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Old Jun 01, 2008, 07:29 PM // 19:29   #1
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Well, we all have seen the super-duper Sab Three necro build, and while that's all fine and dandy for a bit of solo vanquishing with your heroes and henchmen. But why stop there if you have the flexibility of another human team member?

This build me and my friend Fission compiled that started out as an expansion to the sab build with the flexibility of my heroes being able to run something to compliment those builds already being used by his heroes rather than having to comply with the type-casting that running with henchman provides. What started out as a slight variation has evolved into something else altogether and has become one of the most steam rolling build aside from avatar of yogi bear that I've ever seen, the only minor limitation is that a zone must have corpses, other than that this build will annihilate any zone in nm or hm and proves to be a rather quick and efficient way to get to your vanquisher title. (Mind you this build only works if you have at least one other human with you but, then again, this is guild wars not solo wars and when it comes to a rather seemingly endless title such as vanquisher it's nice to have the entertainment of a team member anyhow.)

The ideal team is comprised of a Human Necro, Ranger (although this spot can be replaced by a mes or a warrior with fevered dreams and some condition applying skills) and six heroes (although a human replacement for one of your heroes is always very noice.)The heroes are 4 Necros 1 Ele And a Monk.... alright with this drawn out blather to the builds!

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The Human Necro Aka The Curse Guy.

[build prof=N/Rt cur=12+1+3 sou=12+1][Spiteful Spirit][Reckless Haste][Barbs]["You Move Like a Dwarf!"][Pain Inverter][Necrosis][Enfeebling Blood][Death Pact Signet][/build]

All remaining att pts can be placed into restoration or whatever is seen fit.

The Gear: Tormenter's or Survivor's on all works and the suggested main and offhand is a 20/20 curses wand and offhand set.

This character is essentially a nice pressure support type and the skill usage is rather explainitory and is definitely one of the more fun builds to run on this team, Barbs is used as a spike support as just general hate towards anything you see minions mobbing on as it is a rather large damage buff and will melt a enemy in nothing flat when the minion factory is at full capacity and the team is rocking 20 minions. Pain Inverter = Bye bye heavy dmg casters such as eles or nice to just throw on a really mean warrior- the end, apply, send in minions, they asplode. SS and Reckless Haste are just some more general pressure hate and should be spread on everything, but take into consideration it is best to use Reckless haste on the enemy melee types. It's nice to coordinate "You Move Like a Dwarf" and Enfeebling Blood with the rangers called target as it will likely have fevered dreams on it (that is if it wasn't pretty much insta- hex removed) and will supplement the effectivity (and who doesn't like an in the area effect crippling?). Necrosis is nice to help support a spike as it is incredibly spammable. Death Pact Signet is a pretty solid res when used appropriately... the end.



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The Human Ranger Aka The Conditionator.

[build prof=R/Me exp=9+1 wilderness=9+1 marksmanship=12+3 illusion=6][Fevered Dreams][Distracting Shot][Poison Tip Signet][Barbed Arrows][Signet of Infection]["Finish Him!"][Hypochondria][Sunspear Rebirth Signet][/build]

The Gear: Radiants is suggested to be able to keep up with the spell cast costs and the suggested bow is a recurve to help get that speedy interrupt with savage.

While this build is easily replaced by a Warrior or Mes with alot of condition application as well as Fevered Dreams. The build usage is rather simple, apply Poison tip signet, Barbed arrows, fevered dreams a target (it's suggested that you call because this makes it easier for those in the party **the necro and elementalist** to spread some conditions). Signet of infection = spam on anything that has bleeding. "Finish Him!" for your primary target (the one with fevered) as soon as they hit below 50% as a AoE deep wound = haxx. Hypochondria when someone messes up and applies a condition to a target other that the fevered target, pretty simple. Sunspear Rebirth
Signet, yet another solid res.


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The Two MMs Aka Generals of the Army

The First MM

[build prof=N/Me death=12+1+3 sou=12+1][Jagged Bones][Animate Bone Minions][Rising Bile][Putrid Bile][Arcane Mimicry][Signet of Lost Souls][Blood Ritual][Gaze of Contempt][/build]

The rest of the att pts can be placed in blood magic or as seen fit as Blood Ritual is rather interchangable with other skills.

