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Old Nov 28, 2007, 10:37 PM // 22:37   #221
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Quote:
Originally Posted by eloogosciu
Maybe somebody will sum up these builds and create one universal trio which works everywhere and has a good use?
There's no such thing as a "universal" build. All builds must be tweaked for the area that you're in, especially in high end areas and in hard mode. If there was a universal build and everyone used it, it would get the big nerfstick from anet, and I wouldn't blame them for it.
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Old Nov 29, 2007, 05:06 AM // 05:06   #222
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Originally Posted by Xylia
There's no such thing as a "universal" build. All builds must be tweaked for the area that you're in, especially in high end areas and in hard mode. If there was a universal build and everyone used it, it would get the big nerfstick from anet, and I wouldn't blame them for it.
That is so true. As mention before. These builds are only for base reference. Continuous tweaking for the numerous different areas especially dungeons and HM areas are required.
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Old Nov 29, 2007, 09:04 PM // 21:04   #223
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Great build! vanguished spearhead peak/frozen forest/mineral springs/tascas demise and also got defend droknars forge quest active..I had not a singe problem.

myself as warrior using ursan(Not proud of it :P)
sabs 3 necros
Claude
Orion (why o why)
Alesia
Lina

Last edited by Doc Zenith; Apr 09, 2009 at 05:33 PM // 17:33..
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Old Dec 06, 2007, 08:57 AM // 08:57   #224
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I figured I'd update the build again with some new changes.

SS Necro: Insidious Parasite has been removed as it sometimes cut in on the energy that would otherwise be spent casting SS. I was seriously contemplating on leaving it a blank slot because there wasn't really any skill I'd want in there - I'd rather have the hero spam the first few skills on recharge. Mark of Pain is alright, it's decent when it's used at the right time on the right target, but it's mostly there as a filler. Pure Was Mei Ling is also pretty nice at 3 spec - it removes two conditions when dropped (and the heroes know how to use it properly)

WoR Healer: Splinter Weapon adds to your offense without really sacrificing in return - Vengeful is redundant with WoR. The hero's energy is still fine with 10 Soul Reaping.

Jagged MM: Res Sig isn't necessary when there are two Death Pacts in the build already. Dropped that for Extinguish, which is always nice to have.

Last edited by Sab; Dec 06, 2007 at 09:06 AM // 09:06..
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Old Dec 06, 2007, 11:19 AM // 11:19   #225
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Quote:
Originally Posted by Sab
I figured I'd update the build again with some new changes.

SS Necro: Insidious Parasite has been removed as it sometimes cut in on the energy that would otherwise be spent casting SS. I was seriously contemplating on leaving it a blank slot because there wasn't really any skill I'd want in there - I'd rather have the hero spam the first few skills on recharge. Mark of Pain is alright, it's decent when it's used at the right time on the right target, but it's mostly there as a filler. Pure Was Mei Ling is also pretty nice at 3 spec - it removes two conditions when dropped (and the heroes know how to use it properly)
Hum...Awaken the Blood ?
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Old Dec 06, 2007, 04:53 PM // 16:53   #226
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Quote:
Originally Posted by Yarghetaus
Hum...Awaken the Blood ?
You'd have to spec blood to make the duration anywhere near good. And if you're gona spec a 3rd attribute, i'm sure restoration for [skill]Mend Body and Soul[/skill] + [skill]Spirit Light[/skill] would be a better choice.
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Old Dec 06, 2007, 07:31 PM // 19:31   #227
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Quote:
Originally Posted by Sab
Mark of Pain is alright, it's decent when it's used at the right time on the right target, but it's mostly there as a filler.
What do you think about Weaken Armor in that slot?
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Old Dec 06, 2007, 08:08 PM // 20:08   #228
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Quote:
Originally Posted by Gigashadow
What do you think about Weaken Armor in that slot?
Weaken armor sucks.
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Old Dec 06, 2007, 08:51 PM // 20:51   #229
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Weaken armor sucks? in HM where everyone has >60 AL? Where there are 10 minions swarming around your target? Doubt it sir.
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Old Dec 06, 2007, 09:48 PM // 21:48   #230
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I took Parasitic Bond in place since its a cheap skill and can be spammed plus a heal.

EDIT: I also found Extinguish to be a bit redundant to N/Rt with WoR and MBaS so I swapped it for Convert Hexes for now but may just put shielding hands.

pink

Last edited by Mr Pink57; Dec 06, 2007 at 10:42 PM // 22:42..
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Old Dec 07, 2007, 12:41 AM // 00:41   #231
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Ideally the skill in that slot would have a short cast time and a long recharge, in order to not cut into the hero's use of the first four skills. Heroes tend to spam stuff like Parasitic and Weaken Armor, which isn't very productive when it could've spent that time and energy to mash the other, better skills on recharge.

Awaken the Blood needs spec into Blood, not to mention it'll double the sac from Enfeebling Blood and Rip Enchantment.
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Old Dec 07, 2007, 01:47 AM // 01:47   #232
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I noticed while doing Raisu mission that Livia will spam MoP every chance she gets which just drains her energy (most of the time on the same target.) And as stated these are supposed to be hero builds on auto pilot. So I had to remove it for something with a much lower cost as thats 3 15e skills.

EDIT: Convert Hexes has the same recharge and cast as Extinguish.

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Old Dec 07, 2007, 02:57 AM // 02:57   #233
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I haven't found carrying lots of hex removal to be that important in pve. Shutdown hexes cast on you that absolutely must be removed (e.g. spiteful spirit) are quite rare.

