Showing Posts For WizardRed.2796:
Why do you choose IV for Curses? It’s condition duration is really low…
Edit: Talking to an experienced necromancer is like a celebrity to me, lol
(edited by WizardRed.2796)
Could I perhaps get a link to the terror build? No guide attached? Just the passives and skills n whatnot? I think I can figure out the play style myself.
Necromancer is my go to class. I love how it plays!
But anywho, here’s MY question: What’s your opinion on dual daggers? I find it has the most insane LF regen out of all the weapons and some of the best DPS for single target. What would you say D/D would be against an Axe? I never enjoyed the axe, as if requires you to stack vuln for it’s 2 to be worth anything.
Also, what’s your opinion on Dhuumfire? It used to be so amazing, but now I just can’t think about putting 6 points into the traits just for the burn.
Edit: Got a guide for a fear build? It’s always interested me but it seems… weak, with being only able to fear targets every 20 seconds or so for only a little damage, at least with terror.
Scepter is OP. Poison on auto attack isn’t easy to come by. Double daggers is our best power weapon, which regenerates 8% of our death shroud on a full autoattack. Blood is power is very powerful when you need an extra damage boost for either condi or power.
Always use death shroud when it’s up, especially if you’re being focused. Use healing just before the death shroud, then when DS is almost down, your healing is almost up again.
So lately I’ve been working really hard to make the scepter a viable thing to use. I’ve known it was more defensive, but I didn’t know how to use it, but I think I understand it now, after about 3 days of thought.
The idea is to be support in WvW, mainly with reflections and condition cleansing (We can do as much cleansing as a guardian!), with a side of confusion. The build uses near carrion, I’ll add in dire for a bit more toughness so I don’t get melted by attacks, but still have enough vitality for the condition damage.
The build uses the focus to greatly increase pushing power for your zerg, as when it comes to a choke point, everyone is using projectiles, and your Temporal curtain covers quite a bit of area.
The signet of inspiration is a MUST, the other 2 skills and healing skills are your choice. Here’s how the build works:
Engage zerg > Lay down Temporal > Wait until the last second, then collapse Temporal > Immediately gain 25 stacks of might (Or near it) because of Bountiful Interruption > Use signet of inspiration to spread 25 stacks of might to 5 other allies.
I like the chaotic interruption to help pin targets when they’re fleeing, plus it’s a bonus of adding more conditions that the target(s) have to worry about. The extra confusion length is 100% optional. I enjoy it since confusion can quickly ruin someone’s day. Crippling Dissipation is also useful, since your clones will most likely die after they’re summoned with the scepter.
If I find that my clones ARE dying too quickly, I’ll swap about the shatter cleanse for Malicious Sorcery, as you’ll be able to have almost 100% uptime of confusion.
Thoughts? It’s not quite dps everything down, but the reflection and might really helps out.
Not sure if I can post this in here, but I’ll go for it anywho. I’m in Fergies Crossing, looking to improve my condi thief build. Perhaps we could meet on skype, or steam, then meet in WvW where we won’t be bothered and spar to our hearts content! I’d prefer to be PM’d, so I’m not giving my skype/steam name out for all the public to see.
I love running around in WvW playing a medic Engie with my Elixir Gun/Healing bot. I usually use the mortar JUST for the Healing/Ice/knockback, but I never use the bomb kit because I don’t build into a toughness, I prefer to stick in the back where I wont be pulled by a Scorpion Wire randomly.
What I’m really disappointed at is the fact healing is put under Inventions but… not all turrets heal, and the only second turret that DOES heal receives no bonus from my Alchemy tree (As well as the Elixir gun). And here we have a DPS spec (“Longer turret range” + More turret damage) for a trait line for HEALING. Then we have a bomb kit, for healing, in MELEE range.
But not just that, we have TWO traits for increasing turret range. Do we REALLY need that? The Mortar doesn’t even have enough range to survive AT ALL in WvW, and no one uses it realistically in PvE.
Here’s my suggestions: Combine Rifled Turret Barrels and Metal plating. Because really, 33% increased range is very minimal, as is 15% more damage. RTB shouldn’t even be an elite skill, it’s far too weak. Elite skills are for game-changing skills only, and this does NOT apply. Additionally, Metal Plating is very weak and needs something to make it worthwhile. (So is Autotool Installation but whatever)
Now that RTB is out of the way, what will we do with the new slot? Give us something to work with for the Elixir gun, like we have a flamethrower passive (The toughness AND might gain? How isn’t that an elite skill?). Here are my suggestions.
-Add a passive AOE heal in a small area around the Engie, similar to the Guardian or Elementalist, but make the area smaller, say around 300-400 range. Call it Vapor trail or something.
-Give us more healing power while wielding the Elixir gun (Say 100 or 200 more, but no more than 200)
I would -die- of joy if this were the case.