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Old August 6th, 2012, 20:13   #16
Jenosavel
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One other thing I noticed BWE3 that I forgot to mention, and I hope is intentional, is that going into death shroud seems to break fear. So if you pop your death shroud the instant after a boss casts fear on you, you've essentially used it as a condition removal. This doesn't work with damage conditions, but I didn't get a chance to try it with other control conditions like chill/stun/immobilize. It could be limited to fear, and it could be a temporary bug, but I hope its not and will definitely be looking into it again come release!
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Old August 7th, 2012, 03:35   #17
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Quote:
Originally Posted by Jenosavel View Post
One other thing I noticed BWE3 that I forgot to mention, and I hope is intentional, is that going into death shroud seems to break fear. So if you pop your death shroud the instant after a boss casts fear on you, you've essentially used it as a condition removal. This doesn't work with damage conditions, but I didn't get a chance to try it with other control conditions like chill/stun/immobilize. It could be limited to fear, and it could be a temporary bug, but I hope its not and will definitely be looking into it again come release!
It could also be used to break cripple and immobilize. I don't know if it was intended, like Jeno, but I thought it was great.
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Old August 7th, 2012, 17:27   #18
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Great to hear Vai! That makes me think it probably is intentional, and could be an important stun-break for necros. I could see that having neat play in PvP where enemies try to stun the necro they suspect has already used up their death shroud.
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Old August 12th, 2012, 19:23   #19
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Woooo! Vai found a trait calculator thing which is pretty fun to play around with. Much of my BWE3 time was spent in the PvP lobby playing around with build ideas, only now I don't really need a BWE to do it! Of course, any skill/trait could be subject to change, but I'm still having fun anyway.

My first instinct for a melee necro was this, which uses crits to increase health siphoning and deal some conditions. I feel like the weapon sets don't synergize well with conditioning though, and the increased attack speed and crit rate doesn't feel like it makes too much of a difference in the on-crit siphoning, which is sort of a shame.
http://www.gw2db.com/skills/calc/nec...|0|0|0|0|11|3|

I could modify the build to emphasize the death shroud aspects instead, focusing on popping in and out of death shroud as often as Life Transfer recharges to trigger the on-entering death shround effects. It could be fun, but probably relies on Life Transfer too much. One trick builds get old quickly...
http://www.gw2db.com/skills/calc/nec...6|1257|0|11|3|

Or I could stick closer to the original idea but blend in the use of minions. Extra bodies to draw attacks and siphon health could help with survivability, which is always a problem for melee in light armor. Also the pet AI seems to work best if it can follow you to the fight, rather than try to get there on its own, so pets are less of a hassle to use if you're melee (I think, though with how often I pet swap on ranger its hard to say what permanently out pets will do). But even though I think this is probably the strongest of the 3 builds, I'll be doing so much pet management on ranger that I may be tired of playing with AI by the time I get to necro.
http://www.gw2db.com/skills/calc/nec...|0|0|0|0|11|3|
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Old August 13th, 2012, 00:49   #20
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Originally Posted by Jenosavel View Post
Woooo! Vai found a trait calculator thing which is pretty fun to play around with.
There is another one here. I don't know if there is a substantial difference between the two, except this one is Russian. Maybe one is more up-to-date than the other, but this one is the one everyone uses over on the Guru forums (not sure why they use it instead of the one at Guru, but maybe someone can figure it out).

http://gw2skills.net/editor/

-----
Edit: so the one linked above appears to be more robust, it shows racial elites, and has a more intuitive interface, as long as you speak Russian or are smart enough to click the "En" button on the top left...
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Old August 13th, 2012, 01:57   #21
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That's much nicer! And able to steal even more of my time. So much fun to play with though...

Here are the same builds but more complete with the other tool.

Death Shroud Toggling:
http://gw2skills.net/editor/en/?fQAQ...j7G5NrEGbsFZGC

Minion Melee:
http://gw2skills.net/editor/en/?fQAQ...j7G5NrEGbsFZWA
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Old August 13th, 2012, 21:27   #22
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Since I loved playing my Necro on WoW, I figured it would be one of my main classes in GW2. Kazgoroth is the name of my account and one of my reserved names for GW2, and will be a Sylvari Necro. I am going to try and use a build that relies on Death Shroud and applying as many conditions on an enemy as possible.

