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Old Mar 07, 2008, 04:18 PM // 16:18   #1
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Default N/X - Protection Necro

N/Mo - Protection Necro

Hello Friends

I hate to see all the nerfs going around but the Necroancer did receive some nice changes.

There already are alot a few Necromancer Protection Builds but with the new changes, I thought of a different concept.

This concept revolves around the fact that, A Healer Heals, a Protection Monks uses damage absorbing skills, A Necromancer... well makes it so that the ennemy damages a heck of alot LESS now

Here is the concept, it still needs work and it still needs skills

16 Curses (12 +1 +3)
13 Soul Reaping (12 +1)

[skill]Weaken Armor[/skill]
Weaken Armor
(5e, 1s Cast, 5s Recharge)
Spell. Target foe and foes adjacent to your target have Cracked Armor for 5...17...20 seconds.

[skill]Enfeebling Blood[/skill]
Enfeebling Blood
(10% Health Sac, 1e, 1s Cast, 8s Recharge)
Spell. Target foe and all nearby foes suffer from Weakness for 5...17...20 seconds.

[skill]Wail of Doom[/skill]
Wail of Doom
(10% Health Sac, 1e, 1/4 Cast, 10s Recharge)
Elite Hex Spell. For 1...3...4 second[s], all of target foe's attributes are set to 0.
(4s Cap at 13 Soul Reaping)

Atrophy
(10e, 1s Cast, 20s Recharge)
Hex Spell. For 3...6...7 seconds, target foe's primary attribute is reduced to 0.
(7s Cap at 15 Curses)

Foul Feast
(5e, 1/4 Cast, 2s Recharge)
Spell. All conditions are transferred from target other ally to yourself. For each condition acquired in this way, you gain 0...36...45 Health and 0...2...3 Energy.

[skill]Signet of Lost Souls[/skill]
Signet of Lost Souls
(0e, 1s Cast, 8s Recharge)
Signet. If target foe is below 50% Health, you gain 10...82...100 Health and 1...8...10 Energy.
(9 energy at 13 Soul Reaping)

Hexer's Vigor
(5e, 1/4 Cast, 10s Recharge)
Enchantment Spell. For 10 seconds, you have +1...7...8 Health regeneration. Hexer's Vigor ends if you cast a non-Hex Skill.
(+7 Health Regen at 13 Soul Reaping)

OR

[skill]Plague Sending[/skill]
Plague Sending
(10% Health Sac, 1e, 1s Cast, 5s Recharge)
Spell. Transfer 1...3...3 negative Conditions and their remaining durations from yourself to target foe and all adjacent foes.

Please let me know your thoughts.

The concept was something like a Reverse Protect monk. You protect your team by weakening the opposing team.

Last edited by Zodiak; Mar 07, 2008 at 06:42 PM // 18:42..
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Old Mar 07, 2008, 04:19 PM // 16:19   #2
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more of a pressurising necro to me but still
i'll try it
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Old Mar 07, 2008, 04:24 PM // 16:24   #3
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Let me know what you think

I'm at work right now but the changes seem to indicate to necromancers being able to become powerful damage mitigation allies.

I havent tried it yet but I'm considering trying out to see how well a hero can use Wail of Doom and Atrophy.
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Old Mar 07, 2008, 04:26 PM // 16:26   #4
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Will Hexer's Vigor really be worth it?

I see 2 hexes. (Atrophy and Wail of Doom)

Remember Weaken Armor is no longer a hex. The GWG cards aren't up to date.
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Old Mar 07, 2008, 04:36 PM // 16:36   #5
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It was either Hexer's Vigor or Parasitic Bond.

With Parasitic Bond you have to select a target and hope it dies before you do to get the health from it.

I do realize that Hexer's Vigor will end if you cast something other then a hex, but while its up, you can easily wait a short time period for your health to be sufficient in order to cast again, even if Hexer's Vigor ends.

Signet of Lost Souls should also suppliment Hexer's Vigor to help you regain health.

Could any other form of necromancer heal be effective?
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Old Mar 07, 2008, 05:09 PM // 17:09   #6
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Since Foul Feast heals you (FF and SolS makes for a lot of HP and power boosts), maybe Plauge Sending would be a neat trick instead of hex vigor for a heal. Then your protection necro is pulling conditions off you, and sending them back to the enemy along with weakness and cracked armor- and then WoD for the big shutdown/spike setup.

