The other ‘Power Necro WvW’ thread made me think about the concepts behind different necro zerg builds. I want to start a discussion about the basic mechanics for us to help each other understand the options we have, and to enable new players set up their own build for their specific needs. Maybe we end up with a community-built guide for new wvw necros and can raise the level of competition and competence on the field :)
Purpose
The purpose of the wellmancer is to dish out aoe direct damage and aoe control while being able to survive zerg v zerg encounters. The wide range of gear, food and trait setups in WvW allows necros to build very offensively in an effort to just melt whoever is unlucky enough to be stuck inside the well spam massacre, or to build tanky to frontline with the big dudes and facetank whatever comes our way.
And altruism aside; it’s a great way to collect bags :)
Pros
- Well of Corruption: WoC and a mesmer’s Null Field are – to my knowledge – the best ways to strip the enemies’ boons (stability, protection, retaliation)! Those are one of the pillars of the pain train’s success.
- Plague form + chilling darkness in the enemy’s lines. Used to lower the pain train’s damage or to keep the enemy’s backline clustered and blinded. Let our big dudes do the dirty work.
- aoe burst with wells
- pretty well rounded tool kit for all things WvW zerg
Cons
- very cooldown based. The strength of the build lies in the frontloaded damage and utility of wells, plague form and few weapon skills and DS#4. The difference between having the core skills up and having them on cooldown is huge.
- relies on others for stability (unless we go 30pts Soul Reaping for Foot in the Grave)
- relies on others for protection uptime (outside of wells – if we even go for that trait)
- relies on others for sustained healing (no water field, ‘no’ blast finisher)
- we’re necros, everyone wants to see us dead
Skill set
Staff
Axe & Warhorn (alt: offhand dagger)
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Consume Condition
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Well of Corruption – the only MUST HAVE as far as I’m concerned
Well of Suffering – lots of damage
[to do]
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Plague form
Sustain and Survivability
- Vitality and Toughness: see Stats and Gear section for my conclusions
- Siphons: Necro zerg combat generates a lot of single hits (well pulses, DS#4, Axe#2, Staff etc). Combined with a high crit chance and most of the hits being frontloaded, siphons offer survivability in the time when it counts most – the clash of the zergs.
- Life force: Warhorn 5, Last gasp, 1 spectral skill, wreaking havoc in the enemy’s lines. Sometimes it’s just best to hide in DS and wait for better weather. Tradeoff: no healing in DS baby :<
- Healing skill: Consume conditions as the go-to heal. I don’t like the well at all as it is a light field, so it is pointless for regrouping and healing up (it will block the water fields and negate more healing than it generates). Using it for a push (retaliation, condition removal) could be an option, I could never make it works though. ymmv.
What was our third heal again? - Water field + blast finishers: we better hope that our teams got those covered, because if not, we can do nothing but stare and watch the disaster unfold before our eyes. Oh, there’s Staff#4 if there’s an enemy in the water field to trigger our 20+ second blast finisher. Yay, that’s what being useful must feel like!
Transfusion: I don’t care about no team mates. If your commanders actually happen to know about it just say it always gets interrupted .01 seconds in by a random stun.
Support and Control
- Damage. We bring the pain. Power-based pain. For you and your zerg to enjoy. You’re welcome!
- Conditions. Most notable: chill and blind, plus poison and weakness. The durations are short enough to not feed the enemy zerg conditions to convert into boons.
- Area Control. Wells, Marks, Plague radius. No one wants to stand in those, which leaves the enemy the choice to just live with it and buy what we have to offer, or to move to a more favorable position (think area denial + loosening their formation).
- Besieging walls. We are not grenadiers but our aoe still can bring the pain to those pesky castle wall campers.
(edited by Bawi.9541)