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Old Feb 24, 2006, 01:14 AM // 01:14   #1
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Default Tombs B/P Order Necro

first post here, may as well make a splash.

this is my orders necromancer build i frequent UW with. it should help any budding orders necros out there be a strong and efficient order necro.

The Build:

N/Mo

Attributes:

Blood Magic: 16 (12+3+1)
Soul Reaping: 12 (9+3)
Healing Prayers: 8
Protection Prayers: 5

Skillbar:

mending
awaken the blood
order of pain
order of the vampire
blood renewal
blood ritual
protective spirit
a form of res (typically ressurect or rebirth)

Armor:

ragged scar pattern + superior blood rune
chest scar pattern + superior x rune
hand scar pattern + superior x rune
leg scar pattern +superior x rune
foot scar pattern + superior soul reaping rune
(where x is any rune of your choice)

NOTE:it pays to have a second set of armor without superiors in your inventory. this way, if you happen to be killed (which shouldnt happen) you can switch a single armor piece and still be able to be ressed, one armor piece per death, and still be just as effective as you were.

Weapons:

axe or sword of enchanting, 20%. i keep the other mod clean, as there isnt really another one that will help you out. the req and damage do not matter, only the enchanting mod.
gordaks hook blood (+1 blood magic: 20%, improves recharge of blood magic: 20%)

The Strategy:

the strategy for the order necro is simple. there are only two things you really need to remember:

1: stay well clear of aggro. make sure no enemies are even aware of your presence, this way they will never come to attack you. you wont gain exp in this way, but its the way of the orders necro to make sacrifices (no pun intended).

2: stay within soul reaping range. this is very important. while its important you stay back from the fight, you cant stand too far back. standing about half the radius of your aggro bubble away from your nearest enemy is a good distance. you cant spam orders when you have no energy.

now with that out of the way,

How To Use The Build:

when you enter the instance, cast mending immediately. once the rangers set off to aggro, turn on awaken the blood. once the arrows start flying, switch on blood renewal and start spamming those orders. as order of the vamp has a longer recharge, you may need to cast order of pain twice in a row.

whenever blood renewal drops and awaken the blood recharges, put them up again immidiately. as long as things keep dying, you will have plenty of energy to spare to spam your orders, especially when the mm starts getting his deal going.

the combination of mending and blood renewal, with awaken the blood, will give you +10 regen, more than enough to keep you alive no matter how many orders you might spam.

awaken the blood raises your orders to level 18, which deal 19 extra damage each attack (+1 seems to have no effect on orders, they will never, in my experience, reach 20 damage), when both are up simulataneousely the rangers will be dealing an extra 38 damage per arrow. with the 20% longer enchants weapon you are weilding, your orders will stay up almost an extra 2 seconds a piece. this may not sound like much on paper but in practice it makes a HUGE difference to how long both orders are overlapping eachother, meaning you will be giving obscene amounts of extra damage to the rangers.

the remaining skills are pretty self explanitory: blood renewal is to give the monk and mm a hand with energy, if needed. prot spirit is there for if any of the grasps do get through the rangers' and mm's wall of bodies. it will buy you some time while you try to palm the grasp off to another player, or a ranger to use throw dirt on it. and of course, the obligitory emergency res.

any questions, revisions, or critique are much obliged. thanks for reading

Last edited by WhiteZombie; Feb 24, 2006 at 01:31 AM // 01:31..
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Old Feb 24, 2006, 01:59 AM // 01:59   #2
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Just a few notes:

1) If you're a necro monk and get agro'ed, protective spirit will get dropped the moment a chaser triggers FoC.

2) Since it appears to be a 105/55-build, it is somewhat risky to run.

3) AtB isn't a good idea if you're going use Blood Renewal (you lose a lot of health each cast). In my experience, it's better to go with Heal Area + Healing Breeze if you plan on running AtB. You don't have to lower your health for optimum AtB + Heal Area + Healing Breeze.

Otherwise it looks OK.
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Old Feb 24, 2006, 02:06 AM // 02:06   #3
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Suggestion: drop Mending and take Healing Breeze instead.
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Old Feb 24, 2006, 03:57 PM // 15:57   #4
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Quote:
Originally Posted by lord_shar
Just a few notes:

1) If you're a necro monk and get agro'ed, protective spirit will get dropped the moment a chaser triggers FoC.

2) Since it appears to be a 105/55-build, it is somewhat risky to run.

