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Old Mar 10, 2006, 02:48 PM // 14:48   #1
Eve
Lion's Arch Merchant
 
Join Date: Oct 2005
Guild: Fortune Cookie [LucK]
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Default Eve's New Tombs Green Farming LAZY 105 Hp Support Role Necro/Monk Build

Class: Necro/Monk

Attributes - if both 15 points attribute quest completed:
Blood: 12 + 1 (Headgear) + 3 (Superior Blood Rune)
Soul Reap: 10 + 3 (Superior Soul Reap Rune)
Heal: 8

Attributes - If both 15 points attribute quest NOT completed:
Blood: 12 + 1 (Headgear) + 3 (Superior Blood Rune)
Soul Reap: 7 + 3 (Superior Soul Reap Rune)
Heal: 8


Equipment:
1. Blood staff with 20% enchant (preferrably)
OR
2. Fiery Flamespitter with 20% enchant grip with a blood offhand (i am currently using gordac's hook blood)

Reason for using items with 20% is to bring your orders of vampire and order of pain to 6 secs (20% of 5 secs is 1 secs more hence resulting in 6 secs)

Armour: Any type of armour with 1 blood superior rune and 4 superior soul reaping runes on the rest of the armour. Note: Using 5 superior runes will bring your hp down to 105.

Skills:
1. Orders of Vampire (OOV) Elite - Sacrafice 17% maximum Health. For 5 seconds, whenever a party memeber who is not under the effects of another Necromancer Enchantment hits a foe with physical damage, that party member steals up to 3-13 Health. At blood level 16, it would be 17 health stolen
2. Orders of Pain (OOP) - Sacrifice 17% of maximum health. For 5 seconds, whenever a party member hits a foe, that party member does an additional 3-13 damage. At blood 16, OOP deals extra 17 dam.
3. Mending (At heal 8 +3 blips per sec)
4. Heal Party (At heal 8 - 50 Hp to everyone in the party)
5. Blood Ritual (helps monk with his energy regen)
6. Heal area - optional (heals the summons of the MM)
7. Rebirth (Res dead party members)
8. Extra Slot (heal preferrably)


Explanation:
The logic behind a 105 hp build works similar like a 55 monk build. I came up with this build after my experiences as a necro in IWAY and farming with 55 monk. OOV and OOP requires the self sacrificial of your own hp. However the lower your hp, the lesser the amount of hp is lost. So having 105 hp, casting OOV or OOP will result in a loss of 17% of 105 hp which is 17.85 hp round up to 18 hp. And if necro is maintaining mending, 3 blips of mending (heal at 8) will translate to 6 hp regen per sec. Casting of OOV or OOP will take 2 secs (12 Hp recovered) and by the time you click on the other order spell, your hp is fully recovered. If you have a decent MM on your team, and all rangers are using pets, the energy recovered from soul reaping (pets dying or summons dying) is more than enough to give you constant full energy. To make this build more effective, if the necro is experiencing a surge of energy constantly due to soul reaping, as in the necro's energy is always hitting max, spam heal party and dont let the extra energy from soul reaping go to waste.

Note this is a LAZY build, the necro would just need to spam OOV, OOP and help the monk on the team with heal party and blood ritual WITHOUT the need to heal himself constantly. The 105 Hp support necro in no way should be in the front line. Orders and heal party will affect anyone on the necro radar as long as they are not too far out. So the necro can safely spam orders and heal party 2 to 3 aggro circles away. With the extra heal party, the monk's workload is also reduced.

Using such a build, it may seem more fleasible to run a 55 necro but once a 55 hp player is down, the only way that one can be ressed is by using a res signet, vengenace or restore life (at heal 12 and above). Hence it is better you keep your hp above 100 always. In the event that the necro dies unfortunately (due to shatter enchantment or siege wurm attacks), anyone can res him using rebirth and he will left with 33 HP if he started with 105 HP. But the necro has to remember to remove or change armour to keep his HP above 100 always. If he dies again at 33 HP, there is no way the team members can res him with rebirth again.