I went 30/30/10 Soul Reaping/Spite/Death Magic. My primary weapon will be staff and secondary will be Dagger/Warhorn for more conditions. This build has a little less life than some, but I think I can increase damage quite a bit through all of the conditions and condition bonuses. Time will tell.
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Old September 3rd, 2012, 18:48   #23
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I've been playing my asuran necro almost exclusively since launch, and have developed a playstyle that works pretty well for me...but thought I'd post it here for feedback and improvement from other necros. Tried minion master for a little while - hated it.

This is basically the build, only I don't have an elite yet and have been running with Pain Inverter in slot 9, which doesn't seem to be in this build creator. Still building up my traits, but have been splitting them between Spite, Curses and Soul Reaping.

The build is centered around applying conditions as widely and rapidly as possible. Using the scepter/dagger combo, I can get a lot of Grasping Dead and Enfeebling Blood out there on large mobs with a rapid cooldown, and Signet of Spite + Epidemic is impressive in close quarters (but nothing beats running into a large mob with Death Shroud up and firing off Life Transfer - that just rocks).

I've been mostly soloing, but was thinking that I could boost support in a party for dungeons by swapping in Plague Signet and Consume Conditions. Haven't tried that yet, though.
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Old September 4th, 2012, 12:41   #24
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Beqx - another option you could go for is Blood is Power over Signet of Undeath. Opening a fight personally goes like this for me...

Pull with Blood is Power followed by Grasping Dead. Deathly Swarm to transfer my personal bleeding stacks from BiP to my target, followed up by Enfeebling Blood. Next, Signet of Spite followed by Epidemic if there's a group - then down to Feast of Corruption and Scepter Auto-swings.

I've found that in any areas earlier than Straights of Devastation I can demolish a large group, including a veteran, very easily with this build - stacking up as many bleeds as you can. One thing I've been meaning to test is how aoe bleeds interact with Epidemic - it definately feels like if I put 4 bleeds on several targets using aoe, then use Epidemic I end up with 8 bleeds on the aoe targets, with only 4 bleeds still on the primary target - doesn't last long but you get a huge drain (follow up with Life Transfer for more aoe damage, of course).
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Old September 5th, 2012, 00:47   #25
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Thanks, Nghtsorrow - I hadn't considered combining BiP with DS.
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Old September 19th, 2012, 08:57   #26
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I kinda went the same lines as you guys with the condition stack into Epidemic. But I am taking advantage of Sharpnel mine from the Charr to start a 20 sec Bleed and 5 sec cripple. Then compound that with damage with my axe skills. I might switch to Scepter but I just love Ghastly Claws with the Vamperic Trait (procs 8 times!).

Traits:

Spite: 30 - 2,4,11
Blood: 20 - 4,8
Death: 10 - 4
Soul Reap: 10 - 2
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Old October 19th, 2012, 12:25   #27
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Originally Posted by Beqxter View Post
I've been playing my asuran necro almost exclusively since launch, and have developed a playstyle that works pretty well for me...but thought I'd post it here for feedback and improvement from other necros. Tried minion master for a little while - hated it.
<3 Asuran Necros! My one is my main and Tmak also has a level 80 one.
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Old November 12th, 2012, 18:51   #28
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Now that my necro is starting to get high enough level to dig part way into traits, I've got a pretty solid idea of where my build is going to wind up. I've been wanting to post this for a while, but keep telling myself to wait until I've gained another level, another trait, another tier... but I think I'm safe to post this now. It's probably not changing much any more.

Minion Melee

http://gw2skills.net/editor/?fQAQRAn...lzLpXrNGJsFZWA

Most of the time you will look like this.

Summon minions whenever they're down, every stray hit from a minion will be healing you and with the high toughness and healing power combined with a large base health pool and a second health bar (death shroud) you will be very sturdy. Certainly you will be sturdy enough to keep your foes eyes on you and use your many control skills to help coax those enemies to leave your allies alone and bring their focus back on you.

Overview
Typically I start a fight with axe. Cast focus #4 (reaper's touch) on the enemes as you run in. Once you've got as many foes into your range as possible, hit axe #3. The more enemies you hit with this, the better retaliation duration you get out of it. Watch that duration, as it will determine when you should go into death shroud and by so doing refresh your retaliation. You want to have retaliation up at all times if possible, and with your boon duration, it should be possible.

Once you're up into the enemies, switch to dagger for its better auto-attack damage and speed. Each hit you deal will heal you, so the speed of the auto-attack helps. Keep an eye on your bone minions' health and position. Exploding them is good aoe damage and your only real combo finisher (blast).

