Jan 30, 2008, 09:52 PM // 21:52
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#1
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Ascalonian Squire
Join Date: Jun 2007
Guild: HiR
Profession: Rt/
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Concept of Necro Way
Player 1: —/—
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- Resurrection Signet
Player 2: —/—
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Player 3: Necromancer/Elementalist
- Savannah Heat {E}
- Mark of Rodgort
- Signet of Corruption
- Lava Arrows
- Ebon Battle Standard of Wisdom
- Glyph of Sacrifice
- Meteor Shower
- Signet of Lost Souls
Player 4: Necromancer/Dervish
- Jagged Bones {E}
- Death Nova
- Animate Bone Minions
- Blood of the Master
- Conviction
- Mystic Regeneration
- Infuse Condition
- Signet of Lost Souls
Player 5: Necromancer/Ritualist
- Jagged Bones {E}
- Death Nova
- Animate Bone Minions
- Pure Was Li Ming
- Rip Enchantment
- Barbs
- Death Pact Signet
- Signet of Lost Souls
Player 6: Necromancer/Ritualist
- Spiteful Spirit {E}
- Reckless Haste
- Enfeebling Blood
- Signet of Corruption
- Rip Enchantment
- Barbs
- Death Pact Signet
- Signet of Lost Souls
Player 7: Necromancer/Ritualist
- Weapon of Remedy {E}
- Soothing Memories
- Mend Body and Soul
- Protective Was Kaolai
- Life
- Splinter Weapon
- Death Pact Signet
- Signet of Lost Souls
Player 8: Necromancer/Monk
- Shield of Regeneration {E}
- Signet of Devotion
- Protective Spirit
- Heal Party
- Reverse Hex
- Remove Hex
- Resurrection Chant
- Signet of Lost Souls
I'm working on a build that should be able to do most of the areas in game with little changes.
So far there are 2 more slots open and i would like to have some suggestions...
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Jan 30, 2008, 09:59 PM // 21:59
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#2
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Krytan Explorer
Join Date: Oct 2007
Location: The Deep South
Guild: The Arctic Marauders[TAM] Former Leader and Officer | [SMS] Alliance
Profession: W/E
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I had similar ideas after seeing how well additional necro's meshed with Sab's build.
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Jan 30, 2008, 10:11 PM // 22:11
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#3
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Academy Page
Join Date: Feb 2007
Guild: [HoV]
Profession: E/
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So pretty much a team with mad energy?
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Jan 30, 2008, 10:15 PM // 22:15
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#4
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Lion's Arch Merchant
Join Date: Dec 2007
Guild: KORM
Profession: R/Mo
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Totally saw a guild rocking an almost entire team of necros in observer mode....and they were stomping people mercilessly, for several rounds....their opposition could not come up with any solution to the "1-2-3 life-drain spike" mob except for to flee in terror and wait for their death.(Honestly the gimmic was working because a lack of team play from their opponents, ppl just kept runnin at the mob practicly one at a time making it easy for the necro team to unify and eliminate them, usually in one spell burst-oddly they switched to a more balance build after several games probably recognizing their next opponent wouldnt fall so easily for the gimmic.....and lost.)
When any single class gets so powerful that you can just ignore other ones while making a 4 or 8 man team it's time for that class to get "nuke-nerfed" into the stoneage. I dunno if the team I saw was unbeatable by any stretch, but it was ugly to be sure.
Aside from that, I think the "jagged bones" builds were old PvP builds...but people arent very fond of Minion Masters in PvP- Firstly, if you cant get any corpses to exploit you cant rez anything, and secondly if a MM dies the minions go "wild" and start attacking anybody, it can backfire bigtime on you if you had a lot of minions running around when their master dies.
Last edited by pygar; Jan 30, 2008 at 11:18 PM // 23:18..
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Jan 30, 2008, 11:36 PM // 23:36
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#5
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Ascalonian Squire
Join Date: Jun 2007
Guild: HiR
Profession: Rt/
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its for pve and getting corpses is not so hard, just let the ele nuke the hell out of them necros get ps and shout wath out a little bit
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Jan 30, 2008, 11:41 PM // 23:41
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#6
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Lion's Arch Merchant
Join Date: Dec 2007
Guild: KORM
Profession: R/Mo
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Quote:
Originally Posted by qscfuture
its for pve and getting corpses is not so hard, just let the ele nuke the hell out of them necros get ps and shout wath out a little bit
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My bad, I saw the 8 person layout and assumed GvG. (wasnt watching what forum I was in)
If this is PvE, then you only need 4 people (not like theres a law against more), the "Sabway" build is supposedly so good at what it does that you can read a book or watch TV while vanquishing areas...and from what I can gather from just running one half baked MM in with my teams I bet it's true. ( I have avoided the "Sabway" build just because of all the people that say it is easy to the point of being boring...I dont like to lose, but I dont like to sleepwalk through victory either.) If what they say is true you could have 3 people on your team be the "Sabway" Necros and the other 5 players would be free to be whatever they want.
