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GW2 Is there a Necro Power build that is viable in sPvP?

But that was posted in June. I am not sure how the necro changes have impacted this build plus his build link is broken :(
 
I'll tell you after tomorrow's stress test. I got a small taste in the last stress and I think I may run a pure power build at launch. It depends on how I feel after tomorrow, providing Spvp is playable this time. I also need to test whether Healing Power impacts life siphons, which would change my amulet to Shaman at a minimum if so, and it's significant.

I ran this build last Stress:

http://gw2skills.net/editor/en/?fQA...zOD9kCu1mSh7rD;TwAA0CvosxYjwGrNObk2s4YwxGkJIA

My experience was that I was extremely difficult to kill. I had solid sustainable burst damage, and I felt strong. I pretty much was weapon swapping on cooldown to trigger the #2 ability on Dagger and then axe. Axe would hit consistently for 2500, Dagger around 2800. Both are channeled abilities, hence the +400 toughness while channeling trait. Blowing up the pets would hit for 1900 each, two at a time, for 3800. They were hard to control though as you can't send them in to attack, and they seemingly only have a handful of hit points, so AoE's destroy them. The blast radius is pretty small as well. Lich form was amazing DPS, hitting for 1500+ with the primary attack. Death Shroud was basically the same thing. Lich you want to start at the beginning of a fight when you have a lot of hit points, Shroud is great at any point. Corrupt Boon was still useful because it can swap to non-damaging conditions, and it's just fun to strip off a ton of boons.

I wasn't overly impressed with the 6 Rune of Dolyak. The perma regen is only 30 hit points per second, which is something, but I'm not sure it's worth using all your runes on it. Same with the 10 extra points in Blood Magic. The dagger run speed was okay stacked along with Signet of the Locust, and Locust had a nice emergency small heal as well, but I'm not sure how much I need that tandem. So, this time I'm going to try something different, but I may come back to it. But tomorrow, i'll move ten points from Blood Magic to Spite so I can pick up the Might buff on Life Blast. I'm going to compensate for the lack of the run speed buffs by taking Spectral Walk instead of Locust. I will lose the Vampiric minor trait, but that's locked in at 24 hit points per hit, which, like the Dolyak regen, I'm not sure that's worth it. I'm also dropping the auto-crit runes as they only applied to the first hit in the channel abilities, and thus, I'm dropping the crit boost amulet and jewel.

I feel like that build was very strong and was enjoyable, but it obviously had some fundamental flaws that I needed to test to determine. So, for this stress, I've made the following changes, and come up with this build:

http://gw2skills.net/editor/en/?fQA...bqA3gK8eKFubdA;TwAA1CtoyxEkIIrOuck6sAZAyWkpIA

For this build, I'm focusing on a lot more power via Might buffs. I've switched amulet/jewel for greater vitality, though I'm also going to determine exactly what Healing Power does, so I may go to the Shaman amulet if that proves to be useful for the #2 dagger ability. I know Healing Power did not influence the Dolyak regens or the Vampiric trait. Speaking of which, I've dropped both of those with the intent of really stacking Might for massive levels of Power. I took runes which will provide +60% Might duration on top of the +30% Boon duration from the Death Magic line. I added weapon runes which grant 3 stacks of Might upon switching, which I'll do every 10 seconds, that last for 20 seconds, now almost 40 seconds. I took ten points out of Blood Magic and put them in Spite to get the 15 second, now almost 30 second, Might buff every time I use Life Blast while in Death Shroud. Might stacks and is +35 Power per stack. I anticipate always having 10+ stacks, which is an additional 350 Power, a significant amount. That power will just make Lich and Death Shroud more bursty. I'm keeping the Hydro weapon rune for each swap, as it does about 1k damage on top of rooting them for 3 seconds, which is needed for the #2 channel abilities on the Axe and Dagger. The only other changes are my tinkering with the Utlities I take. Corrupt Boon is a must for me. But the other two are up in the air. I do like the Bone Minions, they are just a pain to control. I'll probably go back to them though, especially if Spectral Armor is not really needed. I am taking Spectral Walk because with the max boon increase, it's basically a 40 second swiftness buff. This also frees me up to decide if I want the Focus as an offhand over the War Horn. Spectral Shivers seems more useful than the daze.

So, I'm gaining a ton of Power, especially if you project the Might buffs, gaining a ton of Hit Points which will further improve my Death Shroud and Lich times, I'm losing a little bit of Toughness, the regen abilities, and a significant amount of Healing Power. So, my goals are to see how less tanky I feel this time around, and if it's too much, I'll add back some abilities until it feels right.

I did have more fun playing this type of in your face, high survivability Necro build than any of the Condition builds to this point. I'm not sure it's more effective, as I was very strong with a hybrid condition build in the past, but I want to play a Death Knight, tank-mage type build, and this is exactly that in my opinion.

