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I wanted to share this build which I have been testing recently. I'll admit it looks a little newbie at first, but I honestly find it to be decently effective. Would definitely appreciate feedback or suggestions. If you have a concern I can try to address it. For a necro player, I think this may be a better option, or at least a different option, than the bomber. I would say this build compares with mesmers and eles. Mesmers are faster at capping quarries and killing carriers, ele's are typically faster at killing players and better on ranger shrines than mesmers. The necro kills carriers about as well as an ele, and also does not have trouble with ranger shrines. The necro is not always superb against players, but against several players the DPS can go through the roof. The key advantage of the necro is that "bombs" can be "placed" very quickly on shrines, faster than the mesmer or ele can nuke a shrine. There is a delay between when the bomb is placed, and when it detonates, but during that delay the necro is moving on to other targets, creating an overall fast capper. It's also worth noting that I tried very hard to not require the Curses line, but there was just no other elite that could kill carriers as fast, and no other combo that could reliably plant a bomb as well as rotting flesh + suffering, they all required 3 skills instead of 2 which introduces a lot more chance for failure. Sonofthort (talk) 21:02, 17 October 2016 (UTC)

Something similar used to be a thing long ago (http://gwpvx.gamepedia.com/Archive:N/A_Weaken_Knees_Curser), so you're onto something. But if you want to kill shrines then the Contagion Bomber should do the trick better. --DefinitelyNotHanz (talk) 21:18, 25 October 2016 (UTC)
Thanks man. I appreciate the feedback. I'm not a big fan of the bomber build personally, you can read my review on it if you like. Anyways, I'll move this build to testing now if you'd like to rate it. Sonofthort (talk)
Bomber can only kill shrines. This build as well as the one I posted can kill both shrines and players.--- IGN: Saxazax I (capital i) or Saxazax I I - (talk) 16:55, 19 April 2018 (UTC)

I made a similar build[]

https://gwpvx.gamepedia.com/Build:N/D_JQ_Toxic_Chill --Saxazaxx (talk) 20:50, 8 April 2018 (UTC)[edit: fixed link--- IGN: Saxazax I (capital i) or Saxazax I I - (talk) 16:53, 19 April 2018 (UTC)]

WELL[]

The new build version (with toxic chill) which is currently in the making would still share the core idea of this build and the only vote is mine, which I could update. How about tagging this with rewrite instead of deleting it? --Krschkr (talk) 22:42, 28 November 2018 (UTC)

That's fair. I wasn't really sure. Honestly, was hoping to reach some sort of consensus with you guys before changing this bar. It sounds like we're still undecided about life transfer vs rotting flesh vs lingering curse, and undecided about the optimal versions of each bar. To be honest, I am not sure if any of these builds should be vetted. Maybe we can create a guide for degen necro. What are your thoughts? I can remove the well tag, and maybe change this to a trial build instead? Sonofthort (talk)
I missed that you said "rewrite". Would you mind adding the rewrite tag for me? Won't allow me to remove the WELL tag since I'm the author. Sonofthort (talk)

Enduring Toxin[]

Might end if the carrier stops to cast its KD skill to make someone move out of the way.--Saxazaxx (talk) 01:33, 30 November 2018 (UTC)

Wouldn't that be a very unlikely event? Even when the carrier at some point destroys a body block that just takes it 1/4 second + aftercast delay. --Krschkr (talk) 02:50, 30 November 2018 (UTC)
It's actually a pretty interesting observation nonetheless, never considered this. To expand on Enduring Toxin, one problem with the skill is that it can kill carriers in situations where you would not like them to die (if you kill carrier who is headed back to its base when you have already captured the quarry, the carrier will respawn at the quarry next time it is captured). This is a pretty manageable problem, but just something to watch out for. Overall, I'm still testing this build and the LT build. I've already listed the strengths, but a couple more weaknesses are that sometimes its advantageous to kill a shrine faster than this kills. This mostly comes into play when your carrier is walking by a ranger shrine, and you have to keep the rangers occupied while slow degen kills. Doesn't happen too often but happens nonetheless. Another "problem" (not sure how I feel about it yet), is that it definitely can feel squishy at times, especially when team is full of Ele bots. However, I still feel the build is mostly manageable. Both of these weaknesses are potentially areas where the LT build improves. Might even created some videos for this build later, still trying to work out the best path/strategy. Sonofthort (talk)

Videos[]

Added some videos, they're probably not perfect, but wanted to demonstrate the path/strategy that I would typically take. I also wanted to demonstrate how dash is used defensively, because I feel its an essential part of this build's survivability, and may be overlooked/not immediately obvious. If you have a chance, let me know what you think of the videos, and if any improvements could be made to the play style! Sonofthort (talk)

I'm all in for having a video or two to show how a build works and looks like in action. In this case I don't currently see the need for two videos, though: Luxon and kurzick side are pretty much the same (with just a tiny advantage for kurzick at yellow and purple), as that map is laid out symmetrical with the same goal for both teams, in contrast to fort aspenwood. From the look of it the main issue of the build currently is survivability. I wonder whether shameful fear is actually worth it with a casting time of two seconds, which you could rather spend sending toxic chill into recharge. If the build works about as well without shameful fear soul feast/consume corpse could be a nice way to increase the survivability. CC might be a bit burdensome with its shadow steps at times? --Krschkr (talk) 01:15, 3 December 2018 (UTC)
Removing shameful fear is a really good idea. It could potentially be an optional slot - the videos hopefully demonstrates that the current bar works without extra defense (assuming dash/shadow step properly), but I definitely have to play with some other options. There is a lot of overlap between the videos, but demonstrating how the map differences are used I hope is worthwhile. It mostly comes into play when Kurzick attacks purple and Luxon attacks green, and I'm slightly less confident about my luxon strategy at this point. Sonofthort (talk)
After a bit of testing, added Parasitic Bond as an optional. Was concerned about missing the TC trigger hex when removing Shameful Fear, so this was a good fit for self heal. Suffering can still be used as a trigger hex but its not as spammable energy-wise. CC also can be alright, and the shadow step can be advantageous at times even. Sonofthort (talk)
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