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Old Dec 28, 2005, 01:47 AM // 01:47   #21
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Guild: Noobs Just Took Halls [WTF]
Profession: Mo/E
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http://www.guildwarsguru.com/forum/s...ad.php?t=99632

Profession: N/W
Name: Sacs Fifth
Type: General PvP
Category: Damage Dealer/Moderate Spiker
Attributes: Death- 12+3 ; Blood- 12+3+1 ; Soul Reaping- whatever's left
Skill Set:
Aura of the Lich {Elite}
Dark Aura
Blood Renewal
Dark Pact
Touch of Agony
Barbed Signet
Consume Corpse
Ressurection Signet
Summary: Made to deal constant damage from sacrificing your own health. Dark Aura hurts others as you sac yourself, but does damage to the caster. AotL is used to lessen sacrifice and DA damage done to yourself. Blood Renewal for health regen, while AotL lessens the sac cost.
Consume Corpse to flee for some health and energy.
Notes & Concerns: Avoid enchant shatters/renders
Credit: Green Hostility for main idea.

Last edited by Lambentviper; Dec 28, 2005 at 11:42 PM // 23:42..
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Old Jan 10, 2006, 12:50 AM // 00:50   #22
Ascalonian Squire
 
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Join Date: Jan 2006
Location: Middlesbrough, UK
Guild: Envoys of the Phoenix
Profession: N/Me
Default

Link to thread: http://www.guildwarsguru.com/forum/s...839#post863839

Profession: N/(any 2nd Profession)
Name: Toughen Up
Type: Solo/Henchmen PvE
Category: Nuker

Attributes:
Blood Magic: 12+2 (3)+1
Soul Reaping: 6+1
Any remaining points on preferred attributes.

Skills Set:
1) Vampiric Gaze (Blood Magic)
2) Vampiric Touch (Blood Magic)
3) Life Siphon (Blood Magic)
4) Well of Blood (Blood Magic)
5) Free Slot (I use Conjure Phantasm)
6) Offering of Blood {Elite} (Blood Magic)
7) Demonic Flesh (Blood Magic)
8) Res Spell/Resurrection Signet, or free slot.

Summary: After seeing a guide here showing some skills I'd never considered using (this was a Solo Build), I decided to integrate it into my current build. The result, so far, is an effective build, particularly in areas I farm, such as Witman's Folly, Talus Chute, and Snake Dance. I haven't been to the Underworld yet, so I can't say how it would perform. Anyway: To use this build, first activate Demonic Flesh, just before engaging enemies. At high Blood Magic, this will give you an extra 200 health to play with (This puts me onto 701). Once active, engage the enemy. Use Life Siphon to regen the sacrifice you made casting Demonic Flesh, and nuke with Vampiric Gaze, Vampiric Touch, or even Shadow Strike. If your Energy gets low from the nuking, use Offering of Blood to top you up by around 20 Energy. Well of Blood is there for obvious reasons; it's an incredibly useful spell.

Notes & Concerns: One problem I have had with this build is running dry of Energy quite fast, hence me throwing in Offering of Blood. Life Transfer would work well in the build I think, but at more risk of running low. Also, since this build is maximising your Health, it's the opposite idea of a 55 health character, which could be a bad thing in some situations. The main idea is to make the Necro at least formidable to take down when soloing, since their armor lets them down a little. Also, another problem is with Demonic Flesh. If it gets interrupted, it's 60 seconds before it's re-usable, which could result in a beating-down from enemies. That's happened a few times, and has been a close escape every time. Anyway, this is my first build submission, it's what I use, hopefully someone will get some use from it.

Credit: Myself for trying this out, my guild for assessing it, and a guide here which I took some ideas from. (sorry, I can't remember who wrote it now)

Last edited by UrikoBB3; Jan 10, 2006 at 12:57 AM // 00:57..
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Old Jan 12, 2006, 07:59 PM // 19:59   #23
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Join Date: Jan 2006
Location: Where I sleep
Guild: The Almond Brothers [Bros]
Profession: N/
Default

Proffession: N/Me
Name: Ischuros Khayts
Type: Farmer(UW or SF r anywhere)
Catagory: Death Curser(SS/SV my way)

Attributes (not sure but somethin like this)
Curses-12+1+3
Illusion-12
Soul Reaping-the rest of my points go here+1(minor rune)

Skill set(still all from memory but here)
1)Spiteful spirit
2)Arcane Echo
3)Sympithetic Visage
4)Parasitic Bond
5)Faint Heartedness
6)Conjure Phantasm
7)Mark of Pain
8)Res Signet


Summary:
I do the regular stuff in the UW but like in SF and other places I will cast Faint heartedness then parasitic bond and then conjure phantasm for 1on1. Parasitic bond will heal you after about 20 seconds so that helps. When theres alot of foes I Cast SS then arcane echo then parasitic bond in that order then if theres a Tank in my group SV. Then I cast Mark of Pain on the biggest group of enemy tanks. This build is good for Dmg over time with CPh
-5 health Degen and faint heart-3 Health degen and parasitic bond -1 HD and SS inflicts DMG every time foe attaks and mark of Pain Inflicts DMG every time foe takes DMG.

Notes and Concerns:
Energy! I allways run dry qiuck cause everything is like 10 or 15 energy except for parasitic bond(only 5 Energy). I've also noticed that without a healer i'm dead if casters and rangers target me at the same time Becuase of no blood skills. The only thing that heals is Parasitic Bond but it takes like 20 seconds or the death of the foe to take place. So I'm still workin' on health stradegy but this build works if you have healer in your group.