Feel free to try it out and give your thoughts. It plays vastly different than the normal builds. It's up front, in your face, there are no conditions at all, and its a lot of weapon swapping, dodging, strafeing, and using Death Shroud as an offensive ability early and often.
 
Double daggers.....hmmm...I gotta think about that.

If Life Siphon is fixed I was thinking of a Staff with Axe/Focus with Vampiric in Blood Magic. I'd be getting some minor healing when hitting enemies (ie AOE attacks).

Overall I like your reasoning. Please post an update on how you do.
 
Well, there's two Life Siphons. The weapon ability, Life Siphon, the #2 dagger ability is incredible. On top of the 2.8k damage every 12 seconds, it also does a 2kish heal (I need to get firm numbers on this). That's the one I want to see if Healing Power increases. The Life Siphon trait ability Vampiric, only lets you steal 24 health per hit. I think that is locked in and working as intended. I wasn't that impressed with it from last beta. But the second dagger allows you to get rid of conditions put on you via the transfer, which is a very strong ability for any build.

Definitely try out several builds though. The staff would probably be a necessity for WvWvW, so I would be interested in seeing any viable power builds you come up with for it.
 
Ok, so the answer is a definitive yes to the power build. At least the Dagger/Axe version. I also determined that Life Siphon is affected by Healing Power, but not significant enough to really go nuts with it. With about 700 Healing Power, Life Siphon healed for 365 a pop, or 3285 over the course of the channel. You can use this ability every 12 seconds. With only 100 Healing Power, it was healing for 305 per tick, or 2736. The channel itself takes about 5 seconds to finish, and you can move while doing it. Still 2736 is really good, and you don't have to sacrifice Toughness or Power to keep it. You must put 10 points into Blood Magic for Bloodthirst though, that trait increases it greatly. This also impacts your #1 ability while in your Downed state.

I did not miss the Rune of Dolyak regen or the minor trait Vampiric at all, nor Signet of the Locust. My survivability was very strong with the new build. I was very satisfied with the stacking of Might buffs. It was very easy to keep up 9 at all times, so that's a free 315 Power, and some times, especially going into Death Shroud, I was able to get 15ish stacks. I still maintain there is nothing more fun than using Life Blast in DS, or Deathly Claws in Lich, and lining up the angles so you see three or four people hit for massive damage across your screen due to the piercing. Well, maybe using Corrupt Boon, though Engineers anger me as after I cackle about corrupting five or so of their boons, they just put them right back up.

I also made the switch to the Focus over War Horn, and I was very happy with that, mostly for Spinal Shivers. Loved the long range on that snare. No daze sucks, but the 5s Chill is more useful to me.

I ended up sticking with the Bone Minions. The pet AI is getting better as now when I go around obstacles or through portals, the minions haul butt until they're back up with me. I'm also getting better at positioning them and timing the explosions, which are fabulous dps, and also trigger a blast combo. So, I'm keeping them over Spectral Armor. I was also very happy with Spectral Walk. It's great in general having almost permanent Swiftness, but the effect and choice when you trigger it in a fight is awesome. It takes a good 5-10 seconds to kick you back to your starting point and you can always cancel it during this time, and it saved my ass a few times as people see you whisp in one direction and then you're ported back well behind them. One thing I was not happy with is that pets don't drop you as a target, so the pets will run to where you are. It seemed like the players dropped target.

Anyway, really enjoyed this build. It gives me my Shadow Knight/Blood Mage tankish build I wanted to create.
 
This is a pic of my Spec and my skills, Mostly power i do throw crit in however. Dagger has great constant dmg wile the focus stacks vulnerability very quickly. AoE battles in mid is where this build shines. With constant buff removal and protection to all your allys. When your solo assaulting your wells cover just about the whole circle so they are forced to take the dmg, and with bone splinters bunker Guardians fall pretty quickly.
10xatty.jpg
 
This is a pic of my Spec and my skills, Mostly power i do throw crit in however. Dagger has great constant dmg wile the focus stacks vulnerability very quickly. AoE battles in mid is where this build shines. With constant buff removal and protection to all your allys. When your solo assaulting your wells cover just about the whole circle so they are forced to take the dmg, and with bone splinters bunker Guardians fall pretty quickly.
10xatty.jpg
That looks like a pretty cool build, what kind of runes/sigils do you use for this btw? I been messing around with my necro build the past week for spvp. Trying to get a good support/aoe build but I don't know if that will even work good together lol.
 
I put the Energy rune on my staff, because i mostly use it for kiting and running, that gives me and extra dodge when i do so.
 
<3 Coo, Quaggan likes you.

(I don't know anything about Necros though, it was more of a PSA. *ducks and runs*)
 
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