Showing Posts For Pottross.4726:
Rabid condi necro. Power necros don’t cleave. You’d never match a Warrior or even a DPS-specced guardian on that route, why not do something else they can’t do? Also, conditions go through defense, and some fractal opponents have quite high defense.
Also, condition overwriting is not that bad in fractals because nearly nobody uses condition builds anymore in high level fractals in the current Warrior/Mesmer meta.
Sorry for coming by to nitpick but there’s so much misinformation in that post:
1) Are you saying (rabid) condi necros do cleave?
-Yes I know Epidemic, but by default? No.
-Also there’s Staff, which you also should at least carry in your inventory when running power.
2) power necros don’t cleave…
-last time I checked my necro had plenty cleavage =)
-Wells, Staff, WH5, DS1,4,5, you name it…
-while this is not exactly the luxury of a cleaving auto attack it’s on hell of a lot AoE we can burst, especially because you can combine those.
3) Everybody does more damage than I do
-Necro has very high sustain single target melee DPS, plus I see warriors and guardians die left and right… I do know they put immense pressure on NPCs in PvE but as long as it’s an extended single target fight you should be on par or slightly ahead the warrior.
For AoE scenarios you have plenty of burst which should always suffice to clear LoS trash pulls.
4) I admit I am unsure about toughness scaling in high level fractals but I believe it has been reduced from what it used to be before fractals were reset to level 30. At least it doesn’t warrant dropping 30-50% of your DPS in a boss fight.
5) Condi overwriting has always been a problem and it’s still the way it was.
-nearly every profession can passively proc bleeding by trait alone, not counting any bleeds randomly applied by weapon traits… My power necro build can apply like 10-12 stacks of bleeding which would suffice to render a pure condition build useless, sad but true… I wish it wasn’t so =(
Taking encounter design into consideration full Berserker is king in PvE, for every profession actually. Check the sticky on this subforum’s front page to get an idea of a max DPS necromancer.
Personally I find it rather dull to play, yet it’s super effective damage wise, but you’ll be ripped to pieces if your timing is bad.
If you like to play condi, do so by any means. I run multiple condi setups for any kind of game mode and except for WvW solo roaming I think those are way more fun to play.
I just love to see enemies bleed to death melting their brains with their worst nightmares while they burn and freeze, I guess.
Actually Dhuumfire in the way it is makes my currently favorite PvE-condi build fun
Sorry for turning this into a discussion about SA/SW
I just wanted to number crunch the idea a bit not steer this into offtopic land. What I tried to do is illustrate that the idea is awesome but might be :O numberwise.
I’d prefer 1800 range on wells, dagger and axe. Scepter should be like 2400 range to be competitive.
Irony aside, while I’d love to have 1200 on Focused Rituals and be able to drop them from the top of my keep, I think going from “drop it at your feet” to “scepter range” is pretty kitten good for an adept trait.
While I totally like the idea per se, I’d like to point out that we already have access to spectral skills granting LF on activation (more if traited) and SA/SW granting passive LF on being hit. Having both SA+SW will grant 10% LF on activation plus a passive regen of 10% per hit on a 1sec internal cooldown.
Adding another 10% on top of that without internal cooldown whenever hit by some hard cc will grant like 20-25% LF on being hit by a single cc.
Given the fact that damage is already cut in half if we sit in DS would mean to regenerate roughly 3-4k LF, that translates to 6-8k hp, assuming only 15k DS pool. That’d be essentially a free healing skill every second and half a heal in between each proc per cc. Pretty decent I’d say
I really like that traitidea, got some real flavor to it as well
But 10% would be way over the top I think, 2-4% would be more likely to happen.
And even then it’ll be rather awesome…
While you’re at it Anet replace Death Magic Adept minor with this and merge reanimator with PotH
I’ll settle for 2% LF gain then!
ahahahahahah
/15 extra chars
For me dagger OH is a no go simply because the condi transfer part of it will fail if you are blinded youself. I would very much prefer dagger sometimes but that alone spoils it, for me at least.
Hey,
here’s what I run when I’m to drunk to actually pay attention to the game
It’s actually that 15/0/25/30/0 build mentioned above. It’ll work out nicely if you just want to sit back and relax, just don’t expect anyspeed records of it… Plus it’ll keep everyone at 100%hp constantly if they can’t dodge for some reason
Edit: The back is apothecary stats not cleric’s because that’s just the one I Have … you get the idea ^^
(edited by Pottross.4726)
Hey,
i’d advice you to check the thread below it might have the information you are looking for. You might stumble upon a build link I posted and maybe you’ll like it^^
In fact there are several builds in that thread including the (very similar) build I referred to in that post.
