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Posted Captain Bulldozer on 13 August 2013 - 10:41 PM
So, I disagree that it has to be that way Calypso. I disagree that it's more fun to play one prof more than any other. Really, (unsurprisingly to me) I disagreed with just about everything you said No hard feelings I hope!
Posted MazingerZ on 13 August 2013 - 10:36 PM
If you ask me, one should expect that.
Stopped reading right here because you don't understand.
People are willing to work twice as hard.
They're willing to work harder.
But they're throttled by DR and daily rewards that are account bound.
Read the thread before offering your wooden nickels.
The rest of your tripe is telling people how they should play the game.
Posted Captain Bulldozer on 13 August 2013 - 10:20 PM
Oh yes, and high cost skill point items when skill points are character bound, with no way to transfer skill points between chars (like GW1 had).
There're are plenty more of course...
My theory is that the people developing GW2 are largely people who are "new" to anet and brought in all the bad ideas from working on other shitty MMOS out there instead of bringing good ideas from GW1.
Posted BrazilTheHue on 13 July 2013 - 01:39 AM
All I'll say is that if you are skeptical, watch the video evidence.
Before we get started
A lot of people seem hate on Rangers, and this is most likely because of the average Longbow using Juvenile Brown Bear shitty pug that we all know and hate. When played correctly, Ranger is a ♥♥♥♥ing monster.
- Sword - Primary DPS weapon. Very strong DPS, but it comes with a catch. You can only dodge when the first 2 attacks in the chain are completed and after the third attack in the chain is completed. Hopefully that makes sense to you.
- Warhorn - Primary supplement to Sword. The 4 and 5 ability are fantastic, what more can I say.
- Dagger - Swap to this if you need the evade from Dagger 4. Dagger 5 can also be used to aggro mobs from a distance. Swapping will also cancel your Sword chain, so you will get an evade on command. If you have high latency, this may not work as smoothly though.
Armor and Trinkets
- Berserker's Trinkets
- Berserker's Back
- Berserker's Weapons
- Either all Berserker's armor or Assassin's head, chest, and legs with the rest Berserkers
- Sigil of Perception on a Sword and Warhorn for stacks
- 10% Sigil on your main Sword
- Sigil of Force on your main Dagger and Warhorn
- 30 Marksmanship. I, VII, XII.
- 25 Skirmishing. I, V.
- 15 Nature Magic. IV.
Skills to Have
- Healing Spring
- Troll Ungeunt
- Quickening Zephyr
- Frost Spirit
- Sic 'Em
- Rampage as One
- Curry Butternut Squash - Crit Damage and Crit Chance. Expensive as ♥♥♥♥ but good to have.
- Sweet and Spicy Butternut Squash Soup - Best option for every class, this especially.
- Dungeon Potions - Duh.
- Seaweed Salad - 10% Damage while moving. Apparently bugged and gives no damage bonus.
- Orrian Truffle and Meat Stew - Endurance refill and Might on dodge.
Hopefully this guide serves as a demonstration that bad players have soiled Ranger's reputation for all of us, and if you want to break free of a stereotype, you've got to do some work to prove others wrong. Here are some DPS tests for you if you are still skeptical:
CoF World Record in 5:27
Posted draxynnic on 10 July 2013 - 05:30 AM
Seriously... having looked through it, there's pretty much nothing in the LS content so far that caters to players who don't like JPs or races. The city and most of what you can do there is, basically, one big jumping puzzle (and getting charged for waypoint fees when you miss something is rude), and a third of the achievements available are "go do these jumping puzzles in the world" - also a bit rude, considering that that's what the Aetherblade cache achievements required, so that's basically two fortnights in a row where it's been JP based.
The kite drops in the open world are following the same "first player only" model as with holo projectors and the like, which is nonsensical, since I can't see any way they could be abused if they were treated like nodes (one player activating them doesn't block other players from using them) - at least the others had the fig leaf justification that if they could be activated by multiple players in succession, a single projector/gift box/whatever could be farmed. So as well as another third of the achievements being tied into the rollerbeetle-style racing, getting the kite drops are also a matter of racing other players. Fortunately, they don't drop much to speak of, so that isn't proving as competitive as it was for holoprojectors.
Still, what it boils down to is: If you're not a fan of jumping puzzles, racing, or sPvP, there's not a lot for you in this update.
Posted Baron von Scrufflebutt on 27 June 2013 - 03:27 PM
Posted NruJaC on 05 March 2013 - 10:24 PM
The core of the build is +70% condition duration and +80% might duration which lets you stack both might and vulnerability on the target up to around 20 stacks consistently. A long standing sigil bug (shared CD between swap sigils and on-crit sigils) prevents it from getting to 25 stacks in either.
Some terms I'm using in this guide that you may not be familiar with:
* Effective HP (EHP): a measure of how much damage you can take or mitigate before dying.
* Effective Power (EP): A measure of how much damage a single attack will deal.
As usual with many necromancer builds, the major trait picks are very flexible. There are a few required picks though, and so I'll explain what they are, and what options are available.
