Dec 15, 2008, 02:55 AM // 02:55
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#1
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Academy Page
Join Date: Jul 2006
Profession: W/
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Having a use for the new Elites
I looked at the new cultists fervor, weaken knees and AotL and i thought "Hey...these are awesome!" So i have come to the necro forum to create builds based around these, i only thought of one for weaken knees
[build prof N/A curses=12+1+3 dead=9 soul=9+1][Weaken Knees][Faintheartedness][Insidious Parasite][Crippling Dagger][Rip Enchantment][Plague Sending][Signet of lost Souls][Dash][/build]
I made this build based around AB and FA where people tend to run around a lot, [Weaken Knees] is for the foe who is running away then cover that hex with [Faintheartedness], if they interrupt you and start running use [Crippling dagger] and [Faintheartedness] and if they're enchanted use [Rip Enchantment] to cover the cripple, [Insidious parasite] is for those annoying melees. [Plague Sending], [Signet of lost Souls] and [Dash] should be self explanatory.
At first i wasn't to sure whether to use a snare or not, my initial thought was the faster they move the more [Weaken Knees] will do, but i couldn't think of any skills that would purposely increase their speed + if they're smart enough they'll run too far for you to cast [Weaken Knees] on them. So i stuck with the cripple so they take damage if they try to get in your face, + it's got a nice 5sec recharge
Now the skills for this aren't absolute, you can even throw in [Caltrops] and spam weaken knees on anyone who's crippled, then take out 9 from deadly arts and put it into shadow arts and you can also take [Shadow of Haste] for a nice safety skill, but i didn't take it because of the 10e cost
Let this thread be a collaboration of all three elites!
Last edited by Samscwamch; Dec 15, 2008 at 03:09 AM // 03:09..
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Dec 15, 2008, 03:17 AM // 03:17
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#2
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Desert Nomad
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Quote:
Originally Posted by Samscwamch
At first i wasn't to sure whether to use a snare or not, my initial thought was the faster they move the more [Weaken Knees] will do, but i couldn't think of any skills that would purposely increase their speed
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fyi, how fast they're moving doesn't affect the damage they take, only the amount of time they spend moving does. this means snares actually help because they have to spend more time moving so they take more damage.
edit: also, since you were looking for one, [[shameful fear] is a skill that increases an opponent's speed.
Last edited by Rhamia Darigaz; Dec 15, 2008 at 03:22 AM // 03:22..
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Dec 15, 2008, 03:25 AM // 03:25
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#3
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Academy Page
Join Date: Jul 2006
Profession: W/
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What i meant was say a warrior uses rush and starts running with [Weaken Knees] on him, rush increases speed by 25% so i was thinking they would take the damage 25% faster
[Shameful Fear] would work quite well actually because of the moving damage it does
Last edited by Samscwamch; Dec 15, 2008 at 04:01 AM // 04:01..
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Dec 15, 2008, 06:20 AM // 06:20
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#4
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Desert Nomad
Join Date: Sep 2007
Location: Northeastern Ohio
Guild: LaZy
Profession: P/W
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Cultist's Fervor is bad because Necro's are about the LAST class that needs MORE energy management
Weaken Knees is just sub-par. Good for degen pressure, but not much else
Aura of the Lich didn't need to be changed at all, but the change was interesting. It almost seems like bar compression for necros, but the original skill was better. It should be reverted.
Lingering Curse's idea is good, but the effects are too mediocre to warrent using
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Dec 15, 2008, 07:10 AM // 07:10
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#5
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Imma Firin Mah Rojway!
Join Date: Aug 2008
Location: At the Mac Store laughing at people that walk out with anything.
Profession: E/Mo
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Quote:
Originally Posted by Axel Zinfandel
Cultist's Fervor is bad because Necro's are about the LAST class that needs MORE energy management.
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Yeah, what is up with that? They gave necro's Cultists Fervor but they won't give rit's a good energy elite?
