does the bleeding cond duration have max capped on it? i was thinking about 2 krait, 2 afflicted, 2 centaur and Rare Pizza Veggie with 40% duration and Spite Traits w/ 30% duration + Rune of Agony +10% more bleeding duration.
2 Pieces of Krait add 15% Bleed Duration
2 Pieces of Afflicted add 15% Bleed Duration
2 Pieces of Centaur add 15% Bleed Duration
Rare Pizza Veggie add 40% Duration
Spite Trait add 30% Duration
Superior Rune of Agony add 10% Bleed Duration
So Total is 125%
@Sandara. Don’t forget 20% from Hemophilia and 33% from scepter abilities (If you use a scepter that is =) for a total of 178%
Duration does not simply add percentages the percentages actually stack
the scepter auto attack is a base 4 seconds, stacking 30points in spite 3x 15%duration from armor, a bleed duration sigil, hemophilia and the 33% on staff abilitys it works out around 347% this is how you get 13 second bleeds on scepter auto attacks
Probably because it has a higher base damage rate
necro 178, mesmer 80
I’m using the rune of the Rata Sum in sPvP when equipping the 5th rune only 50 precision is added instead of the 90.
Axe genrates the most Life Force.
You gain 4% Life Force per hit on 8 hits with http://wiki.guildwars2.com/wiki/Ghastly_Claws
Thats 32% Life Force. Assuming you use it every time its available and get it through thats 32%/8seconds = 4%/s.
if only this was so, the life force per hit is only 1%, giving you 8%LF force, try it out in the mists against a golem
open up your hero screen and compare your stats in and out of transformation
test it out in the mists, from memory you keep your toughness plus an extra 1832 (@lvl 80) plus 2748 power and 1832 precission and 916 vitality.
I dont think weapon attack infulences the lich attacks.
death nova does 0 damage when exploding, poison is working now. but seems very poor for a grandmaster trait? the rune of the afflicted death dova does 2000-3000 damage scaling on power and the trait that give 50% extra damage while downed
From my tests with death nova,
Transformations will kill pets without any death nova.
Death nova does 0 damage (unlike the 6 rune in afflicted) when it explodes the poison is now working at least. unless they add a damage component this trait is pointless.
Blood magic: mark of evasion creates a blast finisher on roll every 10 seconds or so, Blast finisher effects where you roll too. Roll into fields for combo fun
depending on your damage stats plague might be better + instant and lots of toughness
Axe > Dagger > Staff > Scepter for Life Force generation
I don’t agree with this statement the dagger builds LF faster than axe
dagger can build 4-6% a second where axe is aroud 1% per second.
the staff also generates 3% per second and more if using mark trait.
dagger > staff > axe > scepter – in my opinion
lich form will kill them, not sure if it will proc the death nova.
I plan to do some extensive tests tonight with death nova
my “full spectral warrior build” (power, chill, fear, crit) is semi designed to get people off a point either with pull and fear or by killing them. Although you are easily burst down if caught off guard – no risk no reward
Not played with minions for a while…
Does anyone know if they can crit? are they effected by character precision, will the boons like fury/might effect them
I think that the main bug of these traits kicking in when entering DS is that your real hp pool goes down to 0 HP just as you enter DS.
Poping DS at 25% LF and using Life transfer is great when you have 25 in spite and people are hitting you, 25might in an almost instant but the might stacks are only a couple of seconds. the might trait also synergises well with the retaliation on DS trait as retaliation scales with power. but with a low duration time the might is not much use outside of these scenarios.
If arena net ever did reset LF to 0 on death or downed I think alot of necros would just hang up their coats and leave.
want some LF before starting PvP? see my guide to get 20-57%
https://forum-en.gw2archive.eu/forum/professions/necromancer/Get-up-to-57-LF-out-of-combat-before-pvp-starts/first#post396118
130% extra damage on crit
- crits are already at base an extra 50% damage so your damage on crit will be 180%
spectral wall is far superior, half the cool down
you can walk through the wall twice in the 9s duration and get 5s of protection.
note you cant get a second dose of protection until the first 5 seconds have run out.
