![]() Shrouded Removal (Death Magic VI): lone one condition on entering DS. It ticks as poison and burning do (1 per second), and deals about 2x burning damage at level 80.ĭark Armor (Death Magic I): +400 toughness on channeling. Enf Blood is AoE 10s weakness and 2x10s bleeding. Weakening Shroud (Curses IV): cast Enfeebling Blood on entering DS. Reaper's Might (Spite VI): might 15s on Life Blast, stacks.įurious Demise (Curses 15): fury 5s on entering DS. Spiteful Spirit (Spite V): 3s retaliation on entering DS. Let's see what traits can be used to enhance our only class feature. The basic usage is insta fear - just get in and out instantly (I call this "flashing") every 20s for a free interrupt. It is useful to think about DS as a clock: every X seconds, it is optimal to use it. On this setup, you probably want to pop Life Transfer every 40s if there is an AoE situation, or switch to DS for ranged combat, that's pretty much it. If you have a straight power build without any traiting, then Life Blast is already your best ranged attack option, and Life Transfer is decent AoE. Even then, if you find yourself in melee: f1-2-f1, wait for dark path land and dodge back is a quick trick that can be used to put some damage on the enemy and get some distance thanks to the chill. IF you have a condition build and do not put any trait into DS, then DS is going to be bad. All you have to do is press f1 just before the F key, practice it. Interacting, ressing, finishing can all be done while in DS. Another very useful thing that works even if you neglect DS is F-key actions. It works even if you neglect DS completely. CD 40s.įirst thing: f1-3-f1 can be done in a split second and it's an interrupt. Life Transfer: steal a bunch of health and recharge your DS bar. At high power levels, it does about the same damage of Lich Form autoattack!ĭark Path: gap closer, 5s chill, 15s of bleeds. Life Blast: does very nice damage above 50%. It can be used even while stunned, and gives you four skills: Let's start by looking at the ability: it has a 10s recharge, it gives you a life pool which is keyed off your Vitality and Life Pool, so two trait lines. DS fits naturally with power builds, but there are some tricks to make it work with condition builds too. DS can be used to complement any Necromancer build, and in my opinion, it should, every time. Power builds are generally much harder to play but I find that playstyle much more varied and rewarding. And I personally find the bleed spam gameplay to be pretty boring. It is not that much better than power builds though! And it has a lot of disadvantages: you are useless if there are two or more condition characters in the group, you are useless against structures, you are useless whenever something can strip your conditions, you are harmful when something can return your conditions. I wanted to share with you the tricks I know for making it better, this is definitely not aiming to be a comprehensive list, just a collection of things I like.įirst, let's get this out of the way: bleed spam is the best damage Necro has. I also think that DS is incredibly strong and once someone figures out how to refill it fast, Necro risks becoming very strong. I am nowhere near being a "pro" player, but after about 600 hours played on a Necromancer, I think I have a good grasp of what is needed to play one without resorting to bleed spam. I main Necro and I play mostly PvE but I certainly do not neglect WvW and tPvP. Necromancers are one of the hardest classes to play well, I see on forums lots of people claiming they are bad when they really aren't.
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