Apr 10, 2007, 07:32 AM // 07:32
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#1
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Lion's Arch Merchant
Join Date: Feb 2007
Location: The Netherlands
Guild: Rich Mahogany
Profession: N/
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Nerfed necros, new builds
After the soul-reaping nerf on Friday which left me very dead a lot, I put together a new build which has managed to keep me alive. It's a spike build, but I was last man standing against the Titans in North Kryta a couple of times and it did take out a couple of them.
I call this one SUFFERING NECRO partly because of the circumstances that led me to devise it, and partly because I had to cap the elite on Friday with no energy and being dead half the time.
N/Me
Soul reaping 10
Curses 14
Domination Magic 9
Soul barbs [Or lightbringer's gaze as necessary]
Empathy
Guilt
Wastrel's Worry
Parasitic Bond
Signet of Suffering
Signet of Lost Souls
Rez
Here is the template for those who want to try it:
OAVDIplHPkBNgLQGMGoqVVBA
Just run the skills in order from 1-6 to start, and then as needed.
However, I still need a working AoE build, so I reworked my SS build. I completed the Family Soul quest [that's the one where you cross from Crystal Overlook to the Crystal Desert] using it, with a 60% death penalty. There could be two reasons for this:
a) it's a crappy build
b) I still need to get the rhythm of the build.
I think that b) may be the answer, as it was a very long quest and the build went smoother towards the end. It seems many people on these forums are super-heroes who can use a new build to full advantage straight off; I need to work with it first. Most of the death penalty I got quite early [ruby djinns] but the sheer numbers at the end against a weakened party of heroes and henchies brought me down to 60% again.
AUSPICIOUS SPITER
N/Me
Soul Reaping 9 [yeah, I was feeling grumpy, tuned it down]
Curses 14
Inspiration Magic 10
Auspicious Incantation [Replaced Awaken the Blood]
Arcane Echo [Replaced Glyphy of Lesser Energy]
Spiteful Spirit
Desecrate Enchantments [Was a choice between this and Insidious Parasite; now just this due to lower energy demands]
Reckless haste
Price of Failure
Parasitic Bond
Rez Signet
Here is the template:
OAVEMaJGesI6LReAHC9ZMGCA
I was in two minds about whether to replace Awaken the Blood or Price of Failure with Auspicious Incantion and I'm still not sure. I had some energy problems but they felt more like a rhythm problem than a skillset issue. I considered Signet of Lost Souls but with 2xSS they should be dying too fast to use it.
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Apr 10, 2007, 06:03 PM // 18:03
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#2
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Frost Gate Guardian
Join Date: Mar 2007
Location: Private room in the Catacombs with Eve
Guild: Deaths Doormen (DOA)
Profession: N/E
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thanks for the info i will need to take a look at these and see how they work for me
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Apr 11, 2007, 05:53 AM // 05:53
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#3
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Desert Nomad
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Even before SS got the buff earlier today (changed to 10 energy), I think everyone can continue using whatever build they were using before the SR nerf as long as they're using Sig of Lost Souls for e-management. Don't be wasteful and use your 2ndary class for gaining energy. SoLS is a quick-recharging Signet that gets you health and energy.
Commenting on the 2nd build: Parasitic Bond is usually wasteful in pve. To dish out lots of damage, I bring Desecrate + Defile Enchantments. I always felt Reckless Haste isn't worth bringing cause the recharge time. I also bring Enfeebling Blood in my pve SS build - it's extremely effective at reducing large amounts of damage. It also has a pretty big aoe range. Price of Failure's nerfed recharge time makes it horrible in pve. I'd replace it with Insidious Parasite - it's like Empathy for necros but with a healing effect.
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Apr 11, 2007, 07:49 AM // 07:49
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#4
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Krytan Explorer
Join Date: Nov 2006
Location: Paris, France
Guild: We eat pancakes [Yumy]
Profession: Me/
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Curse: 12+1+3
Soul Reaping: 12+1
[skill]Arcane echo[/skill][skill]Spiteful spirit[/skill][skill]signet of lost souls[/skill][skill]defile enchantments[/skill][skill]desecrate enchantments[/skill][skill]barbs[/skill][skill]insidious parasite[/skill][skill]resurrection signet[/skill]
zOMG, it still works fine...
