Spiteful Spirit-Not an Essential Curse Skill?

Cathode_Reborn

Cathode_Reborn

Desert Nomad

Join Date: Sep 2006

The only times disenchants in pve ever touched my bar was in Slaver's exile (damn prot monks) and that one Ascalon area with all the Grawls (damn HH). Other than that.....seems kinda useless

As for other elites, Assassin's Promise is good but I just don't feel safe using it. Don't really like relying on the target to die to keep the rest of my bar working well. If it's NM, then maybe...but stilll even then not really a fan. Still a nice elite though.

Spiteful Spirit can be do massive damage, but I've also been in tons of situations where it's lame and makes me wonder why I still bring it. It's decent alot of the time usually. I still have good single target damage with necrosis and some eotn pve skills so I figure might as well use SS for aoe. Mark of pain is a good aoe skill but I often don't have too many physicals on the team.

[skill]Echo[/skill]

I've tried this as an elite. Echo necrosis puts out pretty high dps. Echo "you move like a dwarf" lets you throw out more KD and cripple to be used as interrupts or reducing melee pressure. Seeing 80+80+80+90+Deep wound is also kinda fun to look at. You could use Glyph of Renewal + Technobabble to daze lots of stuff for a more defensive role....don't forget the daze mod.

Not really too many decent elites for a pve Curse nec to use if you wanna stay offensive. There's Icy veins but the cold damage part is kinda meh.

N1ghtstalker

N1ghtstalker

Forge Runner

Join Date: Dec 2007

E/

SS is good when facing lots of enemies that tend to mob together
there are other curses that are good too when facing enemies that are widespread
for one popular and well known curse and very good in PvP [skill]corrupt enchantment[/skill]

nebuchanezzar

nebuchanezzar

Wilds Pathfinder

Join Date: Jun 2005

功夫之王

N/

Depends on the team you are running with. If you have lots of physicals that focus single targets, Barbs/MoP and Assassins Promise is very easy to kill with. I usually run Rigor Mortis also when I run a similar build. btw AP is all about the recharge, the energy gain is just freebie on top.
If you are running a minion-bomber I prefer SS(sometimes with AEcho if I can sometimes not)as minions refuse follow calls. Although oddly sometimes it almost seems like they want too lol. In that team build, the rest of the team focuses on the priority target's while I disable and pummel the physicals and throw Barbs on the priority targets when you can.
SS shines most though in the classic(pls don't flame I don't use it)tank'n'spank pug groups. Times like that AEcho is a must imo.
Three different team designs, 3 slightly different bars. The only necro curses skill that is honestly on my bar in every zone in PvE...Enfeebling Blood. Really THE most underrated skill by the average GW player imo....

Faer

Faer

La-Li-Lu-Le-Lo

Join Date: Feb 2006

I run Spiteful because I am lazy and pack my PvE hex bars full of fire-and-forget skills that require no effort on my part to be somewhat effective. However, I have messed with AP and various other elites and gotten some very interesting, and often pleasing, results.

I play my Monk when I want to think about what I'm doing. I play Necro when I want to sleep at the wheel. Quote:
Originally Posted by Brian the Gladiator
My buddy and I went into DoA with a full Ursan group and instead of using Ursan, he ran this bar and we blew through DoA faster than I have ever seen. Sorry, but if Spiteful Spirit was being that effective, than your Ursans were doing it wrong. SS shouldn't be killing anything that should be constantly knocked down.

Moloch Vein

Moloch Vein

Forge Runner

Join Date: Apr 2007

Reactive Hexing Sucks

[Thay]

N/

Quote:
Originally Posted by Cathode_Reborn
As for other elites, Assassin's Promise is good but I just don't feel safe using it. Don't really like relying on the target to die to keep the rest of my bar working well. If it's NM, then maybe...but stilll even then not really a fan. On the contrary, AP really glued onto my bar as I went into the harder 8-man HM areas of the game. The key to understand is that it doesn't matter much if the target dies while you're casting AP. It's better to cast a little too late than a little too early. Also with a moderate (8) investment in Deadly you'll have 10 seconds duration.

Another point to be made is that the best way to use it is to stick it on a weak target, that will surely pose no problem taking down. What you _DON'T_ do is stick it on a hard monk, for example. Put it on a minion!

Trvth Jvstice

Trvth Jvstice

Wilds Pathfinder

Join Date: May 2006

HALE

W/

[skill]assassin's promise[/skill] [skill]mark of pain[/skill] [skill]insidious parasite[/skill] [skill]price of failure[/skill] [skill]barbs[/skill] [skill]enfeebling blood[/skill] [skill]signet of lost souls[/skill] [wiki]Sunspear Rebirth Signet[/wiki]

I play with PUGs and heroes/henchmen. Would [skill=text]reckless haste[/skill] be better in one of those slots?


EDIT: off topic- see humor - Livia, your sig, "Your Death Will Not Be In Vain.Welcome To My Minion Army" reminds me of a comment I often make when I'm playing with a PUG that has a MM. "If I die, I want to be rezzed as a Bone Fiend." Always gets a laugh.

Calista Blackblood

Calista Blackblood

Permanently Banned

Join Date: Oct 2007

Northern Ireland

Nowhere To Run Nowhere To [Hide]

N/

i would check with your group first what they would prefer you to take,the speed boost from reckless haste could catch the party out completely. likewise you can also slow them down

[skill]Shadow of Fear[/skill][skill]Reckless Haste[/skill]

Legends

Legends

Academy Page

Join Date: Dec 2007

[Merc]

P/Rt

[skill]Spiteful Spirit[/skill] is only essential on groups. It's a waste of energy focusing on one rather than many.

