Dagger/Well/Powermancer - Any suggestions to better the build?
Posted 19 January 2013 - 09:00 AM
The basics of the build revolves around using Staff at range to support and do AoE conditions and damage. This is not a conditions build, so dont expect to do tons of damage this way. But since we are a light armor class, with low toughness, who does most of their damage in melee, its best to just support from the distance when everyone is in 1 big fight.
Where this build shines is 1v1, as a roamer, and a point taker from bunkers.
With the skills and weapons selected you can actually burst someone down very quickly with little to no danger to yourself.
Well of Suffering and Well of Corruption add massive ticks of damage to anyone stuck in melee with you. With Dagger 3 you can make sure they stay there. Also popping in and out of DS as much as possible for the quick stability and fury buffs really help out.
For defense we have 3 skills to basically nullify the enemy. Warhorns Daze with our runes of the mesmer is a 4 second daze that stops them from doing anything. Then we have the charge from our Flesh Golem. And Lastly Well of Darkness. Combined you basically have free range in a 1 on 1 situation where they never get a chance to attack you.
For Heals I took Consume Conditions even though we traited well recharge reduction. The ability to remove all conditions is just too good to pass up.
However Im always looking for suggestions to make this better. Any help or suggestions would be appreciated.
Posted 25 January 2013 - 09:40 PM
I have played it with the signet or with another well - I like spectral armor for the life force generation since DS is the main survivability mechanism - also have swapped out the axe/warhorn for staff and taken a couple of staff oriented traits instead (greater marks, marks generate life force, 10% dmg marks)
I have also played around with taking most of the points out of soul reaping and put them into blood magic for hp siphoning.
I have also tried running with the minion elite but I find it way to unreliable - the extra knockdown is nice but not worth it imo.
I mostly play hot join spvp so having survivability is the way I prefer to play - ymmv.
Right now I have been playing around with this, sort of a hybrid condition/well build:
Edited by Hankchinaski, 25 January 2013 - 09:41 PM.
Posted 26 January 2013 - 10:34 PM
Posted 31 January 2013 - 08:46 PM
So that implies you are sacrificing 15 points in Spite to go 15 into Curses for the fury DS trait?
Posted 01 February 2013 - 03:24 PM
Oh sorry, I meant the OPs build. I run a sort of furymancer build. I have tried out a few straight power builds but have not found one to my liking yet.
Posted 02 March 2013 - 09:51 PM
thank you for the link. I have two questions.
1.) Why is the staff equiped? There is no condition duration/damaged skilled. Is the staff still effective or is the axe better? I think the most enemies will force you into melee range.
2.) Why isn't the life drain of the wells skilled?
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