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Old Apr 21, 2005, 01:16 PM // 13:16   #1
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Default Warrior + Necromancer good choice?

I will make a character with first proffesion Warrior and second proffesion Necromancer.. I wonder when I play that "will I have enough of energy points to cast a couple of spells? I want the defence of a warrior and Life steal from necromancer..

How much energie(mana)points will a warrior have and is Warrior/Negromancer a good choice?

Thnx Greetz,

swuaN
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Old Apr 21, 2005, 01:46 PM // 13:46   #2
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Quote:
Originally Posted by swuaN

How much energie(mana)points will a warrior have and is Warrior/Negromancer a good choice?


swuaN
20 Energy with 2 regen (2/3 of a point per second). Wa/Ne is a popular choice. There seems to be several reasons for this including lifedrain both healing and damaging along with some very nice spells that work well with physical damage.

Check out Mark of Pain for 10 energy: "For 30 seconds, whenever target foe takes physical damage, Mark of Pain deals 10-34 shadow damage to adjacent enemies." Shadow damage is not reduced by armor so it is pretty nice.

Plenty of other combinations also.

Last edited by Diamondspider; Apr 21, 2005 at 01:49 PM // 13:49..
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Old Apr 21, 2005, 02:16 PM // 14:16   #3
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Thank you, I think I'm gonna play that..
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Old Apr 21, 2005, 02:21 PM // 14:21   #4
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Cool

A warrior can have up to 28 energy when using Gladiator's Armor. Energy regen stays at 2.

There are some nice necro spells. For example Plague Touch makes you transfer conditions (like bleeding, blindness, fire) immediately to your enemy. All those sword wielding warriors depending on DOT are doomed
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Old Apr 21, 2005, 02:26 PM // 14:26   #5
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ahh nice

but wat means DOT ?

srry for the noob question :S
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Old Apr 21, 2005, 02:33 PM // 14:33   #6
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Quote:
Originally Posted by swuaN
ahh nice

but wat means DOT ?

srry for the noob question :S
DOT = damage over time, like life drain
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Old Apr 21, 2005, 02:36 PM // 14:36   #7
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DOT = Damage Over Time

like bleeding - causes every second (i dont know how much) damage
fire or poison causes alot damage

With Plague Touch you just need an enemy in front of you and you hand that conditions over to him

Ummm ... Skeletons don't bleed and don't fear poison ... just a hint
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Old Apr 21, 2005, 02:50 PM // 14:50   #8
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Warrior/Necromancer

Swordmanship 8
Tactic 12
Blood magic 10

Vampiric Gaze
Vampiric Touch
Seeking Blade
Shields Up
Healing Signet
Gladiator Defense
Defensive Stand
Galrath Slash

Is this kj?

Tips and hints are always welcome
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Old Apr 21, 2005, 02:56 PM // 14:56   #9
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Quote:
Originally Posted by swuaN
Warrior/Necromancer

Swordmanship 8
Tactic 12
Blood magic 10

Vampiric Gaze
Vampiric Touch
Seeking Blade
Shields Up
Healing Signet
Gladiator Defense
Defensive Stand
Galrath Slash

Is this kj?

Tips and hints are always welcome
might want to either put another point or 2 into sword, or use runes + hat to get it up 10 or 11

why tactics so high? dont get me wrong tactics is a great skil but at 12? maybe at 9 with a +2 rune

and since u cant use runes to make blood higher yea 10 is good, but remember at blood of 12 u get an extra point of drain from life siphon

EDIT, as far ask skills go u may want to look into sever artey and gash, very good sword skills, the best IMO and replace gaze or touch with either life siphon or the other elite life drain

Last edited by static deathbringer; Apr 21, 2005 at 02:58 PM // 14:58..
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Old Apr 21, 2005, 03:33 PM // 15:33   #10
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This is better:
Swordmanship 10 +1 rune
Tactic 8 +2 runes
blood 12

Live Transfer
Vampiric Touch
Vampiric Gaze
Seeking Blade
Galroth Slash
Shields up
Glatiator Defense
Defensive stand

