WvW Condi Roamer
I dont use a build close to that but here are the answers.
All on crit sigils do proc in DS.
In open field you can get it to hit once max for a melee like thief or warr. Other than that its hard unless you cleverly bait, be unpedictable or fight in closed area.
Never tried wolfie because of cooldown and flesh golem knockdown is just too good. As far as i know burning ticks should not depend on your condi dmg but i may be wrong.
Burning scales with condition damage as all damaging conditions do, but if the wolf applies it the damage will scale based on its condition damage not yours. Also, torment runes aren’t really worth it ona necro.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
Torment sigils can proc, but aren’t super great unless you are running rabid, which doesn’t compare much to dire in WvW, in my opinion. There are better sigils.
Spectral wall sounds fun, but it won’t help you much against a good player because they know to avoid it. It’s inferior to a stun break. Except in EotM.
I would not run mist fire over plague. Plague has a lot of really great uses.
I came on because I hadn’t been on in well over a year, and then I noticed all my traits were refunded and thought, “Oh, crap! My WvW Pain-In-The-kitten Necro build went kaput!” I went back to look at the old build I posted way back:
http://www.gw2db.com/skill-builds/1629-schmoopies-pvp-necro
Which I am sure got completely nerfed to death since. This build eldenbri posted here looks relatively close to what I am aiming at (don’t think I’ll get my “Jason Voorhees” necro back, but that’s OK). I will still have to pour through the updated skills and traits, see what I am looking for. LOL will have to relearn everything all over… Memories of way back when… https://www.youtube.com/watch?v=uYRE1wWXW9Y
EDIT: I did find this, and it has great overall ratings:
http://metabattle.com/wiki/Build:Necromancer_-_Condition_Roamer
I noticed that a lot of builds are now completely ignoring the Blood Magic line. I can’t find a comparison of what the old specs (2012) were and it’s been too long, so what changed?
Necromancer
(edited by Schmoopies.5241)
Spectral wall can be quite good in a fight since it makes you untouchable for melee characters for 5 (7,5) seconds. Bait out stability, corrupt it, place spectral wall and sit in it. Don’t use it offensive, use it in a defensive way on top of yourself.
(edited by cursE.1794)
I ran torment runes on a similar build. They weren’t worth imo as we only have 1 source of innate torment on a fairly long cooldown and they cost a lot ( I put them on rabid karma armor do I couldn’t even salvage them). Sigils are better since the are on a 5 second timer so you should get them on scepter procs.
I’m not sure death perception is worth it since you only have a bleed on crit trait and the torment sigils.
I came on because I hadn’t been on in well over a year, and then I noticed all my traits were refunded and thought, “Oh, crap! My WvW Pain-In-The-kitten Necro build went kaput!” I went back to look at the old build I posted way back:
http://www.gw2db.com/skill-builds/1629-schmoopies-pvp-necro
Which I am sure got completely nerfed to death since. This build eldenbri posted here looks relatively close to what I am aiming at (don’t think I’ll get my “Jason Voorhees” necro back, but that’s OK). I will still have to pour through the updated skills and traits, see what I am looking for. LOL will have to relearn everything all over… Memories of way back when… https://www.youtube.com/watch?v=uYRE1wWXW9Y
EDIT: I did find this, and it has great overall ratings:
http://metabattle.com/wiki/Build:Necromancer_-_Condition_Roamer
I noticed that a lot of builds are now completely ignoring the Blood Magic line. I can’t find a comparison of what the old specs (2012) were and it’s been too long, so what changed?
The only reason people used blood magic was for the mark of blood on dodge roll, but have sense found better options. That build is good, but there are a few comments. For one, geomancy sigils aren’t really necessary or as good as sigils of energy, or sigils of mischief with the chilling darkness trait (more survivability). Also, traveler runes are way way overrated in wvw, most people take them because they want to get around quickly, but with warhorn and spectral walk you can get 100% swiftness uptime with no boon duration or traits. Perplexity runes are far and away the best rune I’ve found. Having an extra condition that deals damage is way stronger than anything else you can get.
Also, that trait set up is really good, but there are some alternatives. You can just run 6/6/x/x/x and have dhummfire and 70% condition duration on all your conditions, or you can do 0/6/2/0/6 and have stability for stomping people. I find these too be better for solo roaming because you can either deal way more damage, or be able to stomp reliably. At the same time you still have stupid long fears.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
This is the build that I’ve been working on: http://gw2skills.net/editor/?fRUQNBmWDbkjmibbtx3G+bTgLUQ/mBQ0GZGMBUGHjBA-TFyHABQfBA2Q3ARK/ud/BVU/BgHCwTKB/9IAQIgFrBA-w
DFire with over 100% fear duration, 90% bleed duration. I switch out hemophilia for bleed/weakness on deathshroud if I keep running into Melee folks, and spectral grasp changes around.
My one concern is my 120% fear duration. When calculating condition reduction (say 20% from Hoelbrak) does that 20% come out of my full 120% or just 100%? Does anybody know?
My one concern is my 120% fear duration. When calculating condition reduction (say 20% from Hoelbrak) does that 20% come out of my full 120% or just 100%? Does anybody know?
100% additional duration time – limit for conditions and boons.
Seafarer’s Rest (EU): Liicher (Engi), Lii Cher (Warrior), Swf (Elem),
Licharr (Guard), Lich Eir (Ranger), Alt Fh (Thief). Lii Cherr (Mesm), S Wf (Necr)
Also, that trait set up is really good, but there are some alternatives. You can just run 6/6/x/x/x and have dhummfire and 70% condition duration on all your conditions, or you can do 0/6/2/0/6 and have stability for stomping people. I find these too be better for solo roaming because you can either deal way more damage, or be able to stomp reliably. At the same time you still have stupid long fears.
My playstyle has me in the jumping puzzles quite often (or building and hiding siege near supply camps), so stability and the fall dmg redux are somewhat important… pulling people off heights or knocking them down with a flesh golem also happens a lot. I spend a lot of time playing and fighting in meandering, precarious or closed spaces.
Necromancer
Well torment sigil is quite good as it adds another condi they have to cleanse and you can use a carrion/rabbid combo (what i find optimal imo, rip diamond skin) to deal quite alot of condi and direct damage while maintaining the defensive stats from the condi setup.