3) AtB isn't a good idea if you're going use Blood Renewal (you lose a lot of health each cast). In my experience, it's better to go with Heal Area + Healing Breeze if you plan on running AtB. You don't have to lower your health for optimum AtB + Heal Area + Healing Breeze.

Otherwise it looks OK.
im fully aware of 1). the remaining skills on the bar are merely auxilery skills, and even though prot spirit will only last around 2-3 seconds, thats still one or two attacks worth of time you have to run somewhere to get the dang thing off your tail. its merely a last resort. its also handy to use on friendlys that get stuck under a meteor shower or have low hp in a wurm siege. feel free to change prot spirit for anything you please, i guess. it rarely gets used, but it can be a lifesaver sometimes.

for 2), its a 105 build. i tried 55, but if you die once you cannot be rezzed. with the 105 build and an extra set of armor, you can die to 60 dp and still be able to be rezzed and have under 150hp to boot, which is half of what makes the build so efficient.

3) the build loses alot of efficiency if you have to use healing breeze and heal area to heal yourself, its just too much energy you should be using to spam orders. by staying out of aggro and not being attacked, ever, and with +10 regen constantly, even with awaken the blood on you will NEVER sac yourself to death. the regen is simply too high, even when you are sac'ing 39 of your 105 health every time you cast br. if you try it yourself, you will see what i mean.

by only using 3 skills regularly (orders and br) you are saving alot of energy and time, letting you spam maximum orders. with a 20% longer enchant weapon, you can keep at least one order up indefinitely as long as things keep dying to feed you energy. orders necros opperate by the seconds, as their skills dont last very long at all. the less time and energy you have to waste healing yourself, the more efficient you will be, hence the more damage you will output.

Quote:
Originally Posted by koneko
Suggestion: drop Mending and take Healing Breeze instead.
i actually prefer mending (shocking, i know ) in this build, for reasons i stated above. about 95% of the energy youll be using to spam orders will come from soul reaping, so the -1 regen is fairly negligable. youll very rarely find yourself saying to yourself "man i wish i had that extra 1 regen". you can run into downtimes, but you run into them faster by using healing breeze. having to cast 2 healing spells is a waste of time and energy when you only NEED to cast one to remain healthy indefinitely.
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Old Feb 24, 2006, 04:06 PM // 16:06   #5
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My build is typically:

Blood Renewal
Order of the Vampire
Order of Pain
Healing Breeze
Aegis
Heal Party
Blood Ritual
Rebirth

I use the collector's 20/20 blood staff with an insightful mod and an enchanting mod (sure 20% enchanting doesn't help that much, but works better than a fortitude mod down there).

I also have a 15 -1 truncheon and the soul reaping 27 energy collectors offhand for emergency spikes.

No need for mending or even less for healing breeze in most cases.

Just stand far enough back that your aggro circle reaches the ranger line. You should be well withing range of soul reaping, experience etc.

I always like to start with Aegis, even if it is only at 6 seconds to help with the initial aggro and protect the rangers and MM. It also is a great spell to use for when aggro goes bad and people start to scatter.

Then start with a Blood Renewal and start spamming the orders. If you watch the party window and see that an ocassional heal party is needed that is very welcome for the monk many times, especially in meteor shower and wrum siege spots.

AtB for me is not worth the extra 2 points added to each arror for a build that requires sacrifice for it to work (unlike a curses SS build).

Why all the superiors??

I don't like the idea of prot spirit as Aegis does a good job of providing evasion rather than protection. Also, if you are within range to cast Prot Spirit on someone, you are too close to the battle as an orders necro imo.

This is a great support build as well because if you are in a dire situation and somehow the PUG monk you are with runs out of energy, you can take over some heal with heal party while they are recharging if in the thick of battle.

Just my build and experience.

Last edited by Cherno; Feb 24, 2006 at 04:33 PM // 16:33..
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Old Feb 24, 2006, 04:58 PM // 16:58   #6
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Quote:
Originally Posted by Cherno
My build is typically:

Blood Renewal
Order of the Vampire
Order of Pain
Healing Breeze
Aegis
Heal Party
Blood Ritual
Rebirth

I use the collector's 20/20 blood staff with an insightful mod and an enchanting mod (sure 20% enchanting doesn't help that much, but works better than a fortitude mod down there).

I also have a 15 -1 truncheon and the soul reaping 27 energy collectors offhand for emergency spikes.

No need for mending or even less for healing breeze in most cases.

