Oct 25, 2006, 02:26 AM // 02:26
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#21
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Ascalonian Squire
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Thanks for all the info, but one more question the max level for Jagged is 12lvl and Shambling is 14lvl with 16 death magic right?
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Oct 25, 2006, 03:38 AM // 03:38
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#22
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Wilds Pathfinder
Join Date: Mar 2006
Guild: Honor Warriors
Profession: E/
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Quote:
Originally Posted by Satde lancer
Thanks for all the info, but one more question the max level for Jagged is 12lvl and Shambling is 14lvl with 16 death magic right?
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no jagged is 16 and shambling is 18
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Oct 25, 2006, 04:49 AM // 04:49
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#23
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Banned
Join Date: Oct 2006
Profession: W/
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I don't understand why everyone thinks Jagged bones is so good... anyone who has tried a minion bomber build knows its near impossible to easily target your minions. With the non-existant UI necros get right now for their minions, Jagged bones is complete crap.
If anet actually gives some UI support for MM, then it will be great.
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Oct 25, 2006, 07:03 PM // 19:03
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#24
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Jungle Guide
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wonder how well heroes might spam that/target their own minions
or if you love being the MM, have a N/? (or a little less aptly ?/N) do all that annoying minion prep you hate
[again, depending on how well that AI works]
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Oct 25, 2006, 07:13 PM // 19:13
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#25
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Desert Nomad
Join Date: Jun 2006
Guild: The Cult of Doom
Profession: P/
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you guys might think to be funny, but I think the Death Magic line is just about ready for Rt/N mms to really get some decent builds... (hell rt/r is gonna be fun with some of the new spirits too)
i wonder if the jagged horror will trigger explosive growth too?
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Oct 25, 2006, 07:15 PM // 19:15
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#26
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Krytan Explorer
Join Date: Aug 2006
Location: Screwston, Tejas
Guild: KOS
Profession: N/Me
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Quote:
Originally Posted by Horseman Of War
you guys might think to be funny, but I think the Death Magic line is just about ready for Rt/N mms to really get some decent builds... (hell rt/r is gonna be fun with some of the new spirits too)
i wonder if the jagged horror will trigger explosive growth too?
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It -should-, and in theory a Shambling Horror that had Jagged Bones cast on it should have both of it's Jagged Horrors trigger Explosive Growth when they spawn. However I have not had the chance to try it myself, yet.
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Oct 25, 2006, 07:34 PM // 19:34
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#27
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Jungle Guide
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Quote:
Originally Posted by Clawdius_Talonious
It -should-, and in theory a Shambling Horror that had Jagged Bones cast on it should have both of it's Jagged Horrors trigger Explosive Growth when they spawn. However I have not had the chance to try it myself, yet.
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Actually I'd disagree, in theory - frankly that's all we have anyways right?
Explosive Growth:
For 15...51 seconds, whenever you create a creature, up to 5 foes near that creature are struck for 20...56 lightning damage.
Jagged Bones:
For 30 seconds, whenever target undead servant dies, it is replaced by a level 0...12 Jagged Horror that causes Bleeding with each of its attacks.
You didn't create it, it was replaced by the fact the enchantment was on it.
Kind of like asking for other effects that demand *your* action but work of other skill effects, but expecting it to be treated as if *you* acted to do so.
So I'd be rather surprised if this worked in this fashion. Doesn't mean it won't
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Oct 25, 2006, 07:39 PM // 19:39
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#28
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Ascalonian Squire
Join Date: Sep 2006
Guild: Lucifer's Legion
Profession: Rt/N
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Quote:
Originally Posted by Horseman Of War
you guys might think to be funny, but I think the Death Magic line is just about ready for Rt/N mms to really get some decent builds... (hell rt/r is gonna be fun with some of the new spirits too)
i wonder if the jagged horror will trigger explosive growth too?
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Rt/R already has a decent combo using Wanderlust and Brambles. Add in Pestilence once Nightfall hits and watch the insanity!
I'm also considering changing my N/M MM to a N/R so I can take advantage of Lacerate and Toxicity. What do you guys think?
Last edited by Xenoslave42; Oct 25, 2006 at 07:44 PM // 19:44..
