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Old Dec 01, 2005, 04:56 AM // 04:56   #1
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Exclamation Shadow AoE+Minor Condition 8vs8 build

Ok, this is just minor condition build+shadow AoE damage. The reason there are 2 healers instead of 2 protectors - is because "player 4" will be suffering a lot of ... hm, hp steal from Dark Aura.

Looking for suggestions and I will surely answer any question regarding this build.

Also, build is not supported for 4-4 grouping... so this might be better build for HoH that a GvG.

Quote:
Player 1
First set: Crippling Sword of Defense+Focus 20/20
Second set: Insightful Blood Staff of Defense
Third set: Crippling Sword of Defense+Focus -1 energy regen
(use the sword from first set and focus from second)


Necromancer/Warrior
Level: 20

Soul Reaping: 4 (3+1)
Blood Magic: 16 (12+4)
Swordsmanship: 12

Dark Pact (Blood Magic)
Touch of Agony (Blood Magic)
Vampiric Touch (Blood Magic)
Sprint (Strength)
Hamstring (Swordsmanship)
Strip Enchantment (Blood Magic)
Offering of Blood [Elite] (Blood Magic)
Resurrection Signet ()
Player 2
First set: Crippling Sword of Defense+Focus 20/20
Second set: Insightful Blood Staff of Enchanting
Third set: Crippling Sword of Defense+Focus -1 energy regen
(use the sword from first set and focus from second)


Necromancer/Warrior
Level: 20

Soul Reaping: 4 (3+1)
Blood Magic: 16 (12+4)
Swordsmanship: 12

Dark Pact (Blood Magic)
Touch of Agony (Blood Magic)
Vampiric Touch (Blood Magic)
Sprint (Strength)
Hamstring (Swordsmanship)
Blood Ritual (Blood Magic)
Offering of Blood [Elite] (Blood Magic)
Resurrection Signet ()
Player 3
First set: Crippling Sword of Defense+Focus 20/20
Second set: Insightful Blood Staff of Enchanting
Third set: Crippling Sword of Defense+Focus -1 energy regen
(use the sword from first set and focus from second)


Necromancer/Warrior
Level: 20

Soul Reaping: 4 (3+1)
Blood Magic: 16 (12+4)
Swordsmanship: 12

Dark Pact (Blood Magic)
Touch of Agony (Blood Magic)
Vampiric Touch (Blood Magic)
Sprint (Strength)
Hamstring (Swordsmanship)
Blood Ritual (Blood Magic)
Offering of Blood [Elite] (Blood Magic)
Resurrection Signet ()
Player 4
First set: Insightful Holy (Healing) Staff of Enchanting
Second set: Wand/Focus -1 energy regen


Monk/Mesmer
Level: 20

Divine Favor: 13 (12+1)
Healing Prayers: 16 (12+4)
Inspiration Magic: 3

Dwayna's Kiss (Healing Prayers)
Infuse Health (Healing Prayers)
Healing Touch (Healing Prayers)
Healing Breeze (Healing Prayers)
Vigorous Spirit (Healing Prayers)
Martyr [Elite] (Monk other)
Smite Hex (Smiting Prayers)
Inspired Hex (Inspiration Magic)
Player 5
First set: Insightful Staff of Fortitude
Second set: Wand/Focus -1 energy regen


Ranger/Mesmer
Level: 20

Expertise: 16 (12+4)
Wilderness Survival: 13 (12+1)
Inspiration Magic: 3

Spike Trap [Elite] (Wilderness Survival)
Barbed Trap (Wilderness Survival)
Dust Trap (Wilderness Survival)
Flame Trap (Wilderness Survival)
Healing Spring (Wilderness Survival)
Storm Chaser (Wilderness Survival)
Mantra of Resolve (Inspiration Magic)
Resurrection Signet ()
Player 6
First set: Insightful Death Staff of Enchanting
Second set: Wand/Focus -1 energy regen


Necromancer/Mesmer
Level: 20

Soul Reaping: 13 (12+1)
Death Magic: 16 (12+4)

Deathly Swarm (Death Magic)
Dark Aura (Death Magic)
Rotting Flesh (Death Magic)
Well of the Profane (Death Magic)
Tainted Flesh [Elite] (Death Magic)
Consume Corpse (Death Magic)
Verata's Gaze (Death Magic)
Resurrection Signet ()
Player 7
First set: Insightful Holy (Healing) Staff of Fortitude
Second set: Wand/Focus -1 energy regen


