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Old Dec 15, 2008, 02:55 AM // 02:55   #1
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Default Having a use for the new Elites

I looked at the new cultists fervor, weaken knees and AotL and i thought "Hey...these are awesome!" So i have come to the necro forum to create builds based around these, i only thought of one for weaken knees

[build prof N/A curses=12+1+3 dead=9 soul=9+1][Weaken Knees][Faintheartedness][Insidious Parasite][Crippling Dagger][Rip Enchantment][Plague Sending][Signet of lost Souls][Dash][/build]

I made this build based around AB and FA where people tend to run around a lot, [Weaken Knees] is for the foe who is running away then cover that hex with [Faintheartedness], if they interrupt you and start running use [Crippling dagger] and [Faintheartedness] and if they're enchanted use [Rip Enchantment] to cover the cripple, [Insidious parasite] is for those annoying melees. [Plague Sending], [Signet of lost Souls] and [Dash] should be self explanatory.

At first i wasn't to sure whether to use a snare or not, my initial thought was the faster they move the more [Weaken Knees] will do, but i couldn't think of any skills that would purposely increase their speed + if they're smart enough they'll run too far for you to cast [Weaken Knees] on them. So i stuck with the cripple so they take damage if they try to get in your face, + it's got a nice 5sec recharge

Now the skills for this aren't absolute, you can even throw in [Caltrops] and spam weaken knees on anyone who's crippled, then take out 9 from deadly arts and put it into shadow arts and you can also take [Shadow of Haste] for a nice safety skill, but i didn't take it because of the 10e cost

Let this thread be a collaboration of all three elites!

Last edited by Samscwamch; Dec 15, 2008 at 03:09 AM // 03:09..
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Old Dec 15, 2008, 03:17 AM // 03:17   #2
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Originally Posted by Samscwamch View Post
At first i wasn't to sure whether to use a snare or not, my initial thought was the faster they move the more [Weaken Knees] will do, but i couldn't think of any skills that would purposely increase their speed
fyi, how fast they're moving doesn't affect the damage they take, only the amount of time they spend moving does. this means snares actually help because they have to spend more time moving so they take more damage.

edit: also, since you were looking for one, [[shameful fear] is a skill that increases an opponent's speed.

Last edited by Rhamia Darigaz; Dec 15, 2008 at 03:22 AM // 03:22..
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Old Dec 15, 2008, 03:25 AM // 03:25   #3
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What i meant was say a warrior uses rush and starts running with [Weaken Knees] on him, rush increases speed by 25% so i was thinking they would take the damage 25% faster

[Shameful Fear] would work quite well actually because of the moving damage it does

Last edited by Samscwamch; Dec 15, 2008 at 04:01 AM // 04:01..
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Old Dec 15, 2008, 06:20 AM // 06:20   #4
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Cultist's Fervor is bad because Necro's are about the LAST class that needs MORE energy management

Weaken Knees is just sub-par. Good for degen pressure, but not much else

Aura of the Lich didn't need to be changed at all, but the change was interesting. It almost seems like bar compression for necros, but the original skill was better. It should be reverted.

Lingering Curse's idea is good, but the effects are too mediocre to warrent using
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Old Dec 15, 2008, 07:10 AM // 07:10   #5
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Cultist's Fervor is bad because Necro's are about the LAST class that needs MORE energy management.
Yeah, what is up with that? They gave necro's Cultists Fervor but they won't give rit's a good energy elite?
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Old Dec 15, 2008, 07:25 AM // 07:25   #6
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[build prof ME/N fast casting=12+1+1 blood magic=12][cultist's fervor][angorodon's gaze][blood drinker][unholy feast][vampiric swarm][vampiric gaze][strip enchantment][awaken the blood][/build]

fast cast bloodspike with no energy problems? say what?
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Old Dec 15, 2008, 07:57 AM // 07:57   #7
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Originally Posted by turbo234 View Post
[build prof ME/N fast casting=12+1+1 blood magic=12][cultist's fervor][angorodon's gaze][blood drinker][unholy feast][vampiric swarm][vampiric gaze][strip enchantment][awaken the blood][/build]

fast cast bloodspike with no energy problems? say what?
Awful. I have tried many times to create a viable blood-lifesteal build. It can't be done.
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Old Dec 15, 2008, 04:26 PM // 16:26   #8
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I didn't make this thread to hear whats good and whats bad, i made it in hopes of the necro forum collaborating their builds based on those skills
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Old Dec 15, 2008, 06:08 PM // 18:08   #9
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Awful. I have tried many times to create a viable blood-lifesteal build. It can't be done.
As have I.
[Cultist's Fervor] only removes a small problem with blood lifesteal builds and energy was generally recovered through other means (Soul Reaping and Angorodon's Gaze).
The primary problems are still pathetic single target damage, long recharges and at times, long casting times.

I'm not sure how turbo's build works well. [Blood Drinker] and [Vampiric Swarm] have 2 sec cast times, [Vampiric Gaze] now has a stupid 8 sec recharge and [Unholy Feast] has a long recharge and is a PBAoE.
You could run a primary mesmer for Fast Casting, but then you miss out on Soul Reaping and become utterly dependent on [Awaken the Blood] to achieve any amount of respectable damage.

