every 3rd or 5th hit hits harder.
He didnt even cared to adjust his traitpoints towards siphoning. Sad face.
If this is true, this signet and our other siphons better heal us in ds by then.
thats what I run with my guild.
2. Every condition caps at +100% duration, so Master of Terror will do absolutely nothing.
Buff food negates each other, MoT will keep the fear duration at 100% in those cases.
every other minion except bone fiend, the sperm and fleshgolem already dies when you activate it. Fleshgolem shouldnt though.
This was just an idea which came up on a long car trip.
1. Step: minion active skills and traits
- every minion active skill now is a sacrifice (like blood fiend)
- every sucessful sacrifice reduces the summoning cd of the minion by 20 %
- shadow fiend teleports to the target exploding in a black nova, dealing damage and blinding foes in a 350 radius
- bone fiend explodes in a mess of bones and spikes, dealing damage and rooting foes in a 450 radius
- flesh of master is now an adept trait, minion master deleted
2. Step: minions scale with trait points
- normalize minion stats
- every trait point into spite increases minion damage by 1 %
- every trait point into curses increases minion crit chance by 1%
- every trait point into death magic increases minion armor by 1 %
- every trait point into blood magic increases minion hp by 1 %
- every trait point into soul reaping reduces the timeintervall by 1 second for your minions to reap lifeorce for the master (1 % per minion, every 30 seconds with no points spent)
3. Step: trait polishing
- every trait line gets 1 or 2 minion traits (just some ideas)
- spite: upon sacrificing a minion, the master gets might, minions get might when a minion is sacrificed, minions proc vulnerability
- curses: minions proc bleeding, torment, weakness or poison on crit, the necro gets 50 condition damage for every minion
- death magic: minions gain protection and regeneration at 75% health, minions automatically use the sacrifice skill when killed, spawn a jagged horror when a minion is killed
- blood magic: minions siphon life, minions eat conditions every 10 seconds gaining regeneration
- soul reaping: gain 10 % lifeforce when a minion is killed, minions gain fury and swiftness when entering ds
The more of those useless minions you spawn, the more free rally for the enemies in a zerg fight in WvW.
5 useless minions=5 free rally for the enemies.
This is actually a nerf to Reanimator, if that make any sense.
Except they cant be used as rallybots. Was changed a long time ago.
I use axe just for the 2 and 3, I like the trait, because I dont loose damage in ds with it.
Transfusion heals for 3,9k in celestial, thats pretty good.
Good to watch as always.
As celestial you might want to try this:
http://gw2skills.net/editor/?fQAQNBHhZakRLevdzYjfTBMVobIF9WbMjjXm+Q5A
had some good results with it, though I run it with wells.
They changed “Quickening Thirst”: now it depends how many daggers you wear.
As of now, Bloodthirst as an adept trait makes no sense at all anymore. They should switch it with Vampiric (actually a long time ago).
Because +%damage > power > crit > critdamage.
Doesn’t take a genius to figure the right traits out.
how about dividing the 25 stacks depending how much condition damage someone has. Like the 5 stacks for players with <500 condition damage, 10 stacks for players <1000 condition damage and 15 stacks for the rest.
- scrap “training of the master” and buff minion base damage by 10 %
- let every +damage trait affect minions
- revamp minion grandmaster traits: instead removing boons, steal them for their master or corrupt them. Instead transfering condis, eat them and let them gain life
Celestial,I use it for every build for PvE and WvW.
i like you! celestial master race!
Celestial with traveler runes!
If you can handle it, go zerker.
Though for zerg farming I would use a well build + staff.
You could go celestial or rampager for hybrid or carry a 2nd set with you.
I cant vote for 6 traveler for the speed bonus.
Keep in mind your enemy will probably have lemongrass (-40% cond duration) and maybe melandru or hoelbrak runes + the evergoing condition removal going on around them. Thus your condition duration will be reduced by 65%. You should hit atleast this mark.
mace with added minion boons on attack.
#4: use it before a fight or when in a condition spec as a cd-filler to get some might
Traveler = no need for singet of locusts = free utility slot = more damage/utility. I love it.
8/10
I dont like the helm, but I like the mix in general.
My current celestial mix in green and black.
So everyone is complaining about necro condition “bursting” and they actually create a condition-sigil called “of bursting”. Funny.
dont forget furious demise, you only need 30% crit base + 20% fury + 50% from ds = 100% for 5 seconds.
It is funny and sad how op necro skills and weapons suddenly are after reading the spvp threat. Even marks or dagger oh are op…
well you could play as a condi mm with scepter and focus and well of suffering or as an condition applying ds-necro or an healing necro with condi and ds. With that gear it rather depends on your trait choices than choosing your gear and you are forced to play this one spec fitted for that gear (i.e. berserker).
With the new armor a whole new world of possible hybrid or major/minor power/condition build will be viable.
discuss.
death nova + the summon minion mark from lich is funny
Does sigil of impact affect damage during fear btw?
Sorry, I will look it over again at the weekend, to much work currently.
I tried the 30/10/0/0/30, but in berserker gear I lost to much and to fast lifeforce while in ds to justify this playstyle.
Also what ooozo said.
Updated due recent changes.
Couldnt get the death nova damage part to work on bone minions, I didnt explode them, I let them die a natural cause. (pve)
minion regenerating health seems to be set after fixed time after leaving combat and it fills the health bar VERY quick yay
Death Nova’s extra damage appears bugged, in that it doesn’t exist. Someone please test it out to see if this is true or not.
sad panda
hoped to get double explosions on bone minions
Sooo, by the looks of it… necromancer beta will end this week?
30/25/0/0/15
risen champ vid is in the thread, 40 seconds.
(edited by shizo.5698)
So necros dealing with fire are forbidden, but shooting unicorns and rainbows is cool?
pssst, or they nerf epidemic further into the ground….
great job as always, keep this going
you still have 700-950 healing power.
Epidemic used to have unlimited (?) range and no los. Targeting the grub in wvwvw from the other hill and watch the bags drop at your feet, that were the days
We dont need so much healing power because of ritual of protection, it basically increases our healing by 33 %, thus we can choose pvt gear. With 70 % longer boon duration we have 5,1 = 5 seconds of protection per well, thats 20 seconds of protection.
Dark Armor is sadly widly ignored, 400 (!) toughness on channel (axe2, dagger2, life transfer), which puts us to almost 50 % damage reduction without protection.
When you switch into plague form, you become a raid boss
(edited by shizo.5698)
Holy crap my grammar
without aoe-limit it would be bright wizard all over again
yay, I can stack more bleeds, wait, why are there already 25 stacks on the mob?
I dont get your point. Two wells, marks, axe3 and life transfer is all the aoe I need, you wont get more in an power build anyway.
Anyway, I tried the veteran risen giant in cursed shore, recorded it and postet it. 40 seconds is the best I came up with (didnt changed the build, used only the buff food I always do), feel free to compete.
Thx Caris, I fixed the link.
Spiteful Talisman is indeed bugged, sometimes the tooltip shows a 14 sec cd, the next time a 18 sec cd on focus1. But I really like the range for focus2 in wvw.
I cant remember how I leveled, I tried this and that. Please look at some leveling advices here on the forum for this.
I also recorded a dps-challenge-video. I will post it today or tomorrow.