<The Undead Lords>
Since 1994 – undeadlords.net
Vitality combats condition damage.
i think the whole point to condi damage is that it ignores armor.
as it was intended.
What reaction to the vigor nerf?
Vitality combats condition damage.
Problem with the “solely on death from actual player damage” is that it would then be a nerf to Scepter and other clone generating abilities. Really, what you would need to change is that the clone death traits ONLY be changed for DE.
They haven’t changed the numbers at all, except an un-nerf in PvP.
The proc is 3s of burning every 10s, which is the same as now. The only change is that it went from being a completely random proc on Crit, to being on LB. So the change just adds play/counterplay to the skill. Necros can finally control when it is applied, and opponents can potentially avoid it.
Let’s not beat around the bush. What this really changes is that you’re going to have to do sit through the lengthy life blast animation every single time you want to apply it. This will result in a very significant damage loss for condition builds who will no longer be able to proc it using their standard rotation. As it was a very reliable proc to begin with them making it not random doesn’t really benefit us. It does however benefit opponents tremendously due to how easy life blasts are to dodge.
An overstatement.
I use fear to guarantee my ds2 hits, and now I will make sure to wait the extra half second to let the lb finish right as I port in. And now, I get a much more reliable burn spread on epidemic, a reinforced need to take ds tree III, and I get punished if I don’t land my fear and lb.
It isn’t a bad change. Now you don’t have to worry about it procing on a pet from your marks or scepter 2.
Pve I feel for you. It was tedious playing necro there anyhow with conditions. Just play power and put yourself out of your misery.
No concern that the Necro continues to have 0 build diversity for conditions?
Also of note:
- Complete radio silence on Vamp Signet. /shocking
It won’t create a new clone if you already are at max clones. It WILL create a clone if you are at 2 of 3.
I’d support the Dhuumfire change more if it they moved it out of Spite.
Putrid Explosion will now be blockable.
Flesh of the Master lowered to 25%.
Dhuumfire changes — your lifeblast applies 3s burning on 10s cooldown (poster note: way to take the worst possible suggestion and roll with it, guys)!
Vampiric Master — lowered this, because its so OP
//continues to play my Mesmer, as that didn’t change a thing of build diversity//
Well that is one way to increase build diversity.
Battle/Energy on everything…wow.
Can confirm that /sit works.
I’m currently playing a Hybrid PU Staff/Sc+P build, and only fear certain very aggressive Necro’s and PU GS Mesmers.
I agree with moving Dhuumfire to Curses plus moving Terror to GM as well, but I would suggest some further changes.
1. Make Dhuumfire apply Torment (example, 3 stacks) instead of Burning. Necro doesn’t make sense with Burning.
2. When you move Terror to GM, merge it with Master of Terror as well. Terror by itself would be a weak GM trait, and still require you to go 20 SR, thus continuing to reduce build diversity.
Yet the majority of players still go power. (and complain about conditions)
Let me see if I can reduce my points to something even simpler:
If you stopped thinking that people who disagree with you merely don’t understand, you might get some less smart-kitten responses.
Runes of Tormenting and Sigil of Tormenting are hardly useful, because there is so little base Torment to work with in the first place.
Sigil of Tormenting is already rather strong in WvW, and I use it on two weapon sets on my Necro. I’d consider them on my Mesmer, but Energy is just too OP to give up.
Rune of Tormenting would be used a ton more often if the 6p bonus had a larger AoE (its like 120 around the caster currently). I’d for certain use it on both my Necro and Mesmer if it had an aoe more like 360.
If anything, you’d think Torment is especially suited to a Mesmer. But, envy aside, the point is, if Impale is ok for a Warrior, then why can’t we get some kind of low key Torment on auto-attack (if Imaple applies 5 every 15, then why not 1 per chain for Mesmers, which probably works out to something similar to 5/15?)
Illusionary Counter is a much stronger ability than Impale.
Why are you arguing that a little extra Torment is OP for Mesmer’s (so that using Runes/Sigil of Torment multiplies it properly) but it’s perfectly ok for a Warrior?
Nobody is arguing that.
Here’s an even better idea:
Balance Torment by removing all damage while standing still.
(and add some Torment to our base skills)
You are trying to solve a problem that doesn’t exist.
Torment, like Confusion, isn’t something that can be readily stacked to 25 stacks for a reason — it would be grossly OP, even more so than the pre-nerf Confusion.
No it’s not.
How can you call having one skill (on an 8 second cd.), that is also a PASSIVE block, “strong”.
Because it hits like a truck.
You are trying to solve a problem that doesn’t exist. Torment is already strong as-is, and our ability to apply it is also strong.
