Build Feedback: Me/N Condition Bomber
A guildie recently asked me to make him a broken Mesmer/Necro build. I think I may have found a way to break this combo, but I figured I'd run it by here first and see what you guys think. Also, if it's up to snuff, it might be cool to see it added to the builds database. Anyway:
Professions:
(P) Mesmer
(S) Necromancer
Attributes:
(P) Fast Casting: 6 + 1
(P) Illusion Magic: 12 + 4
(P) Inspiration Magic: 7 + 1
(S) Blood Magic: 9
Skills:
1. Power Drain (Mesmer/Inspiration Magic/Spell) (5e/1/25) - If target foe is casting a spell, the spell is interrupted and you gain 17 energy.
2. Phantom Pain (Mesmer/Illusion Magic/Hex) (10e/2/15) - For 10 seconds, target foe suffers health degeneration of 4. When Phantom Pain ends, that foe suffers a deep wound, lowering that foe's maximum health by 20% for 21 seconds.
3. Life Siphon (Necromancer/Blood Magic/Hex) (10e/2/2) - For 20 seconds, target suffers health degeneration of 3 and you gain health regeneration of 3.
4. Fragility (Mesmer/Illusion Magic/Hex) (15e/1/15) - For 21 seconds, target foe takes 36 damage each time that foe suffers or recovers from a new condition.
5. Signet of Agony (Necromancer/Blood Magic/Signet) (0s/¾/15) - Sacrifice 10% max health and suffer from bleeding. All nearby foes take 30 damage.
6. Plague Touch (Necromancer/Unlinked/Skill) (5e/¾/0) - Transfer a negative condition from yourself to target touched foe.
7. Virulence (Elite) (Necromancer/Death Magic/Spell) (5e/1/10) - If target foe was already suffering from a condition, that foe suffers from disease and weakness for 3 seconds. This is an elite skill.
The last skill would probably be res signet, which isn't in the builder program I used for whatever reason. In case you haven't figured out the logic here, the idea is to throw down fragility on your opponent, use the signet (30 damage), touch them to transfer the bleeding (+36 = 66), then hit them with virulence (66 + 72 = 138). In 3 seconds the 2 virulence conditions will go away which triggers fragility again (138 + 72 = 210). Fragility lasts long enough on this build that you can easily throw virulence down a second time and let it expire again for another 144 damage (354). Timed right, you can also throw phantom pain in the middle for the DOT, deep wound, and another activation of fragility for a grand total of 390 damage... NOT counting the DOTs. Of course, this build gets a lot harder to work with if they've got good hex removal, but you can still toss around enough DOTs that you shouldn't be reduced to complete ineffectiveness even in that case. That's in theory anyway, maybe I'm missing something here. Have away at it.
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