When your retaliation from axe #3 wears off, go into death shroud. Unless you were low on health or had a full bar, don't stay in it very long. 3-4 seconds is all you want, as that's how long your retaliation lasts. Conveniently, 3 seconds is the duration of death shroud #4. You can switch weapons while in death shroud, even though you can't see which you were on or click the button for it. Make sure you have a hot-key set so that no matter which weapon you went in with, you can come out with your axe ready. Use axe #3 when you drop from death shroud to put up your retaliation again.

Use your control skills wisely, but often. You have enough of them that you shouldn't be saving them very long. Prioritize which ones are most important for the type of fight you're facing and save those for key moments while savagely cycling the others.

Control options
  • You have an aoe cripple in axe #3, you should be using this almost as often as its on cooldown.
  • You have chill on focus #5 and death shroud #2 (aoe chill!). This will slow enemy attack rate by 66% since all attacks are skills. It will also snare them so your allies can kite better. Prioritize hitting groups with the death shroud chill, and don't worry that it will teleport you in to them. You like to be up close.
  • You have immobilize on dagger #3 and the bone fiend utility. This is priceless against melee bosses who have that pesky immunity to knockdown. It may not interrupt their skill use, but it can let a chased party member flee and possibly heal up.
  • You have blind on dagger #4 and the shadow fiend utility. These are great for taking a free hit from a boss, but less effective against many small foes.
  • You have aoe weakness on dagger #5. Yet another way to blunt an enemy's effectiveness.
  • You have fear on death shroud #3. It's single target but works on anything, including defiant bosses. Use it as an interrupt where possible or to push a boss off of kiting allies.
  • You have knockdown with the flesh golem.

Damage sources
As with most control builds, the challenge here is to keep up some damage. Extending out a fight into infinity shouldn't be the only goal, you want to kill things too! While this certainly isn't the most damaging build ever, you do still deal a bit of damage. The dagger isn't bad (nor is it particularly good), and the minion hits add up quickly. You have a nice little burst from exploding your bone minions, and you'll have retaliation up all the time while hanging out in front to catch (and survive) lots of damage for reflecting.

You might feel a little slow killing when by yourself, particularly against bosses who squash minions, but I haven't yet run into content I couldn't solo with this build. Just keep in mind that even if you have no player allies around, use those control skills to help keep your minions alive. Practice your timing and learn how to suppress your enemies. It will save your minions and it will save your teammates.



Support Wells

Unfortunately, minions aren't the best everywhere. They still seem a bit squishy in dungeons, for example. But luckily, without visiting a retrainer you can still morph this build into a wells build that seems to work fine. (I still want to try it out more, but so far my dungeon runs with it have been promising)

http://gw2skills.net/editor/?fQAQRAn...lzLpXrNGJsFZWA

You will play this build much the same as the minions build. You have slightly less control, but more boons and combo options.

Use axe #3 and short intervals of death shroud to keep retaliation up on yourself as long as possible. Again with the death shroud, 3 seconds is the sweet spot. This time you can watch for your vulnerability trait triggering, and shouldn't leave until you've triggered it at least once.

Get up in front of your squishier allies from time to time to physically shield them from damage. You are still quite sturdy, but will have a slower healing rate now that your minions can't siphon for you. If you're the sort who doesn't mind retrait costs, you could shuffle 10 points from death to blood and take the wells siphon trait.

The important thing to remember in this build is its combo potential. Keep one well at a time up on as many of the foes as you can manage, and get some free blinds from combo attacks. Use the ethereal wall only if you don't have a well down and vice verse. You want these things to be comboing, so layering them on top of one another is counter-productive.

Every time you drop a well, you will cast a 3-second protection on any allies in the area. Try to keep that in mind and maximize the allies you're hitting with the protect.

You will also create a Well of Blood and the well-associated protection upon reviving an ally. This works on downed allies, so if you see a teammate fall, get to them asap and res them as quickly as possible. It will be free healing and protect for everyone in the area (once per 10 seconds).
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Old November 13th, 2012, 17:13   #29
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I've been running with this Wells dungeon necro build.

Can't claim any original credit as I got it from this post on GWG.

For healing I do like Well of Blood (rather than consume conditions) for the heal party effect and its combo ability for others.

I have also traited and weapon spec'd as per the post and am happy with the build for dungeons so far. I have also found Plague (elite) really good in dungeons as I seem to take a lot less damage whilst in the state (the full description for which is very brief).

I have 2/6 of the TA dungeon armour set and on my next run will have enough for a third piece (leggings).