Normally if there are hexes, your entire team is getting hexed with them, and they are usually trash degen hexes like conjure phantasm, which you can just ignore and heal through (if you remove them, you'll just get immediately re-hexed with them anyway).
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Old Dec 07, 2007, 05:26 AM // 05:26   #234
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Quote:
Originally Posted by intarwebs
Weaken armor sucks? in HM where everyone has >60 AL? Where there are 10 minions swarming around your target? Doubt it sir.
In that situation, Barbs would be superior. Weaken armor really needs a boost, and I think adding aoe or some other effect would make it useful.

I really don't think Awaken the Blood is really a good skill at all. It's basically a weak Glyph of elemental power, but for necros. The +2 boost is usually pretty minor and most bars don't benefit much from it. It's one of those skills that arn't horrible, but there's just better things to use. Imo, putting it on a curse nec is usually wasteful.
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Old Dec 07, 2007, 07:35 AM // 07:35   #235
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Interesting changes. I tend to agree on the point on weaken armor as I use MoP on that slot. The AoE will disperse the mobs temporarily, "distracting" them while concentrating on killing 1 mob at a time. I tend to bring Cynn to bring in more "distractions". The mobs running wildly means getting hit less often as they don't know which AoE is actually hitting them or to put it bluntly, which AoE to escape from (MoP or Firestorm), while Weaken Armor only affects the intended target.

Last edited by cyber88; Dec 07, 2007 at 07:38 AM // 07:38..
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Old Dec 07, 2007, 07:41 AM // 07:41   #236
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Quote:
Originally Posted by Sab
I figured I'd update the build again with some new changes.

SS Necro: Insidious Parasite has been removed as it sometimes cut in on the energy that would otherwise be spent casting SS. I was seriously contemplating on leaving it a blank slot because there wasn't really any skill I'd want in there - I'd rather have the hero spam the first few skills on recharge. Mark of Pain is alright, it's decent when it's used at the right time on the right target, but it's mostly there as a filler. Pure Was Mei Ling is also pretty nice at 3 spec - it removes two conditions when dropped (and the heroes know how to use it properly)

WoR Healer: Splinter Weapon adds to your offense without really sacrificing in return - Vengeful is redundant with WoR. The hero's energy is still fine with 10 Soul Reaping.

Jagged MM: Res Sig isn't necessary when there are two Death Pacts in the build already. Dropped that for Extinguish, which is always nice to have.
I had thought about adding splinter weapon to the mix but didn't want to mess with something that was working so well. I'm glad you suggested it because I probably would have never added it myself. I did so today and wow what a difference in killing power. Being that I'm a dervish it really kicks some serious butt. I'm glad you shared these builds with us because they are just amazing.
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Old Dec 07, 2007, 09:17 AM // 09:17   #237
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I am wondering if there is something more useful from a different secondary that can be put in the Mark of Pain spot. Currently the curses necro's Rt secondary is used only for Death Pact Signet, which *is* really really good (and it would be a shame to have to replace it with Rez Sig if changing to a non-Rt secondary). Still, there might be a skill from some other secondary class that could go in Mark of Pain's spot; something with a strong effect, a long recharge, and only a small attribute investment.

Nothing good springs to mind, unfortunately. Maybe Shields Up! or one of the many Paragon support skills, some of which can help the minions.
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Old Dec 07, 2007, 09:29 AM // 09:29   #238
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Quote:
Originally Posted by Gigashadow
I am wondering if there is something more useful from a different secondary that can be put in the Mark of Pain spot. Currently the curses necro's Rt secondary is used only for Death Pact Signet, which *is* really really good (and it would be a shame to have to replace it with Rez Sig if changing to a non-Rt secondary). Still, there might be a skill from some other secondary class that could go in Mark of Pain's spot; something with a strong effect, a long recharge, and only a small attribute investment.

Nothing good springs to mind, unfortunately. Maybe Shields Up! or one of the many Paragon support skills, some of which can help the minions.
Maybe try ancestors rage. Now I realize it has no long recharge but is solid damage when you get a tank swarm. Or I will replace parasitic with this. Or maybe a resto spirit to fuel mbas more?

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Old Dec 07, 2007, 02:11 PM // 14:11   #239
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Quote:
Originally Posted by Sab
WoR Healer: Splinter Weapon adds to your offense without really sacrificing in return - Vengeful is redundant with WoR. The hero's energy is still fine with 10 Soul Reaping.
If you're using Splinter Weapon on that N/Rt then I'd replace Death Pact Signet with Ancestors' Rage, heroes are really good at using it and you already have Death Pact on the SS necro anyway.
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Old Dec 08, 2007, 03:03 AM // 03:03   #240
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Quote:
Originally Posted by Draikin
If you're using Splinter Weapon on that N/Rt then I'd replace Death Pact Signet with Ancestors' Rage, heroes are really good at using it and you already have Death Pact on the SS necro anyway.
Don't want to comment about Splinter Weapon, Death Pact Signet or even Ancestors' Rage (BTW, I read the skill descriptions & frankly, all 3 is superb imho ) but I do very much agree with Drakin on the point of heroes good at using certain skills. This is the very reason this sub-forum was created. We talk about which skills heroes use best so we load them on our heroes to help us H/H.

I will try them on my heroes & tell u guys the results & I am gonna make a prediction. Splinter Weapon with Ancestors' Rage will be really great combination in a 4-man team.
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