+30% condition duration is one of the main draws of going deep into spite. It also helps that you can take spiteful talisman, and your pick of Close to Death or Axe Mastery. Either of the grandmaster traits will work this build, it just depends on how much you favor long fights -- CtD wins out in long fights, but Axe Mastery is better when you have trouble staying in dagger range. Up to you. Pick your favorite trait for the second major trait. I've picked might on life blast for the moment, but I'm gonna test out the retaliation trait to see how that feels.
You very much want Master of Corruption here. 24 second CD on Blood is Power means those 10 might stacks fall off for just 3 seconds before you get them back on. The other major trait pick is up to you, though I personally favor Weakening Shroud. Fury is also nice, and because of the way the build plays, you'll be popping in and out for fury for a very consistent 60% uptime when you don't need the extra health bar.
20 Death Magic
You're almost entirely here for the +20% boon duration. The major trait picks are largely up to you. Dark Armor is pretty nice here, as is Death Shiver for some more vuln. Dark Armor gives you extra damage while you heal on dagger 2 or death shroud 4, and while you burst with axe 2.
You want to wear as much berserker gear as you feel comfortable in, and soldiers or split picks of knights/valks to make up the difference. Necros are in the relatively unique boat that their HP and Armor are well balanced (HP ~= 10*Armor), and this build doesn't put out much healing. I'm currently sitting at 45mil effective HP, which is the minimum level for meleeing a dungeon. Less than 45 million is considered more or less glass cannon, while more is increasingly durable. We're going to toe the line with this build, and count on dodges, well timed heals, party support, etc. to stay up. If you feel less comfortable playing squishy, don't hesitate to wear more soldiers gear to bring yourself to a comfortable level. Remember, dead = 0 DPS.
As for runes, take 2 sup. strength, 2 sup. hoelbrak, 2 sup. fire, for a total of +75 power and +60% might duration. This provides the bulk of your might duration, and without it, the build kinda falls apart.
For sigils, you want a sigil of battle on each weaponset. The other sigil has some options. Ideally, we want the sigil of strength on your other weapon, so we can get up additional stacks of might. Or we'd like the sigil of fragility to get additional stacks of vulnerability up on the target and help out our party. But both are on-crit sigils, and due to a longstanding bug, on-crit sigils share a CD with on-swap sigils. So the 9-10s CD on the sigil of battle permanently locks you out of any on-crit sigil, or any other on-swap sigil. The sigil of battle provides 9 stacks of extremely consistent might, and so dropping it is inadvisable. So that leaves us with less desirable options. First, we have the sigil of force which increases our damage by 5%. Second, we have the sigil of bloodlust which gets us 250 additional power. From a pure theory stand point, the sigil of bloodlust is better. However, because stacks are lost upon entering an instance, and upon going down, it's difficult to keep 25 stacks of bloodlust up at all times. Since the sigil of force gets you most of the way there (for me, the sigil of bloodlust is a 6.8% boost to EP, while the sigil of force is exactly 5%), and requires no upkeep, I'm currently favoring it. The sigil of bloodlust is the better option though if you can keep the stacks up.
As for food, there's no option but to take Rare Veggie Pizzas. It gives you +40% condition duration, which takes your total condition duration bonus to +70%, allowing you to maintain 20 stacks of vulnerability even while weaponswapping constantly. For this build to work, you have to ensure the food buff is on you at all times. Otherwise you'll lose most of your vuln stacks every time you swap weapons, and be starting from scratch. This makes you less effective, both in terms of damage output, and party support.
Your sets are axe/focus + dagger/warhorn. I'm playing with the idea of a variant that drops the warhorn in favor of just 3 weapons (axe/focus + dagger) so you're always on focus when you swap. This of course sacrifices an interrupt and some aoe damage, and it'll take some testing before I'll have any recommendations on the matter. But for now, here's how you play the weaponsets you have available with this build.
Stack vulnerability with axe 1, and burst with axe 2 whenever it's off CD. Save axe 3 for trash fights where party wide retaliation and aoe cripple are most effective. Back off to range when you're on axe so that your heals have a chance to come off CD, and you absorb less damage. You also lack the melee control that dagger/warhorn gives you so you're less able to avoid damage coming your way. So get out of there! This dual nature is where the name of the build comes from, since every 10s you're phasing in and then out.
This is probably the tougher weapon to master because when you're on axe, you want to be both dealing damage and stacking vulnerability, but they're somewhat contradictory tasks since axe 2 and axe 1 are so vastly different. Balancing your usage of these two skills is key to mastering this build.
Get into melee range and make use of the control offered by the dagger/warhorn combination. Dagger 1 deals high single target damage (I believe it's the highest in the game, but I'm not sure), and intelligently make use of dagger 2/3 to keep yourself alive. Remember that dagger 2 does a significant amount of damage, so don't be afraid to pop it early and often. The mechanics of this weapon are easier to master, and so you're more free to focus on the details of combat -- which you'll need to, in order to stay alive!
Focus 4 is where the money is at for this build. In aoe situations, it spreads vulnerability and regen around like candy, which is just great. But when you isolate a target, you can pop up to 15 stacks of vulnerability on the target with just this one ability, which is fantastic. You want to use this ability *whenever* it's off CD and you have the focus available. You also want to try and maneuver such that bosses recieve their full dose, or such that you give the party a bit of healing when they need it. I'm trying to figure out the viability of a variant that keeps the focus handy at all times, and just swaps the dagger and axe because of how awesome this one skill is. Also, if you find that one mob that puts up boons, focus 5 is a nice nuke/condition strip.