Credit: God(for my brains)
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Old Feb 07, 2006, 07:59 PM // 19:59   #24
Wilds Pathfinder
 
Join Date: Feb 2006
Profession: A/Mo
Cool

Profession: N/Me
Name: DONT HURT YOURSELF!
Type: PvP, GvG
Category: Monk Killer

Attributes:
Blood=16
Domination=12
Soul Reaping=4

Skills:
1)Awaken the Blood
2)Shadow Strike
3)Mark Of Subversion
4)Shatter Enchantment
5)Backfire
6)Strip Enchantment
7)Offering of Blood
8)Resurrection Signet


Summary:
Punish monks for casting spells! First scare him with Awaken the Blood + Shadow Strike (110 damage). Then cast Mark of Subversion on him. The next spell he casts will FAIL and hit him with 108 damage. A smart monk will use Contemplation of Purity... which is useless if he has no enchantments on! So hit him with Shatter Enchantment (83 damage)... if you still see a yellow arrow, Strip Enchantment. If MoS is cooling down, use Backfire, which hits him with 119 damage every spell (the spell still works though).

The idea is to always have MoS OR Backfire on the monk and to always keep him enchantment-less.

Sample battle:
monk: Divine Boon!
me: atb! shadow strike! mark of subversion! (in quick succession)
monk: (starts casting CoP, which i anticipate)
me: (b4 CoP finishes) Shatter Divine Boon (83 dmg)! (COP fails, MoS still on)
monk: Reversal of Fortune! (BAM! it fails, monk takes 108 dmg)
me: Backfire!
monkmy warrior teammate attacking him) Guardian! (takes 119 dmg)
monk: RoF! (takes 119 dmg)
monk: realizes he has BF on, starts casting COP, which i anticipate
me: Strip Guardian! (COP fails, BF still on for 1 more spell, MoS and Shatter cooled down by now)

Cast ATB+Shadow Strike and Offering of Blood whenever necessary.

Lather, rinse and repeat until monk has 60% DP=gg.
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Old Feb 15, 2006, 06:27 PM // 18:27   #25
Pre-Searing Cadet
 
Join Date: Jul 2005
Guild: CODE
Profession: W/Me
Default

Link to Thread: http://www.guildwarsguru.com/forum/s...534#post985534

Profession: N/Me
Name: Shadow Bomber
Type: PvE
Category: Dark Aura nuker

Attributes:
Soul Reaping: 7 (6+1)
Blood Magic: 12 (9+3)
Death Magic: 11 (9+2)
Illusion Magic: 11

Skills:
1)Dark Pact
2)Touch of Agony
3)Barbed Signet
4)Dark Aura
5)Blood Renewal
6)Aura of the lich
7)Illusion of Weakness
8)Rez sig/Distortion/soul feast

Summary:
Allows you to Spam your sacrificial skills with dark pact and do a very high dps while having 2 skills that will fully heal you when necessary, and aura of the lich which will make them fully heal you, as well as allow blood renewal to be much more effective. Basically follows same guidelines as a normal dark bomber. Distortion is a maybe, depending on how good you are at controlling your energy, and if there are no other necros that use corpses (of if you're soloing), soul feast is a great 10 energy full heal that will keep you going that much longer

Alternative skills:
Signet of agony + plague sending is a great combo for high mob killing damage (triggers dark aura twice, signet of agony damage, and bleeding for ~20 seconds to everything)

Last edited by Rustin; Feb 15, 2006 at 06:30 PM // 18:30..
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Old Feb 16, 2006, 09:11 PM // 21:11   #26
Lion's Arch Merchant
 
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Join Date: Sep 2005
Location: Enschede
Guild: W.o.F.
Profession: N/Me
Default Soul Corruptor (Pheark's and Hendorr's Build)

Here is a build pearkh and I created:

Discussion Thread:
http://www.guildwarsguru.com/forum/s...d.php?t=118836

Proffesion: N/Me
Name: Soul Corruptor
Type: PvP (This build works in Arena and in HoH)
Category: Spiker

Build:

Attbribute Points:
Curses: 12+3+1
Domination: 10
Soul R: 8+1

Skills:
1.Wastrel's Worry
2.Mind Wrack
3.Soul Barbs
4.Enfeeble
5.Parasitic Bond
6.Insidious Parasite [ you can also use: Desecrate Enchantments ]
7.Feast of Corruption [ you can also use: Spiteful Spirit ]
8.Rez Signet

Summary:
The hole point of this build is to cast "Soul Barbs" on your target and then start spamming hexes. You want to spam Wastrel's Worry all the time and cast Mind Wrach time to time. You need to have Parasitic Bond on as many foes as possible (so you be healt from time to time). Try to use FoC as many times as possible. Cast enfeeble and Insidious Parasite on warriors.
Remember rez all the time..!

Credit:
Pheark and me (Hendorr)
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Old Feb 20, 2006, 06:54 AM // 06:54   #27
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Join Date: Dec 2005
Location: You want see?
Guild: True Gods of War [True]
Profession: Mo/W
Default Darths Warrior bane

LINK: http://www.guildwarsguru.com/forum/s...d.php?t=124869
Proffesions: Necro/Monk

Name: Darth's warrior bane!

Type: All forms of PvP

Category: Hmmmm Dont know wat its classified as . . . Damage?

The Attributes:

4 (3+1) Soul Reaping
16 (12+3+1) curses
12 smiting
Curses Hat
Minor Rune of Soul Reaping (Go higher if u plz)
Sup Curses

Here's the skills:

Spiteful Spirit {E}, Insidious Parasite, Enfeeble, Price of Failure, Smite Hex, Smite, Plauge Touch, and Rez Sig

Summary: The purpose of this build is to laugh long and hard at all those silly warriors. Who try to kill you.