Just stand far enough back that your aggro circle reaches the ranger line. You should be well withing range of soul reaping, experience etc.

I always like to start with Aegis, even if it is only at 6 seconds to help with the initial aggro and protect the rangers and MM. It also is a great spell to use for when aggro goes bad and people start to scatter.

Then start with a Blood Renewal and start spamming the orders. If you watch the party window and see that an ocassional heal party is needed that is very welcome for the monk many times, especially in meteor shower and wrum siege spots.

AtB for me is not worth the extra 2 points added to each arror for a build that requires sacrifice for it to work (unlike a curses SS build).

Why all the superiors??

I don't like the idea of prot spirit as Aegis does a good job of providing evasion rather than protection. Also, if you are within range to cast Prot Spirit on someone, you are too close to the battle as an orders necro imo.

This is a great support build as well because if you are in a dire situation and somehow the PUG monk you are with runs out of energy, you can take over some heal with heal party while they are recharging if in the thick of battle.

Just my build and experience.
i was actually thinking of switching to a 20/20 staff, as the +1 on gordaks doesnt push orders to 20. where can i find this 27 energy offhand? it might completely solve the downtime problems, as rare as they are.

i generally run all sups for the simple fact that, with the regen in my build, the extra sacrificing from awaken the blood is negligable. when youre only losing a max of 39hp and have 10 regen its more than worth it for the extra +2 to blood magic. youre also fully self sufficient, under awaken the blood, with no chance whatsoever of sac'ing yourself to death (or even getting below half health for more than a nanosecond).

the main reason i dont run high hp orders is because of the maintenance involved. it may only take a heal breeze and a heal area to heal yourself, but thats still 20 energy as opposed to 5 you need in the build im running (albeit with -1 energy regen, which isnt too much of a problem anyway with soul reaping).

good point on aegis, however. ill try running that, or heal party (seems more valuable) next time and see how it turns out. i could run 9 healing under heal party, which isnt bad.
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Old Feb 24, 2006, 05:09 PM // 17:09   #7
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Quote:
Originally Posted by WhiteZombie
where can i find this 27 energy offhand?
http://www.guildwiki.org/wiki/Necrom...rn_Shiverpeaks

As for energy management. I actually very rarely use healing breeze. I just do renewal and manage just fine. It is nice to be self sufficient but sometimes your monk can keep you out of danger if really needed. If things works as they are supposed to, the monk should actually be pretty bored down in tombs with the B/P Orders build so they will usually be happy to heal you for something to do.

Or you get a bad monk who feels they constantly have to be up front for devine healing and you spend most of your time support healing or throwing just order of the vampire up to help the rangers heal themselves.

Anyway, self sufficient is great but taking the party dynamic into account and having faith in your monks can make a world of difference. I can see the point in having smaller hp sacrifices to take advantage of the regen, but think 10 might be overkill. Also if you get into a scrape, as can often happen, you don't want to be that low a health, even if you can switch out armor. I would rather spend time running then swapping inventory
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Old Feb 24, 2006, 05:11 PM // 17:11   #8
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Enfeebling Blood was a great skill down there.
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Old Feb 24, 2006, 05:27 PM // 17:27   #9
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Sorry, but I don't understand why you guys want to run Aegis. Aegis gives a certain chance to block. Fingers of Chaos means rangers have no chance to block. Even if it did, if they are monk secondaries, then the enchantment will fall off. It seems like a waste of energy to me.
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Old Feb 24, 2006, 06:26 PM // 18:26   #10
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You would think so but it really does work. They aren't always in Fingers of Chaos mode btw.
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Old Feb 27, 2006, 05:27 AM // 05:27   #11
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Quote:
Originally Posted by Cherno
Just stand far enough back that your aggro circle reaches the ranger line. You should be well withing range of soul reaping, experience etc.
Does anyone know how close you need to be to gain exp? I normally try and get close enough so that the creatures are just outside my aggro circle, or initiate an attack, but I was really annoyed to find that even standing what seemed like a safe but not very far distance back I wasn't gaining exp and thus losing DP on occasion.

Love using mending btw, thnx.
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Old Feb 27, 2006, 07:11 AM // 07:11   #12
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That's closer than you need to be kidney. I have been at almost two full agro circles away from the enemy and still gotten the xp and SR.

I don't know why being so close you weren't getting the xp, but I tend to not look over my head either. Next time I am doing something like this I will keep a closer eye out.
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