Fairly simple build to run as a human player but it's highly suggested that you have a hero run it as they have much quicker reflexes and response times when it comes to applying jagged to minions just as they die. Putrid Bile and Rising Bile are both mostly meant to be for killing the first mob or two as the minion army is built up but they are often thrown out there in mobs in between applying jagged and picking up minions as a dmg support and even more pressure. Sig of lost souls is for if some reason something isn't dying fast enough to keep the necro uber pumped with energy. Blood Ritual is meant for if a monk is having some energy problems but, it'd be incredibly amazing if either monk really did have energy problems with this build so it is rather interchangable with whatever else you would see fit for the necro to run instead. Arcane Mimicry is for getting Animate Flesh Golem from the other necromancer for double the golem fun (and yes the heroes are smart enough to coordinate this on their own so you don't have to micro). Gaze of contempt is rather explainitory, just thrown out there as a strip whenever the mm has free time and is Micro'd for use against heavy protted monks and such, but generally the hero will have this little job finished long before you even think about microing them to do so .

The Gear: The armor is really up to you some prefer tormenter's insignia on their hero mm's while i much prefer a mix of radiant and survivors, as for the weapon i suggest a 20/20 death magic staff.


The Second MM

[build prof=N/D death=12+1+3 sou=8+1 blood=7+1][Animate Flesh Golem][Animate Bone Minions][Blood of the Master][Putrid Bile][Rising Bile][Strip Enchantment][Conviction][Dark Bond][/build]

The remaining att pts should be placed in earth prayers or as seen fit.

The usage of this build is incredibly similar to that of first MM and really is simply meant to compliment their build. Rising Bile and Putrid Bile again used as a dmg supplement and are priceless against the first two mobs while the army is still being built. Both minion animate skills are used just as you assume they are, spam whenever you've got corpses. Conviction should be maintained whenever it is available along with dark bond as they are amazing dmg reduction if something is so inclined to go after your midline and make an attempt at training him. Blood of the Master is used as you see fit (the heroes got this covered if it's a hero playing this spot). Strip Enchantment is used as yet another additional enchantment rip and is used much like Gaze of Contempt is on the other MM bar.

The Gear: The same basic gear that is used on the other MM can be used here, but it is also nice to run a minion masters insignia on him sometimes, as he is the one that's doing the saccing for 20 minions.


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The Necro Ritualist Aka the holy crap these things are everywhere.

[build prof=N/Rt sou=12+1+3 res=12][Weapon of Remedy][Vengeful Weapon][Mend Body and Soul][Spirit Light][Protective Was Kaolai][Life][Signet of Lost Souls][Death Pact Signet][/build]

Incredibly easy to use, and seen in many of todays "meta builds" for pve because of how overpowered they are. Weapon of Remedy is actually usually replaced with Icy Veins for just that little extra damage as the build is pretty solid that it usually doesn't need the extra heals/support that WoR provides. All the skills are self explainatory i don't think i need to delve deep into this one.

The Gear: A mix of Radiant insignias and Survivor's insignias and a 20/20 restoration staff works well.


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The Blindbot Ele Aka The Only Build Zhed Runs Correctly

[build prof=E/Rt air=12+1+3 energy=12+1][Blinding Flash][Lightning Orb][Enervating Charge][Glyph of Lesser Energy][Elemental Attunement][Air Attunement][Aura of Restoration][Death Pact Signet][/build]

The remaining atts can be put into restoration for death pact signet or as seen fit.

This build, like all the other builds in this team is incredibly easy to run. Both attunes are applied then Aura of restoration as a cover enchantment (amazingly Zhed can do this on his own without need of micro'ing). Blinding Flash, Enervating Charge and Lightening Orb are to be used on the Fevered target primarily then spread around to those out of range. Glyph of lesser is used as just another little energy cost reduction supplement. Death Pact Signet, once again cause it's a pretty solid res for PvE.

The Gear: I prefer blessed insignias mixed with radiant insignias, but this is really up to you, as for the weapon: a 20/20 air staff with an enchanting mod IS a MUST.


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The Uber Leet Monking Backline Aka The Healinators.

The Necro Monk Yes, these are making a comeback.