Keep in mind those builds “abuse” 100% critchance and 100+% crit damage while in DS to deal damage. While supereffective (currently) in my opinion, I’d strongly advice to wait for more info regarding the upcoming critdamage “change” which might render said builds utterly useless in the end
After reading approx. 1/3 of this thread, I get the feeling for the most likely scenario being that +% Critical Damage gets changed to +% Magic Find :O
Edit: Critical damage now is an account bound stat gained from salvaging ascended quality gear…
(edited by Pottross.4726)
The builds poxheart and I posted are made especially for axe. Even though the 20 / 20 / 0 / 0 / 30 body would also be suited for dagger but I would choose different traits, runes, sigils, and maybe gear.
Yet, if you totally want to go with the weapon setup you suggest you might be best off just switching Axe Training (spite VIII) to Chill of Death (spite X).
In my opinion axe and dagger have their pros and cons but in the end they are too similar but axe (including axe training) gives the highest possible boost to Life Blast, which in a DS-centered build will be your bread and butter.
Also, I can’t bring myself to using focus in a PvP/WvW scenario, warhorn is way superior, I think. Plus you lack an on demand condition transfer which neither focus nor warhorn come with. This is why I chose staff over offhand dagger.
So basically what I’m saying is, I suggest going with dagger/wh +staff or with axe/wh +staff
Hope this helps.
This is the set up I’ve been working toward for a power/DS based roaming build:
http://en.gw2skills.net/editor/?fQAQRBHbdG2IjW4e1mvG9eCBSx7VLRKQmlh6x6gOfIA-j0CBYfBCbZZ0kFBiKYZ0JPFRjtMsIasabYqYER1WzJycGzgWoWIABjBA-wI haven’t had much time to test it out lately, but the few times I have went OK. I may change up the off hand weapon to dagger warhorn (I like the sigil of ice on the dagger I saw somebody has on their build). I’ll also probably switch up the utilities. I’m using spectral walk & wurm for the mobility.
This looks very much like what I’m using to solo roam. I’m mostly a PvE person myself because Iget all nervous and stuff facing actual players but I get along quite well the few times I set foot into WvW. Mostly I get ripped to pieces by the enemy zerg but that’s just because I fail to avoid them
1v1 and sometimes 1v2 situations work out nicely.
Here it is (really very much what poxheart posted, still different, yet I second his opinion about it being really useful):
About Staff: I chose staff simply because of chillbains, putrid mark (because it doesn’t miss when you are blinded) and ofc reaper’s mark.
I feel like having staff with you feels like a waste now and then, but NOT having it with you feels like gimping yourself… it’s just too good and somehow it still sucks
Think about having 600 bleeds on a keep lord in WvW and then EPIDEMIC that… hahahahaha… GeeeeeGeeeee
Point well made… :O Remove the 5-target limit while you’re at it Anet!
Conspiracy theorists say the bleed cap is to ensure bosses are not taken down solely by ranged attacks and kiting.
Fortunately, combat is as diverse as:
1) Kick boss into an object (as long as he has no defiant buff),
2) Stack inside boss,
3) Auto-attack-dps it to death
I’d actually be interested to see if it would be a big change. Someone look up how much DPS 25 stacks of bleeds would do, along with about 50% burning and 100% poison uptime would do compared to what is now done by direct damage. If each person could output the same DPS or close to it, condition wins easily because of the ranged nature compared to generally melee high DPS.
Assuming a Necromancer with a high condition damage of ~ 2350 (@ 10Might-stacks + 25 Corruption-stacks) we’re looking at:
4000 DPS from 25 Bleeding stacks (100% uptime 160 per individual tick)
458 DPS from Burning uptime (50% uptime = 916 per individual tick / 2)
319 DPS from Poison (100% uptime)
—————————————————————————
4777 DPS from Conditions
It would take me 9 seconds to kill a Veteran Ice Brood Claymore, using conditions, assuming I could inflict above mentioned scenario in one hit, sit back, and watch it die. Of course, this doesn’t happen because you have to ramp up those stacks in multiple attacks.
Just to have an in-profession reference, I know others can and will do even better: That’s less DPS than bursting being on a 30/25/0/0/15 glass cannon Dagger build, 100% Crit Chance, fully stacked sigil, self-buffed 13 stacks of Might, self-debuffed 25 stacks of Vulnerability on foe. Takes de-/buffing process (2,5 seconds), flashing DS for Fury, and killing it within Fury’s duration with dagger auto-attack. = max. 7,5 seconds.
In reality, you will have higher DPS uptime on a condition build, because of range (i.e. less dodges/heals/downed/etc).
But under optimal circumstances (you know your foe and minimize DPS downtimes) raw power based damage always wins in this game, because of how it is designed, and zerg-stacking bosses to death (even in a 5-player-dungeon) will always get the job done faster. This is simply because “zerg-stacking” isn’t punished (enough).
