Thief venom support
did some changes to your build
also can be roamer just change to shadow rejuvenation and some utilities
the trick is to use venum after the first burst when all the condition clear skills where used and then burst with your team
if you and 4 necros usnig tainted shackles it will be huge torment burst which give about 20 stacks to 1 player so i guess in average 12 stacks
I used a build almost as your a while back in spvp, not very good 1v1, unless i have thieves guild out of cd to share the venons, but in team fights it just owns… imobilize to everyones attack is fuking awesome and i was using d/p not s/d.
Fun build no doubt
did some changes to your build
also can be roamer just change to shadow rejuvenation and some utilities
the trick is to use venum after the first burst when all the condition clear skills where used and then burst with your team
yah you can roam with it but you might as well tweak some traits to go for defense instead of venoms but your changes are pretty illogical why get rid of improvisation for a 20% venom CD reduction stealth CD is 35 seconds while venom is normaly 45 this trait puts venom CD at 36 seconds a second longer than if you just used stealth but with my version at the start of the fight you get to use venom twice in a row once to give your team the advantage in the offensive burst and force all the condition removal skills to be used and then once to reapply all the conditions they removed the first time. the other two changes you made are personal and would work just as well as what i had those really are effected by play style. as for the tainted shackle skill suggestion on the necro i personally recommend blinding well with chilling darkness trait it wont bring out the extra damage stacks of torment but it will further debilitate the enemy zerg reducing their damage to almost zero. which given a few strong offensive warriors and a single good offensive necro (which could be the same necro that drops the blinding well if they are built for well of suffering damage and axe skills)
I used a build almost as your a while back in spvp, not very good 1v1, unless i have thieves guild out of cd to share the venons, but in team fights it just owns… imobilize to everyones attack is fuking awesome and i was using d/p not s/d.
Fun build no doubt
theives guild…… why did i not think of that that would be unstoppable in a duel
The funny thing is…a Warrior Berzerker stance will counter your two grandmaster traits. LOL…wait this isn’t funny.
The funny thing is…a Warrior Berzerker stance will counter your two grandmaster traits. LOL…wait this isn’t funny.
if even one of those necros in the thiefs party are running a build similar to what i run on my necro http://gw2skills.net/editor/?fQUQRBHRhG2IkWlemmoGDfiA6x7rlzieUshtMqCrD-jECBoiFRjmiIgUGRORqIasFOFRjVXDT5iIq2grIa1SBwuuK-w i DARE the warrior to take an offensive stance and once his stance is over and the thief reapplies venoms if that warrior is even still standing he will be roflstomped that second wave of venoms is what will really make the build not the first impact
I have almost the same build
Mug instead of venom strength (i like the healing)
Long reach instead of thrill of crime for chasing purpose
Quick venoms instead of improvisation (don’t like RNG)
I use S/P and D/D
But after reading your text, i might try out improvisation .. though don’t you only have 20% chance of it triggering venom recharge?
GL – “The Afternoon’s Watch” [OATH]
(edited by Gwalchgwn.1659)
your changes are pretty illogical why get rid of improvisation for a 20% venom CD reduction stealth CD is 35 seconds while venom is normaly 45 this trait puts venom CD at 36 seconds a second longer than if you just used stealth but with my version at the start of the fight you get to use venom twice in a row once to give your team the advantage in the offensive burst and force all the condition removal skills to be used and then once to reapply all the conditions they removed the first time.
improvisation is random with 20% success to charge venom so its depends if you like 36 seconds for sure or not get lucky and w8 for 45 seconds
improvisation is random with 20% success to charge venom so its depends if you like 36 seconds for sure or not get lucky and w8 for 45 seconds
no its 100% i tested it there was a bug up until recently where devour venom and drake venom being on CD would prevent it from working all together but that was fixed within 24 hours of me reporting it if all 4 venoms are on CD as they should be and you use improv they will instantly come off guaranteed
The funny thing is…a Warrior Berzerker stance will counter your two grandmaster traits. LOL…wait this isn’t funny.
if even one of those necros in the thiefs party are running a build similar to what i run on my necro http://gw2skills.net/editor/?fQUQRBHRhG2IkWlemmoGDfiA6x7rlzieUshtMqCrD-jECBoiFRjmiIgUGRORqIasFOFRjVXDT5iIq2grIa1SBwuuK-w i DARE the warrior to take an offensive stance and once his stance is over and the thief reapplies venoms if that warrior is even still standing he will be roflstomped that second wave of venoms is what will really make the build not the first impact
Err…where did I mention a necro in my post…
Err…where did I mention a necro in my post…
did you just look at the build itself without reading how to use it? you use it in a party full of necro to give your aoe classes the venoms the thief himself is powerless the effect is to magnify the effect of 4 necro or warriors nothing more nothing less its not for roaming its not for special ops its not for pve its not for mists its for WvW zerg vs zerg action