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Old Sep 06, 2007, 05:33 PM // 17:33   #1
Jungle Guide
 
Join Date: May 2005
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Default Necrotic Ebon Summoner

16 Death
13 Soul Reaping
X Blood


[skill]Dark Bond[/skill][skill]Animate Bone Horror[/skill][skill]Animate Shambling Horror[/skill], Summon Ruby Djinn, [skill]Signet of Lost Souls[/skill], Hexer's Vigor, [skill]Blood of the Master[/skill], Ebon Battle Standard of Wisdom, Ebon Battle Standard of Honor

Ruby Djinn potentially outputs the most damage of all summons http://gw.gamewikis.org/wiki/Summon_Ruby_Djinn

At its max, it lasts 60 seconds, the entire duration of its recharge time. The Damage calculations for it's Immolate spells are:

60 Seconds / 3 second recharge = 20 Immolate casts for its lifespan
20 Immolates * ((63 fire damage + (3 seconds of burning = (3 * (7 degen (14 dmg per second))))=42 dmg)) = 105) = 2100 dmg for its 60 second lifespan. A FINE addition to ANY Minion Master!

According to Wiki, Ebon Battle Standard of Courage SHOULD affect NON-Spirit Allies, Minions are non-spirit right? Thus potentially giving them +8-15 dmg per hit for up to 20 seconds. http://wiki.guildwars.com/wiki/Ebon_...ndard_of_Honor

Ebon Battle Standard of Wisdom just makes all of your, and everyone around you, skills recharge that much faster. If this affects the spells used by Summoned creatures, that I dont know but thats not really why you should pack it. http://wiki.guildwars.com/wiki/Ebon_...dard_of_Wisdom

This build should:

1. Command 11 creatures instead of 10
2. Allow more damage in corpse denied situations
3. Minimize damage to your party by creating a minion wall
4. Spread Bleeding to certain foes
5. Deal fire Damage and set Others on Fire for massive damage
6. Powerful self healing
7. Potentially (not sure yet) give your minions an additional +8-15dmg per hit
8. Support your Team, give yourself and everyone, including your summon maybe 60% of Half Skill Recharge

Please leave your thoughts Some aspects yet untested, currently at work

Last edited by Zodiak; Sep 07, 2007 at 11:08 AM // 11:08..
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Old Sep 07, 2007, 11:37 AM // 11:37   #2
Jungle Guide
 
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Anyone have any ideas or comments?

I have yet to get all of the skills on my necromancer but Summon Ruby Djinn is very nice so far

I try very hard to come up with effective builds that are outside the box. Sometimes they dont work, I would just like to see what people think.
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Old Sep 07, 2007, 08:24 PM // 20:24   #3
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Why hexers vigor? it ends with every skill on your bar.
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Old Sep 09, 2007, 12:53 AM // 00:53   #4
Jungle Guide
 
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Hex Vigor because its a cheap heal in your main profession. I understand that it will end when using a spell that is not a curse but its still a nice heal, and your not casting stuff 100% of the time so it can still be effective

You dont agree?

I'm currently working on getting all of the skills on my Necromancer to see the effectiveness of it all.
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Old Sep 09, 2007, 04:46 AM // 04:46   #5
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You'll need it in battle too...
Maybe you should just go N/Mo and bring Healing Breeze... and Heal Area.
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Old Sep 09, 2007, 01:33 PM // 13:33   #6
Jungle Guide
 
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I really dont like going Monk secondary as a necromancer. I prefer going Dervish.

However, I made this build to try to get away from the cookie-cutter stuff. I Had been playing around with the Ebon Battle Standards before and they work quite well! The Wisdom one at least.

The Ruby Djinn is just so powerful too!

You may be right about Hexer's Vigor as what I'm finding is that the 2second cast is getting long.

