Jan 19, 2006, 05:55 PM // 17:55
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#1
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Banned
Join Date: Nov 2005
Guild: United Scribes of Cantha (USoC)
Profession: N/
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Necro Orozar farming Build
Elite Echo SS/ massive interupt
Designed for optimal team performance for 5 man ORO farming!
Necromancer/ Mesmer
Build: Undead SS
Weapon Set: Villnar's Claw & Glove(need cold dmg)
Attributes
Curses: 16
Inspiration: 12 (can use at 10 if u prefer to put more in SR)
Soul Reaping: 4
SkillS
1) Arcane Echo
2) Spiteful Spirit{e}
3) Desecrate Enchantments
4) Spinal Shivers (42 secs of interupts, great for bosses... NEED cold dmg)
5) Leech Sig (interupt, gain 13 energy)
6) Power Drain (interupt, gain 25 energy)
7) Energy Tap (gain 12 energy)
8) Ether Feast (123 pt heal)
**ORO Farming**
designed for ORO farming!!! can also use in FoW though
Inside Sorrows Furnace
Main objective here is DAMAGE and INTERUPT
- your warrior will be taking ALL damage... this is just like doing a 2 man uw run!!!
General FOES
1~ Cast Arcane Echo
2~ Cast SS on attacking foe
3~ Cast Echoed SS on 2nd attacking foe
4~ Cast energy tap
5~ Cast Echoed SS again on 3rd attacking foe AS SOON AS IT recharges!!!
6~ Cast SS on 4th attacking foe
- Arcane Echo will now be recharging
7~ Cast Interupt (6 or 7) to gain some energy
8~ Cast energy tap (should be at FULL energy now)
-start back at step 1.... with this build if used right you'll ALWAYS have the energy to CAST SS!!!!!
Bosses & Priest
1) Cast Spinal Shivers (last 42 seconds)
- everytime you hit boss with wand hit with cold dmg you'll interupt his cast and you will lose 5 energy....you should also have an MM in the group which usually have a weapon that also does cold dmg... make sure you watch your MM..... keep a different wand pattern than him so you have CONSTANT interupts.... they won't get off ANYTHING!
- Since you will lose 5 energy every interupt you need to make sure to keep your energy up
2) Directly after interupt cast energy tap
3) Once and a while Interupt with Leech sig or Power Drain to keep energy up for Spinal Shivers...
+don't bother using 15 energy on ss for bosses... you need your energy for interupts!!!
**if you can't afford Villnars claw then setup a second weapon set with a cheap death wand or staff that has cold dmg and switch to it for bosses only...its just easier to have a curses weapon with cold damge, thats why I personally recommend Villnars setup!
This build has EVERYTHING you need for ORO farming!!!!!!
~AWESOME energy management(alot of energy GAIN)
~Self Heal
~Massive STACKING dmg to large GROUPS( SS & Deseccrate Enchantments)
~ NON-Stop interupts which leaves the bosses helpless!!!!!!
Last edited by Undead Preacher; Jan 24, 2006 at 08:20 PM // 20:20..
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Jan 19, 2006, 09:04 PM // 21:04
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#2
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Frost Gate Guardian
Join Date: Jun 2005
Location: Alberta, Canada
Guild: Servants of Fortuna
Profession: N/Me
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reported for gratuitous use of exclamation marks
j/k
Looks pretty nice...Not a big fan of energy tap because of the crap recharge.
Have you considered Drain Enchant? Net energy gain is higher, and the recharge is a bit quicker plus you get the added benefit of removing an enchant. Haven't been to SF in a while, so not too sure how prevalent enchants are though.
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Jan 20, 2006, 04:29 PM // 16:29
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#3
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Banned
Join Date: Nov 2005
Guild: United Scribes of Cantha (USoC)
Profession: N/
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Quote:
Originally Posted by tigernz
reported for gratuitous use of exclamation marks
j/k
Looks pretty nice...Not a big fan of energy tap because of the crap recharge.
Have you considered Drain Enchant? Net energy gain is higher, and the recharge is a bit quicker plus you get the added benefit of removing an enchant. Haven't been to SF in a while, so not too sure how prevalent enchants are though.
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Yea energy taps recharge does suck but it seems when i NEED it its charged for me seeing when I'm low on energy I also have 2 interupts that give me energy....This is now similiar to the Echo SS/SV build I use for 2 man runs!
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Jan 24, 2006, 03:00 AM // 03:00
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#4
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Banned
Join Date: Nov 2005
Guild: United Scribes of Cantha (USoC)
Profession: N/
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Here is a picture of the build, armor, runes, and weapons I use for ORO farming... works great!
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Jan 24, 2006, 03:41 PM // 15:41
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#5
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Ascalonian Squire
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Im sure your build works fine and having 2 on demand interrupts would certainly be nice. However, personally i would hate to toss half my attrib. points in my secondary unless it were completely necessary. I think there are a few things that might help your build be more effective.
