Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Hall of Knowledge > The Campfire > Necromancer

Notices

Reply
 
Thread Tools Display Modes
Old Feb 19, 2008, 04:09 AM // 04:09   #61
Grotto Attendant
 
Join Date: Aug 2007
Location: Canada
Advertisement

Disable Ads
Default

[QUOTE=oresteez]
Quote:
How do you get Curses to 12 and Healing and Protection to 9 at the same time?
You probably didn't do the attribute point quests and are missing 15-30 points.
Zahr Dalsk is offline   Reply With Quote
Old Feb 19, 2008, 04:28 AM // 04:28   #62
Wilds Pathfinder
 
Trvth Jvstice's Avatar
 
Join Date: May 2006
Guild: HALE
Profession: W/
Default

Moloch Vein--I play with pugs, sorry I should have made that clear in my post. As the sole nec in a pug would you use an echo ss build or a build using assassin's promise? And if you were to use Assassin's Promise, what curse skills would you use ?-I know, the average pug wont have any idea what I'm doing, but I'd really like to know your opinion.
Trvth Jvstice is offline   Reply With Quote
Old Feb 19, 2008, 11:53 AM // 11:53   #63
Forge Runner
 
Moloch Vein's Avatar
 
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
Default

If I'd play with an "average pug" I'd definitely run an echo SS. The average pug believes that elementalists are the kings of damage dealing and do not run enough physicals for a MoP build to be really worthwhile. The average pug will have physicals running around with Fiery Dragon Swords refusing to swap. The average pug runs tank-n-spank and are scared to death of aggro breaking from their precious obsidian warrior.

An Ursan-centered group will have no or limited physical damage.

A tank-ele-necro-monk group will have no or limited physical damage.

A B/P group will have physical damage. That's your best bet... if you can find any of those nowadays.

This was the main reason I didn't put any time in explaining this build in this admittedly "newbie" necro guide.
Moloch Vein is offline   Reply With Quote
Old Feb 19, 2008, 05:51 PM // 17:51   #64
Permanently Banned
 
Calista Blackblood's Avatar
 
Join Date: Oct 2007
Location: Northern Ireland
Guild: Nowhere To Run Nowhere To [Hide]
Profession: N/
Default

great guide moloch

was bored the other night and put this together after lots of alliance members asking about necros,just an animation skill quick reference template

Quote:
OABAMUhpQVAodULZ6hlK

[skill]Animate Bone Fiend[/skill][skill]Animate Bone Horror[/skill][skill]Animate Bone Minions[/skill][skill]Animate Flesh Golem[/skill][skill]Animate Shambling Horror[/skill][skill]Animate Vampiric Horror[/skill][skill]Jagged Bones[/skill][skill]Malign Intervention[/skill]

Quote:
[ skill]Animate Bone Fiend[/skill][ skill]Animate Bone Horror[/skill][ skill]Animate Bone Minions[/skill][ skill]Animate Flesh Golem[/skill][ skill]Animate Shambling Horror[/skill][ skill]Animate Vampiric Horror[/skill][ skill]Jagged Bones[/skill][ skill]Malign Intervention[/skill]
might be of use for your first post
Calista Blackblood is offline   Reply With Quote
Old Feb 21, 2008, 10:44 PM // 22:44   #65
Lion's Arch Merchant
 
Join Date: Feb 2008
Guild: AFO
Profession: E/
Default

litle flaw in you're build it's impossible to run 2 elites in a build the only time you will have dual elites is when capping one when you allready had an elite on you're skill bar but as soon as you reach an outpost or town one will vanish from the bar.

And on another note there are so many minion possibilities on the bar that you have no way to keep them all alive and overall fleshgolem remains bad especially cause an elite should be the best skill on you're bar and you're not actually getting much out of a flesh golem (seen that thing a couple of times stuck in various places on the map and not attacking at all etc etc when someone else in my team used it)

But to the Op nice guide for newbies

Last edited by Cyb3r; Feb 21, 2008 at 10:49 PM // 22:49..
Cyb3r is offline   Reply With Quote
Old Feb 22, 2008, 12:25 AM // 00:25   #66
Wilds Pathfinder
 
Fuzzy Taco's Avatar
 
Join Date: Apr 2007
Guild: Level Twenty One [HAX]
Profession: N/
Default

Cyb3r, that was just a template of all the skills that can be used to animate a minion (or two.) it's not a serious build.
Fuzzy Taco is offline   Reply With Quote
Old Feb 22, 2008, 12:34 AM // 00:34   #67
Permanently Banned
 
Calista Blackblood's Avatar
 
Join Date: Oct 2007
Location: Northern Ireland
Guild: Nowhere To Run Nowhere To [Hide]
Profession: N/
Default

Quote:
Originally Posted by Cyb3r
litle flaw in you're build it's impossible to run 2 elites in a build the only time you will have dual elites is when capping one when you allready had an elite on you're skill bar but as soon as you reach an outpost or town one will vanish from the bar.