Longform build description taken from GWG post as linked above:

Spoiler

Dungeons:
http://www.gw2db.com...|0|0|0|0|0|0|0|

Solo or World: (Different Utility slots and changed Trait slots)
http://www.gw2db.com...|0|0|0|0|0|0|0|

Hey everyone, I'm Xyi. Some of you may know me from World of Warcraft. I played a Warlock and Death Knight for the majority of the 7 years I played WoW and now I've changed my focus to Guild Wars 2. I have been playing Necromancer and I've been doing as much as I can to be as beneficial as possible in dungeons, soloing, and small group play.


What this build offers:

This build is going to offer you a good talent spec, set of abilities, and stat choice to be great at everything whether you enjoy dungeons, doing dynamic events, or soloing. I'm focusing on Wells, AoE(area of effect), and great DoT(damage over time) with this setup. You are utilizing keeping protection up on everyone, giving them combo fields, applying weakness, and still providing good amounts of damage. Let this be your go to for everything as you won't have to bother spending money or time to respec to do dungeons or when you feel like soloing.

Weapon choices:

The reason I chose these weapons are they offer you the best damage output for single target and AoE damage. Scepter offers you great single target damage with stacking bleeds to output tons of damage over time. Staff is a great secondary choice because of the insane AoE damage it brings to the table. All of staff's abilities save Necrotic Grasp are "Marks". What this does it puts a "trap" on the ground. When an enemy walks over the Mark it triggers and does it's effect on the AoE inside the circle.

Scepter/Dagger OH~

Blood Curse(1): Your bread and butter, stacks up bleeds incredibly fast with your talents.

Grasping Dead(2): Does a slight amount of damage when cast, then applies a small bleed and slow. Great to use on a pack of mobs that are stacked up or if you're kiting a melee mob.

Feast of Corruption(3): This is your only real source of "burst" with this spec. Once you have a good stack of conditions, use this off cooldown for single target damage. Also creates some life force.

Deathly Swarm(4): Great self-utility spell, don't underestimate this. Small amount of damage, bounces to up to 3 targets, applies a blind, and most importantly transfers your conditions. This has a number of great uses. If you're immobilized and need to get away, have a stack of bleeds or burning on you, or if you're slowed you can cast this and immediately transfer it to what you cast it on. This can increase your damage by transferring the conditions on you or help you escape.

Enfeebling Blood(5): Great AoE ability that applies weakness and a significant bleed along with a small amount of damage when cast. Cast this when you're fighting one mob, a boss, or an AoE pack. Great damage output.

Staff~

Necrotic Grasp(1): Does damage and creates life force. 20% Combo Finisher: Physical Projectile. Very self explanatory.

Mark of Blood(2): Applies regeneration to allies in the area, bleed to foes, and a small amount upfront damage. Great for AoE with a short cooldown.

Chillblains(3): Applies chilled, poison and a decent amount of upfront damage in an AoE. Also creates Combo Field: Poison.

Putrid Mark(4): This is the mark that does a considerable amount of upfront damage. This has Combo Finisher: Blast.

Reapers Mark(5): Does a small amount of damage and fears in an AoE. Use this if a pack of mobs are getting too close and you can't dodge away. You can also use this on a single veteran mob if you can't get away as well. If your front line is taking too much damage you can cast this to give them some breathing room or time for their heal to come back up. Great utility if used properly.

Slot Skills:

Healing~

Well of Blood: This is great for dynamic events, dungeons, and small group play. It has great burst healing for yourself along with some added healing for the group. This will also provide Combo Field: Light.

Consume Conditions: Alternatively you can use this if you're playing solo as it has better burst healing for yourself. I also use this in dungeons that spam conditions(ex. Twilight Arbor).

Utility~

Well of Suffering: Does great DoT in an AoE along with applying vulnerability to allow you and your group to do more damage. You'll want to use this on cooldown. This also has Combo Field: Dark.

Well of Darkness: This applies blind to all enemies in the circle every second for five seconds. Use this on cooldown especially on AoE packs.This has Combo Field: Dark. I recommend usually switching this out for solo play as well.

Well of Power: This will help your allies out by switching their conditions into boons. Great for dungeons. This has Combo Field: Dark. I recommend switching this out for solo play or in dungeons that don't apply a lot of conditions.

Well of Corruption: Use this if the dungeon has mobs that apply boons to themselves. This will turn their boons into conditions.

Epidemic: Use this for the best source of damage. This will copy all conditions on your target and spread them to enemies in a radius. This includes conditions applied by other players. You can essentially double all of your conditions in an AoE.