I think you overestimate the amount of players who check for that. By a lot.
If you are fighting against people that don’t see or read that, it really doesn’t matter and you can go 14/14/14/14/14.
Do you really have full ascended in every slot? If so, they you really shouldn’t need a thread for others to make your build.
Does any of the Thief heals clear torment, or are thieves condition cleansing with other abilities? I never get my Torment to last more than 2-3 seconds on a thief, and its consistently gone despite hitting thieves with it under 20%, which should down them.
Even with Hoelbrak, there is no way I’m running around with only the Torch as my condi cleanse. After the MP buff, I’m dumbfounded that people take the Torch trait over it.
The idea that I someone would rely on Sigil of Purity for its condition removal is boggling to me.
Having too much pride to run PU, but not enough to use perplexity doesn’t make sense!
But still, looks like a nasty build.
Runes of Antitoxin would be a solid choice here (and for most condi Mesmer builds that are low on condition cleansing).
I had some fun with this build today, but as I mentioned before — would get frustrated when I’d run into a pretty tough counter that I know I’d win in a different build. But anyway…
0/20/30/0/20 is definitely more defensive, but you lose confusion on clone death, and you can’t take all of Phantasmal Fury, Duelist Discipline, and Deceptive Evasion. I presume you’d take the former two, but then you lose a lot of your clone generation that makes shattering/clone death viable, so it’d play like a condition version of a phantasm build.
In the above build, I would drop Duelist Discipline, since the difference between a 16s vs 12s CD on the Duelist isn’t a huge deal for my playstyle (I’m more often using the staff).
0/30/30/10/0 loses out on 300 base condition damage, and you lose Phantasmal Haste and Illusionist Celerity. Not only do duelists attack less frequently (6 seconds instead of 4), but they’re also slower to summon, so I feel like I’m losing too much effective damage. Moreover, shatters are on a long cd, and clone generation is a bit slower without Illusionist Celerity, so the shatter part of this hybrid build is still a bit crippled. Of course, both alternative builds offer a lot more survivability, so I think they’re nice for people who can’t survive as well relying on the staff’s defensive mechanisms.
You actually only lose out on 125 or so condition damage, as you’d get Chaotic Transference. You’d also, in my opinion, have a lot more flexibility to stick with Signet of Domination, since you’d have that extra condition clear from Menders Purity.
Also of note, you said that Phantasmal Haste reduced recharge on Duelist from 6s to 4s. I’m not 100% sure that is correct, as it would obviously be a bug (33% vs 20%). The wiki lists it from 5.4s to 4.4s, which would be accurate based on the trait.
But either way, its a solid choice for those that really enjoy IP.
Should be a fun build when you want to challenge yourself more, but every time I’d die vs a setup that counters it well, I’d want to go back to PU. In that regard, I don’t think this build really provides a lot more than you’d get by going 0/20/30/0/20 or even 0/30/30/10/0.
Red Marked = Thrash traits.
Yellow = Needs some change.
Green = Best traits.
Unmarked = indifferent, decent or however a good filler.Overall most traits regarding the Staff, Minions and Wells need to get merged, because alone they aren’t worth that much.
Traits regarding the Siphoning are a fail, excluding Vampiric Master.
Downed damage traits -in every class imo- (Death’s Embrace) need to go.
“On death-proc” traits are just worthless in general, they’re situational and don’t garant you the effect. They’re difficult to balance too (the situation changes from small scale fights to large scale fights, which makes the effect totally useless or overpowered) so i’d suggest avoiding them.
You put the wrong color on Parasitic Bond.
There is no general stat sweetspot, if that’s what you’re asking…
There actually is, in the case of this specific build. It’s governed by hitting the 50% crit chance while still maximizing cnd dmg AND crit dmg.
The video covers it all very well, the only real variant is using traveler runes instead of celestial, which means slightly tweaking your trinket choices.
There is much more variance to a hybrid build than what is in the video. For instance, his trait selection is terrible.
Additionally, getting 50% crit (while it might be solid and work for some/many people), makes the build very squishy for others preference.
Very similar to my WvW build, except:
1. I really prefer Sword to be paired with Torch.
2. Menders purity > Torch traits for me.
I use Rabid Armor with Travelor Runes. When I want to go more hybrid, I add a few Carrion accessories, and slot Signet of Spite (or BiP). Standard 30/20/0/0/20 build, and swap in the Focus trait. I replace staff with zerker Axe/focus. This ends up giving me around 1800 power on my Axe swap, and between axe 2/3 and Focus skills its generally enough to break through the eles.