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Oct 25, 2006, 08:43 PM // 20:43
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#29
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Grotto Attendant
Join Date: Nov 2005
Location: Defected back to America
Profession: Me/E
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Quote:
Originally Posted by Exoudeous
Sure they have a 10 second longer skill recharge (its really only like 12 seconds recharge if you have bloodstaind boots)
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Recharge is 15 seconds?! Hmm, that kinda sucks. If it were 5, I'd be a lot happier!
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Oct 25, 2006, 08:54 PM // 20:54
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#30
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Debbie Downer
Join Date: May 2006
Profession: N/Me
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Quote:
Originally Posted by milias
Recharge is 15 seconds?! Hmm, that kinda sucks. If it were 5, I'd be a lot happier!
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If the recharge of Shambling Horror would be 5 seconds, why would you use Bone Horrors?
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Oct 25, 2006, 09:56 PM // 21:56
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#31
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Jungle Guide
Join Date: May 2005
Location: USA
Guild: Karr's Castle
Profession: W/E
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15 recharge is just fine. The bonuses of 2x SR, bleeding, double use nova etc are just awesome.. Shambling are gonna be great!
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Oct 25, 2006, 11:03 PM // 23:03
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#32
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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I would just like to know will these be better than say Flesh Golems as I am gooing to be getting NF for my secound account as well.It doesn't have Factions on it and I don't like the though of playing that account thru Factions especially when mission areas might be empty more so than Prophecies.
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Oct 25, 2006, 11:34 PM // 23:34
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#33
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Frost Gate Guardian
Join Date: Oct 2006
Profession: N/D
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Order of Undeath makes Golems less useful, at least in the MM sence.
Golem do what, 35+ dmg now? Order of Undeath gives ALL your minions that much damage. It's
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Oct 26, 2006, 12:14 AM // 00:14
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#34
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Desert Nomad
Join Date: Jun 2006
Guild: The Cult of Doom
Profession: P/
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spirit gift
For 60 seconds, whenever you create a creature, all allies near that creature gain 5...41 Health and lose 1 Condition.
10e 1s cast/ 45@
?
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Oct 26, 2006, 01:27 AM // 01:27
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#35
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Krytan Explorer
Join Date: Jun 2006
Location: Lower Ward, Sigil
Guild: Goda Vos
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Quote:
Originally Posted by Age
I would just like to know will these be better than say Flesh Golems as I am gooing to be getting NF for my secound account as well.It doesn't have Factions on it and I don't like the though of playing that account thru Factions especially when mission areas might be empty more so than Prophecies.
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You can spam shambling horrors but you can't spam flesh golems because it's an elite skill. So comparing flesh golems to shambling is not exactly straightforward.
Capping flesh golem can be done very early in the Factions campaign, especially if you do it with a non-Factions character.
And Factions mission areas will at least have the same number of ppl than Prophecies, if not more.
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Oct 26, 2006, 02:16 AM // 02:16
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#36
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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Quote:
Originally Posted by Xenoslave42
Rt/R already has a decent combo using Wanderlust and Brambles. Add in Pestilence once Nightfall hits and watch the insanity!
I'm also considering changing my N/M MM to a N/R so I can take advantage of Lacerate and Toxicity. What do you guys think?
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I think...
Take a Ranger hero and have them drop the spirits for you!
Actually, that could be a nasty combination on it's own - Heal Area is nice, but it isn't essential, especially when it looks like you do want your minions to die occasionally (in order to spawn Jagged Horrors to get your Lacerate going - and, I would guess, also to set off Death Nova to get Toxicity going?)
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Oct 26, 2006, 04:14 AM // 04:14
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#37
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Ascalonian Squire
Join Date: Sep 2006
Guild: Lucifer's Legion
Profession: Rt/N
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Quote:
Originally Posted by draxynnic
I think...
Take a Ranger hero and have them drop the spirits for you!
Actually, that could be a nasty combination on it's own - Heal Area is nice, but it isn't essential, especially when it looks like you do want your minions to die occasionally (in order to spawn Jagged Horrors to get your Lacerate going - and, I would guess, also to set off Death Nova to get Toxicity going?)
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Toxicity will spread the poison from Death Nova and the disease from Putrid Flesh.
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