But hey that all depends. I would say Essential in General PvE, but capping elites and such, well no.

blue.rellik

blue.rellik

Forge Runner

Join Date: Feb 2007

Melbourne, Australia

None

W/

Quote:
Originally Posted by Faer
Sorry, but if Spiteful Spirit was being that effective, than your Ursans were doing it wrong. SS shouldn't be killing anything that should be constantly knocked down. Well he was pugging so it's entirely possible that each bear was focusing on a completely separate target

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by Trvth Jvstice
I've been using SS on my curse necro for quite a while, thinking it is the absolute best, highest dmg, most productive skill available for a curse Necro. But, in a recent thread about Spiteful Spirit, Ensign said this:


I've been reading GWG for quite a while, long before I became a member and I've always accepted Ensign's posts as fact, still do. But, his opinion about SS really has me puzzled. Other than Enfeebling Blood, I've always thought SS was the end all, beat all, best dmg dealer for a curse Necro. In the linked thread I asked Ensign to elaborate on his opinion about the usefulness of SS. He hasn't answered yet, so I'd like to know what the rest of you think about SS and why it is or isn't one of the best skills for a curse Necro. A. I think Ensign's low opinion of SS stems in part from his belief that it only goes on non-priority targets. While it's true that that's the most efficient way to use SS, sometimes the most efficient way through a mob involves a handful of individual instances of inefficient skill use. If you've got a priority target that's peskily resilient, not only can you put SS on it, but you should put SS on it to break it. SS looks a lot more attractive if you're willing to occasionally use it inefficiently on the damage/energy and damage/cast time levels to get greater efficiency on the mob-dies-faster level.

B. Historically, SS has been the "win button" for GW PvE. Prior to hard mode, there wasn't a monk monster anywhere that could keep its party alive in the face of SS, and most even failed to outheal SS on themselves. And so SS was outcome-determinative -- so long as your party could survive, SS would ensure an eventual win. It didn't matter what Little Thom was doing -- at best he could make you win faster, but SS made sure you were going to win anyway. Even with the increased difficulty of EotN and HM, SS is still a single-skill kiss of death for many mobs.

Now, Ensign turns that on its head. Your imbagons and norn-shout MBers and whatnot are supposed to kill things so quickly that SS doesn't get time to matter. In some cases, I can believe that's true, especially if you're Ensign. But there's going to be at least three cases where it's not:

1. When the rest of the team is not 7 kick-ass characters from the outset. Sure, when you've got folks of Ensign's caliber filling out your party, a speedy victory is usually assured. But when you've got "players" like Little Thom -- or Talon, or Koss, or an average-skill-level guildie -- you're just not going to have the killing speed to make SS irrelevant. (Does that mean you have a damage problem? No, not really. It means your team is average. Only an exceptionally above-average team is going to have the punch it takes to go fast enough to make SS into a less-than-great skill.)

2. (As Ensign noted,) When something goes wrong and your kick-ass team fails to insta-kill a mob, SS has time to do its thing. At that point SS again becomes the skill that's primarily responsible for victory.

3. When you're badly outnumbered. If foes are really pouring in from all sides, you end up having to ignore some priority foes because there's just too many to deal with promptly. Here SS shines because it's by far the best way to say to the mobs that you'd otherwise have to ignore "here, why don't you guys go kill yourselves while we pay attention to this other mob." Think Vizunah Sq.

In sum, SS is still an essential curse skill for those of us who don't have elite-caliber teammates available, and at least occasionally an essential curse skill even for those who do.

Qdq Swi

Qdq Swi

Krytan Explorer

Join Date: Nov 2007

N/

Quote:
Originally Posted by Chthon
In sum, SS is still an essential curse skill for those of us who don't have elite-caliber teammates available, and at least occasionally an essential curse skill even for those who do. You don't need an elite-caliber team to breeze through NM PvE. SS isn't a staple skill.. Its just more useful than other elites in the Curses line. Its helpful, not a necesity, nor is it of top priority, Its just the best alternative.

matsif

matsif

Frost Gate Guardian

Join Date: Jun 2006

Warriors of Factions [WOF]

E/Me

I think FoC would be used MUCH more than it is now because it is just so darn hard to cap...it takes like a half an hour to get to Maw's only perma spawn, unless you get lucky at one of his other random spawns. SS is used a lot because you can get it right outside rankor, where as FoC is either way north of Deldrimor War Camp or way south of Beacon's

Qdq Swi

Qdq Swi

Krytan Explorer

Join Date: Nov 2007

N/

Quote:
Originally Posted by matsif
I think FoC would be used MUCH more than it is now because it is just so darn hard to cap...it takes like a half an hour to get to Maw's only perma spawn, unless you get lucky at one of his other random spawns. SS is used a lot because you can get it right outside rankor, where as FoC is either way north of Deldrimor War Camp or way south of Beacon's Or.. you could always tome it... FoC has a long arss recharge.. and the damage isnt worth the wait imo. If it was really that good people would cap and use it.

