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Old Jul 28, 2005, 05:52 PM // 17:52   #1
Desert Nomad
 
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Default QS arena death team

Idea for an arena build. Heck it might even work in bigger PvP if you sclae it up properly and include some monks...anyways

3 Quick Shot rangers.
this necro:

Order of Pain
Order of the Vampire {E}
Barbs
Weaken Armor
Parasitic Bond
XX (strip E, Vamp gaze, etc)
XX
Res Sig

All of the rangers bring Unguent and Whirling D. Maybe even one with throw dirt. Beisides that, they need only take the basic QS build stuff like TF, Kindle, and of course QS. Two should bring pin down, one should take /N secondary to spam blood ritual on the nec, since he will run out of mana quickly. One brings winnowing, one brings favorable winds.

The nec stays way in back since he will likely be the target, and uses his choice of blood drain spells (those XX slots) to stay alive. He concentrates on keeping up his 'orders' as much as possible. Barbs and Weakned Armor on the Target if he has enough energy.

The QS rangers then proceed to nuke the he!! out of their called target. QS and TF combined with kindle, winnowing, barbs, order of pain, order of the vampire, weaken armor, and favorable winds. It most likely be quite dead. Pin Down to keep him still. The Nec should actually invest in soul reaping more than usual, since the likely quick death in the beginning will feed him more mana, allowing a sort of chain reaction that allow him to keep the orders up for a very long time, as long as the rangers keep killing stuff.

For Defense, all 3 rangers will have some nice self D: whirling D , dirt, and unguent. Warriors can be pinned down and ran from if dirt is still recharging. The nec can use vamp spells, and the entire party can heal as long as OotV is up. Especially the QS rangers lol.

Comments?
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Old Aug 01, 2005, 02:47 PM // 14:47   #2
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how about adding winter and having everyone go with the frost armor? it helps a lot especially since a lot of people seem to run without physical dmg and even the physical guys are using ele dmg mods.
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Old Aug 01, 2005, 02:57 PM // 14:57   #3
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If you use kindle arrows, all the damage from bow attacks becomes fire damage and none of the necro skills are doing anything, because there is no physical damage. Ignite arrows preserves physical damage.
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Old Aug 01, 2005, 04:47 PM // 16:47   #4
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Quote:
Originally Posted by Tellani Artini
If you use kindle arrows, all the damage from bow attacks becomes fire damage and none of the necro skills are doing anything, because there is no physical damage. Ignite arrows preserves physical damage.
actually no, you still do physical damage, and you'll see a second number pop up which is fire damage
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Old Aug 01, 2005, 07:28 PM // 19:28   #5
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I believe your necro going to need a better source of healing... So, I guess that 2 XX should be it... whatever it going to be.
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Old Aug 01, 2005, 07:38 PM // 19:38   #6
rii
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I once considered making an oov spammer, not both, that was too much.
I thought the range was infinite (party members, thought it wasnt limited), so he used heal area in the guild hall, and stood next to the guild lord.

Of course, that aint true, and heal area is a bit much for the middle of the battle. and, you dont have mo/ or /mo. but ive just noticed you dont have a secondary, so take monk! Thats blood, curses and healing, for the win? With heal area you can do both for as long as the energy holds up, which wont be long tbh. Suppose youll just have to hope its all over, or get balth spirit or essense bond, cause necro should be the first to be attacked really.
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Old Aug 01, 2005, 09:50 PM // 21:50   #7
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The range should be like heal party... which is as long as you can see your allies' name... unless they change that or something...
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Old Aug 01, 2005, 09:52 PM // 21:52   #8
rii
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Yeah i know, so in most team arenas it should be good, although you wont be able to use the other skills like weaken armour etc.
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