With the trait that give longer duration spectral skills its could be possible to get 3 lots of protection if timed perfectly.
not to mention team mates can use it, etheral field, and massive ammounts of vulnerbility on foes that pass through it.
Spectral armor is definitly way too long, stability would make a lot of sense.
Death Nova puts a poison on for 8 seconds up to 3 times for 24 seconds but they don’t tick the full 8 seconds. When standing in the the poison cloud for the full 3 seconds the total number of ticks are 9 not 24. So doing the math they either need to fix the number of ticks done or the amount of time the poison is applied for down to 9 seconds if you stand in the poison cloud for all 3 seconds.
I think this is as designed. why I say this is that the spectral wall gives you protection, but you cant walk in and out of it getting more and more protection. protection is only re-applied after the first set has ended. in the case of death nova and a very similar skill the corrosive poison cloud poison will only apply to targets that are not already suffering from a previous hit.
This has been reported a few times and I believe arena net have taken note, hope to see advancements in the near future
Lets get this stickied
Will endeavor to work on my video’s and get it on here. Currently I only have beta video’s on youtube http://www.youtube.com/user/them3rch
just added a very short video of me pulling a guardian with spectral grasp and launching in the air due to ground angle
Would be nice to see this game from his point of view but I will try and work out his build,
hes is using Dagger/ War horn at 5:30
Im seeing furyin DS so that 15 points in curses
Spectral wall went up at one point
Something gives him haste at 5:36 either rune or sigil since necro dose not have access to this ability. looks to be a 3 second quickness so sigil of rage?
I think hes gaining might at 25% HP so thats 25 points in spite
I see a rock dog appear at 5:40 so atleast 4x ogre
well of darkness is used – no chill so no use of chilling darkness
if your not in melee range either dont use DS till your closer or use DS and use dark path to jump too them
Anyone?
Target the Weak – 2% per condition – tested in mists on target dummies with steady weapons… I can’t see it working.
Confirmed as a bug?
Working for me using a steady staff, condtions have to be on before the staff auto attack hits to work,
laying down marks to add some condtions increase the damage by 1-2 hit points for me
I did some fall damage testing in the mists with no traits and bare stats and i would say its between 18K – 19K.
This is correct, my post further up I mentioned doing the same fall tests.
I discovered that Life force HP is roughtly you current HP stacking Vitatily increases the ammout of hits you can take in DS
I wrote a long post about it here :https://forum-en.gw2archive.eu/forum/professions/necromancer/Looking-at-Life-force-in-a-different-way/first#post202976
@ Zinwrath – DS can be sort of customizable using traits, ok this solution might not be ideal and still does not really help a condtion based necro. still food for thought?
I wrote a lengthy post about it this morning – see : https://forum-en.gw2archive.eu/forum/professions/necromancer/The-Art-of-Death-Shroud-complete-overview/first#post396392
another empty build…. Is arena net trying to fix the bug with the urls?
wet noodles, two weeks ago I would have agreed with you, I was waving my scepter around stacking bleeds, the damage is there but you really “see” it. your foe doesnt see it and they don’t doubt that they can kill you and so they hit on you till either they kill you or the bleeds finally do take effect and they go down.
Since then i got bored of stacking bleeds and started using power and crit at first I was scared that going “glass cannon” was not a good idea for a necro but with a good use of none damaging conditions (chill, weakness and vulnerability being my favorite) you can reduce incoming damage and increase out going damage. No its not a 1 skill 1 kill setup like a warrior of thief but the damage is good but requires more thought about what and when you do things. if as a necro you start inflicting damage in number over 1,000 hits on other classes they may subconsciously doubt that they can kill you and that confidence will help you win.