I run Menders Purity and the cleansing mantra on the hybrid PU build. If 6 conditions cleared every 20s isn’t enough for you, especially with our stealth an invuln abilities, you are doing something wrong.
Are these stats good enough for 1vX situation?
Will I have enough damage?
How much power damage / crit chance do I need for this build?
Way too much emphasis on toughness for a PU build, IMHO.
Thanks for the fights in EBG tonight Mag, we had a whole bunch of fun.
Is your goal to just stack a whole queue in one place and run around? Like are you trying to be babby SoR.
I think those in EB would rather fight with even numbers, vs being outmanned on every single BL.
Ohhh [Bags], it looks like you dropped something….
Your jumping around makes you look like a 12 year old. That’s more embarrassing to you, than whoever you beat.
Still better than any other trait at that spot.
Have anything solo with SOV?
Tbh, Hood of Grenth should always be reserved for a necromancer. It just doesn’t fit the mesmer theme of light colours and illusions. (and butterflies).
I’d have to politely disagree.
“Lore-wise”, Grenth is just about the most un-Mesmer thing in the Guild Wars universe.
If I’m going 20 into Illusions, and I don’t plan on having PU, then I’m certainly going to take the extra 10 to get IP.
This trait is good now?
Correct me if I’m wrong, but I thought Vital Persistence only affected the normal life force drain over time (i.e. not anything that you lose from damage).
I play this build, both as Hybrid and Conditions. Here are my thoughts:
1. You will do better pairing the Sword with Torch. Its very nice to be able to leap in order to land Prestige.
2. I don’t see the purpose of Sig of Illusions. I’d really suggest dropping that for Blink.
3. You reference Sig of Ether, but link doesn’t have it. I think you can get away with Sig of Ether, but when I use it, I run our cleansing mantra.
Just my 0.02
looks like a thief.
Tested this build in spvp and enjoyed it. Will give it a try in WvW.
What would you change if you can’t use Tonics to get swiftness? Assuming that it should get fixed at some point?
I use Traveler’s, which works really well for this build..
Even with the new IC change, any PU build that has it and IC would have to give up either Menders Purity or Deceptive Evasion, and I’m not willing to go down either route.
I was running a 1/2/3/1/0 build before, and will likely go with 0/3/3/1/0 for a bit.
I’d probably stop playing a Necro if we got a Torch or Greatsword, as they are so far out of the realm of a weapon a Necro should be wielding.
I’m expecting offhand Axe for certain. I’d love a 2h Axe, but if they aren’t adding entirely new weapons, I’d expect the second to be a Mh Sword, with an outside shot at 1h/2h hammers.
you can still easily Condi burst an Ele. Just take axe/focus and scepter/x. use ghastly claws and spinal shivers or something like that and then burst. its really not that hard to figure out. or even better yet, do what Sonof Krypton suggested. Conditions still hurt an Ele if it deals direct damage and if they have diamond skin.
Or you could just pop into Lich Form, use Grim Specter, Chilling wind(knock back) and then mark of horror
The Axe/Focus & Scep/Dagger is my current roaming setup since this patch. It works vs Diamond Skin, but is pretty suboptimal for other encounters. Still shouldn’t require you to take an Axe to not get flawlessed by a build.
What is the difference between kiting out the war for 8 seconds or doing physical damage for < 8 seconds. both are completely realistic counters.
If a conditionmancer could get an Diamond skin elementalist below 90% within 8 seconds by merely physical/power damage, this thread wouldn’t exist.
Only trouble is that the direct-damage burst a condi necro has first requires the target to have a number of conditions. Which doesn’t work because they are immune.
Alternatively, it requires them to be below 50% health, which again is irrelevant since at that point we don’t care about Diamond Skin anymore.
Engineers aren’t as big of a problem because they can’t out-heal our direct damage or they lose their immunity.
I’m willing to wager that a lot of direct damage a necro has relies on a certain amount of condis on your target is not true. I’m sure you can still play condi necro and find a way to kill d-skin eles. i said earlier it wasn’t going to be a few flip-flopping of 2 or 3 traits. give the meta 2-3 weeks first to try and find something to counter it.
Adapt, and rethink a few things about your build. thats on you.
There are only a few options:
1) add a lot of power/prec (therefore giving up condition damage)
2) use an axe, which is a subpar weapon (giving up better weapon)
3) use some minions (giving up better utilities)
All because one trait out of whack. (note: its not ‘perfectly balanced’ as the video you trumpet discusses — its the ‘broken’ aspects that the video warns)
I presume you are getting a ton of condi removal from your allies?
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.