Ensign

Ensign

Just Plain Fluffy

Join Date: Dec 2004

Berkeley, CA

Idiot Savants

Quote:
Originally Posted by Chthon
A. I think Ensign's low opinion of SS stems in part from his belief that it only goes on non-priority targets.
Spiteful Spirit on a priority target does not justify a skill slot, elite or non-elite. There are a dozen skills I'd put on my bar over Spiteful Spirit in that case.

Give me a break. Of course I know you can put it on a priority target? Why would you think that would change my opinion of the skill? It is utter shit on a priority target. Whenever there are multiple enemies around you are always better off putting it on a non-priority target in my experience - even from the perspective of killing the priority target - and if there's only one enemy I always have something better to spend my energy on than Spiteful.


Quote: Originally Posted by Chthon If you've got a priority target that's peskily resilient, not only can you put SS on it, but you should put SS on it to break it. No, you shouldn't. You should find whatever fast-attacking enemy is going to deal the most damage with Spiteful on it and put it on them. After several swings, whatever healer is keeping your target alive is going to start diverting heals to the Spitefulled foe, which gives you a much bigger opening for a kill than if you had wasted it on your priority target.

If you are having any sort of trouble knocking off a priority target without any healing present, your build fails in new and impressive ways that Spiteful is not going to be able to fix.


Quote: Originally Posted by Chthon SS looks a lot more attractive if you're willing to occasionally use it inefficiently A lot more attractive? It's *a lot* more attractive because you can use it inefficiently on targets where it is minimally effective?

No argument that skills that aren't completely dead in certain situations are more valuable, all else being equal, than skills that are dead sometimes; but when it's still so weak that it's still the weakest skill on your bar, and the worst usage of time and energy *when you should have more skills than you have time and energy for*?


Quote: Originally Posted by Chthon B. Historically, SS has been the "win button" for GW PvE. It still is, in Normal Mode PvE. It is just rather slow.

The value of the skill goes something like this:

No matter what else your team brings, no matter what they do or don't do in a fight, Spiteful Spirit will eventually kill everything on its own. Also, no matter how you use Spiteful Spirit, no matter what you put it on, it will eventually kill everything on its own. As long as you targeted enemies and pushed the Spiteful Spirit button, things would die. With a few exceptions, all your team needed to do was manage to not die until Spiteful could do its work.

It was an exceptionally good skill in PUGs, or early in the game when no one had any idea what they were doing, because of the above. You just had to be able to push the Spiteful button a lot and you'd be able to complete almost everything in PvE.

It's still decent for that reason even today. No matter how bad your team is, or how much you've had to drink, as long as you can push the Spiteful button your team will be able to kill things. It's a mindless skill that had enough raw power that, given time to work, will solve most problems.


Quote:
Originally Posted by Chthon
1. When the rest of the team is not 7 kick-ass characters from the outset. Oh, Koss and General Morgahn and Talon Silverwing are plenty beastly enough to make Spiteful Spirit one of the weakest skills on your bar. The problem with heroes and henchmen is that they are, in effect, an extension of the player controlling them. A competent player with herohench is going to find Spiteful to be one of the weaker skills on their bar. A weak player with the same heroes and henchmen is going to achieve much less, and falling back to the 'this will eventually kill things for me' elite that Spiteful Spirit provides starts to become attractive.


Quote:
Originally Posted by Chthon
2. (As Ensign noted,) When something goes wrong and your kick-ass team fails to insta-kill a mob, SS has time to do its thing. At that point SS again becomes the skill that's primarily responsible for victory. Depends on the power of the rest of your build. If your offense is anemic, then sure, it'll be primarily responsible for victory. If you have a real offense, though, SS is something that provides the tipping point, not the skill primarily responsible for victory.

I like to joke when running a Rt/A that I am responsible for all of the team's kills, because in some situations the Ancestor's Rage is the assist that pushes the Warriors over the top. That doesn't make it the skill primarily responsible for the kills; it's simply the last part added to the equation that finally broke the threshold.


Quote:
Originally Posted by Chthon
3. When you're badly outnumbered. The efficiency goes up from the AoE in those cases, but it doesn't fundamentally change the way the skill is functioning; it's something you put on targets that you don't plan on paying much attention to, softening them up, while you focus your attention elsewhere. It does become rather efficient damage when you can't kill foes fast enough and the AoE gets to build up, that's for certain; you simply have to ask if softening up a bunch of foes is the best use for your elite.

Before Wail of Doom, I thought that, yes, given the other options that was the best use for your elite. Now, I don't think it's a remotely fair contest if you can aim the Wail reasonably well. If you want to play pure fire and forget, Spiteful is still what you want for that role, but for raw killing ability, Wail of Doom runs laps around Spiteful.

Longasc

Longasc

Forge Runner

Join Date: May 2005

Quote:
Originally Posted by Carinae Dragonblood
Why? I much prefer to inflict poison on the enemy rather than sac myself. Recharge is the only thing better on Rip, and I don't see that as a major issue since you are only removing one targeted enchant. Spell. Remove 1 enchantment from target foe. If an enchantment was removed, that foe suffers from Bleeding for 5...21...25 seconds.

5-1-10


- It does not sac life anymore.



Just to add one more thought to the SS debate: It is true, especially in EOTN, that Mark of Pain, Splinter Weapon and Enfeebling Blood contribute more. Often due to positioning and mobs spreading apart.

