexxen.7216

Hexxen.7216

http://intothemists.com/calc/?build=V-0;3kH-J0443JVJ0;9;49TJ9-3;014A14-0;3h-FAaoHAAisXAisXCsF71-JYTsYudIVNWSXX2c3i4AmWRV-7-6Rk06R;9;9;9;9;9;59k3E

Added in more VIT and took it down to 51% crit chance. I have never used a build that worked around a crit hit sigil so I don’t really know how much crit chance is enough. The condition damage is still only 1100 though.

Theory Craft "Condition Manager"

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Posted by: manveruppd.7601

manveruppd.7601

Does Plague Signet work properly now? Last I checked it jsut copies conditions from allies to you, without cleansing allies.

A bad necromancer always blames the corpse.

Theory Craft "Condition Manager"

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Posted by: Softspoken.2410

Softspoken.2410

Does Plague Signet work properly now? Last I checked it jsut copies conditions from allies to you, without cleansing allies.

It’s worked properly for quite a while now. IIRC, it pulls one condition from one ally every three seconds. The rate may be different, but I know it cures them.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

Theory Craft "Condition Manager"

in Necromancer

Posted by: manveruppd.7601

manveruppd.7601

One condition per 3" sounds very lackluster… I guess it is a passive effect so we probably shouldn’t complain, but the active has such a long recharge too!

A bad necromancer always blames the corpse.

Theory Craft "Condition Manager"

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Posted by: Chesire.9043

Chesire.9043

The active can be the difference of life and death in sPvP. I run with it almost all the time in my build. Doesn’t do much for teammates and can be annoying when you randomly pull a chill or cripple from a fight you aren’t even participating in, but helps counter other condition builds since it gives you more transfers than anyone else.

As for PvE/WvW, better off just using WoP if you wanna deal with conditions.