Monk/Mesmer
Level: 20

Divine Favor: 13 (12+1)
Healing Prayers: 16 (12+4)
Inspiration Magic: 3

Word of Healing [Elite] (Healing Prayers)
Infuse Health (Healing Prayers)
Healing Touch (Healing Prayers)
Orison of Healing (Healing Prayers)
Heal Party (Healing Prayers)
Remove Hex (Monk other)
Smite Hex (Smiting Prayers)
Inspired Hex (Inspiration Magic)
Player 8
First set: Insightful Holy (Protection) Staff of Enchanting
Second set: Wand/Focus -1 energy regen


Monk/Elementalist
Level: 20

Divine Favor: 16 (12+4)
Protection Prayers: 14 (12+2)

Reversal of Fortune (Protection Prayers)
Mend Ailment (Protection Prayers)
Mend Condition (Protection Prayers)
Protective Spirit (Protection Prayers)
Guardian (Protection Prayers)
Glyph of Renewal [Elite] (Elementalist other)
Divine Spirit (Divine Favor)
Divine Boon (Divine Favor)

Last edited by Dmitri3; Dec 02, 2005 at 10:12 PM // 22:12.. Reason: Changed Player 4 for Player 6 and vice verso. Also added equipment information.
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Old Dec 01, 2005, 12:51 PM // 12:51   #2
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Is there no replies because there is no suggestions to be made or because no one understands what I'm talking about?
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Old Dec 01, 2005, 01:20 PM // 13:20   #3
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eh, it's a team aura build. I don't like the back-lines necro build though. Definitely take off dark aura from him for, i don't know, a secondary skill or for another direct attack.
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Old Dec 01, 2005, 01:20 PM // 13:20   #4
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y sprint u got no strength.
and u might kill #4 cause if he does consumne corpse and get out of the range of the monk he will die cause of #1 #2 and #3
and dark aura is for ppl around that necro so if u do ritual, offering, or dark pact while no one is around u might just be killing #4 for kiks.
and is 5 suppose to be a runner or a trapper or some mix?
also wat happens if 2 monks infuse #3 at same time wouldnt that just weaken both?

Last edited by judge1121; Dec 01, 2005 at 01:23 PM // 13:23..
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Old Dec 01, 2005, 04:44 PM // 16:44   #5
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Quote:
Originally Posted by Manfred
eh, it's a team aura build. I don't like the back-lines necro build though. Definitely take off dark aura from him for, i don't know, a secondary skill or for another direct attack.
You're joking right? Dark Aura is the most important damage source here.
No, this necro don't need any other direct attacking skill, he is here to strengthen other necros, not to add some silly damage from a direct spell.
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Old Dec 01, 2005, 04:53 PM // 16:53   #6
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Quote:
Originally Posted by judge1121
y sprint u got no strength.
and u might kill #4 cause if he does consumne corpse and get out of the range of the monk he will die cause of #1 #2 and #3
and dark aura is for ppl around that necro so if u do ritual, offering, or dark pact while no one is around u might just be killing #4 for kiks.
and is 5 suppose to be a runner or a trapper or some mix?
also wat happens if 2 monks infuse #3 at same time wouldnt that just weaken both?
Sprint at 0 strenght is still 8 seconds, does very well when you need to catch someone to cripple him again and/or feed another caster some energy.
And since I don't want to waste elite on "Charge!", gotta use what you got.

#4 can die, anyone can die if it's a complete idiot who's playing it. Why would you use consume corpse if you see it's far away... and anyway - since it only works on agro radar distance, you just need to keep close to monks, you can't teleport away that much.
Yea, I know about Dark pact, that's why there's cripple on every necro.
About Blood Ritual and Offering: I think that would be worth -21 hp, since the energy you get is greater by alot.

#5 - both, so it means mix.

One monk infuses party members from 1 to 4, another infuses from 5 to 8. The order in which I wrote the party members is wrong, but I was too lazy to change it.
Btw, it's the same with Blood Ritual necromancers: one necro feeds energy to healers, another does the same for protector, trapper and Dark aura necro.

Last edited by Dmitri3; Dec 01, 2005 at 05:13 PM // 17:13..
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Old Dec 02, 2005, 12:47 AM // 00:47   #7
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Hm, any other suggestions?

It's kinda funny how I get almost the minimal amount of replies when I post 8vs8 builds... be that really popular forum or guild's forum.
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