[build prof=N/Mo prot=12 sou=12+1+1 blood=3+1][Shield of Regeneration][Signet of Lost Souls][Foul Feast][Aegis][Protective Spirit][Reversal of Fortune][Remove Hex][Dismiss Condition][/build]

Yes I know, your getting sick of hearing this: "incredibly easy to run". Shield of Regeneration is used just as one would assume, whoever is getting owned the most or anyone in the backline getting trained: throw this on them and all is well. Signet of Lost Souls as a nice self heal. Foul Feast to remove a little bit of a larger condition stack. Aegis is used to your liking. Protective Spirit and Reversal of Fortune are to be thrown around on any who are taking damage or as a pre-prot for the puller on an incredibly large pull. Remove Hex and Dismiss Condition are used as assumed, pretty self explainitory.

The Gear: Once again the armor is kinda up to you, Here like many other places i prefer a mix of radiants and survivors whereas others prefer a set of tormenters insignias. As for the weapon I've found the nicest thing to run is a 20/20 prot staff with a 20% enchant mod.


The Healers Boon Monk Aka The Monk Monk.

[build prof=Mo/E heal=12+1+1 divine=12+1][Healer's Boon][Divine Spirit][Ethereal Light][Dwayna's Kiss][Healing Touch][Orison of Healing][Glyph of Lesser Energy][Heal Party][/build]

Usage is rather self explainitory, Healer's Boon reapplied when needed. Divine Spirit and Glyph or Lesser are used as energy support, divine spirit making pretty much all the casts on your bar aside from Heal Party cost nothing and Glyph of lesser to greatly negate the cost of Heal Party. Healing Touch as a general self heal (and a big one at that). All the other heal skills are rather self explainitory, use as needed.



--------------------

As was said in my introduction, this is a build meant for just about any hard mode or normal mode situation you can throw at it and excels rather well in ANY zone with corpses, the build I have posted is the basis for many builds me and my friend run (this is just the basic one) that are variations on this as it is easily tweaked to make room for any other class, the only true requirement of the build is that if you are intending to replace the two human elements (the ss necro and fevered ranger) that you replace them with another heavy hex caster and pretty much any class that can apply alot of conditions with fevered, it is rather important that you have a human being running the fevered because it helps greatly due to the fact that although a hero can run any one of these builds posted to for this team efficiently enough that you will not have to micro manage them aside from VERY rarely we still have yet to find a hero or build that a hero can run in which the appropriately apply fevered to a target in the center of a mob to increase it's effectiveness.

Though you may have seen some of my older farming guides this is the first team build i have posted, so although constructive criticism is beneficial random hating is not. For any of those with questions regarding the build please feel free to post here or PM me as I am more than willing to answer any of your questions.

Mad Props to Fission as he is just as much if not more responsible for the creation of this build.

Last edited by Joe Fierce; Jun 01, 2008 at 08:23 PM // 20:23..
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Old Jun 01, 2008, 07:52 PM // 19:52   #2
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At a simple glance through the skills, the only problem I see is the 2 MMs. The problem with this would be the amount of corpses. Areas with few corpses can be rough on one MM, but 2, most places that don't have mobs after mobs would be rough. Can't spy any other problems, but I'm sure others will.
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Old Jun 01, 2008, 07:57 PM // 19:57   #3
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Isn't this just like Mandragorway?

Fevered Dreams should be put on a caster, and any bow Ranger should have D-Shot.
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Old Jun 01, 2008, 07:57 PM // 19:57   #4
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Quote:
Originally Posted by Azazel The Assassin
At a simple glance through the skills, the only problem I see is the 2 MMs. The problem with this would be the amount of corpses. Areas with few corpses can be rough on one MM, but 2, most places that don't have mobs after mobs would be rough. Can't spy any other problems, but I'm sure others will.
as with any build it does have it's weaknesses, but as a response to your point i say this, at first i was rather concerned about this as well until started to do the vanquish of the zones with the enchanted in it and pretty much thats it and it still maintained it's functionality as a hero is haxx with jagged and keeps minions up for days, and when they aren't doing that the two hexes they have are pretty nice and supplement quite a bit of damage. I respect your opinion though.

Quote:
Originally Posted by Tyla
Isn't this just like Mandragorway?