Skill Order:
Use Spiteful First then Price of Failure. After that cast Enfeeble and then Parasite. Add smite hex, smite when hes attacking and plauge touch as neccassary.
Rez sig Dead warrior.

Notes/Concerns: Energy isnt a huge problem but it can bother you.
If you visit team arenas or Gvg get some one to get a blind skill to help power up Price of Failure.

Credit To myself . . and umm my mom and dad for making me lol.
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Old Feb 20, 2006, 11:49 AM // 11:49   #28
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Join Date: Jan 2006
Guild: ACME
Profession: N/
Default Tough Echo Spiter

Discussion thread: http://www.guildwarsguru.com/forum/s...d.php?t=124947

Profession: N/Me
Name: Tough Echo Spiter
Type: PvE
Category: Damage/Nuking

Attributes
Blood Magic: 11 (10+1, Minor Rune)
Soul Reaping: 9 (8+1, Minor Rune)
Curses: 16 (12+3+1, Superior Rune and Headgear)

Skills Set
1. Demonic Flesh (Blood)
2. Awaken The Blood (Blood)
3. Blood Renewal (Blood)
4. Vampiric Gaze (Blood)
5. Barbs (Curses)
6. Well Of Blood (Blood)
7. Spiteful Spirit (Curses) {Elite}
8. Archane Echo (unlinked)

Summary:
The idea here was to take Nater's Echo SS and toughen it up by crossing it with UrikoBB3's Toughen Up Necro. I found that when trying Nater's SS I wasn't using the extra boss skills much, so I stuck in the toughening elements from Uriko's build.

Here's your sequence: get close to aggro group (I use this in Grenth's Footprint mainly) then hit Demonic Flesh to boost health, Awaken The Blood to boost Blood and Curses, Blood Renewal to start regen, Echo to get that ready, then target first enemy, hit Space and then hit Spiteful Spirit. As soon as that one's launched, switch to the echo'd version and put that on the next enemy. Now just fire for a second or two until either something dies or your energy gets back to 15, then hit something else with SS and then hopefully do it again with the recharged Echo version. By this time you should have 4 (at least 3) SS's going, and things will start to die off, giving you that energy back. For healing hit Well Of Blood (should help your Warriors too) and to give them some extra punch at the front use Barbs on any bosses.

For equipment, I use Kole's Torment (it's cheap, and the 15 energy and 10/10 recharge bonuses are very handy) and standard Droknar's armour.

Notes & Concerns: Energy management, as always. Soul Reaping does give some back, but if things aren't dying off quickly enough you can end up in trouble.

Credit: Nater, UrikoBB3, the originator of Echo SS, and myself for plugging it all together.

Last edited by earthman; Feb 20, 2006 at 11:53 AM // 11:53..
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Old Feb 22, 2006, 02:47 AM // 02:47   #29
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Join Date: Feb 2006
Location: FLorida, USA
Guild: Knights of the Black Crown
Profession: W/Mo
Default

The Poor mans MM

Attributes:
16 death
10 or 9 soul reaping
7 ish healing
4 blood magic

use the 20/20 collecors bone staff outside elona reach for 5 minotaur horns

skills:
Animate Fiend
Animate Horror
BoTM
Veratas sac
Deathly Swarm
Life Siphon (your healing skill)
Heal Area
Offering of blood

Now what you do is start off with siphon, then follow up with a few swarms and you will get a few corpses outside of beetletun. you then take down the entire tengu army and get around 30 ish minions and fiends on your side, then kill the ettins, and rezone and do it again. the whoel process takes roughtly 10 minutes.
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Old Mar 19, 2006, 05:13 PM // 17:13   #30
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Join Date: Feb 2006
Default

Discussion Thread
http://www.guildwarsguru.com/forum/s...d.php?t=139549

Profession: Pure Necro
Name: Asylum Hex Spammer
Type: Competitive PvP and some PvE
Category: Anti-Spell Caster, Anti-Tank
Attributes:
10 Curse + 3 (Superior Rune) + 1 (Wicked Scar Pattern) = 14 Curse + 2(AB) = 16
11 Blood + 1 (Minor Rune) = 12 Blood + 2 (AB) = 14
10 Soul Reaping + 1 (Minor Rune) = 11 Soul Reaping
Skills Set:
1) Vampiric Gaze (Blood) – 52 health steal
2) Soul Barbs (Curse) – 29 damage per hex/enchantment cast on target
3) Spiteful Spirit {Elite Curse} – 33 shadow damage
4) Faintheartedness (Curse) – 50% slower attack time and -3 health degeneration
5) Parasitic Bond (Curse) – 124 health heal and -1 health degen
6) Resurrection Signet (No Attribute)
7) Awaken the Blood (Blood) – 39 seconds of +2 to Blood and Curses attributes
8) Life Siphon (Curse) – steal +3 health regeneration

Summary: This strategy, or build if you will, is meant to be a Hex Spammer. It is a very decent build in taking down Tanks and also to Hex Spike a Monk. It can survive one on one admirably as well.

No matter which type of enemy build you are attacking, you must cast Awaken the Blood at the time that maximizes its duration. I do not know how many people I have seen cast it and other similar spells with five seconds remaining before a match starts. It will last 39 seconds, of which you should be able to capitalize on about 25 seconds or so of spell casting. When you have you target, cast Soul Barbs and immediately follow up with Parasitic Bond to cover Spiteful Spirit which you follow up on. This will take approximately 20 seconds or so if you attack immediately. Coordinate with other hex spell casters to maximize Soul Barbs. Use Faintheartedness to slow down Warriors and Life Siphon also to gain a total of -7 health degeneration of a target for approximately 18 seconds or so. Vampiric Gaze is your utility damage spell. With Awaken the Blood you will be able to get around 55 Health Steal.

