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Old Aug 02, 2006, 10:51 AM // 10:51   #1
Ego
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Post R/Me Replace for SS Necro in UW Runs

Hello and Welcome to my R/Me guide. In this guide I am gonna show you how you can replace the SS Necro in a UW Duo Team with a R/Me. This build was made by me and tested with Divine Fireslayer. This guide focuses on the Ranger part of the duo. Let's get started.


Introduction:
This build's "core" is to drain the energy from the enemies around the 55 Monk and make it into damage. The more Enemies that hits the 55 Monk the greater will the damage be. Try to make as many enemies as possible to attack the monk (If they monk is ready and able to handle it.)


Location: UW
This duo build is made for Aataxes/Darknesses and Smites only. It can't take out Ranged attackers very good but the ablility is there, but it's very limited. So you should avoid the Coldfires as much as possible.

Attributes:
This Picture Shows the Used Attributes:



Illusion Magic: 12
Wilderness Suvival: 16 (12 + Travelers Mask + Superior Rune of Wilderness Survival)
Expertise: 4 (3 + Minor Rune of Expertise)

Illusion and Wilderness at maximum makes this build do maximum damage which will speed up the runs. Expertise at 4 is not Critical to make the run. (Attribute Points: 200/200)

Equipment:
Armor: Druids Armor (From Droks, Marhans Grotto or Fissure of Woe)
Weapon: Staff with 15+ Energy and 20% Longer Enchant or A Axe/Sword with +5 Energy, 20% Longer Enchant and a Illusion offhand. (+12 Energy Pref).


Skills:

The used Skills is showed in this picture:



1 - Famine [Elite Nature Ritual] [Attribute: Wilderness Survival]
Create a level 11 Spirit. Whenever any creature in its range reaches 0 Energy, that creature takes 37 damage. This Spirit dies after 94 seconds. (10 Energy, 5 Sec Cast, 45 Sec Recharge)

2 - Ancestor's Visage [Spell] [Attribue: Illusion Magic]
For 18 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all Adrenaline and 3 Energy.
(10 Energy, 1 Sec Cast, 30 Sec Recharge)

3 - Sympathetic Visage [Spell] [Attribue: Illusion Magic]
For 18 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all Adrenaline and 3 Energy.
(10 Energy, 1 Sec Cast, 30 Sec Recharge)

4 - Conjure Phantasm [Spell] [Attribue: Illusion Magic]
For 12 seconds, target foe experiences -5 Health degeneration. (10 Energy, 1 Sec Cast, 5 Sec Recharge)

5 - Troll Unguent [Skill] [Attribute: Wildnerness Survival]
For 10 seconds, you gain health regeneration of +10. (5 Energy, 3 Sec Cast, 10 Sec Recharge)

6 - Storm Chaser [Stance] [Attribute: Wildnerness Survival]
For 21 seconds you move 25% faster, and you gain 5 Energy whenever you take elemental damage. (10 Energy, 30 Sec Recharge)

7 - Illusion of Weakness [Spell] [Attribue: Illusion Magic]
You lose 50...202 health. Illusion of Weakness ends if damage drops your health below 25% of your maximum. When Illusion of Weakness ends, you gain 50...202 health. (10 Energy, 2 Sec Cast, 30 Sec Recharge)

8 - Resurrection Signet [Signet] [Attribute: None]
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This signet recharges when you gain a morale boost. (2 Sec Cast)


Critical Skills in this build:

Famine (Converts the energydrain into damage)
Sympathetic Visage (Drains energy from Melee attackers)
Ancestor's Visage (Drains energy from Melee attackers)

Other Skills:

Conjure Phantasm (Used to take out Coldfires)
Troll Unguent (Self heal if things get hot)
Storm Chaser (Used to break aggro if you get aggro of enemies)
Illusion of Weakness (A Emergancy healing)
Res Signet (To res the monk in case he die)

The Run:

Make sure both Partners are ready before you enter the Underworld, it's not free and if someone's not ready it can make you both dead while you are inside. First of all: Use Illusion of Weakness on your self and heal up with Troll Unguent. When both partners are ready, put up the spirit and while the monk runs to aggro, cast Sympathetic Visage or Ancestor's Visage on him/her. When the skill you casted on the Monk has recharged to half, use the other Visage skill hon him/her. Continue to do so until all the enemies are dead. Always wait until the monk got full aggro before you get into spellcaster ranger and put the spirit up. If you don't you can get stuck and get killed. Normally this means the end of the run if you die since most 55 Monks do not bring res for you. If you see a Nightmare pop up and you have the chance to kill it without aggro, take it, this means less pressure on the monk and less chance to die for both of the partners. When all Bladed Aatxes are cleared of the area go to the Lost Soul ghost and put the spirit up at him. Ask if the monk is ready and then accept the quest. Run away from the ghost so you don't take aggro. When the Monk aggroed the 2 or 3 groups of Grasping Darkness put a Visage Spell on him and proceed like with the Aatxes. When this is finished, go to the mixed enemy group before the smite area. Wait until the monk got full aggro here (Keep your distance) and then put a Visage Spell on him and put the spirit up. You should now be at the "Smite Area". Here there are two kind of enemies: Smite Crawlers and Coldfire Nights. The Coldfires should be avoided with this build as they are very slow to kill. Avoid as much as possible. If you do have to kill a group of them, just keep Conjure Phantasm up on all of them, that will kill them very slowly, this might drain your energy to zero so perhaps just take on at a time and then take next when the first one is dead. When confronting Smiters, just stay away from aggro circle when the monk aggros as those enemies likes to break aggro and attack you if not carefull. Same deal here. Put a Visage Spell on the monk, put the spirit up and put the Second Visage spell on the monk after half recharge on the first one. They should fall very quickly. When the whole area is clean from Smiters, you are done and can go back and restart from Temple of the Ages again.

Reminders:

Always make sure Famine is up, or else the enemies will soon begin to regenerate and you have to start all over.

Always keep one Visage Spell on the monk when he's tanking, this reduced the damage he has to take and this is your main damage skill combined with Famine.

If you happen to get the aggro of enemies, activate Storm Chaser and run away from the enemies and make sure not to aggro any other mobs.

Illusion of Weakness is like a second life for you, if you happend to get alot of beating it will active and heal you for a good 202 HP.

Screenshots:



Videos:

Videos



If you need any help or have any questions about this build send me a PM or contact me in game. IGN: Selena Nailarrow.

Good Luck with the farming! =)
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Old Aug 02, 2006, 07:14 PM // 19:14   #2
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cool

how do you manage energy? it seems to be a energy heavy build with the non stop casting of SV and AV, which are 10e each, and last 16 seconds(?). i figure you use a +15 stuff, but how many times do you have to cast the enchantments until Ataaxes are dead?

anouther thing, i would recomend replacing Storm chaser (you dont REALY need it) with an interrupt like distrupting shot or savage shot, just in case monk's SB rans out (its only 17 secs+20% max) and theres a second nitmare poping out (have been happening to me more then before lately).

Last edited by Maria The Princess; Aug 02, 2006 at 07:21 PM // 19:21..
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Old Aug 02, 2006, 07:29 PM // 19:29   #3
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A) Im glad your build works, I like it.
B) Im pissed off.

I suggested this build quite some time ago, and everyone told me that Famine only worked when their energy dropped to 0 from at least 1. This was clearly innacurate.

Its really too bad I didnt have a Ranger up with which to test...

C) Have the monk go Spirit Bond. For your approach, its really the only way...
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Old Aug 02, 2006, 08:28 PM // 20:28   #4
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Quote:
Originally Posted by Maria The Princess
cool

how do you manage energy? it seems to be a energy heavy build with the non stop casting of SV and AV, which are 10e each, and last 16 seconds(?). i figure you use a +15 stuff, but how many times do you have to cast the enchantments until Ataaxes are dead?

anouther thing, i would recomend replacing Storm chaser (you dont REALY need it) with an interrupt like distrupting shot or savage shot, just in case monk's SB rans out (its only 17 secs+20% max) and theres a second nitmare poping out (have been happening to me more then before lately).
The energy is really not any problem, unless you spam Conjure Phantasm. Storm Chaser can be good to break aggro but as I said in the guide, it's not one of the critical builds. And I have been testing this build very much and I know that it works, check my video otherwise.