What I do not get is this "good in Normal Mode" crap. I just want to take Vloxen Excavations as example, which is nothing to talk about in Normal Mode, but becomes a beast in Hard Mode. SS, Mark of Pain and Corner Blocking really wipe the floor there.

SS just works, and the more mobs, the merrier. Often the rest of the bar can contribute more, but why take it as elite slot?


Because the other skills do nothing of value in PvE. Corrupt Enchantment - rather use Gaze of Contempt or Rip Enchantment? Depravity - nerfed to lame levels. Feast of Corruption just suffers because SS can yield similar and often much better results. Lingering Curse - I wonder if it gets the energy cost reduced. Order of Apostasy - pray that no barrager hits all targets! Pain of Disenchantment - Dunno, I also do not know anybody else who used it so far. Plague Signet - rather take Plague Sending for the mass effect. And the more important BHA is something rangers carry along. Oh well, some more elites, and they are all not that good. ... and now I am too lazy to list the other elites, which I do not value too useful either.

I did not test Wail of Doom in PvE so far, maybe you can use it to keep down a monk, but I would still rather spread SS on multiple targets.


I guess this "killing key targets fast" is a pvp lesson transferred to pve, where it is still true. "Killing the whole group" is a PvE lesson that cannot be applied that easily to pvp, on the other hand,

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by Longasc
Spell. Remove 1 enchantment from target foe. If an enchantment was removed, that foe suffers from Bleeding for 5...21...25 seconds.

5-1-10


- It does not sac life anymore. That was before the recent update. Rip is unquestionably better now, except in the case where you want to apply poison specifically.

I would expect a buff to Envenom soon.

Trvth Jvstice

Trvth Jvstice

Wilds Pathfinder

Join Date: May 2006

HALE

W/

[skill]assassin's promise[/skill] [skill]mark of pain[/skill] [skill]barbs[/skill] [skill]weaken armor[/skill] [skill]shadow of fear[/skill] [skill]enfeebling blood[/skill] [skill]reckless haste[/skill] [skill]resurrection signet[/skill]

I used an [skill=text]arcane echo[/skill] [skill=text]spiteful spirit[/skill] build for a long time, but since I switched to the build above (with slight variations depending on where I'm playing) I've found that mobs actually die quicker.

With a normal mob, I put enfeeebling blood on the mele targets (they're usually grouped together at first), then put Barbs and WA on priority targets and send Koss and the fighter hench after it. Then I put Mark of pain on a Mele and use AP on a target that's about to die, and presto! MoP is ready to use again. I use RH/SoF on a mele that's giving me or anyone else problems. I find that I don't use RH/SoF that often unless the battle becomes drawn out,though I do seem to use them more often with PUGs than with HH.

Where this build really shines is in a mob with a boss (compared to the way I used to use SS), Barbs and WA gets the boss killed much faster than when I used to put SS on them. I usually save the boss for last, unless it's an Ele boss doing AoE. I just kill off all of the boss's pals and the boss is usually a piece of cake. Though, if I'm playing with a PUG, it's often difficult to convince them to save the boss for last.

Speaking of PUGS, I might switch to my old SS build when playing with them in the future. I PUG'd THK last night with the AP build, and both the warriors left, which left us with a monk, a ranger, 2 eles, and my hero monk. We still beat the mish and bonus, but it took quite a bit longer than usual, since MoP, Barbs, and WA were made useless.

EDIT: I'll probably replace SoF with [skill=text]rigor mortis[/skill]

Qdq Swi

Qdq Swi

Krytan Explorer

Join Date: Nov 2007

N/

Quote:
Originally Posted by Trvth Jvstice
[skill]assassin's promise[/skill] [skill]mark of pain[/skill] [skill]barbs[/skill] [skill]weaken armor[/skill] [skill]shadow of fear[/skill] [skill]enfeebling blood[/skill] [skill]reckless haste[/skill] [skill]resurrection signet[/skill]

EDIT: I'll probably replace SoF with [skill=text]rigor mortis[/skill] I prefer Meekness to SoF... Then again Meekness has a heavy sac... Id still use it tbh mind ;p.

Kawil

Kawil

Frost Gate Guardian

Join Date: Feb 2008

{Hawk}-->The Aerie Alliance

N/Me

SS is my main Elite. I very rarely run with anything else. That's not to say that it's the best out there because, as with all skills, it serves different purposes depending on the makeup of your enemies.

It is MORE important to cast it on the correct target than just tossing it in. Mobs are great for SS and when I group with my guildies the mob dies as one. Target is called...I target then switch once or twice and cast on THAT guy and PB him for cover. I don't use enfeeble blood or reckless haste or even archane.

Once SS is on an covered, I switch targets, usually putting Insid+PB on them. My time on that mob is over so I switch to the backline...Monks, Mez...etc. Usually, by this time, SS has recharged. I pick the baddie square in the middle of the backline SS+PB them then hit them with (if it's a monk) Faint, Phantasm, Necrosis.

SS does not kill by itself. But it sure does weaken your foes and keeps the pressure on the monks to heal everything. It's all about placement.

