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Old Jul 08, 2009, 01:59 AM // 01:59   #261
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This build is amazing me and a buddy have almost VQ'ed all of cantha with it. Its that amazing you should be proud ppl who are complaining it works :O trust me *wink*
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Old Jul 08, 2009, 08:21 AM // 08:21   #262
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Suggestion time! Lose 1 Death Nova and lose rotting flesh for something else.
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Old Jul 08, 2009, 09:14 AM // 09:14   #263
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Life Bringing


I agree.

You can take another Putrid Bile for example so targets will explode more often. Two Death Novas are unnecessary in my opinion.


Vodoo Rage


Fair enough. It might actually save your wall from being wiped with aoe before real combat starts.


Arkantos


Thanks for answers and yes I know it's three questions, originally was two but then I made the third one and forgot to change the top bit. :P

Last edited by Carnivorous Cupcake; Jul 08, 2009 at 09:22 AM // 09:22..
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Old Jul 08, 2009, 10:50 AM // 10:50   #264
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Having 2 copies of death novas can actually be beneficial. If you have a decent size of minions and 2 copies you will have more initial damage (assuming minions make it into range). For the times the damage happens it's great, think it's a worthwhile skill to bring imo.

Not really a whole lot you can change around for the rotting flesh slot. Could bring like one copy of shield of absorption and one spirit bond. Just so that way in the off chance some high damage starts rolling in (harder areas) you could easily survive.

Last edited by MercenaryKnight; Jul 08, 2009 at 10:53 AM // 10:53..
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Old Jul 08, 2009, 10:57 AM // 10:57   #265
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Having 2 death novas isn't necessary, but it allows your heroes to enchant more minions in less time. Can be replaced by something else. As for rotting flesh, it's there for AoE condition. You can replace it with enfeebling blood if you want to bring SR down to 8 and curses up to 5.
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Old Jul 08, 2009, 02:33 PM // 14:33   #266
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Back to the build I posted on the last page. Any thoughts on the Explosive growth minion master? It seems that with Signet of Spirits triggering THREE times and Summon Minions triggering twice, that Explosive Growth and Spirit's Gift (and Boon of Creation of course) are worthwhile.
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Old Jul 08, 2009, 03:08 PM // 15:08   #267
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It seems pretty decent. Explosive growth + signet of spirits + animate bone minions can deal quite a bit of damage. Pretty good party heal/condition removal, and energy management should be fine. The only problem is, heroes are shit at using the 3 enchantments, so you'll probably have to micro them a lot.
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Old Jul 08, 2009, 11:37 PM // 23:37   #268
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My issue with 1 copy of Death Nova is whether the MM with it can manage to cast it on 20 minions and still manage to do ANYTHING else. I figure 2 copies takes a lot of stress off the MM and allows them both to do Prot and their offensive skills more effectively.
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Old Jul 09, 2009, 01:18 AM // 01:18   #269
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Holy crap, I was playing in Sparkfly Swamp just now using my Arkfen variation that I posted (normal mode mind you...) and I aggro'd a pack of Angorodons + that nasty pack of Tyranosaurs with the boss + a roving pack of raptors thrown in for good measure, and I wiped the plate with them. Not a single fatality or even close to one. Nice!
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Old Jul 09, 2009, 08:47 AM // 08:47   #270
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Hey havent had time to test the build yet but wouldnt SoH on one of the necro MM:s be great with all extra points in Smiting that would allow you to take like smite hex and judgers insight for holy dmg if needed :P. especially seeing as both of you are running physical characters. Energy should be to much of a problem i guess otherwise just give him castigon signet.

But the build looks awasome will try it out tonight (with SoH cuz i never leave an outpost without it anymore XD)
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Old Jul 09, 2009, 11:20 AM // 11:20   #271
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I just vanquished Twin Serpents Lake area in Prophecies with the one-man build. Only problem was when a White Mantle ele got off a AoE spell because my warrior got body blocked by Knights. The rest of area (very hex-heavy with Icetooth Bog Skales and Mergoyles) went smoothly, almost no deaths and no real problems.