The most situational weapon available to you. The daze provides an interrupt to stop certain important attacks and the aoe cripple/personal swiftness lets you quite easily run out of the way of damaging attacks. Use these tools to keep yourself alive in melee range, because this build just doesn't have a ton of healing. This is a weapon that very much requires you to learn fights, so you know when to daze, when to dodge, when to flank, and when to run away. But when you get good with it, you'll make fights look easy.
First, Blood is Power. It's the necro's best friend. I can't imagine a PvE build that doesn't run it. And we're built to make it as awesome as humanly possible. 10 stacks of might for 21s on a 24s CD, it doesn't get much better than that.
The other two slots are very open and you can pick your favorites. You can help your AOE situation by running epidemic to help the party out by spreading vulnerability around. You can run wells. You can run signets. It's really up to you. My favorites? I run wells when I'm in a party that doesn't coordinate fields. I've always loved wells, and love dishing out that aoe damage. And they do massive damage with this build. But some groups are well coordinated and very good at this game, and so they'll have noticed that dark fields are pretty much always superceded by some other field. For example, a scepter/dagger support ele is gonna be dropping blast finishers on a fire field for party-wide might to clean up trash extra quick and burst bosses when it's important. In this case, a poorly timed well can *ruin* the entire party's effectiveness. And besides, who's a dick to their dungeon group and *doesn't* bring signet of undeath? So what I do now is generally run the signet of undeath, and swap my utilities for every fight. Sometimes I just want a little more power, other times I want to clean up trash. I'll come back to this section later and fill in more details on how to pick situational utilities.
This build is focused on single target take down, i.e. boss fights. The idea is to flash death shroud and swap weapons every 10 seconds, on the nose. Death shroud gets you ~6 seconds of fury, and swapping weapons adds 3 stacks of might for nearly 30s. The result is a 60% fury uptime, and 9 stacks of pretty much constant might after 30 seconds into a fight. This means you're not at peak performance in short fights, and you have a 30 second warm-up period. It's a definite downside to this build. But you can get most of the way there instantly, and so you're not worthless in short fights. You're more like 75% effective after a well placed cast of Reaper's Touch (RT) / Blood is Power (BiP). Maintaining peak effectiveness takes practice to get the hang of. This is *not* an easy build to master. You need to get into the habit of popping death shroud and weapon swapping every 10 seconds, on the nose. While keeping up your damaging attacks (dagger 1 / axe 2), building vulnerability while on axe/focus, and keeping BiP on CD at all times. And you need to keep yourself alive.
Against trash you want to walk in with dagger equipped. Flash death shroud, pop focus 4, BiP, swap to axe, and hit 3 early in the fight. This will give you 13 stacks of might, put vulnerability on as much of the trash as possible, and pass retaliation out when it's most important. Then pick the strongest target, auto attack to build vulnerability on him (and use epidemic if you're running it), and start weapon swapping when it's off CD.
Against bosses, it's less important which weaponset you open with, since the fight is much longer. Get your might up, start stacking vulnerability, and start swapping weapons as appropriate. The idea is to phase in and out as appropriate for the fight and the weaponset you're on. While on axe, build vulnerability with axe 1 / focus 4 (keep focus 4 on CD against single targets), and burst as often as possible with axe 2. When the 10s are up, flash DS/swap weapons, and dart in there really put some numbers up with dagger 1. Use the other 4 weapon skills to keep yourself alive. It's more important than doing damage, I promise. And when the 10s are up, swap back and retreat to 600 range. In some fights, melee range is just too dangerous. Hell, sometimes axe range is too dangerous. Keep a staff handy in your inventory just in case. Again, dead = 0 dps. Play smart, maximize vulnerability, maximize might, maximize damage dealt, minimize damage taken.
Be the wraith -- deadly, but untouchable.
I'll add more as I see fit, and as I tweak the build.
Thanks for reading!
Posted Entombed on 01 March 2013 - 05:39 PM
(This was originally designed for the official forum, although due to length I am posting elsewhere and I hope to have an abbreviated form on the official site soon. I have taken careful consideration to keep this post from being incendiary or rude to the community, the players, and of course, the ArenaNet staff. Any names cited, were for sole purpose of attributing ownership to used quotes and not meant to insult, or be otherwise disresectful to anyone. I hope you agree, that I have followed the Code of Conduct to the best of my ability, to keep this thread from being deleted and to inspire useful discussions by all parties involved.)
Let’s start with something small. It’s the moment to moment details that reveal the work ethic of a company and its concern for its players. For those who don’t know Final Rest was a staff discovered in the game files that is visually unique and appealing to many. However, for months the staff could not be found in-game. Many player’s attempted to go to the forums, ask questions in interviews/AMAs, and even message employee’s in-game to discover it’s location or to show ArenaNet that it was indeed bugged.
“I can’t give away any spoilers, but I can confirm that I’ve looked at the loot tables, and it is in the game. It’s a very rare reward from defeating a boss in the open world.”
"Just a quick note—I said the odds of it dropping was closer to .005 than the 1 in a million or so that was tossed out. Those aren’t the exact odds, but if my math is correct, 10 players running the event every day might expect one staff to drop after about 7 months. (And we haven’t been out that long.)"
