Okay i was going to buy Ghials Staff for my MM build but i noticed its really expensive(i saw a dude selling one for 20k) so is there one thats kinda the same thats a lot cheaper? Here are the stats on the staff just in case:
Energy +10
Dark damage: 11-22 (Requires 9 Death Magic)
Halves casting time of Death Magic spells (Chance: 20%)
Halves skill recharge of spells (Chance: 20%)
Death Magic +1 (20% Chance while using skills)
Energy +5
Thanks if you can help me!
Ghials Staff Question!
2 pages • Page 1
If you look in the Wiki:
http://gw.gamewikis.org/wiki/Ghial%27s_Staff
It shows how you can make a staff with the same stats using a staff from a collector.
I can give you a Insightful Staff Head if you need one, the Staff Wrapping of Death Magic may be a bit harder to find.
http://gw.gamewikis.org/wiki/Ghial%27s_Staff
It shows how you can make a staff with the same stats using a staff from a collector.
I can give you a Insightful Staff Head if you need one, the Staff Wrapping of Death Magic may be a bit harder to find.
25k was price when they used to be farmed. Now the market is flooded and easy to get. You can easily get one for 10-15k. OR just farm one yourself. Ele war sin monk are all classes i know have solo builds capable of doing it. ele and sin both sf ele spikers. wamo is basic hh/mending with sever gash and final thrust. monk a basic 55 with soj would work.
Sigh, the day that a "really expensive" weapon is 20k.
For a cheap one
Grab a staff collector item from one of the following places (listed under "death magic")
http://gw.gamewikis.org/wiki/Necroma...lector_weapons
Get a 2-4k insightful staff head.
Get a "of mastery" staff wrapping from NF or GW:EN (different from a "of death magic wrapping," and "of mastery" wrapping automatically changes attributes depending on the requirement of the weapon, and can be a lot cheaper).
For a cheap one
Grab a staff collector item from one of the following places (listed under "death magic")
http://gw.gamewikis.org/wiki/Necroma...lector_weapons
Get a 2-4k insightful staff head.
Get a "of mastery" staff wrapping from NF or GW:EN (different from a "of death magic wrapping," and "of mastery" wrapping automatically changes attributes depending on the requirement of the weapon, and can be a lot cheaper).
M
I sold one for 10k about 3-4 months ago when I was playing, I don't think the price would have gone up since then.
If you really want the staff buy it but +1 death is full of fail, +30 is the way to go.
It's free to craft a death magic staff if you find a collector and have the trophies for that collector. +5 heads are like 500 gold and +30's were a few k last time I bought one. So if you're looking for a death magic staff you could get one for under 5k rather than wasting money for Ghial's.
If you really want the staff buy it but +1 death is full of fail, +30 is the way to go.
It's free to craft a death magic staff if you find a collector and have the trophies for that collector. +5 heads are like 500 gold and +30's were a few k last time I bought one. So if you're looking for a death magic staff you could get one for under 5k rather than wasting money for Ghial's.
C
1. Making a collector's version should be pretty cheap by now. The base item is essentially free. +5 insightful staff heads are under 1k now. Not sure what a 20% staff wrapping of mastery costs, but I find them relatively often, so it's certainly under whatever people are charging for Ghail's.
2. Small difference, but the collector's version is cold damage, which can be used to trigger spinal shivers, while Ghail's is dark damage.
3. Another small difference: If you don't like the bone staff skin, the collector staff is also available in the lotus staff skin (which I think looks awesome with female vabbian armor, but that's just me).
3. This person has no idea what they are talking about:
a. When the +1 triggers on a summon spell, the result is a minion that's level 19 instead of 18. That's a big difference in survivability (more armor and more health), and a very big difference in the total amount of extra damage it's going to do over its unlifetime.
b. +30 hp is a bad, bad, bad mod for MM's. As a MM, you need to be pulling your life total down, not up.
The higher your life total, the more life you have to sac when you use BotM, and the more expensive it is to heal the sac so you can use BotM again. It's not good to needlessly tax your monks' energy, and sooner or later something will go wrong and the monk won't be able to babysit you and you'll be left having to counteract your life sacs with your own energy-inefficient self-heal for awhile. If you search the necro forum, you can find a long post by me detailing exactly how low your max life has to be in order to keep your army running without monk help for any given choice of self-heal.
Additionally, unless you're using a regen-based self-heal, you should be tweaking your life total so that 25% of it very nearly equals what your self-heal heals you for. Otherwise you're going to end up overhealing or underhealing every time. If you've got 400 max hp, then sac 100 and heal 100 is a good deal; but sac 100 and heal 120 is wasting energy through overhealing; and sac 100 and heal 80 is underhealing and leaving you with "wasted" hp that are "always empty." +30 hp on a staff is almost always detrimental to this goal. The only situation I can ever think of where a +30 hp staff would be a good idea would be if you wanted to run a sup. soul reaping in addition to your sup. death magic, and, for some reason, you couldn't fit enough vitae/survivor on your armor to pull your life back up to where 25% * max_life ~= self-heal's_amount_healed.
2. Small difference, but the collector's version is cold damage, which can be used to trigger spinal shivers, while Ghail's is dark damage.
3. Another small difference: If you don't like the bone staff skin, the collector staff is also available in the lotus staff skin (which I think looks awesome with female vabbian armor, but that's just me).
3. This person has no idea what they are talking about:
Quote:
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Originally Posted by jrk247
If you really want the staff buy it but +1 death is full of fail, +30 is the way to go.
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b. +30 hp is a bad, bad, bad mod for MM's. As a MM, you need to be pulling your life total down, not up.
