Reaper - Wells Midline

I'm not clear on what the proper procedure is for reaching a consensus on the finer details of a build that is to be considered meta; so I'm sharing my thoughts here:

I realize this may simply be a early iteration, but imo the build as it currently is makes some questionable choices in terms of runes, sigils and the like. I think we all know that the team-role of this build is basically to be walking artillery. As such, I can't agree with rune/sigil choices that heavily skimp on damage in favor of extra defensive options, when those defensive options are complete overkill when using proper positioning; in other words, foregoing part of your team-role in favor of selfish options. I'm all for people finding their own sweet-spot between offense and defense, but as it is, this build encourages people to basically neglect proper positioning all together. As such, please consider at least adding some more offensive runes/sigils as alternatives (Runes of Strength, Sigil of Strength, Sigil of Fire, etc.) and, ideally, add some part that explains the importance of positioning in relation to maximizing your usefulness to the team.

Finally, maybe someone can explain me how you're putting Mighty WvW Infusions (i.e. offensive infusions) into defensive infusion slots (armor and at least one of your earrings)? :D --Ki (talk) 17:02, 4 August 2014 (UTC)

And as an afterthought: staff is arguably your main weapon during an encounter, so maybe consider switching that around? --Ki (talk) 17:05, 4 August 2014 (UTC)
Seriously, the WvW section gives us the most work to do. Hard to find contributors for it and whatever you do, people will disagree on that. Not that it's wrong to do so, most of those suggestions are really good and have a point, but it's incredibly hard to find a build that pleases the crowd here. Btw feel free to change the things you'd like or even upload a build. :P Edit: I think someone changed the sigils since this build was added, I don't agree with them either. Could you update some details then? --Hanz (talk) 18:33, 4 August 2014 (UTC)
Imo, one of the major issues with these builds is the difference between higher and lower tier servers. I played on both CD (~Tier 5) and JQ (Tier 1), and while an offensive backline necro was perfectly fine in CD, I was forced into a more defensive backline necro for JQ. The organisation of the fights (Pugs vs Guild groups, level of commanding) changes what is really needed. Currently looking to record/stream a couple of clips showing fights using this build, will post them whenever I get to play necro. Edit: I personally run spiteful removal over well mastery, as fights generally tend to be over in one push (where the lower cooldown is not relevant) or long enough to cycle through the cooldown of the wells, even without a lower cooldown. The sigils for me are for sustain, since necros have no blast finishers for water fields, and their only real source of healing is from consume conditions, which is on a decently long cooldown. The sigil of restoration helps to deal with retaliation and stray AoE. The sigil of stamina is nice on the axe/warhorn, since when you pop plague, the sigils still apply, and the energy regen helps you keep up with the enemy to keep them blinded ( helps deal with cripple/chill). Also, has there been any consideration into adding a consumables section (food/oils), since that would greatly change how builds work. Lemongrass soup allows for more offensive runes for example.--DefineLies (talk) 20:28, 4 August 2014 (UTC)
I made several changes and added variations based on the discussion here. I hope this is somewhat acceptable. --Ki (talk) 18:38, 5 August 2014 (UTC)

Bigger marks

I feel like that trait is useless, the AoE cap is 5 and even with small marks you'll hit at least 5 enemies at once, if you're not doing it then you're playing it wrong. While it adds also the "unblocable" stuff it's not worth a trait.--Billaboong (talk) 13:47, 11 August 2014 (UTC)

Don't forget to use your signature please. But yeah valid suggestion, should we move those 2 points from death magic to Spite for spiteful removal? --Necromancer Icon Color.pngHanz(talk) 17:53, 10 August 2014 (UTC)
That really depends on who you are fighting, "on kill" stuffs such as food, trait and sigils aren't reliable while fighting guilds (except for bloodlust wich can be charged before) because you won't kill more than 2-3 enemies if you're facing an organized guild and if you do kill many of them then it's because you've won the fight. While with pug zergs it's cometely different because there always are those underlevels that keep dieing every 10-20 seconds. I'm currently only on my cellphone so I can't really check the traits and suggest a good alternative--Billaboong (talk) 13:53, 11 August 2014 (UTC)
The overwhelming majority of the WvW zerg fights aren't guild battles. We should aim for traits that work well in general - so builds that people can just pick up and go WvW with and be useful. --Necromancer Icon Color.pngHanz(talk) 14:05, 11 August 2014 (UTC)
Then yes, as you said move those 2 points from death magic to Spite--Billaboong (talk) 19:33, 11 August 2014 (UTC)
The 10 point that he picked up in Death Magic was Staff Mastery, not Greater Marks (which is a 20 point trait). Frankly, I don't see the use in Spiteful Removal here, not only is the activation a bit iffy (as was mentioned before), you have so much health, a full condi-clear on heal, condi transfer on your staff ... and you shouldn't even be where the condis are being thrown around to begin with. So, imo, Staff Mastery (or Vampiric Rituals) >>> Spiteful Removal. That said, I'd still pick Chilling Darkness (and Furious Demise!) over either of them any day of the week and twice on Sunday. :D --Ki (talk) 10:00, 16 August 2014 (UTC)
It's all about player preference, we can't please everyone :P If you feel like something's missing feel free to add it to the Trait Variants section. --Necromancer Icon Color.pngHanz(talk) 10:36, 16 August 2014 (UTC)

Foot in The Grave vs Deathly Perception

This build needs Deathly perception over Foot in the grave. The sheer damage potential with Wells+DS 4 outweighs the mere 3 seconds of stability. In a zerg you'll be fine without that sliver of stability because you'll have a guardian or two that will share stability. -nailuj

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