May 18, 2011, 01:47 AM // 01:47
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#21
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Academy Page
Join Date: Apr 2011
Location: A place where people like to emo bond.
Guild: [EMO]
Profession: E/Mo
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Just realized that too.
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May 18, 2011, 02:35 AM // 02:35
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#22
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Grotto Attendant
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Quote:
Originally Posted by Mike Jack
Just realized that too.
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If you read the post, the last 2 builds are suggested in the alternative.
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Jun 06, 2011, 08:16 AM // 08:16
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#23
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Forge Runner
Join Date: Jun 2005
Location: Inside
Guild: Fifteen Over Fifty [Rare]
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Quote:
Originally Posted by Chthon
Derv AI leaves a lot to be desired, but it's not as bad as all that. It's a lot like playing AP-MoP with Carinae on sin. (small joke at Car's expense )
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WTH! Stop putting MoP on the wrong guy!
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Aug 21, 2011, 06:14 AM // 06:14
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#24
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Academy Page
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Sorry for the two month bump but I was just about to make a similar thread.
I recently came back to my Necro and created a build similar in principle to the OP's. This is what I've got so far:
It's a bit more conventional than the OP's build. Only two Dervs as opposed to three along with a midline of minions, Mesmers and spirits. I've been pretty successful with it - I'd forgotten how satisfying an MoP explosion is. A year ago when I abandoned my Necro I had been attempting to get LMotN, so right now I'm plodding through EotN again doing dungeons and vqs, all with relative ease.
My only real complaint is survivability. I think a build that includes two occasionally suicidal melee heroes probably warrants a bit more defense than usual. I've begun replacing the Rit with an N/Rt, as Xandra invariably runs out of energy midway through a fight - I really dislike how heroes use Spirit Siphon. The downgraded Splinter Weapon hurts, though. I've also considered dropping the ER for an ST, and replacing the minion bomber with something else. Of course, if I were to drop the minions I would lose a fair amount of physical triggers for MoP.
Alternately, I've considered dropping the Illusion Mesmer for an OotV Resto N/Rt and moving the smites onto the SoS. But then I'd then be losing a lot of damage from the Mesmer. Eh, I don't know.
I'm open to all suggestions. I'd really appreciate any advice I can get - it's been a fairly solid build so far (given the obvious deficiencies of melee AI) but could use some tweaking.
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Aug 21, 2011, 06:26 AM // 06:26
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#25
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Administrator
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The first thing I notice is Mend Condition. With MBaS on an SoS Rit, is there really much point? I don't run an ER, but you could always try Life Bond. You can spare the pips and it may provide some decent results on suicidal melees. That's the simplest thing I can think of (and you don't need to be concerned about the heroes not using it at the right time because it'll always be up).
EDIT: Actually, why do you have Convert Hexes on the Bomber? The ER shouldn't be troubled by energy and has points in prot. If you moved it you could do something more with your investment in Smiting. That said, moving it to the ER precedes the above advice and there isn't all that much I can think of to do with the Bomber slot, but it's a point of consideration nonetheless.
PS: Regarding Xandra's energy problem, it's probably just that (in addition to the use of Spirit Siphon being bad) Kaolai drops the energy pool because it replaces the weapon. There isn't really anything you can do about it other than doing something silly like running Radiant insignia though.
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Last edited by Marty Silverblade; Aug 21, 2011 at 06:29 AM // 06:29..
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Aug 21, 2011, 06:36 AM // 06:36
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#26
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Academy Page
Join Date: Aug 2006
Guild: LOD倧
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tbh i didnt read all the posts, and maybe i missed something, but...
mop is for adjacent foes... without a tank or someway to ball the baddies, mop/100b/vos combo is very underwhelming. Also, any spike group with minions is a bad idea. If this isnt a spike team, there are much better alternatives then having mop being the core
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Aug 21, 2011, 06:23 PM // 18:23
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#27
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Academy Page
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@PRO: Mobs tend to ball decently around the dervs once they Death's Charge in. It obviously doesn't work as well as a human physway team, but it's reasonably effective.
The minions are there basically for clean-up - they intercept stragglers or mobs that break away from the initial ball. Minions also provide some supplemental physical triggers for Barbs or any secondary MoP spikes. That said, they're definitely not essential to the build.
@Marty: Mend Condition is there simply because it's spammy, provides a minor heal and because I generally like to run with two condition removals. However, you're totally right - Convert Hexes should be on the ER and Mend Condition should get replaced with something like FF or Smite Condition on the necro. Maybe even Putrid Bile if you think MBaS is enough removal for the entire party.
Also, I think the Life Bond idea is genius. That might actually solve everything.
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Aug 30, 2011, 07:36 PM // 19:36
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#28
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Pre-Searing Cadet
Join Date: May 2011
Guild: Shadow of the Dragon
Profession: N/
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@PRO:
itiscurtains said it: since our team is the active and the foes are reactive, we have the time to spike them up, before they can scatter at all. We all now that mobs are walking arround and then, suddenly, ball perfectly. If you wait for that balling and call the mob for the dervish right then, you get impressive damage through MoP (From my teambuild back then).
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Aug 30, 2011, 08:32 PM // 20:32
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#29
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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If you want a spammy 5e heal on your ER I would consider dwayna's kiss @ 8 heal. It puts out some very good numbers on targets shielded with prot spam and of course dervishes.
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