The higher your life total, the more life you have to sac when you use BotM, and the more expensive it is to heal the sac so you can use BotM again. It's not good to needlessly tax your monks' energy, and sooner or later something will go wrong and the monk won't be able to babysit you and you'll be left having to counteract your life sacs with your own energy-inefficient self-heal for awhile. If you search the necro forum, you can find a long post by me detailing exactly how low your max life has to be in order to keep your army running without monk help for any given choice of self-heal.
Additionally, unless you're using a regen-based self-heal, you should be tweaking your life total so that 25% of it very nearly equals what your self-heal heals you for. Otherwise you're going to end up overhealing or underhealing every time. If you've got 400 max hp, then sac 100 and heal 100 is a good deal; but sac 100 and heal 120 is wasting energy through overhealing; and sac 100 and heal 80 is underhealing and leaving you with "wasted" hp that are "always empty." +30 hp on a staff is almost always detrimental to this goal. The only situation I can ever think of where a +30 hp staff would be a good idea would be if you wanted to run a sup. soul reaping in addition to your sup. death magic, and, for some reason, you couldn't fit enough vitae/survivor on your armor to pull your life back up to where 25% * max_life ~= self-heal's_amount_healed.
I use self made staffs for my MM build and my heroes. I don't know what the cost of them would be, as I never figured it out, and didn't buy the parts. However, what I use (if you decide to make one) is the following:
+10 energy inherent
11-22 any req Death
20% Recharge
Then add:
Seize the Day inscription (+15 enegry/-1 energy regen)
Adept Staff Head (20% casting time) or Insightful (+5 energy)
Mastery wrapping (+1 Death, 20%)
With Soul Reaping and an army of undead, the -1 energy regen won't be an issue. The extra energy helps though. As noted, the extra level on the minions is nice for dealing more damage, and keeping them alive longer. It also helps when using skills like Deathly Swarm, Death Nova, etc. to deal more damage.
Collectors and crafters can get you a staff to modify. If you want Ghials, 20k is over priced. I'd either take the offer one of the people posted here, or look for on at 10-15k in game.
+10 energy inherent
11-22 any req Death
20% Recharge
Then add:
Seize the Day inscription (+15 enegry/-1 energy regen)
Adept Staff Head (20% casting time) or Insightful (+5 energy)
Mastery wrapping (+1 Death, 20%)
With Soul Reaping and an army of undead, the -1 energy regen won't be an issue. The extra energy helps though. As noted, the extra level on the minions is nice for dealing more damage, and keeping them alive longer. It also helps when using skills like Deathly Swarm, Death Nova, etc. to deal more damage.
Collectors and crafters can get you a staff to modify. If you want Ghials, 20k is over priced. I'd either take the offer one of the people posted here, or look for on at 10-15k in game.
g
The nightbringer is almost perfect the +30 health is annoying but my sup rune cancels that out so np.
The double Halve to cast death spells 20% is great
Love the green necro staffs I have 5 so far but still want more, guess I am greedy.
Never got ghials staff maybe I should go beat him up and take it
The double Halve to cast death spells 20% is great
Love the green necro staffs I have 5 so far but still want more, guess I am greedy.
Never got ghials staff maybe I should go beat him up and take it
Quote:
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Originally Posted by Chthon
3. This person has no idea what they are talking about:
a. When the +1 triggers on a summon spell, the result is a minion that's level 19 instead of 18. That's a big difference in survivability (more armor and more health), and a very big difference in the total amount of extra damage it's going to do over its unlifetime. b. +30 hp is a bad, bad, bad mod for MM's. As a MM, you need to be pulling your life total down, not up. The higher your life total, the more life you have to sac when you use BotM, and the more expensive it is to heal the sac so you can use BotM again. It's not good to needlessly tax your monks' energy, and sooner or later something will go wrong and the monk won't be able to babysit you and you'll be left having to counteract your life sacs with your own energy-inefficient self-heal for awhile. If you search the necro forum, you can find a long post by me detailing exactly how low your max life has to be in order to keep your army running without monk help for any given choice of self-heal. Additionally, unless you're using a regen-based self-heal, you should be tweaking your life total so that 25% of it very nearly equals what your self-heal heals you for. Otherwise you're going to end up overhealing or underhealing every time. If you've got 400 max hp, then sac 100 and heal 100 is a good deal; but sac 100 and heal 120 is wasting energy through overhealing; and sac 100 and heal 80 is underhealing and leaving you with "wasted" hp that are "always empty." +30 hp on a staff is almost always detrimental to this goal. The only situation I can ever think of where a +30 hp staff would be a good idea would be if you wanted to run a sup. soul reaping in addition to your sup. death magic, and, for some reason, you couldn't fit enough vitae/survivor on your armor to pull your life back up to where 25% * max_life ~= self-heal's_amount_healed. |
Just because you disagree with me doesn't mean I don't know what I'm talking about. I prefer +30 over +1 20%, I've used both mods on a MM and find +30 is better for me, and in higher areas MM's are useless so I run either SV or SS.
Quote:
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Originally Posted by creelie
Actually, a better mod than +1 Death is 20% enchanting. It gives you a bigger window for Jagged Bones and Death Nova, longer duration of the various enchantments that can greatly help an MM out, and it triggers 100% of the time.
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But my real point is, what if his MM build doesn't involve Jagged Bones or Death Nova. I mean, sure, they're great skills and all, and a hero can cast them efficiently, but he's getting it for Necro, it's a bit tedious to conform.
Not to mention he won't always be running Jagged Bones/Death Nova even if he does decide to go with it.