-All from Jeffery Vaughn
-There are easily more than 10 (albeit likely different) people who participate in the event daily with various amounts of magic find.
-We were told it was not a bug, but a rare spawn that would take 10 players 7 months to see a single staff drop.
-In six months post-launch, we have not seen a single Final Rest.
-March patch = boom hundreds of Final Rests.
Logical Conclusion: When you said you “boosted” the drop rate in a recent quote, you really meant included it in the drop table bug free, and decreased it’s rarity several logs.
Question in a Recent Interview: Where's Final Rest?
Colin: Someday you will all discover it and everybody will be really excited.
How does a bug fix on a staff dropping from an event that many people do daily, make us all “really excited”?
As easily surmised, it’s not only easy, but probable a company will be make poorly worded quotes without malicious intent.
Let’s move to the now infamous ascended gear debate, albeit briefly. There are many arguments for either side that has been said and heard hundreds, if not thousands of times. I intend to avoid it, and expose direct quotes which are plainly “wrong.”
Ascended Gear Quotes:
“We absolutely design everything we do with minimal grind and will continue with this principal moving forward.”
What is your/ANet’s definition of grind?
Repetitive game play that is not fun. –Chris Whiteside
These quotes were taken from a Reddit AMA in November of last year. At the time Ascended gear could only be achieved through Fractals, a mistake that was later admitted to by the company. We have since moved to several, yet still unachievable in major features of the game like WvW, options of achieving them. You can do dailies for approximately a month for each ascended piece of gear. You can farm guild missions and commendations, and achieve them through a combination of gold and commendations, or 40 laurels and 50 ectoplasms. Or you can simply gain some from Fractals, or a combination of materials (gained from Fractals) and craft your own. The problem is that these are largely out of reach by a majority of the playerbase without investment of significant “grinding.” Dailies are often the definition of “do these things every day” and achieve a small reward. ArenaNet has now provided a diversity of things that we can do to achieve a daily, which has only missed the point. If you kill 20 rabbits one day, and then are asked to kill 20 underwater creatures the next, that doesn’t suddenly change the nature of the daily. It’s intended to be a short repetitive activity that is completed daily or nearly daily to artificially create a form of progression for an item. It’s still repetitive…and as one of the few opinions in this thread, is not fun. I have yet to find myself, friends, guildmates, or anyone exclaim “I’m excited to do my daily today!”
Let’s move to the current January/February Release window and talk about a quote that has been thrown around quite a bit by the community, and examine the recent releases of content.
January/February Release Quote:
"But January and February are actually our biggest updates to date. They’re even bigger than all the stuff we did in October, November and December. And I think that when people see how much stuff they’re gonna get for no monthly fee in January and February, they’re probably going to be blown away. These two months combined are basically an expansion’s worth of content for free."
-The WvW patch that was slated for January, was pushed back to February, and then moved back to March was originally intended in the “expansion worth of content” Colin was referring to at the time.
-There are usually around 5 major features in each patch, which typically include, for lack of a better word, content.
-2 of the 5 for February’s patch were “Choosing Your Own Daily Achievements” and Previewing on the Trading Post.
-The only additional content increase in February were a couple of cash shop items, a new sPvP map, and essentially the addition of portals and non-unique enemies in the Living Story.
-January included guesting that was intended to be included at launch, an improved achievement system, and bug fixes to WvW.
-The major points of a patch should not include bug-fixes and revamps of existing, broken content.
Logical Conclusion: What we have seen is nothing even resembling an expansion worth of content. (Even if you want to include March’s content, which admittedly has yet to be fully revealed, it would not resemble an expansion.)
Let’s move to WvW, arguably one of ArenaNet’s most popular features. In six months of release, the only thing added to WvW were bug fixes. Instead of attempting to stop hacks and exploits by single players, ArenaNet chose to simply remove the orb system. Before everything was incredibly dynamic, due to mismanagement in realm populations (free realm transfers for roughly five months again due to guesting), and no, we see the opposite side of that coin, it’s static to the point of decay. Realm ranks are hardly changing, and each week the story seems to remain the same. The same realms place 1st, 2nd, or 3rd each week, rarely changing tiers. No forms of progression or reward have been added in six months, and we are holding on the promise that the WvW patch will come out next month. Even with the promise of new content, it’s the length of time that has passed that is discouraging for many of us.
We have seen dungeon revamp after dungeon revamp, waiting for you to finally get it right. We have watched you include temporary content again and again, without adding to the core of the game. We have been waiting for ArenaNet to wake up and improve on their original design.
Let’s examine material that has yet to be fully made, that holds the potential of promise, and a return to original design principles:
The Living Story
We have seen two installments of the story, with the promise of much more exciting material to come in March.
-The first installment included random NPCs walking towards two major cities in two zones that “needed” aid.
-It included collecting mementos, fixing signs, and curing the cripple condition off them, with less than 5 unique dynamic events and a single title to come with it.
-The second installment now includes two main objectives, fighting portal-spawning enemies, and providing refugees with lost items.
Logical Conclusion: There are not a lot of content or interesting things to do in-game involving the living story.