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Dec 15, 2008, 07:25 AM // 07:25
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#6
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Wilds Pathfinder
Join Date: Sep 2006
Location: WI
Profession: Mo/
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[build prof ME/N fast casting=12+1+1 blood magic=12][cultist's fervor][angorodon's gaze][blood drinker][unholy feast][vampiric swarm][vampiric gaze][strip enchantment][awaken the blood][/build]
fast cast bloodspike with no energy problems? say what?
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Dec 15, 2008, 07:57 AM // 07:57
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#7
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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 turbo234
[build prof ME/N fast casting=12+1+1 blood magic=12][cultist's fervor][angorodon's gaze][blood drinker][unholy feast][vampiric swarm][vampiric gaze][strip enchantment][awaken the blood][/build]
fast cast bloodspike with no energy problems? say what?
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Awful. I have tried many times to create a viable blood-lifesteal build. It can't be done.
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Dec 15, 2008, 04:26 PM // 16:26
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#8
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Academy Page
Join Date: Jul 2006
Profession: W/
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I didn't make this thread to hear whats good and whats bad, i made it in hopes of the necro forum collaborating their builds based on those skills
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Dec 15, 2008, 06:08 PM // 18:08
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#9
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Quote:
Originally Posted by Carinae Dragonblood
Awful. I have tried many times to create a viable blood-lifesteal build. It can't be done.
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As have I.
[Cultist's Fervor] only removes a small problem with blood lifesteal builds and energy was generally recovered through other means (Soul Reaping and Angorodon's Gaze).
The primary problems are still pathetic single target damage, long recharges and at times, long casting times.
I'm not sure how turbo's build works well. [Blood Drinker] and [Vampiric Swarm] have 2 sec cast times, [Vampiric Gaze] now has a stupid 8 sec recharge and [Unholy Feast] has a long recharge and is a PBAoE.
You could run a primary mesmer for Fast Casting, but then you miss out on Soul Reaping and become utterly dependent on [Awaken the Blood] to achieve any amount of respectable damage.
You would be better off cycling through [Jaundiced Gaze] and [Blood of the Aggressor] with the odd [Vampiric Spirit] thrown in to cover the sacrifice. You could run [Ravenous Gaze] I suppose, but I doubt it'll work as well.
[Masochism] should suffice enough for energy along with Soul Reaping.
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Dec 15, 2008, 06:13 PM // 18:13
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#10
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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[Cultist's Fervor] should be changed to affect necro skills, just because touch necros would surely be less annoying than touch rangers.
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Dec 15, 2008, 06:45 PM // 18:45
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#11
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Quote:
Originally Posted by FoxBat
[Cultist's Fervor] should be changed to affect necro skills, just because touch necros would surely be less annoying than touch rangers.
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Wrong. That would benefit touch rangers more - Vampiric Touch and Bite would cost nothing - a lower spec could be put into expertise and they would still cost nothing with Cultist's Fervor up.
Changing it to skills over spells would have almost no benefit for necromancers.
Of course, such a thing would make touchers more vulnerable to enchantment removal - but it's not as though you need another aid to kill them if you're careful.
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Dec 18, 2008, 07:16 AM // 07:16
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#12
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Desert Nomad
Join Date: Sep 2007
Location: Northeastern Ohio
Guild: LaZy
Profession: P/W
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Quote:
Originally Posted by Samscwamch
I didn't make this thread to hear whats good and whats bad, i made it in hopes of the necro forum collaborating their builds based on those skills
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Yeah, too bad deciding that something is good or bad directly effects whether or not we should waste are time making builds based off of it.
duh.
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Dec 18, 2008, 02:46 PM // 14:46
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#13
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Desert Nomad
Join Date: Feb 2006
Profession: W/
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Quote:
Originally Posted by Samscwamch
What i meant was say a warrior uses rush and starts running with [Weaken Knees] on him, rush increases speed by 25% so i was thinking they would take the damage 25% faster
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It deals damage every second, not every step or certain amount of distance. However fast they are running all that matters is the amout of time they are moving.
A foe running with a speed boost for 20 seconds would take the same amount of damage as a foe who is running while crippled for 20 seconds.
