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Old Jan 19, 2006, 06:44 AM // 06:44   #1
Wilds Pathfinder
 
Join Date: Jul 2005
Guild: Rest En Pieces [RIP]
Profession: Me/W
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Default necromancer: spinal shivers

Help me critique this:

N/R

Soul Reaping: 4+1 =5
Curses: 12+4=16
Wilderness Survival: 11

Greater Conflag
Winter
Spinal Shivers
Parasitic Bond
Rend Enchantments
Dryder's Defenses
Serpent's Quickness
Res Sig.

So this is what I do:

Slam down Greater Conflag and Winter

Call their monk. Wait until my team engages, Rend his holy veil, Spinal him, cover with Parasitic bond, hit serpent's quickness, repeat.

I tried it with my guild today. Works well against Mo/Me healers, but sucks vs. Mo/N Boon prots due to the insane fast cast time of reversal. But it does stop him from hitting guardian or holy veil, so I guess it's not a complete loss.

I know this build can be improved. Help me do it.
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Old Jan 19, 2006, 06:57 AM // 06:57   #2
Desert Nomad
 
NatalieD's Avatar
 
Join Date: Aug 2005
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The nature rituals seem unnecessary if you're building a team with your guildmates. Why not just arrange with them to have sources of cold damage that don't depend on spirits?
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Old Jan 19, 2006, 02:55 PM // 14:55   #3
rii
Desert Nomad
 
Join Date: Mar 2005
Location: UK
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Elementalist/Necromancer

Energy Storage: 10+3+1
Water: 10+1
Curses: 11

Staff of +20% enchantments

Ether Prodigy {e}
Spinal Shivers
Rend Enchantments
Resurrection Signet
Parasitic Bond
Deep Freeze
Armour of Mist
Ice Spikes

Doesnt solve the problem of faster casting times, but what the hey. I threw this up with the gwg skill listings which i think are out of date, so there might be something wrong with it. Use Ether Prodigy for massive energy intake, you'll make 10 energy every 3 seconds, so thats either spam of deep freeze and ice spikes mixed with a cold wand, or just pure wanding for mega interrupts. I didnt work in an ias since there isnt one, but the added utility of rend, bond, deep freeze, ice spikes, and armour of mist more or less make up for that.

For better rate of interruption, marksmans wager is the best thing going for big ass energy gain, but then you have the downtime of the prep:

Ranger/Necromancer:

Expertise: 12+3+1
Curses: 12
Beast Mastery: 3

MarksMan's Wager {e]
Tigers Fury
Spinal Shivers
Resurrection Signet
Distracting Shot
Debilitating Shot
Parasitic Bond
Plague Touch

Thats twelve seconds of hard interruption (with a cold bow) followed by some more interrupt, energy drain, condition reversal and... ressing.
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