Notes & Concerns: This strategy is not without some flaws. Little immediate self heal can be a concern, thus a competent monk should come along in your party. Interrupters and Domination Mesmers can also wreak havoc. However, when coupled with a monk, another hex caster, and another party member, this build can be a nice addition to any team.

Credit:* Mercyful Fate for introducing me to the necromancer profession, Vanguard of Asylum for being a helluva guild, and Myself (Death of Orias aka Thrasher) for developing this strat...
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Old Mar 31, 2006, 07:58 PM // 19:58   #31
Pre-Searing Cadet
 
Join Date: Mar 2006
Location: uk
Guild: Guild Kernow
Profession: N/
Default Tft Necro

Link to Thread http://www.guildwarsguru.com/forum/s...32#post1178432

Profession: [Necromancer/Any]
Name: [TFT Necro]
Type: [PvE]
Category: [Damage]
Attributes" [Blood 10 + 2 Death 12 + 3 + 1 Soul Reaping 8 + 3]
Skills Set [Tainted Flesh {ELITE} Necrotic Traversal, Consume Corpse, Well of Suffering, Vampiric Gaze, Vampiric Touch, Life Siphon and Plauge Touch]
Summary: Tainted Flesh combined with Necrotic Traversal, Well of Suffering, Consume Corpse + my 'usual 3 Blood magic skills' of Vampiric Gaze, Vampiric Touch and Life Siphon. It's an utterly devestatng build with a skill slot free for either Plauge Touch, Deathly Chill or Verata's Aura depending on my mission needs B) I Call it the TFT Necro [Tainted Flesh Teleporter] I welcome you to try it out especially with a Warrior based team
Having played my necro near solidly for more than 6 months now, I can honestly say that this my favorite build !! It has the usefull factor of being able to move you about the battle field really quickly regardless of obsticles* using Consume Corpse to heal and restore your energy as you go or just poisoning with Necrotic Traversal, This, in conjunction with desiese from Tainted Flesh and the health degen caused by well of suffering gives a Massive potential for damage !!!!
Method : keep your team enchanted with Tainted Flesh as soon as the first foe drops cast Well of Suffering quickly followed by Life Siphon on the next foe that the Tank is concentrating on. continue casting Life Siphon on other foes untill the tank drops the second foe then cast Necrotic Traversal. This should plunge you right into the centre of the action but dont worry, the foes should start dropping like flies and you will be free to use Consume Corpse to keep your health and energy up you have Vampiric Gaze and Touch + Plauge touch to keep you from suffering too much damage
Try it and enjoy
Notes & Concerns: One bonus with this build is that you can steal bodies before necromancer foe's can use them. [*oh yeah ... 1 thing to remeber is that you can teleport yourself into some hard to get out of places 'keep a good eye on the map to see where your potential teleports could be lol. Once on Riverside Province mission i got stuck up a White Mantle Watchtower having teleported up there to kill 2nd foe at the top. just as i killed him the body that had been left at the bottom 'dissapeared' and i had to wait for team to get to cut sceene lol. .]
Credit:* [So far i have not met another TFT Necro so I would 'like' to say I thought this baby up but who knows]

Last edited by mallificus; Apr 06, 2006 at 01:00 AM // 01:00..
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Old Apr 16, 2006, 11:54 AM // 11:54   #32
Wilds Pathfinder
 
Join Date: Apr 2006
Location: UK
Guild: Warlords of Ruin
Profession: A/Mo
Default

Profession: N/MO

Name: Order Support

Type: PvE (tested in FoW) could possibly work in PvP, untested tho.

Category: Support

Attributes:
Blood Magic - 14
Death Magic - 4
Soul Reaping - 5
Curses - 9
Healing Prayers - 8

If the skills are modifies in the Wild Card slots its possible you could tranfer all your points frm DM to Reaping, curses or Bloods.
Healing shouldnt change as your mending gets 3 pips from that level.



Skills Set:
1) Order of Vampire
2) Blood Ritual
3) Shadow of Fear
4) Wild Card 1 - I had vampiric gaze here, but i never cast it, if you expect mesmers, Mark of Subversion may be good, unholy feast is also a possibility.
5) Wild Card 2 - I was using Death Nova, but as you see the Death Magic points arnt really there for it, this spell should change on the team, again for the above 2 wild cards, or anything you can find that doesnt involve switching your target, Chillbains or enfeebling blood may be an option. Also Heal Party can be considered if you're not sure on you monk.
6) Healing Breeze
7) Mending
8) Wild Card 3 - A ressurect spell of your choice, I usually use the basic, rebirth however may be a good idea so that you can pluck allies out of the enemy group.

Summary:

OK, I have to start of by saying this is pretty much a Newbie FoW build, this was my first time PuG and the build was thrown together out of what I have, hence better builds probably do exsists.

The team is very important here, for instance Death Nova seems useless, but we had 5 barrage rangers all with pets to be used on death by the MM, and he was't able to fit Nova into his build. As well as the 5 Rangers, we had 1 Mo/Me, and 2 N/Mos, one playing this build (me) and one playing MM.

Location is key, always always sit ontop of the monk, this makes it easier for you to BR him/her, and also allows you to sacrifice yourself as a meatshield if enemies break for the monk.