It is a 6-man party area and I added Orion and Alesia to the mix.
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Old Jul 09, 2009, 11:21 AM // 11:21   #272
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I must say this build is pretty awesome.
For testing I played Nolani Academy on Hard Mode (Only me with heroes).
I was a bit skeptical at first because it's a 4 player mission and they tend to be very hard even with heroes. To my surprise, it did exceptionally well. I cut through the charr mobs like a heavy axe falling on someones neck.
But there was one situation where Rurik leeroyed into a charr mob with one of those necros. His health dropped to 50% and the heroes didn't heal him at all (even though I was pinging Rurik like mad), but after the fight they healed him up. I will continue testing.
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Old Jul 10, 2009, 02:02 AM // 02:02   #273
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Spirit transfer would be a great "unfusion like" heal.
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Old Jul 10, 2009, 03:53 AM // 03:53   #274
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Quote:
Originally Posted by Hamosch View Post
Hey havent had time to test the build yet but wouldnt SoH on one of the necro MM:s be great with all extra points in Smiting that would allow you to take like smite hex and judgers insight for holy dmg if needed :P. especially seeing as both of you are running physical characters. Energy should be to much of a problem i guess otherwise just give him castigon signet.

But the build looks awasome will try it out tonight (with SoH cuz i never leave an outpost without it anymore XD)
If you're a warrior, do this;

14/15/16 (up to you) Weapon attribute
10+1 Strength
Leftover into Smiting (9 points?)

Will mean you aren't taking prot off a Necro, plus you get +17 damage, which is more than enough.
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Old Jul 10, 2009, 05:38 AM // 05:38   #275
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Currently, I'm running the 2-man version of this by myself and my paragon mule. All the paragon does is follow me around and yell random buffs that aid the entire party and I want to say that the red bars hardly ever go down unless the enemy party has 6 elementalists and they're all using some DoT AoE spell on one target location. In addition to the red bars never going down, the enemies are plopping and exploding like none other. Funky overpowered stuff this build is.

Edit: I also want to add that my Elementalist main was playing as a spirit spammer. It's pretty fun seeing so many spirits all around.

Last edited by Pocketmancer; Jul 10, 2009 at 05:40 AM // 05:40..
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Old Jul 10, 2009, 09:01 AM // 09:01   #276
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I ran through some areas on HM with this build, also DoA.


Can't really say I like it. Yes, it rolls but everything with huge wall, Discord and some restorers is going to roll. Damage seems too random because sprits refuse to focus on one target and it felt as if I'm the main person doing all the killing (Warrior).


I still find it more fun to take down a bos in one spike with 2/6 Discordway.
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Old Jul 11, 2009, 12:24 AM // 00:24   #277
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Build needs a new name, ArkFenway sounds like crap.

(MJWay? GoAWay? UOKay?)
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Old Jul 11, 2009, 04:44 AM // 04:44   #278
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Quote:
Originally Posted by Bobby2 View Post
Build needs a new name, ArkFenway sounds like crap.

(MJWay? GoAWay? UOKay?)
Aw, let them have their moment Killjoy...
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Old Jul 12, 2009, 01:58 PM // 13:58   #279
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move the f to the beggining
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Free Porn Vides

Last edited by superraptors; Apr 05, 2011 at 09:28 PM // 21:28..
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Old Jul 13, 2009, 08:08 AM // 08:08   #280
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Gave this build concept - not the build itself, but the build concept - a try, and I'll say it's extremely effective. The concept has its downsides of course, for example you are hindered by line of sight, you cannot push damage to pursue kiting monsters, and so on. But it is extremely effective, and critically the Ritualists don't rely on bodies. The concept is powerful enough that I think it is overall more stable than standard triple-Necro, although certain areas still favour triple-Necro.

This build in particular though ... I am more skeptical. There's a MM using Curses when he should be spending time throwing up Death Nova's and using his animate skills. Not much damage on the two Ritualists. A purely defensive Ritualist, for what purpose? What do you need so much defense for anyway?

I'd thrash the (really rather forced) healing in the build and go full out Channeling + Comunning, with the MM, and rely on henchmen for heals - or else plain go without heals, which is something I really should try out in 4-man areas.
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