And on another note there are so many minion possibilities on the bar that you have no way to keep them all alive and overall fleshgolem remains bad especially cause an elite should be the best skill on you're bar and you're not actually getting much out of a flesh golem (seen that thing a couple of times stuck in various places on the map and not attacking at all etc etc when someone else in my team used it)

But to the Op nice guide for newbies
please read my post. i stated that it was nothing more than a reference for animation spells.

Last edited by Calista Blackblood; Feb 22, 2008 at 12:40 AM // 00:40..
Calista Blackblood is offline   Reply With Quote
Old Feb 27, 2008, 05:52 PM // 17:52   #68
Frost Gate Guardian
 
Hatchet Child's Avatar
 
Join Date: Mar 2007
Location: Wales
Guild: No longer actively playing.
Profession: N/
Default

Moloch you should really put your BarbsSinMoPromise build somewhere.
I've never used such a kick ass curses build without a curse elite.
Hatchet Child is offline   Reply With Quote
Old Feb 28, 2008, 04:36 PM // 16:36   #69
Forge Runner
 
Moloch Vein's Avatar
 
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
Default

Added the Mark of Pain nuker to the miscellaneous post. Added some further synergy discussion.

[EDIT] I am waiting to update this guide to compensate for the drastic changes to the N profession skills. I want to see what's coming from it first and in which ways these skills will be further changed.

Last edited by Moloch Vein; Mar 09, 2008 at 12:14 PM // 12:14..
Moloch Vein is offline   Reply With Quote
Old Mar 13, 2008, 02:17 AM // 02:17   #70
Krytan Explorer
 
Matix411's Avatar
 
Join Date: Feb 2006
Location: Ontario
Default

Sigh ... so much to learn.

Been thinking about rolling a Necromancer, but every time I do I want to bust out a sword and bleed someone to death.

This has been a very, VERY informative thread. Encouragement ftw.
Matix411 is offline   Reply With Quote
Old Mar 13, 2008, 03:33 AM // 03:33   #71
Wilds Pathfinder
 
Trvth Jvstice's Avatar
 
Join Date: May 2006
Guild: HALE
Profession: W/
Default

Amen! I suppose every player will find a profession they Really enjoy, but if you enjoy knowing you have made a huge difference in the Mission/Quest-whatever, you're doing, the Necromancer, when played correctly, will always be at the top in whatever group you're in. A good Necro can, make warriors weak, make Monks ineffective, make enemy casters kill themselves. A mediocre Minion Master can overrun an enemy, a mediocre Spiteful Spirit Necro can destroy enemy mobs. Let's just say, try playing a Necro, you'll love it.
Trvth Jvstice is offline   Reply With Quote
Old Mar 25, 2008, 10:50 PM // 22:50   #72
Ascalonian Squire
 
jamnog's Avatar
 
Join Date: Sep 2005
Profession: N/Mo
Default

Order of undeath, my choice of elite for the mm armor ignoring damage from a safe distance controllable with mystic regen or some of those nice rit you mention skills even at a low attrib. nice guide and interesting comments pleasure to read, thanks.
jamnog is offline   Reply With Quote
Old Apr 19, 2008, 02:06 AM // 02:06   #73
Wilds Pathfinder
 
Trvth Jvstice's Avatar
 
Join Date: May 2006
Guild: HALE
Profession: W/
Default

Moloch, I've been using Technobabble on the N/A Assassin's Promise MoP nuker build. Mine only gives Dazed for 3 seconds at rank 3 - at rank 10 it's only Dazed for 6 seconds. After extensive use, I'm thinking [skill]atrophy[/skill] might be better, what do you think?

Last edited by Trvth Jvstice; Apr 19, 2008 at 02:08 AM // 02:08..
Trvth Jvstice is offline   Reply With Quote
Old Apr 19, 2008, 10:22 AM // 10:22   #74
Forge Runner
 
Moloch Vein's Avatar
 
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
Default

Dazed for three seconds is enough. Dazed for six seconds is a lot. If you time it right you'll catch the hex removal skill with it. Technobabble is also an interrupt in itself (it does damage which interrupts as it inflicts dazed.)