A wise man once said: “Meleers take higher risk, which is why they deal more damage”… It’s just that those risks are minimal to non-existant.
To get back to topic: Even if there was no Bleeding cap, assuming 100% DPS uptime, condition damage would still be behind power based damage. The only case in which conditions clearly win is Epidemic and you suddenly hit 6 targets for that ~5k DPS (=30k)
So, having that Bleedcap because of how faceroll the game would be if it wasn’t there, makes no sense (to me). In fact, it puts condition damage in a worse spot than it already is compared to power damge, if you bring more than one condition damage dealer to a fight.
Yes, it totally has the potential to outperform direct damage, but we lack content that justifies bringing a Conditionmancer to a fight instead of a Powermancer.
Except Crown Pavillion and the Gauntlet, that is, which is why I dusted off my condition gear rotting in my Bank
Edit:
You’re looking at 18,750 damage a second. From 5 people. let that sink in.
Sigh, I didn’t want to do this because it makes me sad:
You’re looking at roughly double that number, if you take 5 Warriors alternating between 100b and axe auto-chain.
(edited by Pottross.4726)
About DS:
Anyone else notice we don’t take any condition based damage in the “new and improved DS”?
Just killed a couple of spiders in front of LA and noticed the damage ticks of poison and (self-inflicted) bleeding disappear once I hit DS
The moment I leave DS the numbers come back…
Might also be just a visual kind of bug but I also didn’t seem to degen any faster.
Taken from the “Select Profession”-screen:
“Necromancers are masters of dark arts. They summon the dead to fight for them, channel blood energy, and rend their enemies’ souls. Necromancers draw life force and use it to strenghten or heal themselves and others. (Necromancers wear light armor.)”
So are THOSE hidden mechanics? :>
[/troll]
Hey thanks a lot for the idea to this build. I switched over to try it out last week and have been testing it extensively (dungeons, fractals and some WvWvW) over the easter weekend
I must say I very much like how this worked out.
I also tinkered around with it and made some minor changes to the build I found useful. It’s still 15 / 0 / 25 / 30 / 0 but with V / IV, VII / II, VIII, XII instead. So basically I switched out Spiteful Talisman (which doesn’t work, sadly) and Greater Marks (I think switching to staff while being in the face of things will get you the regeneration buff from Mark of blood anyways) for two sources of Retaliation.
I also decided to use Superior Rune of Dwayna in my armor which really makes that Regeneration count, plus you buff it to everybody when you use your healing skill. In that place I never even bothered to use Consume Conditions in this build which is why I rolled with Well of Blood (WoB + Regen + Retaliation + Protection + Vampiric Rituals = Win). Conditions which I rarely find worthwhile to remove in PvE with this build (WvW/PvP might be a different story condition-wise, even tho I didn’t have much trouble running WoB, when I played WvW a little) I prefer to transform to boons with Well of Power for more OPness…
As far as gear goes I went with full exo Soldier with Crest of the Soldier on my Accessories. I only capped at ~3260 Attack, as I didn’t get the extra Power from Vampirism Runes but I honestly didn’t miss it. 30k+ HP are a nice cushion to rest on, with close to infinite HP in Plagueform.
Tips for gearing would be to either get gear from, HotW, Ascalon or SE, which are the only Dungeons to feature Soldier stats or get Invader’s items inside WvW as another option.
What I did was simply go to Orr and spent a kittenload of Karma at the temple of Grenth for all the Accessoiries + Head, Chest, Feet and Helm, Shoulder, Pants (just for the looks as Pants don’t come with Soldier stats) from Dwayna’s temple. Then got Weapons from HotW + Pants stats from HotW. So if you have 504k Karma to spent on trying out a build this might be worth it (it was for me
)
Sadly I didn’t dare to try Fractals 2X because I only could afford to make an ascended backpiece (Koss on Koss with regard to this build) and thus lack agony resistance :P But anything below 20 worked just fine for me with only 5 AR as of now.
Another thing I tried today was to switch the Soldier Armor for Cleric’s and put some Exquisite Sapphire Jewels into the Soldier’s Accessoires to get my Healing Power to 1k+. HP went down to ~26k doing so but I believe the extra healing is more than worth it (Hello, Well of Blood
). OK if something hits you for 27k you’re done for, but I guess that’s why we have dodging in this game ^^
But I think that extra Healing Power does not scale with any siphoning abilities but your Regeneration and Well of Blood use it well
I also use Superior Sigils of Leeching on both weapon sets but I didn’t quite like the on-kill-ability on the Superior Sigil of Restoration so i switched that one for the extra 5% Damage from a Superior Sigil of Force.
Anyways, that’s my input and thanks again Nemesis
(edited by Pottross.4726)