My advice to any necro feeling unable to win a 1v1 go for broke stack condtion duration power precision and crit damage and don’t look back until you either failing terrible or actually get used to it.
(edited by merch.1026)
would you consider that a good thing karther I would like to get both condition and support necros thoughts on DS
not like its really a comparison but necro can do over 32k damage between foes with life transfer
there used to be a skill that did this “blood is power” but that got changed in one of the recent patches, now the skill gives 10 stacks of might. Hence rebus being sarcastic.
dagger necros really do want to pull themselves to their foe
would have been a bit better with proper montage music http://www.youtube.com/watch?v=JU9Uwhjlog8
that trait may have just gone up in my books if thats the case
hey barti please check out my spectral build.
might give you something to work with
https://forum-en.gw2archive.eu/forum/professions/necromancer/tPvP-Staff-dagger-dagger-build-full-spectral-warrior
Glad to see a few people sick of scepter waving.
I originally started the post intending to compare to DS to all other class mechanics but it got too long.
Another biased oppinion and I dont know all the ins and outs of every class mechanic but I think DS is without a doubt the best mechanic
There are 11 conditions in the game of which 3 do dot damage and 1 requires foes to use skills (confusion) the other 7….. no sorry you don’t have to have condition damage to be a master, sure its helps.
And uh, timers of vulnerability stacks. And unless you are using plague, where one can cast it over and over again, there would be no 10 sec battles.
Are you getting vulnerbilty and weakness mixed up? vulnerbility stacks in intensity up to 25 stacks thats 25% extra damage on a target. Plague form does not have access to vulnerbility but it does have access to weakness and 3seconds+ any duration you have will stack decently.
The wall yes noobs blindly walk through it
during a team fight for a point even skilled players accidently walk through it single minded on killing a target. And for the extra skilled players who know what it is and how effective it really is you and your team should be pushing (fear, knockbacks) and pulling them through it. The protection is also nothing to be sniffed at.
(edited by merch.1026)
Curses
Furious Demise – Gain fury for 5 seconds when entering Death Shroud.
20% crit over 50% of the time = awesome for bleed stacking and power necros dont leave home without it. condition necros should be poping in and out of DS on cooldown
Weakening Shroud – Cast Enfeebling Blood when entering death shroud.
amazing skill wish my builds could have it more often. weakness is a very underestimated condition and is great for any kind of necro for survival
Death Magic
Death Shiver – Apply vulnerability for 10 seconds every 3 seconds to nearby enemies while in Death Shroud.
not used this one much I theoryize that it would work best in a high HP high toughness support necro to boost damage in a team fight.
Shrouded Removal – Lose a condition when you enter death shroud. – a little poor considering the much stronger weapon and utility condition removes available to the necro
Blood Magic
Deathly Invigoration – Heal in an area when you leave death shroud.
Best for support which high healing power to maximize the effect.
Soul Reaping
Foot in the Grave – Gain stability for 3 seconds when you enter death shroud.
not really worth the 30 points in soulreaping for 3 seconds but can be used in pvp for revivals and stomps, it is useful to ensure life transfer fully channels and can be used to help with longer casting skill such as heals/minon summons and lich form
Near to Death – Death Shroud recharges 50% faster.
best used with builds built around fast LF generation to ensure that LF is put to use soaking up damage, unfortunatly alot of the traits mentioned above have a 10+second cool down.
Speed of Shadows – Move 15% faster while in death shroud.
I personally dont use this one but it may be of use to people who like to kite.
Vital Persistence – Life force drains 25% slower while in death shroud. If your doing alot of life blasts this will help keep you in DS
Path of Midnight – All death shroud skills recharge 15% faster.