Start of by casting Nova on the pets, thats 5 pets, 2 second cat time, it should take you 15 seconds to cast all the novas, and leave 15 seconds for the first pet to die for nova to be effective.

Then just spam Order and BR on the monk, I dont think there was a moment I wasnt targeting the monk, but if you get a chance, or the group is struggling, throw down Shadow of fear on an enemy to slow the lot down, or one of the spells which targets enemies without having to take your aim form the monk. Breeze is there to to slap on yourself or the monk only, the monk should handle everyone elses health, that was there as a buffer really, and if the monk can't heal you and all your sacrifices.

Mending again is there for the same thing, i was rarely maintaing this, the one point enemies broke thru and assalted myself and the monk I threw mending up on myself to pick up the healing slack as i took all the hits for the monk.

Notes & Concerns:

Remember to keep off the front lines, damage dealing is not your priority.
Due to the "fix" in orders Order of Pain is not used as I'd rahter be pumping health than adding another 13 damage to attacks.
A better / more experienced FoW player could probably switch in a few more offensive spells and remove target from the monk, but constantly targeting them helped me keep track of them for BR.
Sounds obvious but dont try to solo any enemies with this, it wont work, the sacrifices and no damage spells wont help you one bit, if your party die, dont feel bad at running away until you can pick up your monk.

It also deserves noting that im not rich in game, and only just affored the Marhan's grotto armour, so I didnt want to mod if with superior runes and lower my life alot, if you can afford to do this then fine the build will work better.


Credit:* Me I guess, plus the excelent PuG team in FOW who worked really well together and showed that even the most slapped up builds can work with a good team.
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Old Apr 18, 2006, 06:41 PM // 18:41   #33
Ascalonian Squire
 
Join Date: Apr 2006
Guild: UMD
Profession: Mo/W
Default

Profession: n/mo
Name:ham sandwich part
Type: pvp
Category: extremely tough blood spiker
Attributes:
blood: 12+1+3
healing prayers: 12
soul reaping: whatevers left(should be 3)+1


Skills Set:
1) shadow strike: 50dmg +50 dmg if above 50% life
2) dark pact: 51 dmg, 10% life sac
3) vamp gaze: 63 dmg
4) demonic flesh: 208 health for 62 secs 10% life sac(+13 seconds)
5) mending: +3 regen sec
6) healing breeze: +8 regen sec for 10 seconds(+ 2 sec from 20% ench)
7) offering of blood: 21 energy for 20% life sac
8) res sig: duh

equipment:
tormentors armor : for the high def(70) and put a sup vig(50 health) in it.
blood req staff with: 20/20 recharge/fast cast, 20% enchantment time

summary: basically this build relys on enchants to stay alive longer(alot longer) while getting beat on by 1-2 opponents while you kill one of them.

strategy: unlike some blood spiker builds awaken the blood is not needed here though it would be nice it would mess the whole build up. anyways here goes: at the beginning of the match get demonic flesh, mending and healing breeze up then cast oob to max you energy pool. run out find a target any target cast shadow strike, pact, gaze, pact, healing breeze, oob, demonic( if its recharged)gaze, pact, pact, gaze... rinse/repeat.... now that takes about 9.5 sec to take an opponent down 493 health all the while you should be around 500-600 health with a limit up around 700 and this is with a warrior smashing on you... believe after playing around with this build for a while i got it perfected you will absolutely pwn anyone except migraine/denial mesmers(only if they're focused on you) and/or hammer warriors...
but if you focus on them they will run believe me nobody like to see their life bar cut waaaay down.

notes: remember you need to maintain demonic and healing breeze(when needed.. preferably always... since its a good cover ench with low recharge time) and use oob to keep the spiking up... remember get casters 1st since their health pool is generally low and can be killed quickly.. if you see someone rezing focus on them since they'll generally be distracted for 3-8 secs

i dont know if this build has been released yet but i like it and i figured it out myself without these forums

credit: me, myself and all my victims

Last edited by seriously wrong; Apr 18, 2006 at 06:44 PM // 18:44..
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Old May 04, 2006, 01:28 AM // 01:28   #34
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Join Date: Nov 2005
Guild: Noobs Just Took Halls [WTF]
Profession: Mo/E
Default Casters of RA Beware!

(: i will be makeing a video of this build in sweet sweet action shortly

Profession: Necromancer/Mesmer
Name: /sorry
Type: General/Competitive PvP
Category: Hidden Spiker
Attributes:

Blood Magic: 12+3+1
Curses: 9+1
Soul Reaping 5+1
Domination Magic: whatever gets backfire to 91 damage.

Skills Set:

Wastrel's Worry (domination) /Shadow Strike (blood)
Soul Leech {E} (blood)
Backfire (domination)
Mark of Subversion (blood)
Strip Enchantment (blood)
Blood Renewal (blood)
Defile Flesh (curses)
Ressurection Signet

Summary: The purpose of this build is to take out & down any casters who you feel may pose a threat to the victory of your team, before they know it. I will often see a monk being chases by my teamates, and while hes just running around spamming RoF or healing touch, ill stack Soul Leech {E} and Backfire, with a Defile Flesh for cover/less heals benefit, and the next time he trys and healing breeze or smite hex, hes done.