An addition of twenty dynamic events would arguably have more content than these last two installments of the living story. There is nothing that makes it special, unique, rewarding or even interesting to the average player. And once again, we are relying on a promise by Angel McCoy, a chief architect along with Ree Soesbee and Jeff Grubb that created the lackluster personal story. Even worse, it appears as though ArenaNet is making the same mistakes.
“In order to make this easier on ourselves, and on you, we’ll be introducing a set of characters specific to the Living Story, at the end of March. Hint: one’s a norn, and one’s a charr.”
-In both the Lost Isles Patch and the Halloween patch,the ArenaNet team was largely criticized for a lackluster, initial phase of events because there weren’t many things a player could do.
-The Personal Story was largely criticized for revolving around a NPC rather than the player, making the player feel less than heroic.
-The Living Story appears to have the same flaws as both the previous patches and Personal Story.
ArenaNet is not learning from past mistakes.
I could use this remaining time to talk about the blatant lack of additional skins to the game. The large majority of skins released have been temporary releases. I could elaborate more on the failures of the Personal Story, and the complete reluctance by ArenaNet to address or fix it. I could address the growing concern by sPvP players that ArenaNet is not doing enough for the e-sport community. However, I think by now you understand my point. I am not satisfied with the games progress post-launch, nor do I find it acceptable for ArenaNet to continue to make false claims nor learn from previous self-admitted mistakes.
In conclusion, this post is meant to raise public awareness of ArenaNet’s past remarks and errors, and enact change to the game to make it better. ArenaNet, you can do better.
Sanctum of Rall
Posted Gileas898 on 04 February 2013 - 05:31 PM
Basically we will get 2-3 new events in Orr, another useless NPC who runs around and drops crap items, and a reform of the WvW achievement system.
2/3 of these features will be broken, obviously, and they will have no ETA on when it will be fixed.
Add to this a couple of nerfs to drop rate that are called bug fixes, along with a nerf to ranger Longbow damage by 10% and we are ready to call it GW2 version 2.1.
Posted RaoulDukeHST on 03 January 2013 - 10:33 AM
Posted Reverse Ghost on 31 December 2012 - 11:25 PM
As for Terror, since it does more damage the higher your condition damage stat (30% of the stat), I was getting 779 and 1169 (with a condition on the foe) damage from terror at 1389 condition damage. This scales with the Pizza, the Sigil of Corruption stacks, and the might from Blood is Power.
With a base of 1389 condition damage, from the Mists tests, you get:
Now I just started working with Terror (well, since the update that made it possibly good) but so far I'm liking the numbers I'm seeing. It gives another incentive to use a fear and has some of the best "burst" we can do as condition Necros.
Posted Reverse Ghost on 31 December 2012 - 01:19 AM
Welcome to my guide!
I will be updating constantly, so be sure to check back
periodically to catch all the new additions!
2 Feb - Latest Update: Updated the Runes section under Gear and Stats
• 20 Jan: Added link to my hybrid build topic
• 10 Jan: Added all the minor traits and a small sample of a build discussion.
• 8 Jan: Added section on Curses minor traits and a special section about Target the Weak. Changed format to include the use of [ spoiler ] tags to make things a little easier to navigate.
• 7 Jan 2013: removed the "legacy" section. Will be incorporating parts of build and trait discussion into the main, and now only, section.
This guide focuses on the Necromancer reaching +100% bleed duration through traits, runes, and consumables. This topic will serve as an analysis of what it means to have +100% bleed duration, and how this affects your play as Necromancer.
Because of the way bleeding does damage, having +100% duration is the only way to ensure that all your bleeds from all sources are never denied some damage because of a fraction of a second.
In this guide I will go into some degree of depth with some ways to achieve +100% bleed duration and what that means for you as a player. There will be math and spreadsheets. I like spreadsheets.
In this section I will explain how bleeding works and how it is affected by doubling its duration.
A figure of +100% bleed duration comes with a few key benefits. The first and most obvious one is that it doubles your bleed duration, which doubles your bleed damage (if the bleed ticks for its full duration). Bleeding only does damage once every full second, so a 5-second bleed does damage 5 times. If you increase the duration to 5 1/2 seconds, the bleed still only does damage 5 times.
If you were to increase your bleed duration by 50%, that 5 second bleed becomes a 7 1/2 second bleed. But because of how bleeding works, it does damage only 7 times. You would have to increase bleeding duration by 60% to get the duration up to 8 seconds for that extra tick. Since bleeds have different default durations, the only increase that you can be sure will never leave you with a fractional time on your bleeds is +100%.
+100% bleed duration is also the only way to get a 1-second bleed to tick multiple times. Specifically, the 1-second bleed granted by the minor trait Barbed Precision. Depending on your gear, you should have between 50 and 70% crit chance. 66% of those crits will trigger Barbed Precision, which now ticks twice per application, doubling its damage.
Under normal circumstances, extended bleed duration benefits shorter bleeds more than longer bleeds because shorter bleeds have a higher chance to tick for their full durations. Barbed Precision will almost always tick twice, but fights that last less than 18 seconds will "waste" some of Grasping Dead's extended duration (see the Bleeding Sources section below for a list of bleed times).
In this section we look at what skills the Necromancer can use to put bleeding on its target.