Many thanks too static deathbringer and lyta... for aswering my noob questions :P
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Old Apr 21, 2005, 06:50 PM // 18:50   #11
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yeah good combo. I had 40 energy after gladiator armor and a +11 grim cesta(curses 9). Great combo for keeping ur warrior alive with healing and curses to damage.
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Old Apr 21, 2005, 11:05 PM // 23:05   #12
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purely PvP build W/N (will suck in pve) designed for using Zealous hilt and Glad armor (cept Sword Captain helm), and a nice focus

Swordsmanship 16
Curses 3
Blood Magic 12

Sever Artery
Gash
Galrath Slash
Final Thrust
Rend Enchantments
Soul Leech
Frenzy
Sprint

if youre scared to take dmg and you don't trust your monk, take life siphon instead of Frenzy. Build will suck a lot of energy; be prepared. Any monks should be dead meat tho.

Last edited by Ander Deathblade; Apr 21, 2005 at 11:17 PM // 23:17..
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Old Apr 21, 2005, 11:35 PM // 23:35   #13
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Quote:
Originally Posted by swuaN
This is better:
Swordmanship 10 +1 rune
Tactic 8 +2 runes
blood 12

Live Transfer
Vampiric Touch
Vampiric Gaze
Seeking Blade
Galroth Slash
Shields up
Glatiator Defense
Defensive stand

Many thanks too static deathbringer and lyta... for aswering my noob questions :P
if you're a primary warrior, i have no clue how you're gonna support that build's energy usage. 10+15+10+5+10+5+5=60 energy. And you're wasting your elite skill on a stance. A stance, for crying out loud.
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Old Apr 22, 2005, 02:10 AM // 02:10   #14
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I used a Warrior/Necromancer this BWE, and for me the ability to take out a priest in 3-4 seconds, if that, is fun. It's a shame it required swords though.
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Old Apr 22, 2005, 05:55 AM // 05:55   #15
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As a W/N you probably don't want to be running more than 2 necromancer spells that cost energy in general.

Blood magic does not work well with a W/N in my opinion. You'll do much better with a N/W if you want to go that way. Blood magic skill has to be set to the max, and it costs too much energy to sustain any sort of damage or healing from blood skills when you have 20 energy and 2 pips of regen.

8-10 in curses is plenty, depending on what you want to use. This leaves you free to boost your warrior attributes higher. And for a 10 energy debuff you'll get an effect that usually lasts for 30 seconds or until the target is dead.

A build that can sustain the use of its skills might look something like this, for example.

11+1+3 Swordsmanship; 10+1 Strength; 10 curses

Sever Artery
Galrath Slash
Hundred Blades
Frenzy
Sprint
Plague Touch
Barbs

Some other valuable necro skills are Weaken Armor, Mark of Pain, and Rend Enchantments.

It seems to me that you wanted to make a more defensive build, though. I wouldn't suggest W/N for a defensive build, because as I said, it would require too much energy for a primary warrior to ever be efficient.
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Old Apr 22, 2005, 06:17 AM // 06:17   #16
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Anohter W/N build that is great.

"+" Indicates rune cost
Strength: 12 (10+2)
Swordmanship: 11 (10+1)
Blood Magic: 11

Skills:
Sprint
Galrath Slash*
Sever Atery
Gash
Savage Slash
Vampiric Gaze
Life Transfer (E)
Plague Touch
*Can be replaced with Final Trust

I gotta tell you that this build is superb in PvP.
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Old May 01, 2005, 04:10 PM // 16:10   #17
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I got a Warrior/Necro Build i am thinking of using for PvP mostly, some PvE meant for damage and DoT's.