Notes & Concerns: This can survive just about as well as a Life Transfer+Life siphon build can under pressure from warriors or assassins. 5/8 skills on my toolset give me alot of health, so thats not a problem. Conditions and interupts are the only thing that really frustrate me when rolling this, but the satisfaction of the monk or me/e screaming "HOLY 5H!T!" makes up for it

Credit: meeeeeee...and all those annoying Me/E spell-spammers....o boy, they NEVER SAW IT COMING!! AHAHHAHAA

Discuss: http://www.guildwarsguru.com/forum/s...77#post1346577

Last edited by Lambentviper; May 04, 2006 at 01:33 AM // 01:33..
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Old May 06, 2006, 02:18 AM // 02:18   #35
Frost Gate Guardian
 
Join Date: Mar 2006
Guild: MARA
Profession: R/
Default Nec/Mon Training Build for 55Monk UW Farm

Profession: Necromancer/Monk
Name: SS UW Trainer
Type: 2 man UW training
Category: SS Protector

Normally a 55 Monk would farm UW with a SS/SV Nec/Mes. With the monk tanking while the Nec causes the damage. With a Nec/Mon you can create the ideal build to both protect the monk and cause the damage required and a constant flow of energy. Something similar is used for solo 55 Nec farming but 2 man is so much quicker, and the purpose here is to help train the monk as the monk has the hardest role of the farm...normally!

Stats:
Curses 16 (1+3)
Healing 10
Protection 11

Skills:
1. Healing Breeze
2. Protective Spirit
3. Spiteful Spirit (Elite) (choose targets wisely to cover the whole group)
4. Suffering *optional if you prefer something else
5. Vigorous Spirit (lasts 30 secs so will cover any HB interrupts while you are casting SS/S)
6. Res Sig *optional
7. Essence Bond (Cast on the Monk to keep your mana on constant)
8. Blessed Aura (cast on Necro - only a +10% on enchants but still worth it, i use a 20/20 curse staff with +5 Insightful and 20% ench mods)

Equipment
I use an Insightful Curse Staff of Enchanting which gives +5 Energy, 20/20 fast cast/fast recharge and 20% enchants last longer.

If all goes well your monk will be complaining that he never gets to cast any spells for himself, other than spell breaker of course. Don't worry about that to start with, idea is for your monk to learn the route and how to take care of the Nightmares (Holy Rod is a must here, although curse one nearly causes as much dmg). For me the Monk has no reason to use a wand for anything other than the nightmares, using a wand renders some of the Necs spells useless, looses the ench mods/spell recharge, and the wand actually causes NO real damage to anything other than the nightmares. As your trainee monk improves with runs you can leave him to learn to tank for himself more, keeping an eye to back up any interrupts he receives. Then change to the SS/SV build to speed things up.

I've run this build many times training new guildie monks and i can assure you i have more than enough energy to spam SS (20/20 curse staff) and everything else, my mana bar is virtually constantly on full.

Your monk should be carrying Balthazars Spirit for his Bonetti's, the energy from Essence bond will be redirected to you. The constant energy will help you cover all his interrupts, keep him healed, and YES i do cause enough damage to kill everything without problems. The ONLY thing my monk ever has to worry about are the Nightmares.
My HB only gives +7 regen rather than the monks +8 and PS is the same.

Blessed Aura is cast on the Nec not the Monk....the monk should have his own Blessed Aura ench on himmself. It still gives 10% on my enchants aswell as the 20/20 Insightful Curse Staff of Ench which gives 20% (you could use the collector truncheon/Villnars and 20/20 icon but you won't get 20% ench preferred for this build)

As for Res depends where they die and if they kill any in the process and there patrol locations....if the monk pulls a group of smites and gets killed will the Smites not go back to their normal route? But is an optional skill....I complete the farm with complete UW newbs but yet can afford to waste a slot...shameful i know, you may find that you do not use it enough to want to use a slot up, that is your choice, you can change it for a monk spell or an dmg spell depending on your monks experience.

Notes:
This build is to train my guildies on the route and to keep them alive, and is only marginally slower than the usual full on builds. Tanking UW is not the same as tanking Trolls as Monks quickly find out, this build keeps them alive long enough to learn their own job, as they gain experience you can add damage skills to it before they move onto a SS/SV.
An experienced 55 Monk will not appreciate you using this build with them as it obviously does not cause damage as quickly or efficiently as a SS/SV build.

BEFORE YOU MAKE COMMENTS.....THIS IS A TRAINING BUILD NOT A FULL ON FARMING BUILD....ITS USED TO SAVE YOU A SMALL FORTUNE IN ENTRY FEES IN YOUR MONKS EARLY TRAINING DAYS!

Otherwise i'd be interested to hear your comments on how effective you have found it, or not, when training new 55HP monks. It does of course depend to some degree on the Necs level of experience and as always better if you can communicate through Ventrilo/Teamspeak.

Melissa has a total inability to read things properly i assume, so discard any comments made below, otherwise you can freely discuss in the following thread
http://www.guildwarsguru.com/forum/s...21#post1366821

Last edited by BogusDude; May 07, 2006 at 05:17 PM // 17:17..
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Old May 06, 2006, 03:39 AM // 03:39   #36
Academy Page
 
Join Date: May 2005
Location: America
Profession: W/E
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I'm sry but the above build should be removed... plz remove it... i dont mean to flame you but its just really really terrible... im so sry but i hate it. I use a 55 to 2 man UW and I would be pissed if a necro like that joined me. Let me explain to you the faults of your build.

#1. Its called a smite run, you cant kill smites without SV using SS PERIOD!!! End of story. They will smite hex SS faster than you can kill a baby.
#2. Monk casts Essence Bond on himself, you cant both have it on him.
#3. Mark of Pain causes AoE run away.
#4. Are you shitting me? You dont have arcane echo? plz...
#5. Wow lol. Where did you get the 90 some extra attributes needed to max healing prot and curses. You must be really good.
#6. Res Sig? Don't make me laugh if the 55 dies hes going to stay dead... trust me.
#7. If you are going to cast Blessed Aura on the monk then please kill yourself. I dont want my 16 Divine blessed aura being removed for a 0 divine one k thx.
#8. You don't have suffering.
#9. You don't have desecrate enchantments.