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by Ensign
Give me a break. Of course I know you can put it on a priority target? Why would you think that would change my opinion of the skill? It is utter shit on a priority target. Whenever there are multiple enemies around you are always better off putting it on a non-priority target in my experience - even from the perspective of killing the priority target
Whenever SS can deliver the last 100 or 200 or 300 damage that kills a problem creature or two and lets you go back into auto-slaughter mode for the survivors, it's worth it, even if SS ends up ending itself early for it. It's better to get the needed kills() and return to auto-slaughter mode quickly than to let SS run its full duration on a peripheral monster that you're going to kill instantly once you get around to it anyway. As a way to deal with healers and self-healers (which I agree are the only ones that are going to put up much resistance), SS has this interesting effect that the more intensely they heal, the more damage SS does. As much as I love them both, MoP and Barbs don't scale with the monster's ability to resist the way that SS does.

I would agree that a problem target should get Barbs first, and MoP if there's adjacent targets to hit that will draw healing off the primary target, and maybe even the new weaken armor (and vanguard assassin if you're using it to follow your Barbs/MoP). In that sense, SS is a lower priority spell than Barbs/MoP. But once you've done that, if the target isn't dropping, there's nothing wrong with using SS to break the target.

Do you have better options to deal that last 100/200/300 to a priority target? That aren't already on your bar? Perhaps. Do any of them also serve as a back-up "win button" if your business-as-normal offense falters? Probably not. SS serves a dual role as passable problem-critter-finisher and back-up win-through-pressure button.

Quote:
You should find whatever fast-attacking enemy is going to deal the most damage with Spiteful on it and put it on them. After several swings, whatever healer is keeping your target alive is going to start diverting heals to the Spitefulled foe, which gives you a much bigger opening for a kill than if you had wasted it on your priority target.
I half-agree. I should have said, "SS on a faster-acting foe adjacent to your target if you've got one, and otherwise on your target." That's better damage on your primary target and diverts some healing.
I'm not a big fan of spitefulling a fast-swinging foe that's totally off somewhere else for the sole purpose of drawing healing away from my primary target. Since the primary target is still taking the most heat (unless the SS-ed target is incredibly weak or the team's offense is incredibly sucky), the healer tends to snap back to the primary target. If my goal was to kill a particular priority target, I'd only put SS on a non-adjacent target if it was the healer or maybe if it really annoying me and I just wanted it dead.

Quote:
No matter what else your team brings, no matter what they do or don't do in a fight, Spiteful Spirit will eventually kill everything on its own. Also, no matter how you use Spiteful Spirit, no matter what you put it on, it will eventually kill everything on its own. As long as you targeted enemies and pushed the Spiteful Spirit button, things would die. With a few exceptions, all your team needed to do was manage to not die until Spiteful could do its work.

It was an exceptionally good skill in PUGs, or early in the game when no one had any idea what they were doing, because of the above. You just had to be able to push the Spiteful button a lot and you'd be able to complete almost everything in PvE.

It's still decent for that reason even today. No matter how bad your team is, or how much you've had to drink, as long as you can push the Spiteful button your team will be able to kill things. It's a mindless skill that had enough raw power that, given time to work, will solve most problems.
With this I largely agree.

Quote: Oh, Koss and General Morgahn and Talon Silverwing are plenty beastly enough to make Spiteful Spirit one of the weakest skills on your bar. I find Koss and Talon do a poor job of reliably following a called Barbs/MoP; they tend to get distracted on the way there. Talon also has the problem that he does little more for the team than proc Barbs/MoP. Morghan and Olias's minions tend to be more reliable helpers.

Quote:
Before Wail of Doom, I thought that, yes, given the other options that was the best use for your elite. Now, I don't think it's a remotely fair contest if you can aim the Wail reasonably well. If you want to play pure fire and forget, Spiteful is still what you want for that role, but for raw killing ability, Wail of Doom runs laps around Spiteful. Aside from neutering a single annoying healer at an opportune moment, what use is WoD? Are you really getting that much mileage from that sort of single-target shutdown?

Quote:
Originally Posted by Longasc
I guess this "killing key targets fast" is a pvp lesson transferred to pve, where it is still true. "Killing the whole group" is a PvE lesson that cannot be applied that easily to pvp, on the other hand, I agree.

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by Chthon
Aside from neutering a single annoying healer at an opportune moment, what use is WoD? Are you really getting that much mileage from that sort of single-target shutdown? WoD neuters everyone. Everyone.

240 damage lightning orb air ele, a physical who broke through to your backline, a healer of any type, etc

Defensively it's better than EB+SY combined.

The Meth

The Meth

Desert Nomad

Join Date: Jan 2007

R/

Quote:
Originally Posted by Carinae Dragonblood
WoD neuters everyone. Everyone.
240 damage lightning orb air ele, a physical who broke through to your backline, a healer of any type, etc
Defensively it's better than EB+SY combined. Umm... no? Lets assume WoD will 100% shutdown an enemy for the time its on. Echoed, it can be kept up on ONE enemy 80% of the time. EB will lower the damage from multiple physicals by 66% each, while SY will lower the damage from any armor affect source by 82%. Now, even considering that not all damage is armor affected, when either of those gets on more then 1 enemy it beats WoD easy, and can be kept up 100% of the time.

Now, as for the usefulness of SS, your other curse choices can be basically trimmed down to Feast of Corruption and Corrupt Enchantments. Corrupt enchantments is primarily good as an enchant removal, which is unneeded in PvE. Feast of Corruption is a lot harder to get good mileage out of. Leaving us with SS for reliable damage.

Assassin's promise is a good alternative, IF you have a good, coordinated team that can follow mark of pain/barb targets. Or heroes.