1. IF your a ss running w. a mm, soul reaping is the most effective form of energy management in the game pve-side. (essence/b. spirit on a tank could be disputable). I would suggest having SR at 9 or better to benefit from all the bodies dropping. I believe SR will net you more energy than inspiration in this circumstance.
2. Parasitic bond > ether feast for how your using it. P. bond is a 1 sec cast, is spamable, and functions as a nice cover hex when your facing hex removal such as the dreaded shamans.
3. For me power drain/leach are nice but you could easily go with just power spike instead. I just dont like the 25/45 second recharges and i think they hinder your effectiveness in a fight.
So i guess for me i would invest more points in SR and less in inspiration. In fact you could keep dom at 4-5 for power spike and still have your interrupts.
Im sure there are other ways to build it, hope this helps in some way.
Last edited by Bob Whills; Jan 24, 2006 at 03:43 PM // 15:43..
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Jan 24, 2006, 06:36 PM // 18:36
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#6
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Look into the Eye.
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
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You have a funny way of calling your builds "elite" or "godly"... There are several reasons that this build is... well, terrible.
With a decent team, your minion master should be doing most of the damage anyways once he has a good minion base. Your job is to be able to kill before he gets the minions, to give him the bodies to create them. you're WAY overkill on the interupts, having spinal shivers is quite sufficient to deal with monk bosses, which should be the only thing you need to worry about interupting. You should be taking mark of pain, as with all the physical damage from the minions, MoP will make short work of pretty much anything. I also agree with parasitic bond as a cover hex/self heal.
With high soul reaping energy shouldn't be a problem at all for you, so all this focus on inspiration is unnecessary. You can also take other support hexes to make the minions deal more damage, such as enfeebling blood.
I do recommend taking power spike to interupt the animate fiends from the necros inside SF, because if the MM isn't careful, they will steal his corpses quite quickly.
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Jan 24, 2006, 08:17 PM // 20:17
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#7
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Banned
Join Date: Nov 2005
Guild: United Scribes of Cantha (USoC)
Profession: N/
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I like have the other 2 interupts for one reason... spinal shivers takes away 5 energy every interupt, and I'm also Casting SS and DE so I like to throw a different interupt in there to gain energy..... I just don't really care for relying on an MM(soul reaping) for energy... I like my builds to be universal.... sometimes on our ORO runs we don't take an MM but take a Nuker or Ranger instead.... and yes.... when I play, the SS does the dmg... Inside and Outside of SF... I do agree that spinal shivers is enough for the interupts... USUALLY.. sometimes YAKSLAPPER or BROHN cast orison of healing pretty fast and if your wand pattern is off it won't interupt it, so its nice to have a couple other interupts, especially since they will also give u energy....I also like to use them because I don't cast Shivers on every enemy, usually just the priest and bosses.... so when fighting other enemies its nice to be able to interupt them without shivers.... And I use this exact build in the NEW UW.. and trust me... those extra 2 interupts come in very handy... especially with the siege worms.... if you use this build right, it is elite.... I've had alot of positive IN GAME feedback on this build.... but it fits my style thats why I like it... If you like to go with an MM everytime, and ORO we usually do... then Soul Reaping is really all u need for energy... But I like using this build everywhere.... works for me, and if others like it cool, if not, doesn't matter... maybe they can get a few ideas off it!
\
\(Don't do that - Lasareth)
Last edited by Lasareth; Jan 24, 2006 at 08:32 PM // 20:32..
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Jan 25, 2006, 05:22 PM // 17:22
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#8
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Forge Runner
Join Date: Jun 2005
Location: Inside
Guild: Fifteen Over Fifty [Rare]
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This is a bit heavy on the interrupts, but I understand your argument... if you already have Shivers on a boss and *another* priest is there the extra interrupts help.
But lose Energy Tap for Rend!!!
Rend is far more useful as a disaster recovery spell...(they got a MoP off)
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Jan 26, 2006, 02:12 PM // 14:12
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#9
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Academy Page
Join Date: Dec 2005
Location: i miss you
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Hex and condition duration on bosses is halved. You don't actually have a 42 sec shivers on a boss. This applies to the Wurms in tombs even though they're non-boss monsters. You'll be spamming shivers a lot more than you think.
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Feb 06, 2006, 04:06 PM // 16:06
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#10
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Ascalonian Squire
Join Date: Jan 2006
Location: Michigan
Guild: None at this time taking Invites
Profession: N/
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With the new AOE and Mark of Pain scatter threat.
IS Mark of Pain an option for the 5 man teams in SF?
I like to echo SS and tap in between for energy to get of 4-5 SS (5 if the 20% recharge kicks in).
But I also want to beable to add more power to the MM's army of wild holagins.
I think Mark of Pain would be the answer but I do not want to have the enemy running wild also (bad for SS and for Monks.)