If you like using dark path/doom/life transfer every little helps
Unyielding Blast - Life Blast pierces and causes vulnerability. helps increase Life blasts usefulness for support/condtion and power necros, support helps the team with vulneabilty, condition is helped by hitting multiple targets for more bleed potential, power benefits from both aspects of this trait
Thanks for reading and let me know if you have any questions
Let me start by saying that this is a little biased since I actually like DS alot. I am a power based necro where DS is most effective
why I like death shroud
So the vanilla DS without any traits provides you at 100% LF the amount of hit points you carracter has in normal form. That in its own is priceless.
The skills:
Life blast for a crit/power necro this can hit hard but it is slow its a trade off, for condition necro ive not found its use maybe for might stacking.
dark path – very useful for power necros to get close, bad for condition 2 bleeds isnt much, support necros help the team with chill. all necros can use this for chasing targets.
doom – useful for all any time you get jumped on by thief/warrior any other burst class muscle memory should kick in f1->tab target->3 =burst damage nullified for a few seconds, out of LF? DS on cool down better luck next time (or said warrior/theif skillfuly watched you recently leave DS)
Life transfer – many ways this can be used if your creative.
1 support healing other players when traited (its not much unless you have high amounts of healing power).
2 power builds this skill can easilly do 6-7k damage to muliple foes.
3 condition spec forget the direct damage this skill hits 9 times in under 4 seconds to multiple targets with 5points in curses and a earth sigil that a chance to cause quite a few bleeds on multiple target might I add.
you get interupted? as with warriors and theifs watching you for DS use you should watch them and other classes for interupt uses, if you know they are on cool down the games on.
TLDR DS is best for power necros but still should play a role however you play necros
Adding traits
Death shroud is a knife in the hands of a power necro its a great big cleaver, condition/support its more of a vegetable knife.
You dont have to add any traits to make DS a useful tool but with them It can be transformed into the swiss army of knives!
Spite
Spiteful Spirit – Gain retaliation for 3 seconds when entering Death Shroud.
Best when used with high power necros this will destroy burst clases that jump you, they use one button to smash your face in you use f1 to deal damage back. 3 seconds is not alot but all you need + arena net said they are going to reduce retaliation game wide I think they are all going to be 3-5 seconds soon.
Reaper’s Might – Life Blast and Plague Blast grant might for 15 seconds.
might helps both power and condition necros equally
Close to Death – Increases damage by 20% to enemies below 50% health.
not strictly a DS trait but i think it needs to be mentioned – if synergised with the fury from curses using Life transfer during the mid/end of a team fight where foes are usually around the 50% hp mark this can kill mulitple foes for your team
having double HP is unfair but you don’t hear other classes complain (too much)
*stealth edit of here-> hear
(edited by merch.1026)
They also need to fix the fact that you start with 0% Death Shroud that is total BULL seriously NO other class has there mechanic kittened and have to rebuild it from the start of a match so why should we?
Please see my guild to getting up to 57% LF before starting pvp
https://forum-en.gw2archive.eu/forum/professions/necromancer/Get-up-to-57-LF-out-of-combat-before-pvp-starts/first#post372379
could be the bug where channeled skills started before entering DS carry on eating at your real HP
Conditions masters would include condition damage, as whats the point? If thats the case, make us CC masters, then we can have long fears, long slows, roots, etc and slowly widdle away our enemies ala SM : Aion.
If this is how you want to play you have to spec for it
Obviously in this game, condition and condition damage go hand in hand.
And weakness, just like vulnerability, needs a large stack for it to be noticeable, and we do not stack either one that high.
dont agree that its obvious that condtions and condtion damage go hand in hand. weakness does not stack 1 stack is all you need an foes will be hitting you for 50-75% less damage 50% of the time.
If we were able to at least, stack a large amount of conditions quickly, then it would be fine, large amounts of vul, large amount of weakness, large amounts of blood very quickly, then the condition damage, or cleansing, wouldnt be a problem, but we cant. Which makes necros condition orientation, a problem.
large amounts of vulnerbility can be achived with the spectral wall utility, the focus 4 skill and the well of suffering, again if you want more traits is how you do this. as mentioned weakness does not stack but you can get long duration of it, if its getting cleaned of spec traits that give you faster application and use bleeds to attempt to mask it.