I will look for sollutions and keep you posted
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Old Sep 10, 2007, 01:10 AM // 01:10   #7
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I would take Bone Fiends if you are using Ebon Standard of Honor. Otherwise you have to run into melee range to put it down for melee minions.
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Old Sep 10, 2007, 02:42 AM // 02:42   #8
Jungle Guide
 
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Quote:
Originally Posted by Marverick
I would take Bone Fiends if you are using Ebon Standard of Honor. Otherwise you have to run into melee range to put it down for melee minions.
Good suggestion!

I didnt think of that one. It make alot of sense since you can be closer to your minions to put up the battle standard yet be far from the battle.

You must be a ninja

Skills I re-organized

I would use these skills in this order

1. Ebon Battle Standard of Wisdom
2. Animate Shambling Horror
3. Animate Bone Fiend
4. Ebon Battle Standard of Honor
5. (Healing Skill) Still unknown
6. Signet of Lost Souls
7. Blood of the Master
8. Summon Ruby Djinn

I think it is a GREAT build so far

The worst part so far is that I've been working on my Warrior, not necromancer...

Anyone get a chance to test this?
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Old Sep 11, 2007, 07:22 PM // 19:22   #9
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Hmm, ever since the day I played a healerpriest in WOW I've learned that damage reduction = indirect heal.

Priest Bubble = Same as a heal for several K
Stam Buff = Heal for as much as your health is raised.

So in short terms.
Either [skill]Aura of the Lich[/skill] or [skill]Dark Bond[/skill].
Aura of the Lich effectively reduces all incomming damage by half.
For example; 50% damage reduction of 100 dmg is 50. This means that's an effective heal of 50 dmg.
Dark Bond works much the same, the down part is that your Djinn will take a beating too.
For example; 75% damage reduction of 100 leaves 25 dmg. This means that's an effective heal of 75.
Combining the two works very well for all kinds of MMs..
For example; (dunno which formula works first, but the difference is very small)
Firstly; 50% damage reduction of 100 leaves 50 damage. That healed you for 50 hp.
Secondly; of that remaining 50 damage 75% damage reduction leaves 12,5 damage.
This means you are effectively healed for 87,5 every time you get hit by 100 dmg. With this setup, most MMs get by with [skill]Signet of Lost Souls[/skill]

The other solution that comes to mind. Use [skill]Animate Vampiric Horror[/skill].
That synergy would work really nicely since you work around the [skill]Order of Undeath[/skill] weakness.
This could be a viable heal.

Another thought that just came to mind.
Wouldn't [skill]Order of Undeath[/skill] make your setup even stronger?
(If you get something stronger for a heal?)
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Old Sep 11, 2007, 07:40 PM // 19:40   #10
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cast earthbind + press c to choose the closest foe + glyph sacrifice + meteor
trown all you have over they...

if they dead they cant hurt you... works fine with me...
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Old Sep 11, 2007, 07:55 PM // 19:55   #11
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Quote:
Originally Posted by Zodiak
Anyone have any ideas or comments?

I have yet to get all of the skills on my necromancer but Summon Ruby Djinn is very nice so far

I try very hard to come up with effective builds that are outside the box. Sometimes they dont work, I would just like to see what people think.
Its for a human or a Hero?

If for hero i use a SS + Animate Bone Minions + Animate Shambling Horror + Death Nova + Rotting Flesh + Envenom Enchantments + a hard rez and you have a free slot...