Please im about to post the build of an actual 55 UW supporter. Plz remove that one.

Attributes:
Curses= 12+3+1 = 16
Illusion= 10
Blood= 8+3 = 11

Skills:
1. Archane Echo
2. Spiteful Spirit- {E}
3. Suffering
4. Simpathetic Visage
5. Desecrate Enchantments
6. Blood Renewal
7. Insidious Parasite (for when there is 1 monster left)
8. Wild Card

Please, if you are going to UW with me use that build right there.

Last edited by Melissa Is HOT; May 07, 2006 at 12:50 AM // 00:50..
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Old May 06, 2006, 01:15 PM // 13:15   #37
Pre-Searing Cadet
 
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Join Date: Jan 2006
Profession: N/R
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Link to thread:http://www.guildwarsguru.com/forum/s...23#post1361223

Profession: Necromancer/Elementalist
Name: Renewal Minion Master
Type: PvE
Attributes:
Death Magic 12+3+1
Soul Reaping 12+1
Attribute Points left 6

Skills Set:
Animate Vampiric Horror
Blood of the Master
Verata's Sacrifice
Taste of Pain
Deathly Chill
Deathly Swarm
Glyph of Renewal {Elite}
Ressurection Signet

Summary:
This build was invented as one of the ways to cope with the 28th of April update. I uses vampiric horrors both to heal and to deal damage. With their vampiric capabilities (healing you every time the deal damage and for that damage's amount) you can heal the minions by spamming BotM and not bother about any damage or healing yourself, making your minios last longer, and your monks concentrating on other teammates. Glyph of Renewal is there to make the recharge time of Animate Vampiric Horror and, if needed, Verata's Sacrifice, less annoying. Both "deathly" spells are there to help get your army started and, like Taste of Pain, which is used for healing, can be dropped and substituted with skills you will find more useful. Alternatively, you can use the spare points to add even more nukes, like Earthquake or Gale. Intrestingly, as this build is more concerned with the quality and survival of your minions and not their number, wells are an intresting and possibile choice, since even with the glyph you won't be able to use up all the bodies.
Notes & Concerns:
This build has problems with starting up a bigger army. While six attacking minions will heal your sacrifice form BotM, you usually won't be able to get as many minions as there are bodies.
Credit:
Goes to a user of the GuildWars.pl forums, whose post in the morning of the 28th of April showed me for the first time the possible benefits of a N/E.
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Old May 07, 2006, 12:56 AM // 00:56   #38
Academy Page
 
Join Date: May 2005
Location: America
Profession: W/E
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Bring Back the Rifts N/Mo for GvG

This is the GvG necro monk that I saw [Rift] using when i was watching them GvG today when we didnt have favor.

Attributes:
Blood 12+3+1
Curse 12+1
Reaping 3+1

Skills:
1. Dark Pact
2. Vamp Gaze
3. Life Siphon
4. Faintheartedness
5. SoF
6. OoB
7. Draw Conditions
8. Malaise

No res sig. Rift doesnt use res sigs. (as far as i can see)

Strategy:
This necro in GvG was just spamming Siphon on a few people and using Pacts followed by Gazes. SoF on large groups of attackers. Fainthearted on people annoying the monks. OoB for some good energy management. Malaise on enemy monks. Draw conditions on blinded warriors.

*credit of course goes to Bring Back the Rifts guild. Shinobi of the Rift is the necro on [Rift] that uses this build.
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Old May 24, 2006, 02:41 PM // 14:41   #39
Pre-Searing Cadet
 
Join Date: May 2006
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Discussion Thread

Profession: N/Rt
Name: Demolitionist
Type: PvE/Alliance
Category: AoE Spiker/Nuker

Attributes:
Death Magic - 12 + 3 + 1
Soul Reaping - 11 + 3
Channeling - 6

Skills Set
Death Nova
Animate Bone Minions
Blood of the Master
Signet of Creation
Taste of Death
Destruction
Rupture Soul
Icy Veins {Elite}

Summary: Basically, the concept behind this build is to be an explosives expert. With this build, you can deal upwards of 1050 poisonous AoE damage in one attack. To do this, you would raise 10 minions with Animate Bone Minions, cast Death Nova on two of them, use Signet of Creation, and cast Death Nova on the other 8 (I suggest using a weapon that at least has the 20% chance to reduce cast time of DM spells, and you must have the +20% to enchantment mod or the timing doesn't line up).

When you use Signet of Creation, it gives all your nearby minions 30 seconds to live, at which point they will all die simultaneously. This is crucial to dealing massive damage in one hit, to not allow an enemy monk any time to heal your attack. The reason behind casting Death Nova on two minions before using the signet is because, with the +20% to enchantments weapon mod, Death Nova lasts 36 seconds. Hence, you can easily cast 2 Death Novas before you start the 30s countdown with the signet, and the minions will still be enchanted with it when they die.

Now, after all your minions have Death Nova on them, you have roughly 15 seconds before they detonate, assuming you were able to keep casting Death Nova without any lapses. Get the minions to surround your target, and use Blood of the Master to keep them alive until the explosion. Once the effect of Signet of Creation kicks in, 1050 poisonous AoE damage in one instantaneous explosion. Even if you can't find the prep time before the fight to set that up completely, it's relatively easy to do with 4-6 minions at a time, and you still have Taste of Death to make your minions walking explosives (enchant any minions with Death Nova, and immediately use Taste of Death to kill it).

