Aug 31, 2005, 05:58 AM // 05:58
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#2
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Wilds Pathfinder
Join Date: May 2005
Guild: The Black Dye Cartel
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How did you convince a PUG to run this?
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Aug 31, 2005, 06:05 AM // 06:05
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#3
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Seattle, Wa
Guild: Nuclear Babies
Profession: E/Mo
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chilblains??? when are your squishy necros going to have time to run up to a target and chilblains them? If they have spellbreaker just switch targets....
I really like the spirits for energy managment.... whats that, 52 energy for each blood spiker, as well as recharging the necro/monk protection char?
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Aug 31, 2005, 06:12 AM // 06:12
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#4
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Wilds Pathfinder
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Yeah, that spirit thing is crazy smart. You could have a team of necros with one prepatch style oathshot spirit spammer too constantly feed them energy.
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Aug 31, 2005, 06:39 AM // 06:39
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#5
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Frost Gate Guardian
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the chillblains is merely to get rid of warrior smiters that are standing next to us =)
and it took me about an hour to find necros willing to use this >_<
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Aug 31, 2005, 06:51 AM // 06:51
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#6
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Avatar of Gwen
Join Date: Apr 2005
Location: Wandering my own road.
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So, 5 energy for 13 energy for multiple party members. 5 casts in 30 seconds for a net gain of 60 energy per caster, and 65 for the other necromancers.
Interesting choice for an energy regeneration engine, in light of the ability to control the destruction of spirits. That's like having 10 energy regeneration on all of your necromancers. (2 energy per second average = 6 pips)
The additional effect of anti-run buffing helps against warriors (no more sprint), and the Frozen Soil supplements the spike build.
As much as I'd like to suggest improvements, necromancers don't have it well in the spell recharge and casting speed department, and the only elite damaging skill you could elect for is Feast of Corruption, which would require you to also use Desecrate Enchantments, both of which have insane recharge times.
On a side note, if you ever want to try a similar notion, or a tweaked version, I'd be glad to help, and I have a necro friend that felt like his ego was deflated after all of the necro hate. It does look fun ^^
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Aug 31, 2005, 01:26 PM // 13:26
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#7
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Ascalonian Squire
Join Date: Jun 2005
Profession: Me/Mo
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I've been working on a spike necro also - only tested in arenas tho. If you need another necro (usually 10pm-12am eastern) look me up.
My current spike necro is:
12 blood/12 death 3 soul reaping w/sup blood and minor death
Dark Aura
Touch of Agony
Dark Pact
Vamp Touch
Strip Ench.
*
*
Res Sig
* So far I have tried Aura of the Lich and Blood Renewal, AotL and Consume Corpse, I tried subbing in monk for AoTL and healing breeze.
The major problem is that between sacrificing and getting hammered you usually kill one or two but then have about nothing left. If you get a kill Energy is not a problem, if you don't get a kill, you may have some trouble.
My other thought was to sub in plague touch and virulence for degen as well as spike dmg, but that doesn't help with survivability. Prot spirit might help so long as it reduces before AoTL does (max hps @ 225 with AotL = 11 dmg max with prot then AoTL - have not tested).
Anyone have any ideas for the last 2 skills (or any other general recoomendations)?
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Aug 31, 2005, 02:09 PM // 14:09
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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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Quote:
Originally Posted by Sigil
I've been working on a spike necro also - only tested in arenas tho. If you need another necro (usually 10pm-12am eastern) look me up.
My current spike necro is:
12 blood/12 death 3 soul reaping w/sup blood and minor death
Dark Aura
Touch of Agony
Dark Pact
Vamp Touch
Strip Ench.
*
*
Res Sig
* So far I have tried Aura of the Lich and Blood Renewal, AotL and Consume Corpse, I tried subbing in monk for AoTL and healing breeze.
The major problem is that between sacrificing and getting hammered you usually kill one or two but then have about nothing left. If you get a kill Energy is not a problem, if you don't get a kill, you may have some trouble.
My other thought was to sub in plague touch and virulence for degen as well as spike dmg, but that doesn't help with survivability. Prot spirit might help so long as it reduces before AoTL does (max hps @ 225 with AotL = 11 dmg max with prot then AoTL - have not tested).
Anyone have any ideas for the last 2 skills (or any other general recoomendations)?
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If you are going to use a Dark Aura build you should really use AotL with it. And yes, Prot Spirit (and PB) stack with AotL. Tested and confirmed.
Example: You have 480 health.
You use AotL and Prot Spirit. Your health is now 240. Prot Spirit caps damage at 24. AotL then halves damage to 12.
You should also definately be using Blood Renewal wich gives upto 7 regen now, and for a sacrifice of 40 in this example. Not sure is Prot Spirit caps sacrifices, but PB definately DOES!!!
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Aug 31, 2005, 02:18 PM // 14:18
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#9
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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 tomm0
Blood Necro 'spikers' [[ 5 of them ]]
Attributes:
16 Blood Magic [ hat + superior ]
13 soul reaping (pretty sure its that :P)
3-4 wilderness survival
Skills:
Dark Pact
Shadow Strike
Vampiric Gaze
Awaken the blood
Chillblains
Frozen Soil
Muddy Terrain
Rez signet
2 Healing Monks/ 1 Necro/Mo Prot monk with standard tombs skills.
How to use:
Similar to air spiking who attune them selves to air, the team will begin by casting awaken the blood, to increase their blood magic attribute to 18. The team then simultaneously cast shadow strike then vampiric gaze (and if needed, dark pact - however it most commonly is not required). Drop soil, rinse and repeat on the other opponents. The Muddy Terrain skill, is to take use of the current patch which makes spirits of the same kind die if they are in close range. When the team is low on mana, simply have the whole team cast muddy terrain and reap it all back. This build works well to a point, but needs to be tweaked a bit to more effective. I was in a Pug group with this build and got 3 consecutive flawless victories before falling to a gank.
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Clever energy engine!!! But you aren't using any Elites. Why not carrry Offering of Blood, which is a supurb energy engine? At Blood=18 it gives 23 energy (maybe 22, not sure) for a 10% sacrifice (which is nothing) Plus it recharges in 15sec.
Maybe also consider some Curses, so you can use Rend and FoC.
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Aug 31, 2005, 03:05 PM // 15:05
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#10
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Sunshine
Join Date: Jul 2005
Location: The Wired
Guild: Daughters of Ananke
Profession: Mo/E
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Is there a way to augment this for 4v4 Arenas?
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Sep 02, 2005, 05:54 AM // 05:54
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#12
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Pre-Searing Cadet
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Quote:
Originally Posted by xlarisux
Interesting idea w/ the spirits and soul reaping!
I wonder what it would be like if 1 or 2 of your "spikers" were replaced with my anti-caster build ( Link to my build). With the energy regen from the spirits.... wow. The mind boggles.
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Hi, I'm new and will just be buying my GuildWars CD on next pay check. May I ask what a "spiker" is? Here's the build that I want to make on my first character: http://guildwars.ogaming.com/forum/...opic=14745&st=0
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