Skill 1 chain - Blood Curse (1 stack), Rending Curse (1 stack), Putrid Curse (no bleed)
Despite the tooltip, the first 2 skills of this chain apply a 5 second bleed each.
At 100% bleed duration, we're at 10 seconds each
With Lingering Curse - 13.33 seconds
- This is our main source and most reliable way of applying bleeds. In addition to the first 2 skills of this chain which apply bleeds, this chain has a fast attack time which means more chances for crits and thus more chances for bleed-on-crit procs.
At 100% bleed duration - 14 seconds
With Lingering Curse - 18.62 seconds
- This skill is a great opener in a fight. It cripples and applies 3 long stacks of bleeding.
Skill 5 - Enfeebling Blood (2 stacks) 10 seconds
At 100% bleed duration - 20 seconds
- 2 more looooooong stacks of bleeding and some weakness. Basically use this on cooldown.
Skill 2 - Mark of Blood (3 stacks) 8 seconds
At 100% bleed duration - 16 seconds
- Similar to Grasping Dead's 3 stacks, but these last longer and are on a shorter cooldown. This skill should be spammed when using Staff.
Blood is Power (2 stacks) 30 seconds
At 100% bleed duration - 60 seconds
Self bleed (2 stacks) 10 seconds
At 100% bleed duration - 20 seconds
- Not only does this apply 2 stacks of bleeding that last a full minute and 2 stacks of self-bleeding that last 20 seconds that can easily be immediately transferred to your enemy, it gives 10 stacks of might! That's an additional 350 Condition Damage (+17.5 / bleed tick) for 12+ seconds. Incredible skill.
At 100% bleed duration - 10 seconds
Not recommended to use
- A 90-second cooldown for 1 stack... The passive Power gain is tiny, but it could be useful for a quick Blind if you can time out the 3/4 second cast time.
Barbed Precision (1 stack) 1 second
At 100% bleed duration - 2 seconds
- This minor trait is the whole reason this thread exists. It normally has a 1-second duration. The only way to get this to tick more than once is to have +100% bleed duration.
- Because of its short duration, this proc will almost always tick for its full length, which cannot be said about longer bleeds
Sigil of Superior Earth (1 stack) 5 seconds
At 100% bleed duration - 10 seconds
- Similar to Barbed Precision, this Sigil has slightly less of a chance to proc but does a much longer bleed. 30% of your hits should proc this.
At 100% bleed duration - 14 seconds
Not recommended to use
- This one loses out because there are better options. 9 second cooldown. Interferes with sigils of Earth and has a radius of only 240.
Rune of the Krait [4th set bonus] (1 stack) 10 seconds
At 100% bleed duration - 20 seconds
Not recommended to use
- You don't want to be getting hit anyway.
Dark Path (3 stacks) 5 seconds
At 100% bleed duration - 10 seconds
- Well you've got access to it no matter what, and the chill can be nice for kiting
In this section we look at exactly how to go about increasing your bleed duration, and gear synergizes well with a focus on bleed duration and damage.
1. Every point in the Spite traitline increases condition duration, called Expertise, by 1% -- up to 30%.
2. The major trait Hemophilia in the Curses traitline increases bleeding duration by 20%.
3. The pizza consumables increase condition duration by 8, 16, 24, 28, 36, and 40%.
4. Your Rune choice should be your starting point (focusing on 2 main options) and they deserve their own special section:
There are a few set bonuses from runes that increase bleeding damage by 15% and these will play an important role and should be your starting point. The three runes I'll be focusing on here are Afflicted, Krait, and Centaur.
With these 4 things in mind, we can plot out some different ways to get to +100%. Keep in mind that these are just some suggestions I have laid out here. There are other runes that increase bleeding / condition duration.
(Expertise is Condition Duration from putting points into the Spite tree)
On the left, signified in blue, are some sample setups using 3 Runes of the Afflicted and 3 Runes of the Krait for +30% bleed duration. On the right, in red, is 2 Runes of the Afflicted, 2 Runes of the Krait, and 2 runes of the Centaur to achieve a +45% bleed duration bonus. Please note that incorporating Runes of the Centaur results in a loss of 110 condition damage, which equates to a 5.5 bleed damage per tick loss (20 points to condition damage equals 1 more bleed damage per tick).
In the above table, I used the lowest level pizza possible to get to (or slightly above) 100% bleed duration. However, it is advisable to use the highest level pizza you can reliably afford because it also adds a Condition Damage buff.
First let's do the Blue Side
The only differences in this side are the amount of points put in to Spite, as you can see, which leads to different pizza minimum requirements. 30 is the most you can put in, and lets you utilize the cheapest type of pizza you can get on this side.
The middle box is included because it is the setup I'm currently using in my hybrid build.
10 points in Spite the minimum you can get by with here unless you use a Superior Sigil of Agony in one of your weapon slots. Using that Sigil allows you to completely forgo Spite, however you must still purchase the most expensive pizza.
As far as this side goes, you can basically add any amount of Spite you want (of course multiples of 5 are best for other reasons) and there will be a pizza you can use to suppliment that choice.
The Red Side
The extra +15% bleed duration from this Rune setup allows for some more interesting variations. As you can see, the 3 examples are headed by the aspect no longer required.