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by The Meth
Umm... no? Lets assume WoD will 100% shutdown an enemy for the time its on. Echoed, it can be kept up on ONE enemy 80% of the time.
Kept up?? Kill target before it expires. Echo it it supress two targets.
Quote:
Originally Posted by The Meth
EB will lower the damage from multiple physicals by 66% each, while SY will lower the damage from any armor affect source by 82%. Now, even considering that not all damage is armor affected, when either of those gets on more then 1 enemy it beats WoD easy, and can be kept up 100% of the time. EB and SY work on physicals, just SY works on eles. EB doesn't supress attack skills. WoD works on everyone. And even vs those two, I think having 0 in all attributes outweighs EB and SY. Of course, all three is better yet.

Trvth Jvstice

Trvth Jvstice

Wilds Pathfinder

Join Date: May 2006

HALE

W/

I used WoD tonight. The problem enemies in this mission were made ineffectual. The HH just walked all over them-as if they were a squishie, minor character. The rest of the mob went down as usual, quickly-with Barbs and weaken armor and Mark of Pain on them. And the warrior enemies did very little dmg to the casters they were chasing, with enfeebling blood and reckless haste. I'm going to have to give WoD a big 2 thumbs up. a great skill for PVE.

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

SS is the #1 skill for taking out Raptors (or any team of mostly Sins). Other than that, it is mediocre at best. It's still a decent "set it and forget it" skill for them frontlines, and since a Curses Necro is already running Enfeebling Blood and now Weaken Armor, they are more than equipped to remove the physical threat.

Ensign

Ensign

Just Plain Fluffy

Join Date: Dec 2004

Berkeley, CA

Idiot Savants

Quote:
Originally Posted by Chthon
SS has this interesting effect that the more intensely they heal, the more damage SS does.
The damage done by Spiteful is trivial compared to the amount of health returned by every cast. Spiteful on a healer is a joke.


Quote: Originally Posted by Chthon But once you've done that, if the target isn't dropping, there's nothing wrong with using SS to break the target.
It does a better job of that when you put it on a non-priority target.


Quote:
Originally Posted by Chthon Do you have better options to deal that last 100/200/300 to a priority target? Wail of Doom and he dies. The only way Spiteful deals 200 damage to a priority target is if it lasts its full duration. The only way it deals 300 damage is if your team is awful.


Quote:
Originally Posted by Chthon
Since the primary target is still taking the most heat (unless the SS-ed target is incredibly weak or the team's offense is incredibly sucky) It should drop in the few seconds the healer is diverted unless your team's offense is incredibly sucky.


Quote:
Originally Posted by Chthon
Aside from neutering a single annoying healer at an opportune moment, what use is WoD? Are you really getting that much mileage from that sort of single-target shutdown? Wail of Doom makes things die. Yes, I am getting that much more mileage out of Wail of Doom than Spiteful Spirit. Spiteful Spirit is shitty and Wail of Doom is awesome. It's a pretty clear choice really.

DarkSpirit

DarkSpirit

Desert Nomad

Join Date: Feb 2006

Redmond

Quote:
Originally Posted by Ensign
Wail of Doom makes things die. Yes, I am getting that much more mileage out of Wail of Doom than Spiteful Spirit. Spiteful Spirit is shitty and Wail of Doom is awesome. It's a pretty clear choice really. Unless you are talking about PvP spiking, I dont see how setting all its attributes to 0 for 3-4 seconds would kill a monster.

Racthoh

Racthoh

Did I hear 7 heroes?

Join Date: May 2005

Scars Meadows [SMS], Guild Leader (Not Recruiting)

Quote:
Originally Posted by DarkSpirit
Unless you are talking about PvP spiking, I dont see how setting all its attributes to 0 for 3-4 seconds would kill a monster. Physical heavy teams can drop a target in 3-4 seconds even without Wail of Doom. Sometimes less on lower AL targets.

Trvth Jvstice

Trvth Jvstice

Wilds Pathfinder

Join Date: May 2006

HALE

W/

WoD makes the previously difficult enemy, easy to kill, You walk over them, as if you would a lvl 1 character. Even after the hex has worn off,for a few moments the enemy seems to be confused. They just stand there as if they were stunned.

DarkSpirit

DarkSpirit

Desert Nomad

Join Date: Feb 2006

Redmond

Quote:
Originally Posted by Trvth Jvstice
WoD makes the previously difficult enemy, easy to kill, You walk over them, as if you would a lvl 1 character. Even after the hex has worn off,for a few moments the enemy seems to be confused. They just stand there as if they were stunned. Sounds like a bug. There is nothing in the skill description that says it should alter monster AI.

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by Ensign
/snip
If you're going to make a post that is so unresponsive and devoid of supporting reasoning, you really shouldn't bother. Make your case or don't make it, but don't just say "SS sucks and WoD rocks -- because I said so, that's why," which is basically all your post adds up to right now.

Also, your and my original comments were made before the new WoD came on the scene. I don't think it's entirely kosher to point to WoD as a better source of finishing power for a mob MoP+Barbs can't crack than SS when it wasn't even a viable option at the time the conversation began.

Quote:
Originally Posted by DarkSpirit
Unless you are talking about PvP spiking, I dont see how setting all its attributes to 0 for 3-4 seconds would kill a monster. I don't either. I can see it helping with a kill if you're getting suck on a strong healer or self-healer, or maybe even a single monster that's wtfpwning your squad the instant you aggro it (although I'd suspect in that last case that it would still wtfpwn you during WoD's downtime). What I'm not getting is how it's going to do anything whatsoever about the monsters' huge AL and life totals. You're not going to whack those mountains of hp away any faster because SoD is on the target. At best I see the new SoD as a very niche skill for PvE.