~A Leprechaun~
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Dec 18, 2008, 04:51 PM // 16:51
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#14
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Furnace Stoker
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Cultist Fervor has a use on an orders build, although the bleeding can be annoying. Add some life stealing skills like unholy feast to counter the sac.
Quote:
Originally Posted by Zodiac Meteor
Yeah, what is up with that? They gave necro's Cultists Fervor but they won't give rit's a good energy elite?
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Then why not use a Rt/N? Unlike Masochism, there is a reason why it is not a soul reaping skill.
You can also use Resilient Weapon to counter the bleeding. Although Cultist Fervor is only useful on necro skills.
Last edited by Daesu; Dec 18, 2008 at 09:51 PM // 21:51..
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Dec 18, 2008, 05:08 PM // 17:08
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#15
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Forge Runner
Join Date: Feb 2006
Guild: Kindred Order of Souls [KOS]
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Quote:
Originally Posted by Zodiac Meteor
Yeah, what is up with that? They gave necro's Cultists Fervor but they won't give rit's a good energy elite?
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ಠ_ಠ
[Offering of Spirit]
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Dec 19, 2008, 05:16 PM // 17:16
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#16
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Quote:
Originally Posted by Daesu
Cultist Fervor has a use on an orders build, although the bleeding can be annoying. Add some life stealing skills like unholy feast to counter the sac.
Then why not use a Rt/N? Unlike Masochism, there is a reason why it is not a soul reaping skill.
You can also use Resilient Weapon to counter the bleeding. Although Cultist Fervor is only useful on necro skills.
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An orders necro should be away from the enemy as much as possible - any life steal skill is therefore bad, especially one that required the enemy to be nearby. Just bring a bit more health regen to counter the -3 degen, it shouldn't be a problem anyway.
Cultist's Fervor only works on Necro skills, therefore using it on a Rit/N is useless as it would only fuel the Nec skills and a N/Rt can run those better.
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Dec 19, 2008, 07:42 PM // 19:42
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#17
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Forge Runner
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
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The nerf to Vampiric Gaze was an extremely unfair one. Here was a skill that had existed in its original form during the entire history of the game. However, somehow the developers found out that necromancers could actually do 20DPS(!!!) by expending 15e every 6 seconds using that plus an elite. Oh noez, it must be nerfed.
Disgusting.
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Dec 19, 2008, 07:51 PM // 19:51
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#18
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Jungle Guide
Join Date: Sep 2007
Location: standing on your last control point, while the rest of your team is to busy killing mine
Guild: The Luminaries [Lumi]
Profession: A/
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Quote:
Originally Posted by Moloch Vein
The nerf to Vampiric Gaze was an extremely unfair one. Here was a skill that had existed in its original form during the entire history of the game. However, somehow the developers found out that necromancers could actually do 20DPS(!!!) by expending 15e every 6 seconds using that plus an elite. Oh noez, it must be nerfed.
Disgusting.
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I'm assuming you never obs'd any of the GvG matches where 6 of them would use it at the same time to produce an unprotable spike. While I think the proper thing to have done is implement build restrictions to keep people from continually making these 1-2-3 everybody spike with the same skill builds, the next best thing to do was nerf Vampiric Gaze.
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Dec 20, 2008, 07:12 PM // 19:12
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#19
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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The problem really lay in other skills. Nerfing Vampiric Gaze was unnecessary.
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Dec 21, 2008, 09:50 AM // 09:50
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#20
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Furnace Stoker
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Quote:
Originally Posted by Xenomortis
An orders necro should be away from the enemy as much as possible - any life steal skill is therefore bad, especially one that required the enemy to be nearby. Just bring a bit more health regen to counter the -3 degen, it shouldn't be a problem anyway.
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The range for unholy feast is far enough. You also did not consider the 17% life sacrifice from casting orders every 5s.
Quote:
Cultist's Fervor only works on Necro skills, therefore using it on a Rit/N is useless as it would only fuel the Nec skills and a N/Rt can run those better.
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I believe I have already said that it is only for Necro skills, which orders are. Cultist Fervor would make it easier for secondary necs to use orders.
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