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Old Mar 28, 2006, 07:31 PM // 19:31   #1
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Default Necro armor

I looked for but didn't find the answer to my question. What armor(drocs) is best for a necro? Does the type of necro matter?

If it's scar armor, is there an energy giving armor that is... less ugly? also, if it's scar armor, how does one gather the supplies for it? Buying all that parchment is... painful.
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Old Mar 28, 2006, 08:18 PM // 20:18   #2
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The thread on the second page: Droknar's Armor has all the info you will probably want.
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Old Mar 29, 2006, 12:00 AM // 00:00   #3
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yes, Scar pattern is a necessity. parchments are only 80g, and whole set shouldnt set u back more than 7-8k with materials and cost... really, save up for the Scar pattern and dont waste money on anything else. you'll just end up getting it later anyway when u get richer. just like i did. ;-) ... and if u plan on MMing, bloodstained boots (instead of scar pattern boots) are a must.
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Old Mar 29, 2006, 01:38 PM // 13:38   #4
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I have found for MM that the extra armor you get from tormentors is better than the extra energy from scars. If you are a MM running 10+ fiends, the worst thing that can happen to your team is for you to die. So the defense is worth it. MM should be killing lots, plus you get energy every time a minion expires, so Soul Reaping should address your energy needs.

For most other builds, scars are the way to go.
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Old Mar 29, 2006, 03:11 PM // 15:11   #5
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Only drawback of Tormentor's is the -dmg from Holy. But there aren't that many smiters anyways...
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Old Mar 29, 2006, 03:35 PM // 15:35   #6
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I have 2 sets. FoW scars and 15k Necrotic. When a gear or book holder or my monk goes down, I throw on my necrotic and start running. When I play MM I'll use a chest piece if I'm getting slayed.
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Old Mar 29, 2006, 03:59 PM // 15:59   #7
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I use tormentors for the chest piece always on my mm. Scars on gloves and legs and bloodstained boots. Partially for looks and partially for the PUG occurence of aggro going wrong. I do carry torrmentors gloves and pants to switch too if my pug is just that bad.

I'm giving up a few slots of nrg, but then MMs are probably one of the builds least worried about energy.
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Old Mar 29, 2006, 04:34 PM // 16:34   #8
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I use 1.5 necrotic (main) , desert collectors (against azures and holy grifions), and scars from denravi (for soloing), 55 hp build armor is irrelavant, might as well go with the afordable stuff, plus I think it looks better.
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Old Mar 30, 2006, 02:33 PM // 14:33   #9
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"MMs are probably one of the builds least worried about energy."

lol, as an expert MM, SS, battery, orders, healer, bonder, protector, smiter, 55er, tank, runner, damage dealer, i can say that my MM is by FAR the one that needs the most energy!! lol. raising just 2 minion spells (fiends and minions) costs 50 energy. see the thread titled "MM weapons" for more info.
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Old Mar 30, 2006, 02:56 PM // 14:56   #10
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Interesting. I guess I always think about MMs once they've got their army up and running. Stuff is dieing so often that your soul reaping keeps your bar full at all times (or at least at time when you want to raise a summon).

Needing Energy and having to worry about it are two different things. Soul Reaping ftw.
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Old Mar 30, 2006, 04:10 PM // 16:10   #11
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AL70, 485 life / 45 energy here. That's what I'm comfortable with The only thing I'm missing is an AL70 head piece!
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Old Mar 30, 2006, 05:18 PM // 17:18   #12
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AL 60/485hp/63 energy/-1 regen for me...

bob, the paradox is just that u described, stuff is dying too fast, so if at the end of the battle, ur energy is low from raising minions, and u got 3 corpses on the ground, what can u do, besides OOB that gives u 11 energy boost? stuff dying too fast is waste of ur energy. especially with spiteful spirit or in trapping groups where 6-7 enemies all die at the same time. which is why total energy is most important, IMHO (with at least 45% in casting (20 mod and 25% on blood boots)).
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Old Mar 31, 2006, 02:11 AM // 02:11   #13
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True enough. I mainly use my MM in farming SF and Tombs - the deaths there are a bit more predictable and thus my relative low concern over energy management. I do see your point tho and its a valid one.
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Old Mar 31, 2006, 05:13 PM // 17:13   #14
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Quote:
Originally Posted by skreet preacha
if at the end of the battle, ur energy is low from raising minions, and u got 3 corpses on the ground, what can u do, besides OOB that gives u 11 energy boost?
Consume Corpse is your non-elite buddy! It uses up one of those corpses sure, but it returns 105 life and 21 energy for 10 energy spent, without taking up your elite slot like OoB would. With golems on the way, you might not want OoB in your elite slot, so there's one to consider. The teleport function *can* be useful to get away from melee, should you ever be unlucky enough to get in that situation... doesn't happen much, but the teleport+heal+energy boost has saved my bacon once or twice.
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Old Mar 31, 2006, 06:09 PM // 18:09   #15
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It comes down to energy or armor.

There is enough flexibility in this decision to be determined by the players personal style. Buy both armors and see what you like for yourself.

When I MM, I run 15k Necrotic + Bloodstained boots. The extra armor makes me feel better since I'm running with double superiors. I carry a high-energy wand/offhand for the times when lots and lots of things are dying, which pretty much makes Scars redundant for me.

If I'm running SS/SV or 55 or Orders, then I use Scars for the extra energy.

Last edited by Carinae; Mar 31, 2006 at 06:12 PM // 18:12..
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Old Mar 31, 2006, 06:31 PM // 18:31   #16
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For most circumstances outside of PvP or GvG I haven't had much difficulties with energy management as a Necro (soul reaping is a beautiful thing). If you think the scars are ugly looking, I recommend you make your way over to the grotto -- Personally I think they look cool.
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Old May 05, 2006, 03:35 AM // 03:35   #17
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I haven't been able to find an answer to this question since factions came out. The new description on each piece of tormentor's armor now reads that holy damage received is increased by 5, but doesn't mention anything about stacking. While this is more specific than the "reduced protection from holy damage" description we used to have, it still leaves some things unknown.

My question is: now if you wear 2 tormentor's pieces does holy damage increase by 10, or only by 5? If the damage increases do stack, a tormentor's set could be potentially very painful. I just started a factions necro and don't really want to spend the gold without knowing the effects. Has anyone with tormentor's sets experimented with wearing more or less pieces and taking holy damage? Also, if the damage increases don't stack, which armor piece is used to judge whether the damage from area smites like Symbol of Wrath gets the extra 5 damage?
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Old May 05, 2006, 07:12 AM // 07:12   #18
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As far as i know the damage increase stacks AND is global, so if u wear the whole set u get 4x5=20 more Dmg from Smiting Spells, wich is nearly the same like it was before (double dmg) so i would suggest u just buy just the chest and/or the legs... (+10 more dmg from smiting)

But im not really sure, maybe u should test it with a pvp char and a guildmember in ur guildhall...
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Old May 05, 2006, 09:46 AM // 09:46   #19
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In response to the OP you can now (if you own Factions) buy the Canthan armor with the Cabalist set bonus (same as the scar patterns). I think you can also buy Tyrian and Ascolon styles of armor with any bonus you wish from other Armor Crafting NPC's.

http://gw.gamewikis.org/wiki/Necromancer_Canthan_Armor
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