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Apr 11, 2007, 10:45 AM // 10:45
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#5
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Lion's Arch Merchant
Join Date: Feb 2007
Location: The Netherlands
Guild: Rich Mahogany
Profession: N/
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Quote:
Originally Posted by Cathode_Reborn
I think everyone can continue using whatever build they were using before the SR nerf as long as they're using Sig of Lost Souls for e-management.
Parasitic Bond is usually wasteful in pve.
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Signet of Lost Souls only works on monsters that are more than half dead anyway. If you're being mobbed by fully alive ones it gives you neither health nor energy.
I use Parasitic Bond to stay alive more than anything else and it works well for me that way.
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Apr 11, 2007, 03:20 PM // 15:20
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#6
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Krytan Explorer
Join Date: May 2006
Guild: Team Asshat [Hat] leader - [GR] Alliance
Profession: Mo/
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Quote:
Originally Posted by cyberjanet
Signet of Lost Souls only works on monsters that are more than half dead anyway. If you're being mobbed by fully alive ones it gives you neither health nor energy.
I use Parasitic Bond to stay alive more than anything else and it works well for me that way.
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But Parasitic Bond only works once they die, the difference being it you can cast it anytime whereas SolS you have to do it yourself once they get to 50%.
Me, SolS would go before PB.
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Apr 11, 2007, 03:32 PM // 15:32
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#7
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Lion's Arch Merchant
Join Date: Feb 2007
Location: The Netherlands
Guild: Rich Mahogany
Profession: N/
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Quote:
Originally Posted by Alex Morningstar
But Parasitic Bond only works once they die
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Hmm, the Parasitic Bond I use gives me a health boost after 20 seconds of degenning the bad guy, or when he dies, whichever comes sooner. (Note, all monsters are male )
But yes, there is no energy boost in that. It may be worth carrying both and getting rid of Reckless Haste which is now too expensive, though I normally kick Price of Failure.
And also, I haven't yet aSSeSSed the decreased energy costs in the April 10 Update, not in the original build nor in the adjusted one.
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Apr 11, 2007, 03:44 PM // 15:44
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#8
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Forge Runner
Join Date: Feb 2006
Location: Thornill, ON, Canada
Guild: THE CANUCK MONKS (TCM)
Profession: W/R
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Quote:
Originally Posted by Alex Morningstar
But Parasitic Bond only works once they die, the difference being it you can cast it anytime whereas SolS you have to do it yourself once they get to 50%.
Me, SolS would go before PB.
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Since when did PB change? As far as I know, PB works when:
1) monster hexed by it dies
2) 20 seconds laps
3) hex is removed.
PB is a cover hex anyway.
You can damage a mob to 50% or less quick enough, but then again, you don't have the healing capabilities to sustain a full spike from a group (not many do though).
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Apr 12, 2007, 06:59 AM // 06:59
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#9
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Krytan Explorer
Join Date: Jun 2005
Profession: N/R
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my MM build survived pretty much in tact, but my hex build had to be reworked
MM
N/R
Death = 16 (12+1+3)
SR = 13 (11 + 2)
beast mastery = 6
5 un-used pt's
Blood of the Master - pre-nerf bone feinds
feral lunge
vamp horrors
shambling horrors
Order of Undeath (e)
comfort animal
charm animal
sunspear res sig.
removeing feinds took care of the energy problem caused by the nerf, but i needed blood of the master to get armies larger then 6.. blood of the master and OoU can become suicial when you get up to full 10 minnions - so make sure you don't get your monks off any short buss'.
Hex
N/Me
S/R = 8 (6 +2)
curses = 16 (12 + 1 + 3)
inspiration = 6
illussion = 10
Spitefull Spirit (e)
Price of failure
accumulated pain
epidemic (clumsiness)
conjure phantasm
energy tap
sig of lost souls
sunspear res sig
when in area's with mobs i bring epidemic, otherwise i bring clumsy for the interupt... i have two sets of armor; MM set for MMing, and a radiant set for hexing - useing attunement's (aside from the runes specified above) it has energy of 52.
runnng through the first four should get your target to halfway (counting the deap wound), then use SoLS, then phantasm, then energy tap -- usually that's enough to drop your target, trigering SR and seting you up for the next guy ( who should have already lost some health from the deap wound that you passed around).