I tried Foul Feast + Plauge Sending on the Sabway SS necro last nite, could be a neat combo...but I was in an area where the monsters weren't using very many conditions, so I only got to see it in action a little bit.

Last edited by pygar; Mar 07, 2008 at 05:16 PM // 17:16..
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Old Mar 07, 2008, 05:11 PM // 17:11   #7
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parasitic works as a cover hex. better than hexors vigor.. hexors vigor is pure rubbish. not like the lousy regen from hexors vigor is worth it.
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Old Mar 07, 2008, 05:35 PM // 17:35   #8
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I actually had an idea similar to this, however, because I am a necro myself, I will be running Curses, and will already bring Weaken Armor and Enfeebling Blood.

I was thinking 16 Soul Reaping, 13 Death Magic, as a N/Mes, and bring:

[skill]Wail of Doom[/skill]
[skill]Arcane Echo[/skill]
[skill]Arcane Mimicry[/skill]
[skill]Malign Intervention[/skill]
[skill]Verata's Gaze[/skill]
[skill]Putrid Flesh[/skill]
[skill]Signet of Lost Souls[/skill]
[skill]Resurrection Signet[/skill]

That way, if your running Sabway, there are more minions to blow up, and Putrid Flesh spreads disease.
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Old Mar 07, 2008, 05:37 PM // 17:37   #9
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Enfeebling Blood in itself IS a Protection Prayers spell!
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Old Mar 07, 2008, 05:43 PM // 17:43   #10
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You can't run a caster build with a "draw conditions"-spell without something like purge conditions/plague sending/whatever. What will you do if you draw a Dazed?

You could do better than Atrophy for the second hex, I think.

Hexer's Vigor is just fine for this build. Seriously, +7 health regeneration for 10 seconds with a .25s cast time for 5e... It's better than Restful Breeze (specced at 3HP) because it casts much faster and doesn't expire from ANY skill on your bar.

Also you really don't need Signet of Lost Souls with so cheap spells. Neither do you need 16 in Curses with this build, I'd probably go with 12+1+1SR 12+1C.
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Old Mar 07, 2008, 06:05 PM // 18:05   #11
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Quote:
Originally Posted by Moloch Vein
Hexer's Vigor is just fine for this build. Seriously, +7 health regeneration for 10 seconds with a .25s cast time for 5e... It's better than Restful Breeze (specced at 3HP) because it casts much faster and doesn't expire from ANY skill on your bar.
And why do you need 7 pips of regen? with Enfeebling Blood and WoD, supposedly 'party-wide' defence.. you shouldnt need 7 pips of regen. You shouldnt need it even if your not running Enfeebling Blood or WoD.
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Old Mar 07, 2008, 06:39 PM // 18:39   #12
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Quote:
Originally Posted by Moloch Vein
You could do better than Atrophy for the second hex, I think.
I thought of Atrophy for the time when Wail of Doom is down.

Quote:
Originally Posted by Moloch Vein
Also you really don't need Signet of Lost Souls with so cheap spells.
Quote:
Originally Posted by Moloch Vein
Neither do you need 16 in Curses with this build, I'd probably go with 12+1+1SR 12+1C.
I actually wanted to go 14 Curses (since its the cut-off point for many of the spells), 13 Soul Reaping but didnt know what to do with the extra points so i just spec'ed Curses higher to get a higher duration.

Quote:
Originally Posted by Qdq Swi
And why do you need 7 pips of regen? with Enfeebling Blood and WoD, supposedly 'party-wide' defence.. you shouldnt need 7 pips of regen. You shouldnt need it even if your not running Enfeebling Blood or WoD.
As someone else mentioned, Foul Feast WOULD be alot simpler to use if you used it along with Plague Sending to get rid of 1-3 conditions off of you and onto something else.

Last edited by Zodiak; Mar 07, 2008 at 06:49 PM // 18:49..
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Old Mar 07, 2008, 06:58 PM // 18:58   #13
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Quote:
Originally Posted by Zodiak
I thought of Atrophy for the time when Wail of Doom is down.

As someone else mentioned, Foul Feast WOULD be alot simpler to use if you used it along with Plague Sending to get rid of 1-3 conditions off of you and onto something else.
HaHaHaHa, I'm rubber and you're glue- Poison, Crippling and Burning bounce off of me and stick to YOU!!