The top box shows a no-Spite setup, the middle frees up a trait slot, and the bottom shows a combination that requires no pizza whatsoever, so long as you equip a Sigil of Agony. This eliminates the need to spend money and constantly re-apply the consumable buff, but it does require a heavy investment into Spite. If you do go this route, you can use Bowl of Truffle Risotto for your food buff, which boosts Condition Damage and Precision.
This side results in a loss of Condition Damage from Runes, but allows for a higher variety of builds.
After you have achieved +100% bleed duration, I recommend you look at Critical Hit Chance, i.e. Precision. Critical hits are important for condition Necromancers because of Barbed Precision and Sigils of Superior Earth. You will already be investing 30 points in Curses which comes with +300 Precision. At level 80, all professions have a base crit chance of 4%, and every 105 points of Precision added increases crit chance by 5%.
After achieving your personal crit chance goal (I suggest between 50% and 60%), the next step is to boost Condition Damage as high as possible so those bleeds hit as hard as they can. When it comes to increasing Condition Damage, we basically have 3 main options: Carrion, Rabid, and Rampager's.
Carrion gear gives Condition Damage, Power, and Vitality.
- Primary boost to Condition Damage, which is good, but has no precision. This gear works best in a hybrid setup because of the increase to Power.
- This is a very popular choice for Condition Necromancers. In addition to having both the stats we're looking for, it also increases Toughness, which works well with a build trying to go for max Condition Damage, but not necessarily duration ( it synergizes best with Runes of the Undead). This set leans more toward Condition Damage boosting rather than Duration. See Lopez's excellent guide.
- Like Carrion gear, this setup works best with a hybrid build. Because its primary stat boost is to Precision and not Condition Damage, I recommend only using this gear to reach your Crit Chance goal and then supplementing it with gear with a primary boost to Condition Damage (like Carrion).
Bolded is the line to reach 50% crit chance, a great baseline to shoot for. As you can see, we need to add 966 Precision, and we already have +300 Precision from filling out the Curses line, so we need only 666 (teehee) points from gear.
You can decide for yourself how high of a crit chance you like. Remember, Barbed Precision has a 66% chance to proc a (now) 2-second bleed on critical hits. Additionally, Sigil of Superior Earth has a 60% chance on critical hits (2-second cooldown) to apply a 5-second bleed, which becomes a 10-second bleed because of our increased duration.
Here is an example of my Exotic gear setup for 50% crit chance which uses Rampager's and Carrion gear:
Note that the above setup is for a hybrid build. If you choose to go full Exotic Rabid gear you will end up with 697 Precision, which gets you 51.48% crit chance.
I started by seeing the stats from full Rampager's gear, which put my Precision higher than my goal of 666. Then I began replacing Rampager's gear with Carrion until I removed exactly enough Precision.
Precision is slightly more important for hybrid builds because they gain the additional benefit of the direct damage component of crits, whereas straight condition Necromancers need it only for triggering Barbed Precision and Sigil of Earth.
With Superior Sigil of Corruption fully "charged" (+250 Condition Damage) and a 60 Condition Damage buff from Super Veggie Pizza, both of which should always be up, I have 1571 Condition Damage from this setup, which gives me a 121 damage bleed tick. By using Blood is Power and gaining 350 Condition Damage, I get up to 1921 which results in 138 bleed tick damage.
You can find more information about gear numbers here.
In this section we will go over some select minor and major traits. Let's take a look at each trait line individually and see what benefits we can get from investing our points.
Spite boosts Power and Expertise (condition duration). A lot of Condition Necromancers ignore this line because it does not synergize very well with pure condition builds, aside from Expertise.
Adept Minor - Parasitic Bond
Approximately 950 healing at level 80, and it affected by Healing Power. If you go a little further into Spite you get:
Master Minor - Death Into Life
This increases Healing by 5% of Power, which increases the healing done by Parasitic Bond (as well as your healing skill, of course). Together, these two minor traits provide some decent automatic healing. If you also grab III - Spiteful Removal, you can take on many enemies with some degree of ease.
Grandmaster Minor - Siphoned Power
This trait is kinda bad. You get 1 stack of Might that lasts like 4 - 5 seconds. Unlikely to have too great of an effect. In the rare event that your health gets down that low, 1 - 2 extra bleed damage per tick probably isn't gonna save you. I expect this to get buffed at some point.
Curses is the trait line that you will almost invariably be filling out completely, so we get access to all 3 minor traits and the Grandmaster Major trait, though you'll probably end up choosing Lingering Curse for that one anyway. This line gives Condition Damage and Precision.
Adept Minor - Barbed Precision
At this point, do I need to further deify this trait? You already know how amazing this one is. You get it for free and it gives back a sick damage boost.
Master Minor - Furious Demise
5 seconds of 20% increased critical hit chance synergizes very well with the Curses line which boosts Precision. Increased crit chance means more Barbed Precision and Sigil of Earth procs. If you don't find Death Shroud too useful otherwise, pop in and out every so often to get this boost for your main weapon.
Grandmaster Minor - Target the Weak
I want to make special mention of Target the Weak and how I believe it makes a strong case for hybrid Power / Condition Damage Necromancers.