Or try it for a human
Mark of Pain + Ebon Vanguard Assassin Support + ss
Choose a center foe like monk or a ele cast Mark of Pain + Ebon Vanguard Assassin Support + SS... while they run they dont hurt you...
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Old Sep 11, 2007, 08:00 PM // 20:00   #12
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i've been working though a build like this myself, but i carry a pet. we just compleated the ebon vanguard portion of the the main quest. i had success with this build

blood of the master, fearl lunge, summon ice imp, bone minnions, {E} order of undeath, pet res, petcharm, sunspear res.

i prefer the ice imp because his attack slows em down and allows your minnions to get to them quickly while their still balled up in one group. with OoU those little lvl 13 minnions were still dishing 35-50 dmg each, and because you get two for every corpse you can keep up your numbers easy...this build has no self heal, but with a heal and a protect hero with us and it wasn't a problem.

staying all necro, i'ld try something like

sumon vanguard assasin, blood of the master, vamp horrors, shamling horrors, {E}Order of Undeath, summon ice imp, ebon battle standard of wisdom, sunspear res sig

Last edited by WildmouseX; Sep 11, 2007 at 08:04 PM // 20:04..
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Old Sep 11, 2007, 08:28 PM // 20:28   #13
Jungle Guide
 
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Quote:
Originally Posted by Tarkin
Its for a human or a Hero?
It's for a human, I know Heroes unfortunatly cant use pve skills.

The principle behind the build is having Ebon Vanguard Battle Standard of Wisdom up to provide Half Casting bonuses for the entire party as you raise minions faster

Then once they are raised and clumped together as Fiends do, you can use Ebon Battle Standard of Honor which will increase their damage output.

While having THEM do damage with your Shamblings spreading Bleeding here and there, bring out your Summon Ruby Djinn which does the most damage of all the summons, I've calculated that through spell recharge, summon duration and spell damage, both primary and secondary.

I've considered the Vanguard Summons aswell, I will do more in-game research
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Old Sep 11, 2007, 11:16 PM // 23:16   #14
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If your MM carry no self-heal, don't play with people.
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Old Sep 12, 2007, 04:12 AM // 04:12   #15
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Quote:
Originally Posted by AuraofMana
If your MM carry no self-heal, don't play with people.
There is a self heal! lol

I played N/Mo when GW came out, then played N/D when Nightfall came out. Now that EOTN is here I tried Hexer's Vigor to become all Necro, which works but ends when you bring up a minion.

Not a HUGE thing but the 2 second cast gets me.
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Old Sep 14, 2007, 06:23 AM // 06:23   #16
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Why not take parasitic bond? It gives a decent cheap heal you can spam. Does a lot of other stuff as well. With SoLS and decent killing speed you don't really need anything else. And it can work with leftover junk points.
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Old Sep 14, 2007, 12:01 PM // 12:01   #17
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Yeah Parasitic Bonds would be cool at low Curses

I was thinking maybe Consume Corpse also since your Death Magic is up at 16, 10e 1s 0r, you get a heal of 105 and 21 energy, a gain of 11, it also has no recharge.

It's true that a Minion Master needs all the corpses he can get, but 1 corpse for the sake of healing yourself in crucial situations woudnt be too bad I think.

Both would be good!
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Old Sep 16, 2007, 02:52 AM // 02:52   #18
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Quote:
Originally Posted by AuraofMana
If your MM carry no self-heal, don't play with people.
if you read the post it was still an exparamental build... normaly i use the vamp horrors for a self heal...

the build has settleed at

blood of the master, summon ice imp, vamp horrors, bone horrors, Order of Undeath, comfort animal, charm animal, sunspear res sig.

it gives up the extra damage for the pet, but gives you your self heal... the pet is really just there to be a bullet spounge and minnion factory in tough fights anyway.

keeping 4-5 vamp horrors is enough healing to cover all your sacs from both BoTM and OoU. the vamps give you as much health as they deal damage, so when you use OoU you also boost your healing - it's a fun build to solo with.

Last edited by WildmouseX; Sep 16, 2007 at 02:58 AM // 02:58..
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Old Sep 18, 2007, 05:04 AM // 05:04   #19
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consider: AotL, Masochism, Mystic Regen, BotM as your base.

AotL is basically the best skill for a MM, you don't need to take a bunch of PvE skills to be effective.

Furthermore, the best summons are STILL bone fiends and bone minions because of bar compression. That'll give you space to take either one or two PvE skills.
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