Hi
i just want to get some opinions in on my daggermancer minionbuild and present the thoughts involved so if you just want to see the build skip to the TL:DR section.
Since i like the melee aspect of the necro but found it kind of difficult to maintain pressure on other classes (if you get bursted you got to go defensive and can’t put out enough pressure with dagger autos to keep them from just finishing you) i took a look at some utilites.
I started out with some of the more obvious choices like BiP, wells or even spectral skills and while the damage increase from BiP and the direct damage from Well of Suffering are really nice, they come with the downside of beeing easily avoided, suceptible to kiting and overall they are more on the DoT side of things. Wells take 5 secs to deliver their dmg and BiP is a percentual dmg increase.
Spectral skills on the other side serve a more defensive purpose, protection on Spectral Wall and Spectral Armor, increased Life force on Spec Armor and Spec Walk and while the kiting possibilities through Walk are really fancy, thats pretty much all there is to it. The stun breaker aspects of those skills would be a welcome addition if their cd’s wouldn’t be so horrible and the skill effects would be more useful.
So what i wanted was some necro build with a more bursty feeling to it coupled with enough survivability to deal with the glass cannons roaming pvp land.
Utility wise i settled with Spectral grasp, bone minions and signet of locust for movement/healing. The heal of choice is obviously Consume Conditions and Flesh golem as elite.
For weapons i use dagger(rage)/warhorn(force) and staff(energy), a valk amulett with a zerker gem and lyssa runes.
While Spectral grasp is still kinda hard to hit it just synergizes really well with Dark Pact (dagger 3) and putrid explosion coupled with dagger autos. In a 2 sec window you can expect around 8k damage and some nice follow up stuff like flesh golem charge/ wail of doom.
The stronge side of this build is a crapload of hard cc (3sec immob, 2 sec area daze, pull, 2 sec line knockdown, 1sec area fear, 1 sec single target fear) while delivering some serious pain coupled with decent survivability.
Lyssa runes and Flesh golem summon/charge grants much needed stability and allows you to deal with team fights and cc heavy speccs.
Death shroud grants fury and retal and functions as either a furybuff for dagger autos, nice longish range damage tool (if over 50%), or your “oh kitten, better fear that pesky thief/warri/ele that is whooping my kitten #8221;-button.
Since bone minions are more or less "shatter"fodder their survivability is not an issue.
So, i got two versions which fulfill my needs. The first one got 30 in spite for the 20% dmg under 50, the second one(which i like more) gives a poison field on minion down.
This works with jagged horrors and putrid Explosion.
Version one 30 spite
http://gw2skills.net/editor/?fQAQNBIhZakRravUTZjePBIz4Zqhesr0OHf4YA;TsAA0CnoKyUkoIbRuikFt+YMysAA
Version two 30 death Magic
http://gw2skills.net/editor/?fQAQNBIhZakRravUTZjePBI94ZqnGSxuSHp44lB;TsAA0CnoKyUkoIbRuikFt+YMysAA
About the Traits:
Spite
Retal on Death shroud: is kind of a filler but has it upsides, like the obvious one that you enter DS when you get bursted so it is ok but in no way necessary.
30% minion damage: More dmg on Putrid Explosion, more damage on Flesh golem charge and autos, profit.
Close to Death(build1): This one looks so nice on paper but the necro is not a thief. Also it does not increase minion damage including putrid explosion which is why i decided to take it out.
(edited by Bellamy.9860)