Last edited by pygar; Jan 30, 2008 at 11:55 PM // 23:55..
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Jan 30, 2008, 11:48 PM // 23:48
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#7
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Zookeeper
Join Date: Jul 2005
Location: Australian Discussion Posse HQ - Glorious leader
Guild: ҉ ̵̡̢̢̛̛̛̖̗̘̙̜̝̞̟&#
Profession: N/E
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Signet of Devotion with no divine favour? I would change N/Mo 8 to be a little more useful, by bringing aegis or something.
I'd run a different fire necro, some of those skills are pretty sub-par. I'd stick with searing flames since SR feeds it so much energy.
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Jan 30, 2008, 11:58 PM // 23:58
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#8
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Forge Runner
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
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Better check the necromancer forum.
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Jan 31, 2008, 10:33 AM // 10:33
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#9
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Jungle Guide
Join Date: Oct 2006
Location: Tripping in Holland
Guild: My guild died :`(
Profession: N/
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The atributes of the N/D mm are too wide spread, currently it has to spend points in Death magic, soul reaping, earth prayers and curses.
DM has to be 12, earth has to be 8, that leaves either 10 in curses and 2 in soul reaping or 6 in curses 6 in soul reaping, either curses is to low or reaping is to low...
My following idea is probably crappy, but watE4...
For 1 and 2 you could go Vampire Assassins.
An A/N or N/A that used daggers with [skill=text]Order of the Vampire[/skill] to deal extra damage per hit. The speed of daggers allows you to use OotV as a heal instead of simply covering the sacrifice, especially with [wiki]Critical Agility[/wiki].
They use high additional damage dagger attacks and blood magic to achieve high armor ignoring damage per second.
A vampire uses soul reaping or critical strikes for energy gain, with the 2 minion bomber'ish setups soul reaping would offer more energy... I think.
Or 1 could be setup to use [skill=text]Order of Apostasy[/skill] instead, taking over the [skill=text]Barbs[/skill] and [skill=text]Mark of Pain[/skill] from the N/D mm, it would probably need energy gaining dagger attacks though.
Last edited by System_Crush; Jan 31, 2008 at 10:44 AM // 10:44..
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Feb 04, 2008, 04:52 PM // 16:52
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#10
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Desert Nomad
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The team build has the same problem as the one posted in the Necro forums - beyond the Curses/Jagged/Healer, it a bunch of sub-par templates not made much better by sticking a Necro primary on the front. The N/E Fire guy is probably better off being a E/X with Attune/Glyph and some useful secondary utility. The N/Mo Prot isn't as good as a Mo/E Hybrid with Glyph. And I don't know why you'd want two MMs, outside of Vizunah or something.
For the free slots, I'd suggest a few Paragons to make use of Splinter/Barbs, and with Empathic/Expel to cover up for the lack of removal on the other guys (some combination of Cruel, SoR and DA on the other Paras). Maybe add an SV Nec with Orders or something, though I'm not sure what to do with the rest of the bar.
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Feb 22, 2008, 07:21 PM // 19:21
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#11
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Ascalonian Squire
Join Date: Aug 2007
Location: Right Behind You
Guild: OOH
Profession: N/
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Sabway is a build best suited to handle difficult areas, but 8-man zones give you the 8 person cap for a reason. If you want an all necro build for running missions then your best bet is to get you and a friend to run heavy health degen while all of the rest of your party is filled with the sabway heroes. Or if you want to be extremely safe run four sabway N/Rt healer heroes, two sabway ss heroes, and then you and your friend MM'ing. After you get out of four person zones the sabway build can't really handle the pressure on its own.
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Feb 27, 2008, 11:59 AM // 11:59
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#12
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Forge Runner
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
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Quote:
Originally Posted by Sab
The N/Mo Prot isn't as good as a Mo/E Hybrid with Glyph.
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If I ran the prot on a human, I'd go Mo/x. If I'm running it on a hero, I'd go N/Mo. The amount of spamming the hero will do will far outweigh the extra duration on the spells.
However, more or less all the templates suggested here are trash.
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Feb 27, 2008, 10:01 PM // 22:01
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#13
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Forge Runner
Join Date: Aug 2006
Profession: R/
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[skill]Signet of Lost Souls[/skill][skill]Psychic Distraction[/skill][skill]Shatter Hex[/skill][skill]Shatter Enchantment[/skill][skill]Mirror of Disenchantment[/skill][skill]Lyssa's Balance[/skill][skill]Mistrust[/skill][skill]Resurrection Signet[/skill]
[skill]Signet of Lost Souls[/skill][skill]Protective Spirit[/skill][skill]Spirit Bond[/skill][skill]Divert Hexes[/skill][skill]Dismiss Condition[/skill][skill]Shield of Absorption[/skill][skill]Aegis[/skill][skill]Guardian[/skill]
swap Divert and Dismiss for RC and Reverse Hex depending on area
N/Mo is probably better than Mo/x on a hero for protection purposes provided that stuff is dying properly. Heroes tend to spam stuff often and that doesn't really work well on a Monk with no inherent energy management.
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