Us missing burning, is probably intentional, as it doesnt fit the theme. I mean, we can probably do hell fire, but that would kinda force the thought that necros are inherently evil, which, probably isnt the case, not within the confines of GW anyway.
We dont have direct access to burning however corrupting, and condition transfer is how you do get this condition.
But giving us condition protection of some kinda, or giving us away to stack large amounts / high amounts of conditions quickly would probably assist all necros as a whole.
we have 2 weapon skills that transfer condtions (better than just removal) and one utility that converts and another one that transfers that is protection from condtions + our natural higher hp is also some form of protection.
Our lack of burst would not be an issue, since we would be able to lower defensive faster and by a large amount, to make our damage more than adequate (without blowing EVERYTHING)
Our squishiness (highly exaggerated imo) would also not be a problem, because we would able to lower attacks considerably fast and efficiently.I do think we should have a special condition, which COULD have been poison, but they gave that to everyone.
Maybe Venom? It could probably do the same amount of damage, but instead of lowering healing, lower all stats by a certain amount per stack.
All of which would increase our defense and attack, without directly increasing our defense and attack.
use vulnerabily to achieve this. again this requires focus on a spec that specialises in vulnerbility.
want a build please check out my “full spectral warrior” build here
https://forum-en.gw2archive.eu/forum/professions/necromancer/tPvP-Staff-dagger-dagger-build-full-spectral-warrior/first#post376885
This build has high weakness up time, long fear, long chils and high vulnerbility statcking. you are squishy but with the help of protection, weakness and DS that is NOT an issue if your skilled
(edited by merch.1026)
@dagrdagaz: no sorry still a useless thing at lvl 80, however them dying is extra Life force
some of the minons do regen out of combat, atleast in sPvP the flesh golem elite does, and I think i have seen others do the same, not bone minions – just kill them off and summon a new
i use that build it supports pretty good
well of blood and mark of blood will heal allies
well of blood and well of power will remove condionsi start with sceptor/daggern get 3 curses going from auto attack then drop 2 and 5 then switch staff and drop 2-4 i drop both damaging wells, when i see meelee go down below 75% life i drop well of blood mark of blood and well of power under them
well of blood remove conditions?? or is that a combo effect when using your staff within the light field
I decided to do a quick trait test to see if I could find any bugs myself. I choose a simple trait, Terror.
Testing it resulted in really weird results. In the mists, using a steady weapon, I noticed the trait’s damage does not scale with +power from armor, sigils, or the spite tree. It doesn’t even scale with normal weapons with variable damage! It just deals a flat 392 damage, regardless of the armor strength of the test dummy I used. The damage does scale with might however and can critical hit too. However, when it criticals, it never factors in critical damage (just uses the 1.50x base) and never shows the critical hit blotch of blood with large text. The damage seems to scale with level though in PvE.
I also noticed that Death Shroud skill #3, Doom, does damage, though the tooltip doesn’t mention it. The damage amount is extremely low however, like only 4-6 damage. Somehow I seemed to get variable results from it even when using a steady weapon, no traits, no amulet, and no armor.
Another thing – was transfusion fixed. I saw mine healing for 417hp. Still stupidly low, but at least it’s paying attention to +healing.
Terror scales of condition damage, hence why might had an effect (might giving 35 condition damage as well as 35 power now), since it is a condition I dont think it can crit. but i could be wrong.
bleeding is not the only condition, necros have access to many more, ok they dont do damage directly but they do effect the enermy in many many ways,
I dont think the necromancer is meant to be a bleed stacking class 100% of the time, bleeds should be applied almost passively as a mask to protect the conditions that are doing more damage by reducing the effectiveness of the enermy.
Necro’s are the master of conditions they control them, but shouldn’t be the sole creator of them.