As an offensive skill, WoD seems to add very little over something like broadhead arrow or great dwarf weapon. As a defensive skill, it seems to have some nice utility in an "oh shit, melee in the backline" situation, but it's short duration and lack of AoE mean that it can't really replace any of the defensive skills your party was taking before. Perhaps it's ability to do both makes it greater than the sum of its parts, but I'm still very "meh" on it.

Apropos of very little,

1. Despite the radically changed description, SoD is still very much the same skill it was before -- an interrupt (now quasi-interrupt) with some residual shutdown. The only differences are that it now works on casters, shuts down harder, and shuts down shorter.

2. I find it very odd that everyone seems to agree that mesmers are crap in PvE because shutdown is crap in PvE, and yet when necros get one halfway decent shutdown skill, suddenly it's the best thing that ever happened to PvE.

Longasc

Longasc

Forge Runner

Join Date: May 2005

BTW, regarding Mark of Pain / Barbs and following calls:

I agree Warrior Heroes or Henchmen are not good, especially not for Necros with MoP and Barbs. They often do things of their own and then they have to WALK/RUN before they come into melee range.


For Necros I would suggest Paragons and Rangers.
Rangers do particularly well in Hard Mode, due to high elemental armor and the option of many blocking stances or bringing pets as additional meat bags and attackers. Paragons dish out some more damage, but Barrage/Splinter Weapons usually tops their single target damage.- I guess the moment I suggest tuning down Splinter Weapon, I will get shot by someone, but it is just too well suited to the behaviour of PvE mobs and wipes the floor with them.

CTRL-click MoP, and they will attack the target at once. Warriors cannot react that quickly, even if they react immediately.

If really a warrior is needed at all, any henchman warrior does probably better than the other henchmen options. So you better pick something else, and take a REAL human warrior which will outperform the AI, which cannot use IAS stances e.g. too well. They do well with Distracting Blow, on the other hand.

Oh sorry, just had to waste some minutes while waiting for eBay... became almost a novel.

Racthoh

Racthoh

Did I hear 7 heroes?

Join Date: May 2005

Scars Meadows [SMS], Guild Leader (Not Recruiting)

Quote:
Originally Posted by Chthon
As an offensive skill, WoD seems to add very little over something like broadhead arrow or great dwarf weapon.
BHA is good, instant daze means your target is done. I would say that BHA is one of the strongest non-PvE only skills available in a PvE setting as it turns any priority target into an easy kill. However, what do you do with the other 7 skills on a ranger bar? Bow DPS? WoD is a quarter cast one energy dazed in my eyes and it lasts just as long as I would need it to.

Quote:
As a defensive skill, it seems to have some nice utility in an "oh shit, melee in the backline" situation, but it's short duration and lack of AoE mean that it can't really replace any of the defensive skills your party was taking before.
Right, you already have Enfeebling Blood. WoD on a physical isn't the best use for the skill when you already have a weakness source on your bar.

Quote:
1. Despite the radically changed description, SoD is still very much the same skill it was before -- an interrupt (now quasi-interrupt) with some residual shutdown. The only differences are that it now works on casters, shuts down harder, and shuts down shorter. Physicals are never the threat in a PvE mob. A wise group would bring the right skills to cripple the enemies offense while you deal with the casters, the targets who pose any sort of threat to victory. In the previous form Enfeebling Blood was doing a much better job of shutting down a mob than WoD could ever hope for.

Quote:
2. I find it very odd that everyone seems to agree that mesmers are crap in PvE because shutdown is crap in PvE, and yet when necros get one halfway decent shutdown skill, suddenly it's the best thing that ever happened to PvE. Mesmers are considered bad because they don't have AoE, this is the same reason why paragons are considered crap.

Brian the Gladiator

Brian the Gladiator

Krytan Explorer

Join Date: May 2006

Michigan, USA

Us Are Not [leet]

E/

Quote:
Originally Posted by Faer
Sorry, but if Spiteful Spirit was being that effective, than your Ursans were doing it wrong. SS shouldn't be killing anything that should be constantly knocked down. Lol, we did a full run in under 1 hour and 50 min. Your right though, it was probably barbs and mark of pain that did most of the damage because of the reasons you stated.

The Meth

The Meth

Desert Nomad

Join Date: Jan 2007

R/

When do you actually need WoD in PvE? The only use I can see in complete target shutdown is vs bosses, but guess what? Almost all of the bosses worth using it against have half hex duration. I'm just not seeing it's usefulness. Maybe when every mob has GvG-quality builds and team composition, but surely not the mindless leeroy drones we face now. Yay, I disabled random wannabe healer that wouldn't have gotten a single spell off if we had just bashed its face in the first place.

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

Quote:
Originally Posted by Racthoh
Mesmers are considered bad because they don't have AoE, this is the same reason why paragons are considered crap. No, Mesmers are considered crap in PvE because their single-target shutdown uses their entire skillbar and most of their energy. WoD is amazing because it's one single skill that does the same, and the only thing it's replacing is SS. With that Necro, you still have the ability to make enemy frontlines useless, place an insane amount of damage on priority targets, and shutdown that single target - with plenty of energy to do it all and not bat an eye.