You would be better off cycling through [Jaundiced Gaze] and [Blood of the Aggressor] with the odd [Vampiric Spirit] thrown in to cover the sacrifice. You could run [Ravenous Gaze] I suppose, but I doubt it'll work as well.
[Masochism] should suffice enough for energy along with Soul Reaping.
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Old Dec 15, 2008, 06:13 PM // 18:13   #10
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[Cultist's Fervor] should be changed to affect necro skills, just because touch necros would surely be less annoying than touch rangers.
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Old Dec 15, 2008, 06:45 PM // 18:45   #11
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[Cultist's Fervor] should be changed to affect necro skills, just because touch necros would surely be less annoying than touch rangers.
Wrong. That would benefit touch rangers more - Vampiric Touch and Bite would cost nothing - a lower spec could be put into expertise and they would still cost nothing with Cultist's Fervor up.
Changing it to skills over spells would have almost no benefit for necromancers.

Of course, such a thing would make touchers more vulnerable to enchantment removal - but it's not as though you need another aid to kill them if you're careful.
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Old Dec 18, 2008, 07:16 AM // 07:16   #12
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Originally Posted by Samscwamch View Post
I didn't make this thread to hear whats good and whats bad, i made it in hopes of the necro forum collaborating their builds based on those skills
Yeah, too bad deciding that something is good or bad directly effects whether or not we should waste are time making builds based off of it.

duh.
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Old Dec 18, 2008, 02:46 PM // 14:46   #13
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What i meant was say a warrior uses rush and starts running with [Weaken Knees] on him, rush increases speed by 25% so i was thinking they would take the damage 25% faster
It deals damage every second, not every step or certain amount of distance. However fast they are running all that matters is the amout of time they are moving.
A foe running with a speed boost for 20 seconds would take the same amount of damage as a foe who is running while crippled for 20 seconds.

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Old Dec 18, 2008, 04:51 PM // 16:51   #14
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Cultist Fervor has a use on an orders build, although the bleeding can be annoying. Add some life stealing skills like unholy feast to counter the sac.

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Yeah, what is up with that? They gave necro's Cultists Fervor but they won't give rit's a good energy elite?
Then why not use a Rt/N? Unlike Masochism, there is a reason why it is not a soul reaping skill.

You can also use Resilient Weapon to counter the bleeding. Although Cultist Fervor is only useful on necro skills.

Last edited by Daesu; Dec 18, 2008 at 09:51 PM // 21:51..
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Old Dec 18, 2008, 05:08 PM // 17:08   #15
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Originally Posted by Zodiac Meteor View Post
Yeah, what is up with that? They gave necro's Cultists Fervor but they won't give rit's a good energy elite?
ಠ_ಠ

[Offering of Spirit]
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Old Dec 19, 2008, 05:16 PM // 17:16   #16
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Cultist Fervor has a use on an orders build, although the bleeding can be annoying. Add some life stealing skills like unholy feast to counter the sac.



Then why not use a Rt/N? Unlike Masochism, there is a reason why it is not a soul reaping skill.

You can also use Resilient Weapon to counter the bleeding. Although Cultist Fervor is only useful on necro skills.
An orders necro should be away from the enemy as much as possible - any life steal skill is therefore bad, especially one that required the enemy to be nearby. Just bring a bit more health regen to counter the -3 degen, it shouldn't be a problem anyway.

Cultist's Fervor only works on Necro skills, therefore using it on a Rit/N is useless as it would only fuel the Nec skills and a N/Rt can run those better.
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Old Dec 19, 2008, 07:42 PM // 19:42   #17
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The nerf to Vampiric Gaze was an extremely unfair one. Here was a skill that had existed in its original form during the entire history of the game. However, somehow the developers found out that necromancers could actually do 20DPS(!!!) by expending 15e every 6 seconds using that plus an elite. Oh noez, it must be nerfed.

Disgusting.
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Old Dec 19, 2008, 07:51 PM // 19:51   #18
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Originally Posted by Moloch Vein View Post
The nerf to Vampiric Gaze was an extremely unfair one. Here was a skill that had existed in its original form during the entire history of the game. However, somehow the developers found out that necromancers could actually do 20DPS(!!!) by expending 15e every 6 seconds using that plus an elite. Oh noez, it must be nerfed.

Disgusting.
I'm assuming you never obs'd any of the GvG matches where 6 of them would use it at the same time to produce an unprotable spike. While I think the proper thing to have done is implement build restrictions to keep people from continually making these 1-2-3 everybody spike with the same skill builds, the next best thing to do was nerf Vampiric Gaze.
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Old Dec 20, 2008, 07:12 PM // 19:12   #19
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The problem really lay in other skills. Nerfing Vampiric Gaze was unnecessary.
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Old Dec 21, 2008, 09:50 AM // 09:50   #20
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Originally Posted by Xenomortis View Post
An orders necro should be away from the enemy as much as possible - any life steal skill is therefore bad, especially one that required the enemy to be nearby. Just bring a bit more health regen to counter the -3 degen, it shouldn't be a problem anyway.
The range for unholy feast is far enough. You also did not consider the 17% life sacrifice from casting orders every 5s.

Quote:
Cultist's Fervor only works on Necro skills, therefore using it on a Rit/N is useless as it would only fuel the Nec skills and a N/Rt can run those better.
I believe I have already said that it is only for Necro skills, which orders are. Cultist Fervor would make it easier for secondary necs to use orders.
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