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Apr 12, 2007, 10:17 AM // 10:17
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#10
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Krytan Explorer
Join Date: Jul 2006
Guild: Cold Black Eyes
Profession: W/A
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My MM build is virtually untouched by the SR nerf. I have brought heroes running this build and they ALWAYS have an army up. Note though, I prefer my wall of minions. (also helps that Horror and Golem got energy reductions)
N/MO
Death 16/15 (12+3+1, 12+2+1 for heros; too cheap to buy sups for heros)
Soul Reaping 10+1
Healing 8
1) Animate Shambling
2) Animate Golem (E)
3) Animate Horror
4) Deathly Swarm
5) Sig of Lost Souls
6) Karei Heal circle
7) Res chant
8) Blood of the master
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Apr 13, 2007, 12:43 AM // 00:43
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#11
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Ascalonian Squire
Join Date: May 2005
Location: California
Profession: N/
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When running an SS build energy can indeed be a problem, but there are a few easy ways to over come that. One, I use the Cantha armor type that adds energy, though scar patterns would work just fine (Though they wouldn't look as good as the 15k Luxon set ) and when mixed with a staff that has a +5 insightful head I sit at 52 energy. Of course, that isn't enough to keep me casting to my hearts content, but I've come up with a build that can help with the energy problems.
Curses 16 (12+3+10
Inspiration 11
Soul Reaping (Whatevers left +1)
Arcane Echo
Spiteful Spirit
Mark of Pain
Parasitic Bond
Desecrate Enchantments
Ether Signet
Free slot (I use either Leech Signet, Energy Tap, or Cap sig, depending on the situation )
Rez Sig (Or Sunspear sig)
First off, cast Arcane Echo, then cast your two SS's. Usually after that I'll cast Desecrate Enchantments for some added damage, but if facing a giant mob, I'll cast Mark of Pain. Then you cast a Parasitic bond or two and that should bring your energy to a low enough level to where you can cast Ether sig and gain the energy benefit. Then cast SS again on a foe and use the rest of the spells as you see fit. Though I do admit that Ether Sig has a long recharge time, it really helps out with your energy. With inspiration at 11, the max amount energy you can have is 9, which isn't too bad, plus you get a pleasant energy boost, and at no cost to you. Of course, if you cast the sig and have more than 9 energy, you'll have to wait for it to recharge and gain no energy what so ever, so time it wisely.
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Apr 13, 2007, 02:39 AM // 02:39
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#12
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Furnace Stoker
Join Date: Nov 2006
Profession: D/W
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or just put 7ish into inspiration and use auspicious incantaton in the echoed version of SS, iv been doing it for months.
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Apr 13, 2007, 08:11 AM // 08:11
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#13
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Desert Nomad
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I don't understand using inspiration spells for e-management when Sig of Lost Souls is perfectly fine and works well. Whenever I need energy, I browse quickly through all the targets to see which can get me some.
When I go SS, my attribute opints are 16 curses and 13 in SR which leaves my skillbar very flexible. Still though, I find plenty of good Curse spells to fill my bar so no need to put in points anywhere besides Curses and SR. Before the nerf, having a very high rank in SR was almost wasteful, since multiple deaths would just maxout your energy bar. The way it is now, those extra points help out abit more.
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Apr 16, 2007, 12:24 AM // 00:24
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#14
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Ascalonian Squire
Join Date: May 2005
Location: California
Profession: N/
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Signet of Lost Souls does work well, but I myself don't like having to browse around enemies and look for one who is below 50% health. I'd much rather cast Ether Signet when I need it and move on to the next target. Though there are plenty of benefits to adding points to curses and soul reaping only, seeing as how it leaves more room on your space bar.
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Apr 17, 2007, 08:59 AM // 08:59
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#15
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Krytan Explorer
Join Date: May 2006
Guild: Team Asshat [Hat] leader - [GR] Alliance
Profession: Mo/
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Quote:
Originally Posted by cyberjanet
Hmm, the Parasitic Bond I use gives me a health boost after 20 seconds of degenning the bad guy, or when he dies, whichever comes sooner. (Note, all monsters are male )
But yes, there is no energy boost in that. It may be worth carrying both and getting rid of Reckless Haste which is now too expensive, though I normally kick Price of Failure.
And also, I haven't yet aSSeSSed the decreased energy costs in the April 10 Update, not in the original build nor in the adjusted one.
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My mistake, I don't usually find myself in battles lasting more than 20 seconds. I am spoiled with being in the constant presense of vicious guildies.
So in my case, what I said is true. Might not be the same for you. :P
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