As for Atrophy, maybe reckless haste for protection (basicly like a reverse-Aegis)....I have no experience with atrophy, but I can see your combo-logic for it.
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Old Mar 07, 2008, 07:55 PM // 19:55   #14
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As stated above, you COULD use Arcane Echo for Wail of Doom, but at a higher energy cost and you would have to go N/Me and dedicate a slot for Arcane Echo.

Atrophy is a weaker version of Wail of Doom I thought of using just in WoD's downtime and lasts 7s
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Old Mar 07, 2008, 07:59 PM // 19:59   #15
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I even considered

[skill]shadow of fear[/skill]
Shadow of Fear
(10e, 2s Cast, 5s Recharge)
Target foe and all [COLOR=#0000ff]adjacent[/COLOR] foes attack 50% slower for the next 5...25 seconds.

If no Necromancers with Spiteful Spirit were in the group
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Old Mar 07, 2008, 08:08 PM // 20:08   #16
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Itd be better to go Arcane Echo + WoD... energy problems shouldnt arise much as a necro anyway.
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Old Mar 07, 2008, 08:21 PM // 20:21   #17
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I like
[skill]wail of doom[/skill][skill]faintheartedness[/skill][skill]plague sending[/skill][skill]enfeeble[/skill][skill]resurrection signet[/skill]
foul feast
masochism
defile defenses / rigor mortis

nice support/debuff build. masochism aint really needed but it helps spamming whatever you want on recharge. I don't take enfeebling blood cause there's already 2 10% sac skills.
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Old Mar 07, 2008, 09:26 PM // 21:26   #18
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Quote:
Originally Posted by Qdq Swi
Itd be better to go Arcane Echo + WoD... energy problems shouldnt arise much as a necro anyway.
This is my reasoning anyways. You basically focus on 1 main ennemy to cast Wail of Doom and Wail of Doom lasts 4 seconds at most. Would you really sacrifice 1 skill slot for a skill to duplicate it when it only takes 10 seconds to recharge?

What if your also using a 20/20 casting/recharge set? I would imagine you would get half casting time triggers in there also.

At the current recharge, I dont know if I would carry Arcane Echo just for it.
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Old Mar 07, 2008, 09:46 PM // 21:46   #19
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Quote:
Originally Posted by Zodiak
This is my reasoning anyways. You basically focus on 1 main ennemy to cast Wail of Doom and Wail of Doom lasts 4 seconds at most. Would you really sacrifice 1 skill slot for a skill to duplicate it when it only takes 10 seconds to recharge?

What if your also using a 20/20 casting/recharge set? I would imagine you would get half casting time triggers in there also.

At the current recharge, I dont know if I would carry Arcane Echo just for it.
I want to test WoD some....but I dunno about Echo-chaining it....seems like for PvE once the investment for the one shutdown effect gets too steep, you may as well just have a BHA ranger along with you. (In PvP WoD has an edge over BHA because at current Hex removal is nowhere near as common as condition removal- in PvE monsters seem to hardly ever use either, so BHA is better for the longer duration + Epidemic combo)

Last edited by pygar; Mar 07, 2008 at 09:57 PM // 21:57..
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Old Mar 08, 2008, 07:44 AM // 07:44   #20
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Quote:
Originally Posted by Turbobusa
I like
[skill]wail of doom[/skill][skill]faintheartedness[/skill][skill]plague sending[/skill][skill]enfeeble[/skill][skill]resurrection signet[/skill]
foul feast
masochism
defile defenses / rigor mortis

nice support/debuff build. masochism aint really needed but it helps spamming whatever you want on recharge. I don't take enfeebling blood cause there's already 2 10% sac skills.
Enfeebling Blood > Enfeeble, for PvE that is. Especially with the buff to it.

Quote:
What if your also using a 20/20 casting/recharge set? I would imagine you would get half casting time triggers in there also.
True, but then you dont really need atrophy either. If you have a 40/40 set, the duration for WoD at 16 I think is 5. So with a 40% chance of HSR you could, with a bit of luck, keep it up. You might as well waste a slot and have more copies of WoD than waste a slot and have Wod + Atrophy.

Also... with arcane echo you could spread the WoD, and if you HSR you can use it on even more foes.

Last edited by Qdq Swi; Mar 08, 2008 at 07:49 AM // 07:49..
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