Fevered Dreams should be put on a caster, and any bow Ranger should have D-Shot.
I'm unaware of what exactly mandragorway is to be quite honest with you, and as for placing the feverd on a caster, it really loses no functionality whatsoever when placed on a ranger, they still can do it just as effectively, and as for d-shot, you have a very valid point and i can agree with this, though savage shot is often and easily swapped for this.

Last edited by Racthoh; Jun 01, 2008 at 08:45 PM // 20:45..
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Old Jun 01, 2008, 08:06 PM // 20:06   #5
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D-Shot > Savage Shot.

Infact, running both is better.

And in Celestial Beaver's guide to heroes, Mandragorway will be there as "Mandragor Synergy".
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Old Jun 01, 2008, 08:07 PM // 20:07   #6
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lol, yes, this is known, d-shot is better simply because of the additional shutdown time, and as for that other guide i'll check it out as well.

I just checked out that mandragorway posting, and it's rather nice as well, i've ran something similar before with myself as a BHA ranger and rather than a second MM a ele with fevered, but honestly, as incredibly nice as that is, the effectivity is pretty even with this, and truthfully the second mm is only there because once you get a few minions up it's like throwing the game into auto pilot.

Last edited by Racthoh; Jun 01, 2008 at 08:45 PM // 20:45..
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Old Jun 01, 2008, 09:28 PM // 21:28   #7
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Needs more [skill]death nova[/skill]. It is just too good.
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Old Jun 01, 2008, 09:29 PM // 21:29   #8
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Quote:
Originally Posted by Joe Fierce
solo vanquishing with your heroes and henchmen.
Isn't 'solo' vanquishing when you go solo .... e.g no heroes/hench lol
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Old Jun 01, 2008, 10:08 PM // 22:08   #9
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Quote:
Originally Posted by Az Lam
Isn't 'solo' vanquishing when you go solo .... e.g no heroes/hench lol
hence why i said when you are running with someone else why not utilize that, read the entire post before you get ignorant, plzkthxbai.
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Old Jun 01, 2008, 11:05 PM // 23:05   #10
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I agree with Targuil. Heroes are good with [Death Nova].

And what's with all the "...way" everywhere?
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Old Jun 01, 2008, 11:43 PM // 23:43   #11
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City of torc'qua:
http://i115.photobucket.com/albums/n...g?t=1212363731
and stygian veil:
http://i115.photobucket.com/albums/n...g?t=1212363686

no build edits, a "easy button" (essence of celerity) was used for poops and giggles but was totally unecissary.
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Old Jun 02, 2008, 01:30 AM // 01:30   #12
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Nice build nice job joe, i tried it out and works like a charm, thanks.
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Old Jun 02, 2008, 04:59 AM // 04:59   #13
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Can't go too wrong with 2 humans, 2 MMs, and 3 healers/protectors.

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Old Jun 02, 2008, 09:31 PM // 21:31   #14
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The second MM seems a bit redundant, or just a wasted elite.
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Old Jun 02, 2008, 09:52 PM // 21:52   #15
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well mr mango, i can agree that if one is looking for more conditions or damage it can be replaced with an ele, which i do occasionally do, but really the second mm is only there to keep the army of 20 going as well as supplement a metric $hit-t0n of damage on anything that has barbs on it, and also once you get up to twenty they game pretty much throws itself in auto pilot.
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Old Jun 02, 2008, 10:12 PM // 22:12   #16
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Oh righto, barbs. Then you might as well give the 2nd MM Mark of Pain, it makes more AoE ownface.
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Old Jun 02, 2008, 11:38 PM // 23:38   #17
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we were running that for a little but it caused a undesirable amount of spread, though i greatly enjoyed the amount of damage this supplemented... if you can think of a way to use it without spread i'm all ears.
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Old Jun 02, 2008, 11:57 PM // 23:57   #18
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if you could find room for it a Dervish with AoE snares like [Aura of Thorns] or [grasping earth] would greatly reduce the spreading from MoP...it may even improve the effectiveness of the AoE death hexes the MM's are running.

your call though, you'd have to lose one of the heroes you already listed which may cause some problems.
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Old Jun 03, 2008, 04:41 AM // 04:41   #19
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well, we already have crippling out of you move like a dwarf so aura of thorns would be redundant, but a water magic hex such as deep freeze thats got a non-changing duration on snare regardless of attribute may work on the ele, seeing as he is a elemental attune and has GoL.
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