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Old Aug 10, 2007, 11:35 PM // 23:35   #1
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Default Orders Necro?

I've been poking around at some of the different places a person goes to, and I noticed that at the Tomb of the Primeval Kings lots of groups look for an "orders necro", I understand that an orders necro's build focuses around the elite skill Order of the Vampire. What I was wondering is, what exactly does an orders necro do? what should my objective be while grouping as an orders necro, what are some generally good orders necro builds?
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Old Aug 11, 2007, 03:21 AM // 03:21   #2
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An Orders necro groups with a team of B/P rangers plus one monk and one minion master. This is the classic setup. Your job is maintaining the OoV at all times (or rather close to all times) and sporadically maybe throw a Blood Ritual on the monk or the MM. You are the way backline character and can perform your job as long as the team is within radar range. Equipment is 55 armor, Insightful Blood staff of Enchanting (generally) or Sword +5e +20ench and focus. For tombs most people go N/Mo. The only truly indispensable skill is Order of the Vampire.

I'll just cut/paste a thing from an earlier thread:

Quote:
Alright, as promised this is my build for Orders.

Blood Magic - 12+1+3
Soul Reaping - 9+3
Protection Prayers - 9
Healing Prayers - 3

Equipment: As noted, two superor runes. Energy armor. Blood magic staff with energy and enchant+20 modification. Max health is according to taste - I prefer to run with between 105 and 220.

Spells:

Protective Spirit - Shielding Hands - Rebirth
Blood Renewal - Order of the Vampire - Blood Ritual - Awaken The Blood
Mending

Traditionally Orders necromancers used to help a little with Heal Party. Nowadays that's a luxury we can't afford due to our broken energy management.

Low health makes OoV eminently spammable.

Mending is not really necessary but even at a modest 3 in Healing Prayers it's still a nice +2. If energy becomes sparse drop it.

Protective Spirit and Shielding Hands are added for the third and fourth floor of Tombs, where the Siege Wurms have great range. If you have low health, a wurm can one-hit-kill you there. PS should be up at all times when a wurm is in radar range. Shielding Hands are only used if you actually catch aggro from the melees (your rangers screwed up) and have to ride it out.

First and second floor of Tombs is more relaxing at 1hp but you really want all the energy you can get to run the build successfully.

Firmly tell the monk and mm that they need to stay in the backline to get BR..

That's all.
However this is an old post and frankly I think Awaken the Blood looks awful on that build. People still expect you to bring it, tho. I guess they don't understand the concept of health sacrifice.

Since people screwing up in Tombs isn't too uncommon being /Mo secondary really helps. If you're doing your job right you'll always be the last person to die, which means you can be relied on to resurrect the entire party if needed.

Hope this helps.

EDIT: Thread: http://www.guildwarsguru.com/forum/s...php?t=10150299 <- Slightly outdated because of spirits and SR changes from old nerf.

Last edited by Moloch Vein; Aug 11, 2007 at 03:31 AM // 03:31..
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