The other spells listed are used similarly, turning spirits and even enemies into explosives. With Destruction and Rupture Soul, you can deal about 140 AoE damage from the explosion, which also causes an additional 3 seconds of blindness. To do this, simply create the Spirit of Destruction, and make sure the skill has at least recharged (it has a 20s recharge, so waiting 20s at 3 dmg/sec will still deal 60 damage to nearby foes when it dies). To detonate the spirit, you'll want to use Rupture Soul. This will cause Destruction to die, deal an additional 50 damage, and causes 3 seconds of blindness. If you waited until Destruction recharged, it will deal at least 110 AoE damage.

Lastly, with Icy Veins, you not only deal damage, but turn your enemies into bombs as well. Until you cap this elite, I suggest using Flesh of my Flesh in the meantime to have a res spell. Icy Veins is a fun spell to use though, and has the potential to raise the AoE damage of any of your explosions by 100+, assuming you're able to kill the hexed enemy in the blast.

There are other ways the demolitionist can makes use of their skills to deal explosive damage, such as cooperating with a MM to make their minions explosive, destroying allied spirits with Rupture Soul, using Death Nova to have yourself or allies kamikaze (a desperation move, I suppose), and many other practical applications are available.

Notes & Concerns: I suggest having as many mods and armor pieces which will give you additional energy as possible, but the only required mod for this build is a 20% Staff Wrapping of Enchanting.

Also, it should be noted that you cannot always anticipate an enemy's movements, and it is entirely possible that once you use the signet, an enemy will move within your aggro circle before all of your minions have been enchanted with Death Nova, causing them to run forward and group together. However, you can keep casting Death Nova on them; to determine if they have been enchanted with it yet or not, select one, and then look for the green 'up' arrow at the right side of their life bar, which will show up if they have Death Nova on them.

Credit: Azrael STX
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Old May 25, 2006, 03:31 PM // 15:31   #40
Ascalonian Squire
 
Join Date: May 2006
Location: Poland
Guild: Troublesome Heroes
Profession: N/Me
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Link to discussion

Profession: Ne/
Name: Self-sufficient MM
Type: PvE
Category: It`s MM so I think damage dealer
Attributes:
Death Magic 12 + 3 + 1
Blood Magic 9 + 1
Soul Reaping 9 + 1
Skills Set:
  1. Animate Bone Fiend (Death) (2nd version - Vampiric Horror (Death))
  2. Blood of the Master (Death)
  3. Taste of Death (Death)
  4. Aura of the Lich (Death) {Elite} (2nd version - Flesh Golem (Death) {Elite})
  5. Blood Renewal (Blood)
  6. Dark Bond (Blood)
  7. Consume Corpse (Death)/Putrid Explosion (Death)
  8. Res skill (eg. Ressurection Signet) (2nd version -Death Swarm (Death))
Summary: This build is MM that can spam BotM with "max" rate (3 secs), sacrifcing about 25hp while maintaning 10 Fiends/Horrors and automaticly healing that amount (even tanking!), no Monk needed (I have monk too and i know how irritatin can be MM spaming BotM sacrifacing 100hp and thinking i can heal him. Yes, i can but it drawns my attention from the rest of party and drains lot of energy.) 1st Version is good to do misions and quest with people. First I`m trying to create an army of 10 Fiends. At about 5 Fiends is good to use other skills than "Fiends". So I cast AotL followed with Dark Bond, both will last about 50 secs. It making the hp to about 200 and if u have minions, cut the "normal" dmg to 1/8 (!!!). To maintain army u must spam BotM of course, making minions nearly industractible, and with AotL u will sacrifice only 1/4 of normal "price". Blood Renewal also takes less hp from sacriface, then giving you fast regen of about 5 "pips" and near full healing when it ends. When you have 10 Fiends its a waste of corpses to leave them to vanish, thats why you can use CC to heal/regen energy or Putrid Explosion for some serious armor-piercing damage. If you are likely to die (happens rarely to me), use Taste of Death.
This build is also great if you want to have Explorer Title, because you can go explore solo to early areas of the game (like first areas of Kryta, Northern Shiverpeaks and Ascalon lands) and rest with henches. For "easy" areas just replace res skill with death swarm to help you making first corpses. In some areas where you have less corpses (eg. most enemies are undeads) better idea is to take Flesh Golem instead of AotL and Vampiric Horrors instead Fiends. The 2nd version is good only at low-lvl enemies, becouse the health losing by BotM can be replaced only by big dmg done by Vamps, enemies with high-armor just dont give you enought hp. For rest (harder) places i recomend 1st version and players/henchmen).

Notes & Concerns: This build works perfectly as long as you have enchaments on yourself, so if an enemy can strip/rend etc. your enchant put your minions first to fight or cast Blood Renewal onto AotL (enemy will take down only fast-recharge BR, and will heal you too ). Also watch out for AoE spells, like Searing Heat or Dragon`s Breath, becouse the can very fast destroy your army. And remember to have AotL always on, otherwise you will run out of health very fast. Vigor Rune isn`t needed, becouse the less hp you will have the less you will sacrifice.

Credit: Myself (and guys that gives me piece of advice that AotL makes you sacrifice 1/4 of orginal amount)

PS. I should add the sreens with weapons sets later. Anyway, its Wand 20/20 from collector (or en+5 while hp>50%, cast 20) and skull focus hp+30 Death +1 chance 20 (Bortak should be better, but i haven`t tried it).
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