I'd recommend upping your Asuran rank to 4 seconds daze.

I think your main problem is not running enough physicals?

By the way the synergy example I presented is broken now Never Surrender got "fixed".
Moloch Vein is offline   Reply With Quote
Old Apr 19, 2008, 12:41 PM // 12:41   #75
Wilds Pathfinder
 
Trvth Jvstice's Avatar
 
Join Date: May 2006
Guild: HALE
Profession: W/
Default

Thx, I didn't realize in was an interrupt also, so of course I'll keep it.

About physicals: No my HH team kicks total ass, I was just checking to see if my build could be tweaked any. Thanks for your response.

EDIT: Just looked at Dazed on wiki, I knew the effect made it take twice as long to cast spells, but I didn't know it made your spells easily interrupted.

Last edited by Trvth Jvstice; Apr 19, 2008 at 01:15 PM // 13:15..
Trvth Jvstice is offline   Reply With Quote
Old Apr 19, 2008, 01:54 PM // 13:54   #76
Frost Gate Guardian
 
Hatchet Child's Avatar
 
Join Date: Mar 2007
Location: Wales
Guild: No longer actively playing.
Profession: N/
Default

Quote:
Originally Posted by Trvth Jvstice
Just looked at Dazed on wiki, I knew the effect made it take twice as long to cast spells, but I didn't know it made your spells easily interrupted.
If you want a longer time without Grinding for Asuran points, Get a Spear and Curses focus. With a Silencing Speadhead for a nice 33% longer Daze duration.

Moloch made me get one
Hatchet Child is offline   Reply With Quote
Old Apr 22, 2008, 11:02 AM // 11:02   #77
Pre-Searing Cadet
 
Join Date: Mar 2008
Guild: Galbadia Garden [SeeD]
Profession: N/Me
Default

Moloch Vein, am newish to the game. i only have proph (althou l8er this week i will have factions) anyways. am currently level 10 running N/Me build, its doing great in PVE. but in PVP its getting spammed really hard. am like the first thing the enemies run 2!! could you please suggest a way that i can, deal bring a warrior down to 50% or lower, b4 he gets to me. if i can do that, then with luck my team m8s can do the rest lol. thanks
BloodyGensou is offline   Reply With Quote
Old Apr 22, 2008, 11:04 AM // 11:04   #78
Pre-Searing Cadet
 
Join Date: Mar 2008
Guild: Galbadia Garden [SeeD]
Profession: N/Me
Default

Moloch Vein, am newish to the game. i only have proph (althou l8er this week i will have factions) anyways. am currently level 10 running N/Me build, its doing great in PVE. but in PVP its getting spammed really hard. am like the first thing the enemies run 2!! could you please suggest a way that i can, deal bring a warrior down to 50% or lower, b4 he gets to me. if i can do that, then with luck my team m8s can do the rest lol. thanks
BloodyGensou is offline   Reply With Quote
Old Apr 23, 2008, 12:59 PM // 12:59   #79
Forge Runner
 
Moloch Vein's Avatar
 
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
Default

I would suggest getting your character to level 20 before you start doing pvp.
Moloch Vein is offline   Reply With Quote
Old Apr 23, 2008, 04:23 PM // 16:23   #80
Forge Runner
 
Moloch Vein's Avatar
 
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
Default

I also would like to note that I'm planning to update this sticky extensively after May 1st. This will bring it up to the new bbcode and adjust for the recent, quite extensive, skill balances done by Arenanet. I see no reason to change anything before the claimed reversion of the last skill balance, since nobody knows what that will bring.

Summary speaking a small portion of the sticky is outdated and will be changed soon.
Moloch Vein is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
DuVeL741 Buy 1 Aug 25, 2007 08:06 PM // 20:06
Phoenix Sebolta Buy 8 Apr 05, 2007 10:39 AM // 10:39
Necromancer Rune of Minor Death Magic FaciasGloriosa Sell 0 Jul 22, 2006 06:00 AM // 06:00
Crome To Crimson Buy 12 Jan 21, 2006 08:28 PM // 20:28
WTS very very nice necromancer staff (required death magic 12) Elessar18 Sell 0 Jul 12, 2005 04:38 PM // 16:38


All times are GMT. The time now is 01:47 AM // 01:47.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("