For Solo play I'll swap out Well of Darkness/Well of Power for Blood is Power and Epidemic.

Elite~

Plague: Great utility overall. This elite spell will help out during AoE packs more than you'd believe. You can spam blind, build up bleeds, or weakness. If you pulled an extra pack or perhaps you're struggling with a pack using Plague and spamming blind while the rest of your group kills it can really make a pack easy.

Alternatively you can use Lich Form for better single target damage/bosses, easily able to swap this out.

Traits:

Spite~

You're going to want the 10 points in this because might affects your conditions. So after you get your conditions up you can go into DS and spam 1 to stack might.

Curses~

This is needed for your damage output. Gives critical hits chance to apply bleed, increases bleed duration, and makes your wells ground target-able.You have the option change slot 11(XI) to 12(XII) if you want weakness on crits.

Death Magic~

This gives our wells the ability to cast protection to all allies in the AoE for 3 seconds. Alternatively you can use 20% staff reduction.

Blood Magic~

You have two choices for the first slot, you can choose the dagger cooldown(I) for more damage or casting Well of Blood on revive(IV). We also want this to make our wells have reduced cooldown by 20%(This includes our Well of Blood).

Stats:


You're going to be looking to stack as much condition damage and precision as possible. This is going to make all of your conditions hit harder each tick. Precision increases your chance to critical strike which is very important to our build since 66% of the time we crit, we will apply a bleed.


Condition Damage > Precision > Power > Toughness > Vit > Crit Damage > Healing

Runes~

You're going to look for condition damage, increased condition %, and precision as your main stats. As for weapon sigils you're going to want "Of Earth" for % chance to apply bleed on crit. I use "of Agony" in my off-hand but you can also use "of Corruption". I personally don't like the lose on down sigils since you can always die in dungeons.

Typical gameplay:


You're going to be using your wells to give utility to your group along with applying protection to as many people as possible. Protection duration increases if they already have the boon on so feel free to cast wells as much as possible. It's great for you to revive your fallen team as when you revive them you'll cast a Well of Blood which will heal you along with putting down your heal over time for everyone else including protection for 3s.

AoE rotation~

Drop your Well of Suffering, Grasping Dead(Scepter2), Enfeebling Blood(Dagger OH5), swap to Staff Mark of Blood(2), Chillblains(3), then Putrid Mark(4) . Using this all in the same area is going to be huge damage output. After the rotation cast Epidemic to double all of your conditions on everything. Swap to Death Shroud and cast Life Blast(1) to stack might while your conditions are rolling and Life Transfer(4) also does a good amount of AoE. After you can pop out and cast Mark of Blood(Staff2) and swap back to Scepter/Dagger and start the rotation again using Epidemic on cooldown. While you're locked into Scepter/Dagger use Feast of Corruption(3) on cooldown.

Single target~

Much easier. You can generally stay with your Scepter/Dagger combo for the whole fight. Drop your Well of Suffering, Grasping Dead(2),Enfeebling Blood(Dagger OH5), Feast of Corruption(3) then continue spamming Blood Curse(1) while abilities come off of cooldown with 3>5>2.


Your Combos:

Combo Fields are "starters" and if the finishers are cast inside of them your ability will get an extra ability automatically added into them. Other allies can benefit from your Combo Fields as well if they cast inside of them.

Combo Finishers~

Physical Projectile 20% from Necrotic Grasp(Staff1) and Blast from Putrid Mark(Staff4)

Combo Fields~

Light(Well of Blood): Blast will apply Retaliation in an area to allies and Physical Projectile will remove one condition.

Dark(Well of Suffering, Well of Power, Well of Darkness, Well of Corruption): Blast will inflict blindness and Physical Projectile will Life Steal.

Poison{Chillblains(Staff3)}: Blast will apply weakness in an area to foes and Physical Projectile will apply poison to your target.

Wrap-up:

I've been chain running Twilight Arbor explorer and this seems to work out the best giving you a great amount of damage and utility. I've tried to make this as in-depth as possible to help out the newer people or veterans that don't know all the tricks.
This is a great spec for people looking to have a huge impact in groups. This isn't going to be the most damage potential, however the utility you gain for the entire group is irreplaceable. Give it a try and I'm sure you'll enjoy it.

If you have any questions feel free to ask and I'll do my best to answer them. I'm always open to critique but I've played around with a lot of different traits/skills and this has provided the best results.
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Old November 13th, 2012, 23:51   #30
Neo
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I have noticed that dungeons do seem to go much smoother whenever wells are involved
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