And ubermancer, why does the monk have to go Spirit Bond? This is no BETA build or anything, this is a 100% working build. It's not thet only way. Perhaps check the video before saying something like that.

Last edited by Ego; Aug 02, 2006 at 08:30 PM // 20:30..
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Old Aug 02, 2006, 10:13 PM // 22:13   #5
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Awesome, I hope this becomes popular so that I can use my ranger for duo uw. That would be nice. Good job on the build.
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Old Aug 02, 2006, 10:58 PM // 22:58   #6
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I'm glad this type of build is taking off. Me and a guildy do this alot.
I play the Ranger but use a slightly different skill bar - I include Apply Poison to help kill the Aatxes slighlty quicker but its most important for the Coldfires.
The Coldfires are easily tanked in groups of 3 by the Ranger with the 55 Monk out of the way - just have him put Mending (+ Watchful Spirit - I know he is an unusual 55 !!) on you and degen the Colds with Apply Poison and Conjure Phantasm . If the 55 Monk also enchants you with Balthazar's Spirit it makes the energy management easy.
The Terrorweb Dryders are also quite doable.

On our last run 4 ecto dropped - all for the monk !

Just my ten pence worth !
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Old Aug 02, 2006, 11:50 PM // 23:50   #7
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Quote:
Originally Posted by ubermancer
I suggested this build quite some time ago, and everyone told me that Famine only worked when their energy dropped to 0 from at least 1. This was clearly innacurate.
Actually that is accurate. As long as the opposing person has at least 1 pip of energy regen, they will constantly reach 1 energy, even with SV and/or AV on them. Because of this, +4 pip targets (ie smites) will receive damage faster than +2 pip targets (ie aatxes.)

As for your build, it seems like a HUGE waste of skills. The only useful skills on your bar are SV, AV, and Famine, using Phantasm to kill coldfires is insanely slow. Cerb and I have been working on a build sorta similar, although much much more efficient. Once we have the kinks worked out I'm sure we'll post it

Moved to "Farming"
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Old Aug 03, 2006, 12:33 AM // 00:33   #8
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How about Phantom Pain + Epidemic or even Accumulated pain). Might be costly energywise but all that deep wound could be handy :P

Tried this yesterday and the Chamber is slow but smites are very fast to die
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Old Aug 03, 2006, 06:42 AM // 06:42   #9
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Quote:
As for your build, it seems like a HUGE waste of skills. The only useful skills on your bar are SV, AV, and Famine, using Phantasm to kill coldfires is insanely slow. Cerb and I have been working on a build sorta similar, although much much more efficient. Once we have the kinks worked out I'm sure we'll post it
Conjure is very useful considering it kills a dying nightmare in one cast and helps take down that annoying solo attaxe. Generally you try to avoid coldfires and as for the run skill try using it to run through camber and killing the dyings with conjure, works wonders for me. Ive used this build alot lately(ever since its been on Gameamp) and I must say I wouldn't change it a bit as it works so wonderfully now.
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Old Aug 03, 2006, 09:18 AM // 09:18   #10
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Ok for all of you, I have listed the CRITICAL skills which is needed for this to work and the replaceable skills. The only skills I list as Critical is AV, SV and Famine. So don't say that my skills are not needed as I did not put them under Critical.
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Old Aug 03, 2006, 07:07 PM // 19:07   #11
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We have (guildies and I) run something similar:

EoE, AV, SV, famine {E}, QZ, archane echo, spirit shackles, rez

The QZ is for the 605's spell breaker. We have found that spirit shackles on the obsidian behemoths causes them to stop doing anything - they won't attack. There is a short period of time where the (smites in particular) don't seem to be taking any damage (I guess their mana pool is pretty large), but once they start taking damage from famine - they go down really quick.
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Old Aug 03, 2006, 08:12 PM // 20:12   #12
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imagine how fast this will be with ss necro...uber uber fast!

