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WvW Power Support Build--Viable?

staff marks wells power precision

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#1 Phenn


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Posted 12 December 2012 - 08:56 PM

By way of backgrounding:

I'm almost finished leveling (somewhere in between lvl 78-79), and have done so exclusively as a power necro. I've run Takarazuka's power/well/vampiric build and have had great fun with it.

I'm now looking toward running around in WvW and being a contributing member to my server--particularly as support for zergs and during sieges (on both sides). I really, really DON'T want to run an "epidemic build" or minion build, but I've found my particular dagger/warhorn build to be decidedly unhelpful in zergs and sieges.

This being said, the build I'm running revolves around spamming marks and wells for damage and support. The big key for the build is the heavy emphasis on the Chill condition. Because of the heavy investment into the condition duration tree, with the addition of the chill duration runes (2x Ice, 2x Svanir, 2x Grenth), any chill applied should last a decent while. Additionally, many of the skills of the build provide access to chills.

Additionally, the build would provide condition management for allies (via wells and staff #4), CC via fear and chills and blinds (again, marks and wells), and keeping debilitating conditions up on enemies (once again, wells and marks are good for this). And on top of all of this, I would like to be dropping decent damage on enemies--not necessarily spike damage, but enough to keep enemy heals on CD. The trait dispersion is geared toward making it as easy as possible to keep this up.

So--is it viable? Or am I misguided here? It's worked so far in PvE (slow those Orrian mo'suckras down!), but just curious what other's thoughts are.

#2 Quillixx


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Posted 13 December 2012 - 12:14 AM

More of a topic for the PvP Necro forums, but I mainly do WvW anyways.  Here are a few points to consider...

Perma swiftness.  Without it, you will be that 'one guy' that is picked off by roamers and others that go after players without swiftness... the ones that is left behind to die when your forces withdraw.  You can swap out your weapon/utility skills when fighting in stand still type engagements, such as sieges/defense situations, but otherwise, you will want Warhorn + Spectral Walk.  Even further, you may want to trait one of them.  I'd recommend running 2 wells and Spectral Walk as your primary loadout, and change to a 3 well loadout as needed.

Stun breaks.  You will be pulled, charged, knocked down, feared, knocked back, etc.  You will need a means of getting out of these situations or your 'walk of shame', back to the fight, will occur more often than not.  This is where Spectral Walk comes in, it has 2 stun breaks, one when you first activate it, and a second when you port.

Building around Chill is alright, but the trait Chilling Darkness is extremely low benefit.  The blind caused by Plague 2 doesn't trigger Chill (bug), which leaves only 5 other sources;
  • Underwater DS 2 (very rarely used)
  • Shadow Fiend ability Haunt (not in your build)
  • Signet of Spite (not in your build)
  • Dagger 4 (not in your build)
  • Well of Darkness
Any of the other 5 tier 1 abilities would yield greater benefit, it will be choice more than anything.

Well of Blood.  While it is great to provide help to others, you don't have the trait points or selection to lower its recharge.  You will need to switch to Consume Conditions for your healing ability.  It has almost half the recharge time, and removes all of your conditions.  You simply won't get the needed healing from Well of Blood in a WvW situation without the proper trait selection to back it up.

Spectral Grasp should be used when you're attacking a tower/keep.  Any enemy that stands on the ledge of their wall can be yanked off into the middle of your forces.  Through attrition, you can pull and kill players without their allies being able to rally them.  You will find dagger main hand will provide the best synergy with this.  You can pull them, immobilize them with Dagger 3, drop your wells on them, enter DS to fear when immobilize ends, and switch to staff and fear again.

All in all, you will be running a primary/travel type loadout, and then switch skills/weapons as needed.  Here is a slight modification to your posted build that I would recommend.  Keep a Warhorn equipped while you travel, and switch it out when you are about to fight.  Enfeebling Blood from Weakening Shroud trait will add to your DS suvivability by putting weakness on melee attackers that are killing you.

If you want to go more support, you will need to drop your damage some.

Edited by Quillixx, 13 December 2012 - 01:44 AM.

#3 Phenn


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Posted 13 December 2012 - 12:47 AM

Awesome. That's exactly the kind of feed back I need. Much appreciated! I'll give it a go here in the next couple of days and see what happens.

#4 Nemhy


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Posted 24 December 2012 - 08:45 PM

This build seems like it'd be pretty good for dungeons...if Anet ever fixed the damn chilling darkness bug.

Also tagged with one or more of these keywords: staff, marks, wells, power, precision

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