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

Necrosis
Finish Him!
Wail of Doom
Arcane Echo
Barbs
Weaken Armor
Great Dwarf Weapon
Rez or whatever

14 Curses
13 SR

That's what I've been running lately. Buffer/Debuffer. Obviously, you want tons and tons of physicals with this. Call WoD, so they know where to converge, cause it doesn't last very long. Keep GDW on as many physicals as possible. Throw WA on mobs, not individuals, generally. Throw Barbs ONLY on hefty targets. Otherwise they die before it gets on them. Barbs is the weakest skill on the bar, besides rez.

Use Necrosis and Finish Him to pick people off. I can't tell you how many people I have finished with these two.

I LOVE THIS BUILD.

Ensign

Ensign

Just Plain Fluffy

Join Date: Dec 2004

Berkeley, CA

Idiot Savants

Quote:
Originally Posted by Chthon
Also, your and my original comments were made before the new WoD came on the scene.
Yep, I ran Spiteful Spirit before WoD. It was the worst skill on my bar, but there are no other elites even remotely worth taking, and it's not so bad that I'm going to run an elite-less bar. It was used to speed up mop-up duty and divert heals against persistent mobs.

Now I have Wail of Doom, so there's no point in bringing Spiteful unless I really really want to tri-spec for some reason. If Wail of Doom was reverted I would probably drop Spiteful Spirit for Broad Head Arrow. With the energy buff to Enfeebling Blood I don't feel that I get much mileage out of Glyph of Lesser Energy anymore, and with a free secondary I might as well spec into a crazy good elite.

Actually, now that I think about it, I might do that anyway.

Barbs, Enfeebling Blood, Rip/Rend Enchantment, "Finish Him!", "You Move Like a Dwarf!", Necrosis, Broad Head Arrow, Weaken Armor/Blood Ritual/Foul Feast/Mark of Pain/Whatever.


Quote:
Originally Posted by Chthon What I'm not getting is how it's going to do anything whatsoever about the monsters' huge AL and life totals.
http://www.thinkgeek.com/geektoys/science/981b/


All you'll ever need to deal with those huge HP and AL totals.


Quote:
Originally Posted by Chthon
As an offensive skill, WoD seems to add very little over something like broadhead arrow or great dwarf weapon.
What does Spiteful Spirit do in a build that contains a Broad Head Arrow or Great Dwarf Weapon? Hell, how much does it do in a build that brings a Meteor Shower, or any shutdown at all?

It does slow damage to low priority targets.


Quote: Originally Posted by Chthon
As a defensive skill It has only slightly more value as a defensive skill than Spiteful Spirit has on a priority target.


Quote:
Originally Posted by Chthon
I'm still very "meh" on it. Don't get the wrong impression, Wail of Doom is not a powerhouse PvE skill. It is however an elite that actually does something on a good team, which cannot be said for any other elite the Necromancer has to offer.

With a free secondary, grabbing Broad Head Arrow is much more attractive than it should be. Hell, dig through secondaries for anything that strikes your fancy, you don't need a secondary anymore and you can free up attribute points easily enough.


Quote:
Originally Posted by Chthon
2. I find it very odd that everyone seems to agree that mesmers are crap in PvE because shutdown is crap in PvE What Mesmer skills would you use to shut down monsters in PvE?

Serious question.

Mesmers have three main categories of shutdown:

1) Attrition magnification. Think Diversion and edenial. Very little immediate impact, but one that becomes significant over time. Completely unsuitable for PvE.

2) Deterrence and Punishment - Backfire, Empathy, Mistrust, Ineptitude - disruptive pseudo-shutdown against players, glorified DOTs against mobs.

3) Precision tools. Interrupts, enchantment removal, and the like. Extremely timing and target dependent, but more importantly, not exclusive. Anyone can bring an interrupt. Anyone can bring enchantment removal.

On the time frames that you want to shut down a mob, Mesmers don't do anything. At best you interrupt a couple spells (with super fast casting in Hard Mode!) and Shatter a prot. A lot of the time you don't do anything. Everything that works on a short time frame is reactive when you want to be proactive.

The only Mesmer skill I've really come to like in PvE is Frustration, as a decent combination of shutdown and damage...ok, I really just like how well it combos with Broad Head Arrow. Seriously, Mesmers don't shut down anything. If they actually did I'd use them in PvE all the time, but as is, Enfeebling Blood + Broad Head Arrow provides more shutdown than anything a Mesmer could do.

Longasc

Longasc

Forge Runner

Join Date: May 2005

Quote:
Originally Posted by The Meth
When do you actually need WoD in PvE? The only use I can see in complete target shutdown is vs bosses, but guess what? Almost all of the bosses worth using it against have half hex duration. Yup, that is the problem. 2 seconds does not kick that much. Even in a mob with multiple strong healers, disabling one does not do as much good as just spreading SS on nearby mobs, they will kill their own team, everyone taking ~37 damage constantly is going to overtax the healers sooner or later. BHA can have an even better effect when it comes to screwing up a caster.


p.s., regarding Mesmers: Wandering Eye and Clumsiness deal AoE damage now, two spells with 97 AoE and decent recharge. Cry of Pain and the Kurzick/Luxon Skill might turn you into something that is not a typical Mesmer, but it sounds good. They still do not have Soul Reaping, but maybe people should give them a chance.