Attributes (im new to runes, and i dont know which ones i should get, need suggestions)
Swordsmanship: 11
Strength: 6
Blood Magic: 12

Skills
1. Life Siphon - For 12-22 seconds, target suffers health degeneration of 1-3, and you gain health regeneration of 1-3.
2. Life Transfer {Elite} - For 6-11 seconds, target foe suffers health degeneration of 3-7, which you gain as health regeneration.
3. Rush - For 8-18 seconds, you move 25% faster.
4. Protectors Strike - If this attack strikes a moving foe, you strike for 10-34 more damage.
5. Bull's Strike - If this attack hits a fleeing foe, you strike for 5-25 more damage, and your target is knocked down.
6. Final Thrust - Lose all adrenaline. If Final Thrust hits, you deal 1-32 more damage. This damage is doubled if your target was below 50% health.
7. Galrath Slash - This attack strikes for +1-32 damage if it hits.
8. Pure Strike - If Pure Strike hits, you strike for 1-24 more damage. If you are not using a Stance, Pure Strike cannot be "Blocked" or "Evaded".

Is this a good build?
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Old May 01, 2005, 06:18 PM // 18:18   #18
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Wa/Ne
(PvE)

=== Axe Mastery ===
Cyclone Axe [5,0,4] (Axe Attack) Perform a spinning axe attack striking for +(4..10) damage to all adjacent opponents.
Penetrating Blow [0,0,5A] (Axe Attack) This axe attack has 50% armor penetration.
Disrupting Chop [0,0,6A] (Axe Attack) If it hits, this attack interrupts the target's current action. If that action was a skill, that skill is disabled for an additional 20 seconds.
Executioner's Strike [0,0,8A] (Axe Attack) If this attack hits, you strike for +(10..34) damage.

=== Strength ===
Sprint [5,0,20] (Stance) For 8..13 seconds, you move 25% faster.

=== Tactics ===
Healing Signet [0,2,4] (Signet) You gain 40..130 Health. You take double damage while using this skill.
"Watch Yourself!" [0,0,4A] (Shout) Party members near you gain +20 Armor for 5..10 seconds.

=== Curses ===
Mark of Pain [10,2,30] (Hex Spell) For 30 seconds, whenever target foe suffers physical damage, Mark of Pain deals 10..34 shadow damage to adjacent enemies.

I put most Attribute points in Axe Mastery and splash the others.

Mark of Pain and Cyclone Axe is like an PBAoE.
"Watch Yourself!" works well for keeping you and your Healer alive.

Not the most powerful build out there but I've used it to complete Mission and Quests others have failed at.
I'm sure people can think of good substitutes for some of these skills.
The game allows a lot of options for builds.
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Old May 01, 2005, 07:20 PM // 19:20   #19
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This is a good W/N Build, its the one I use.


Class: Warrior / Necromancer

Attributes: (cost) '+' indicates Rune attributes
Strength: 12+1 (97)
Swordsmanship: 12+3 (97)
Curses: 3 (6)

Total attribute points used: 200/200

Skills: [Attribute] (Energy, Cast Time, Recharge TIme)
1) Sprint [Strength] (5,0,20) Stance: For 13 seconds, you move 25% faster.

2) Frenzy [none] (5,0,4) Stance: For 8 seconds, you attack 33% faster but take double damage.

3) Pure Strike [Swordsmanship] (5,0,8) Sword Attack: If Pure Strike hits, you strike for +30 damage. If you are not using a stance, Pure Strike cannot be blocked or evaded.

4) Power Attack [Strength] (5,0,4) : If this attack hits, you strike for +27 damage.

5) Savage Slash [Swordsmanship] (5,0,10) Sword Attack: If this attack hits, it interrupts target foe's action. If that action was a spell, you deal 40 extra damage.

6) Final Thrust [Swordsmanship] (0,0,10) Sword Attack: Lose all adrenaline. If Final Thrust hits, you deal 40 more damage. This damage is doubled if your target was below 50% health.

7) Flourish [Strength] (5,1,10) Skill: All of your attack skills become recharged. You gain 6 energy for each skill recharged by Flourish. This is an elite skill.

8) Rend Enchantments [Curses] (10,3,30) Spell: Target foe loses 4 enchantments. For each Monk enchantment removed, you take 40 damage.
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