--Dei
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Feb 06, 2006, 05:27 PM // 17:27
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#11
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Banned
Join Date: Aug 2005
Location: dayton ohio
Profession: N/Mo
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i dont like the fact people use vilnar claw, being hexed is bad and they should be removed asap, so your paying ALOT more for a weapon thats not actually better then a collector weapon
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Feb 06, 2006, 06:41 PM // 18:41
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#12
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Forge Runner
Join Date: Jun 2005
Location: Inside
Guild: Fifteen Over Fifty [Rare]
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Quote:
Originally Posted by BBoy_Manchild
i dont like the fact people use vilnar claw, being hexed is bad and they should be removed asap, so your paying ALOT more for a weapon thats not actually better then a collector weapon
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Wholeheartedly argee!
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Feb 06, 2006, 08:46 PM // 20:46
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#13
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Look into the Eye.
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
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Quote:
Originally Posted by BBoy_Manchild
i dont like the fact people use vilnar claw, being hexed is bad and they should be removed asap, so your paying ALOT more for a weapon thats not actually better then a collector weapon
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Not to mention the collectors is recharge, while villnars is casting speed. Unless you're using it for pvp recharge is definitely better for curses.
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Feb 06, 2006, 09:05 PM // 21:05
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#14
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Ascalonian Squire
Join Date: Jan 2006
Location: Michigan
Guild: None at this time taking Invites
Profession: N/
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People, People There is a whole thread devoted to the Claw VS collector debate.
I was hoping folks would answer the question I had about Mark of Pain with the teaming up of a MM.
I see three post after the question realted to the Claw VS collector.
Any view on Mark of Pain with the new AoE rules?
--Dei
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Feb 06, 2006, 10:57 PM // 22:57
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#15
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Forge Runner
Join Date: Jun 2005
Location: Inside
Guild: Fifteen Over Fifty [Rare]
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Mark of Pain triggers the AoE code, and scatters enemies. Use this knowledge wisely.
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Feb 07, 2006, 09:00 AM // 09:00
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#16
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Banned
Join Date: Aug 2005
Location: dayton ohio
Profession: N/Mo
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the aoe trigger on mark of pain can be fun to exploit like ranger's ignite arrows, instead of farming with lots of defense, make them run around like idiots while picking off groups at a time
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Feb 07, 2006, 03:38 PM // 15:38
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#17
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Jungle Guide
Join Date: Sep 2005
Profession: Mo/Me
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Awaken the blood?
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Feb 07, 2006, 09:55 PM // 21:55
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#18
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Wilds Pathfinder
Join Date: Jul 2005
Location: Seattle, WA
Guild: Grenths Helpdesk
Profession: N/
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The idea of wasting your time babysitting and wasting your energy and skill slots interrupting is misguided. Shivers is enough of an interrupt for any run that I've ever done. If it makes you feel good, though, go for it.
Your minion master's damage output will triple versus bosses if you simply bring Barbs and Weaken Armor. You've already got max curses, why not radically increase the damage that the dozens of bone fiends on your team do? Stack Barbs and Weaken Armor on a boss and watch him crumple into a pathetic shell of his former self. Leave the interrupts at home. Interrupts rarely do much anyway.
Because face it, so the priest over there is rezzing an enemy. Who cares. That enemy will be rezzed with very little health, will die horribly in about 5 seconds, and provide *another* body for the minion master to use. Why interrupt an action that will increase your damage output in the long run?
Brohn being a jerk and refusing to die? Spinal Shivers, Barbs, Weaken Armor, cold wand, GG. Dredge Shamans using Smite Hex the second you put a Spiteful out? Toss out a suffering, wait for them to Smite a bit, then lay down a Spiteful and cover it with a Parasitic Bond. GG again.
1. Spiteful Spirit
2. Arcane Echo
3. Barbs
4. Weaken Armor
5. Spinal Shivers
6. Parasitic Bond
7. Suffering
8. Rez sig
Max your Curses and Soul Reaping. Enjoy!
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Feb 08, 2006, 10:06 AM // 10:06
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#19
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Jungle Guide
Join Date: Sep 2005
Profession: Mo/Me
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You can't max curses with that build...
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Feb 08, 2006, 06:51 PM // 18:51
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#20
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Wilds Pathfinder
Join Date: Jul 2005
Location: Seattle, WA
Guild: Grenths Helpdesk
Profession: N/
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Quote:
Originally Posted by dgb
You can't max curses with that build...
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Truly, your logic is impressive.
I spend only on Curses and Soul Reaping. I wear superior runes for both, and a scar pattern for Curses. I have 16 Curses and 15 Soul Reaping.
And obviously, then, I "can't max curses with that build."
I assume you're referring to Awaken the Blood, which adds +2 to Curses, being omitted from my build. If that is the case, and you consider 18 Curses to be "max" then you are correct. No necromancer who plays the game, therefore, and does not bring AtB, can max Curses. Woe to them. That's kind of like telling an elementalist that he can't max fire unless he uses Glyph of Elemental Power for every cast.
When I say "max" I mean "spend the maximum possible amount of attribute points". I figured that would be understood.
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