IGN: Darth Collect Ecto if ur R/me UW duo, we catch an ss necro and go..
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Old Aug 03, 2006, 08:25 PM // 20:25   #13
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Its woking ok, but reasons i still prefer goin as SS necro...

1. WAYYYYYYY faster...

2. More flexible (e.g / dont have to stay near spirit, dont have to worry about its placement, dont have energy issues whatsoever, can take out handy skills like Shadow of Fear to aid the monk on large agroos, and can take out coldfires whith ease).

3. Blood Ritual, again, the run takes WAYYY longger whith the monk not having BRs aid.

4. Unusable on Spider Runs since you can´t kill coldfires and will have lots of problems whith the moving mesmers since the spirit is stationary and they like to atack at random (might kill the spirit, and you will have to cast it multiple times to get all the mesmers).

Still, the build is not new (already seen some people using it before) and even if it is usable, i still preffer taking a trap group if i go whith my ranger, and keep my necro SS for the duals

Later.
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Old Aug 03, 2006, 09:44 PM // 21:44   #14
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You can kill coldfires...did it ever occur to you that rangers can solo them I've been running a famine ranger build since factions came out...this is nothing new. If your doing a smite run lure smites to coldfires...if your standing by them they got no energy...and you got one useless and very dead coldfire. If its a spider run just send the ranger in. Rangers can solo coldfires easy.
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Old Aug 04, 2006, 10:28 AM // 10:28   #15
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You should team up with a Spirit Bonder, speeds up the chamber because he can tank more and doesn't need bonneti's to prevent interruption. The Spirit Bonder should probably replace Vital Blessing/Life Attunement with Retribution to add some more damage.

This will most likely speed up the chamber run with a few minutes as well as the smite run.
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Old Aug 04, 2006, 03:39 PM // 15:39   #16
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Hi, in a screenie u show MASSIVE Area Dmg, and im totaly confused, can u explain how uve done so much AoE dmg?




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Old Aug 04, 2006, 08:02 PM // 20:02   #17
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Quote:
3. Blood Ritual, again, the run takes WAYYY longger whith the monk not having BRs aid.
I've been on many succesful runs as an SS necro..and Never once has a decent monk ever asked me to BR them...So "WAYYY longger" with no "BRs aid" isn't really accurate.

Quote:
Hi, in a screenie u show MASSIVE Area Dmg, and im totaly confused, can u explain how uve done so much AoE dmg?
Famine. It does 37 Dmg to them everytime they hit 0 energy - and with SV/AV up, they go right back to 0 everytime they gain 1 energy.

Last edited by Former Ruling; Aug 04, 2006 at 08:04 PM // 20:04..
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Old Aug 12, 2006, 04:06 AM // 04:06   #18
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How well would this work in FoW?
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Old Aug 12, 2006, 09:10 AM // 09:10   #19
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Expertise 9
Illusion: 10
Wilderness Survival 16


Famine {E}
Visage 1
Visage 2
Dust trap
Barbed Trap
Flame Trap
Serpents Quickness
Conjure Phantasum

Weapon set:
Totem Axe & Illusion offhand (Illusion +1)

This is what ive been using since Just about when factions came out, its the same basic concept, but the ranger can now trap the patrol path of the coldfires, easly reducing them to at least a 1/3rd of theyre HP, Speeding up the proccess Significantly
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Old Aug 15, 2006, 05:04 AM // 05:04   #20
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Nice build.

I encorage my guildies to do UW and now they can use their rangers.

I like to use Apply Poisen in combination with Conjure so you can take the colds faster.

I noticed Smites dropped fast but the axes seemed slower then SS nercos.

However thats just me.

btw I saw a guy asking for a famine ranger and he was a 55 monk.

I myself ask lf SS nerco or Famine ranger for duel UW
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