necro conditions
Greetings you’re not wrong during the last trait system before what it is now condi nerco was a thing in both PvP and PvE. With a focus on Fear and Signet of Spite later was changed for the plague signet for its stun break. Condi Nerco is still out there but mostly used in PvE. A condi build is can be used but the problem is that as far as stacking on the condi without the signet we cant do condi burst. The reason being that over all we don’t have a strong Condi burst that does damage. If you look at the numbers over all its only about 2k bleed over all that not per tick.
David Mortem
Henge of Denravi
Necro isn’t the best condition Damage build. It’s more something like a debuffing class, that inflict cripple and weakness AoE. that convert boons and inflict fear.
In PvE that’s totally useless, but in spvp it’s really good.
Actually yes, we have not a good burst condition build.
If the devs left bleeding how it was supposed to be then we probably would have been ok. But they nerfed bleed by like 50% the day of the patch, meaning you need access to confusion and burn to do great condition damage, and bleed is just subpar in almost all applications.
If they ever nerf burn and restore bleed to what it was supposed to be then we will probably have a viable PvE condition build at least.
condi Necro isn’t worth it. make an Ele or Ranger instead. Ele burn ticks for around 10-12k without vuln and lower than 10 might. in group with vuln+might+extra burn from others it can tick way more than 15k++ burn, and it apply burn faster than Necro, and each dagger skill does 1.5k+ dmg, so overall dmg is increasing very fast
If you want to play condi necro, just use your basic hybrid (cele) signet build, replace dagger/wh by scepter/dagger and adapt your rune/sigil, it’s not as devastating as hybrid cele necro but it works well.
Number-theorycraft examples for other classes (not my work):
The Metabattle condition Engineer build does around 21k DPS during a 60s skill rotation, with 17.4k of that being condition DPS. 8.6k of that condition DPS (~50%) is from burning, and 6.8k (~40%) is from bleeding. On top of that, it has fire fields from Napalm and Fire Bomb, and maintains ~11 stacks of Vulnerability on the target.
The Metabattle condition Ranger build does around 15.6k DPS during a 20s skill rotation, with 12.2k of that being condition DPS. 8.2k of that condition DPS (~67%) is from burning, and 3.8k (~31%) is from bleeding. It also has 100% fire field uptime from Flame Trap and Bonfire+Quick Draw.
You will note that in both of these builds Burning is a huge fraction of their overall DPS. If Arenanet wants Necro condition DPS to be competitive while still (mostly, Dhuumfire exists but is currently near-worthless for base Necro) withholding burning for flavor reasons, they need a LOT more bleeding/torment/poison stacks to make up for it.
(edited by Son of Urza.1692)
We might not be the best condition class, but are the best at boon stripping and manipulation, I don’t see where any class comes close.
The
We might not be the best condition class, but are the best at boon stripping and manipulation, I don’t see where any class comes close.
mesmer,
Necromancers do have a few unique abilities that relate to conditions.
One is boon corruption, the ability to not only remove boons from an enemy but have them become conditions applied to that enemy. This is absolutely unique to Necromancer; other classes either simply remove boons or, rarely, steal them.
The other is condition transfers, specifically transferring conditions to an enemy. The only non-Necromancer skill or trait that does this is Arcane Thievery (Mesmer skill). Necromancers also have several skills or traits that transfer conditions from allies to yourself. This is not unique to the necromancer, but the ability to then transfer those conditions to an enemy is. Plague Signet in particular combines the two abilities in a single skill.
Necromancers also have Epidemic, copying conditions from one foe to others. This is also a unique ability.
While interesting and often useful in PvP, they place the Necromancer in a position where their ability to apply conditions to an enemy depends on the actions of others. Boon corruption requires that the enemy have boons to corrupt (very often untrue in PvE and thus near useless there). Condition transfers from yourself or allies to enemies requires that the enemy apply powerful stacks of conditions to you or your allies (again, fairly uncommon in PvE), and Epidemic requires that you and/or your allies apply a large number of conditions to a primary target so that you can copy them to other targets. This last is the most plausible – hitting Epidemic on a champion in a giant group fight in world PvE can do hilarious amounts of damage – but it is also totally useless in any single-target fights (e.g. most dungeon boss fights and many world boss fights).
It’s also a little depressing when a Necromancer’s highest possible condition damage output involves using other people’s conditions because they are better than yours.
(edited by Son of Urza.1692)