An advice to be an effective orders would be to BR any rebirthed rangers cause they are ressed with 0 energy. And you may want bring along protective in the event if you feel unsafe with siege wurms attacks. just drop a few point from soul reap to 10 and push up protection.

I have done quite a number of runs with this build and has proven successful so far. Please feel free to comment. Thank you.
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Old Mar 10, 2006, 02:55 PM // 14:55   #2
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seems good, but i think you should run it with experienced groups only, as they know you're a bit weaker, and how to res you etc.
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Old Mar 10, 2006, 02:59 PM // 14:59   #3
Eve
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Quote:
Originally Posted by Yanman.be
seems good, but i think you should run it with experienced groups only, as they know you're a bit weaker, and how to res you etc.
Yea i usually explain to them my build. If they (party leader) understand the logic behind 55 monk, they usually let me in :P. There was once in a party one of the ranger went OMG you NOOB when i ctrl click on my hp and it shows "my health is 105 out of 105."
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Old Mar 10, 2006, 05:15 PM // 17:15   #4
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Not really seeing the need for both orders.

The big update last week nerfed orders so that you'll only get the effect of one of them at a time, so carrying both seems pointless.

I'd probably drop Soul Reaping down a few notches and increase healing. Your SR will be triggering pretty frequently anyway, and 9-10 with the sup rune should be plenty to keep you fueled for spamming your order & heal party.
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Old Mar 10, 2006, 05:42 PM // 17:42   #5
Eve
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Quote:
Originally Posted by tigernz
Not really seeing the need for both orders.

The big update last week nerfed orders so that you'll only get the effect of one of them at a time, so carrying both seems pointless.

I'd probably drop Soul Reaping down a few notches and increase healing. Your SR will be triggering pretty frequently anyway, and 9-10 with the sup rune should be plenty to keep you fueled for spamming your order & heal party.
Prolly what you say is correct. But the use of OOV and OOP is situational i guess. If the team is low on HP i will spam OOV and heal party to heal them regain hp back fast. Or else OOP and heal party
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Old Mar 10, 2006, 07:30 PM // 19:30   #6
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the reason i use both is that you can always have 1 or the other up easily.
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Old Mar 10, 2006, 10:46 PM // 22:46   #7
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ok, maybe i'm missing something here, but wont one stray fireball or shatter enchantment take you right out? i realize you stay back away from the front lines as much as possible, but is the risk of one hit deaths really justified by not having to more actively self-heal your sac losses every once in a while?

like i said, maybe i'm just missing something...
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Old Mar 10, 2006, 11:02 PM // 23:02   #8
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For myself, I use a sup. rune for blood and soul reaping. I don't need to be hit once and die
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Old Mar 11, 2006, 05:11 AM // 05:11   #9
Eve
Lion's Arch Merchant
 
Join Date: Oct 2005
Guild: Fortune Cookie [LucK]
Profession: N/
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Quote:
Originally Posted by kaldak
ok, maybe i'm missing something here, but wont one stray fireball or shatter enchantment take you right out? i realize you stay back away from the front lines as much as possible, but is the risk of one hit deaths really justified by not having to more actively self-heal your sac losses every once in a while?

like i said, maybe i'm just missing something...
It would but like I stressed so much earlier on, this is meant to be a LAZY self sufficient (no self healing required ) build. Whether you like this build or not, it depends on your playstyle. Its primarily role is to provide extra fire power to the rangers in the party through OOV or OOP and heal party. Anyway the orders necro and healer are usually at the backline. Necro using this build just need to stay away from 2-3 aggro circles. Orders necros that have played IWAY teams in pvp before would realise how similar playstyle of this 105 build is like to playing orders in IWAY team. Stay far and run away from frontline can spam OOV,OOP and heal party Except in this case, the AI of the monsters in PVE are not smart enough to come for you first.
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