Ive been working on this build for a few weeks now and thought it was time to get other people insight. I will try and provide video footage if people would like.
Focus is on duration of none damaging conditions + crit and power. This works well in both group and 1v1 situations
The build
http://tinyurl.com/9saj5we
30/20/0/0/20
V X XII
VI X
IV IX
Some key information
100% extra fear duration 3 × 2 second with damage (around 500-600 per tick)
57% chill duration
43% duration all other conditions
Please note: This is not a one button wonder build it requires time and get used to it and master it but so far for me its been worth the effort.
How it works (maths involved)
Wait a second you only have 90% fear duration….. True but as noted in this post
https://forum-en.gw2archive.eu/forum/professions/necromancer/Bleed-duration/first#post334522
condition durations simply don’t add up (20%+20% = 40%) they actually stack in multiplicity (20% +20%=44%) so on a 1 second fear we add 30% from spite, 50% from trait master of terror, 4% from rune set 2 and 6% from rune set 4
0.3 0.5 0.04 0.06
1 1.3 1.95 2.028 2.14968
note getting 10% from the lyssa rune set just comes to 2.145 which does not proc a seconds fear damage tick
Same logic can be applied to the other conditions +10% chill more from sigil
Weapons
Dagger 1 hits fast it hits hard and build LF,
Dagger 2 drain is ok now they fixed it a little not intended for much use in this build,
Dagger 3 immobilized is almost 6 seconds in duration
Dagger 4 should only be used if you have a large amount of conditions on you
Dagger 5 very useful for group fights to cast over a node before running in to help your team mates netting a 15.73 weakness on foe’s
Staff Is usually a must with any pvp build for the aoe fear for stomping/reviving with the extra bonus of an additonal 1 second
Staff 1 hits harder than you think with power+crit and since it pieces it hits mutliple people if you are in close combat
Staff 2 not really an asset with this build, adds small amounts of regen and bleeding
Comboing staff 3 and 4 will chill, poison and weaken for long periods of time
bleed’s generated from on crit auto attack and staff 2 will be low in damage but may help prevent the removal of the important conditions such as weakeness, chill and vulnerbility
Utility’s
Your utiltys are going to be fluid as the match changes. you should start the match by using my research on LF generation as out lined in this forum post https://forum-en.gw2archive.eu/forum/professions/necromancer/Get-up-to-57-LF-out-of-combat-before-pvp-starts/first#post368927 use only spectral wall, walk and the golem switch will grant you around 30% LF before even stating a match, you will start the match with spectral wall on cooldown of about 20 seconds (but who fights within the first 20s of a match) after any
Spectral walk can be equiped at the end of any fight for any util you don’t have on cool down used and swapped back to the original util giving you speed between fights
Spectral wall Is very very good in this spec it will stay for around 12 seconds in a fight granting protection two times (walk through a second time just as the first stack wears off ive not been quick enough to get 3 sets but it might be possible ) the vulnerbility on it is not to be sniffed at poor players will walk through the field 2-3 times if you dance around it stacking the 25vulnerbilty almost instantaniously and with our high condition duration that is going to last (unless they remove it of course soon as they walk through it again its another 10stacks) against better players your going to have to do a bit of work this involves the spectral grasp. using both spectral grasp and your 2 seconds fears your going to drag pull and push your foes through
Spectral grasp
Ok so this util is kinda buggy but will only get better. So what does it do well simply put it is the longest pull in the game no other skill has a pull of 1200 range most of the time your going to be using it close combat where it becomes less buggy. what is can and should be used for as mentioned in spectral wall you can use this skill in conjuction with fear to pull and push foes good foes through the wall, less effort is required on noobs who will just blindly follow you through the wall. when defending or attacking a point you can setup marks by your feet the wall in front of you and pull people through the wall into your marks then have your dagger ready to make them unhappy.
- Spectral grasp can also stop a stomp/revive
- Spectral grasp can also pull in fleeing people (buggy here)
- Spectral grasp can also pull people off ledges (again buggy if you can see their feet its has a better chance of hitting)
- Takes some skill but you can pull warriors and thieves while they are focusing a friend
(edited by merch.1026)