Target the weak increases direct damage only by 2% for every condition on an enemy. It is located in the Curses line. Remember the Curses line also increases Precision, a trait normally associated with direct damage. Of course, we can take advantage of Precision to stack more bleeds, but most Condition Necromancers use it only for that purpose.
The Spite line increases Power and Expertise (Condition Duration). So by maxing out 2 trait lines we get Power, Precision, Condition Damage, and Condition Duration.
The biggest complaint a Condition Necromancer usually has is the bleed cap. No more than 25 stacks of bleeding can be on any one target. When are you most likely to reach that bleed cap? Fighting bosses or champions with a lot of attackers. And in those situations those bosses or champions usually have quite a few other conditions on them, because there are a lot of attackers.
So a pure Condition Necromancer, whose primary source of damage comes from stacking bleeds, finds itself out of luck. The minor trait Target the Weak means, however, that a Necromancer can do more direct damage in this situation, up to 22% more! There are 11 conditions that can be applied to an enemy.
Being a Hybrid Necromancer allows us to still be viable when the bleed cap is reached, do more than pitiful damage to world objects, and take advantage of the unappreciated synergy of the Spite line's 2 boosts.
I have maintained for a while on these forums that I believe it is better to be versatile in this game than to max out a single aspect of your character. The latter may make you great in some situations, but the former means you will always be useful.
Death Magic gives Toughness and Boon Duration. Unfortunately, all the minor traits revolve around minions. You're most likely in this line to get the Staff major traits.
Adept Minor - Reanimator
This trait is infamous. Forces you to spawn a useless minion after a kill.
Master Minor - Protection of the Horde
If you're in this line for the 2 Staff skills then the only time this will probably come in to play is because a Jagged Horror has spawned or if you use Flesh Golem for your elite. Either way it is not a significant boost to Toughness.
Grandmaster Minor - Deadly Strength
If you have a lot of Toughness already from your gear then this adds a little bit of Power, but as a Condition Necromancer you're probably not going to go deep enough into Death Magic and Spite to really take advantage of this.
Gives Vitality and Healing Power. This line is about health and daggers. This line doesn't necessarily have any direct synergy with a conditions build, but it does offer survivability in any situation.
Adept Minor - Full of Life
The 30-second cooldown is reasonable. Keeps you topped off for health somewhat. Not great, not terrible. Meh/10
Master Minor - Vampiric
25 HP per hit at level 80. Does not trigger from condition damage. Not great. You probably will not even notice it. There are major traits in this line that make this a little better or offer more functionality, but its still nothing game-changing.
Grandmaster Minor - Blood to Power
Decent trait. Your health should be above 90% the vast majority of the time, so it's almost a permanent direct damage boost (does not affection conditions). However, the investment cost is very high, taking us 25 points into the trait line.
Gives Critical Damage and increases Life Force Pool.
Adept Minor - Gluttony
Recently buffed from a 5% gain to a 10% gain. A little more noticeable but still lackluster. A pure Condition Necromancer will be using Death Shroud only sparingly anyway, and even hybrid builds try not to go under 50% Life Force.
Master Minor - Last Gasp
6 seconds of Protection is great, and it also gains some Life Force, both of which can save your life in a tough fight that isn't going well.
Grandmaster Minor - Strength of Undeath
Another +5% damage when in X situation. Again, direct damage only. All these direct-damage-only-boosts are really only good in hybrid builds (or just straight up Power builds, but you're in a bleed duration topic!).
More trait stuff
In this section I want to talk about some basic build templates you can use to take advantage of your new-found extra bleed duration. These are my suggestions for build ideas and are really just templates. Use them more as a jumping-off point than something set in stone.
We go into spite for +20% condition duration and to cause our Flesh Golem to do 30% more damage.
As always, a full 30 points into Curses. Hemophilia and Lingering Curse are standard here, especially if you need Hemophilia to get your bleed duration up to +100%.
I prefer VI - Terror for my Master slot because of the recent buff to the skill, but there are 2 main choices here that most people use: VII - Master of Corruption and IX - Focused Rituals. These are chosen based on what Utility Skills you take. If you take some Well skills, Focused Rituals is wonderful.
The choice is yours based on your utilities and playstyle.
The Staff's 2nd skill Mark of Blood can be spammed to great effect when coupled with II - Greater Marks and/or V - Staff Mastery.
However, I prefer to add survivability to the Flesh Golem in place of Staff Mastery. I tend to only use the Staff skills to start a fight and then finish off with Scepter / Dagger, so reduced cooldown isn't a big deal for me.
If you do not wish to use the Flesh Golem as your Elite skill, an easy set of replacement traits is simply VII - Spiteful Marks in Spite and V - Staff Mastery in Death Magic.
- Finish the Traits section
- Add some build suggestions and ideas
- More pictures!
Thank you so much for reading. If you have any comments or suggestions please feel free to leave them below, I will try to respond to all of them! Remember this guide is constantly evolving, and your contributions help shape it.
Posted this a pointed on 28 December 2012 - 09:54 PM
Posted Dosearius on 27 December 2012 - 02:28 AM
And, really, just why are you so butthurt over it, anyhow? Since there is no title associated with it, it's not as if it helps your e-peen. Get over yourself, you're gonna hurt something patting yourself on the back so much.