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Old Apr 20, 2005, 10:49 PM // 22:49   #1
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Default Synergy Build questions...

Class: Warrior / Necromancer

Attributes: (cost) '+' indicates Rune attributes
Strength: 10+1 (61)
Axe Mastery: 10+2 (61)
Tactics: 1 (1) (bah, 1 leftover)
Blood Magic: 11 (77)

1) Disrupting Chop [none] (0,0,6) 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.
2) Dismember [Axe Mastery] (0,0,7) Axe Attack: If it hits, this axe blow will inflict a deep wound on the target foe, lowering that foe's maximum health by 20% for 17 seconds.
3) Axe Rake [Axe Mastery] (0,0,7) Axe Attack: If this attack hits a foe suffering from a deep wound, you strike for +8 damage, and that foe becomes crippled.
4) Axe Twist [Axe Mastery] (0,0,8) Axe Attack: If this attack hits a foe suffering from a deep wound, you strike for 16 more damage and that foe suffers from weakness.
5) Sprint [Strength] (5,0,20) Stance: For 13 seconds, you move 25% faster.
6) Warrior's Endurance [Strength] (5,0,30) Stance: For 18 seconds, you gain 3 energy each time you hit with a melee attack. Warrior's Endurance cannot raise your energy above 14. This is an elite skill.
7) Vampiric Touch [Blood Magic] (15,1,5) Skill: Touch target foe to steal up to 58 health.
8) Plague Touch [none] (5,1,0) Skill: Transfer a negative condition from yourself to target touched foe.

Major pvp [disruptor] build. I didn't get a chance to test Axe Twist cause well, I couldn't find it in the listed area/trainer and no description mentions how long weakness lasts. As you can see, this build is heavy on adrenaline however it only has ONE major hitting skill, Vamp. Touch. Before anyone starts yelling, "VAMP SUCKS GET GAZE IT'S RANGED AND CHEAPER!" please understand that though it heals just a tiny bit more, it is a skill making it very difficult to counter [yes, 1s. cast times are hard but they are counterable] and if they rush in/away, I'm a warrior, touch skills make sense. Also, all of the energy you use will be in just vamp touch anyway since you'll be getting energy from Warriors Endurance. This is a major disruption build so it's not supposed to have any major damage dealers, but vamp touch supposed to just heal yourself a bit and hurt them a bit. repeatedly... (heh heh) All skills have been set with 1s or less casting time for obvious reasons.

-------------------------------------------------------------
another build with questionable synergy [mass damage pve]

Class: Warrior / Necromancer

Attributes: (cost) '+' indicates Rune attributes
Strength: 10+1 (61)
Axe Mastery: 10+2 (61)
Tactics: 1 (1)
Blood Magic: 11 (77)

Skills: [Attribute] (Energy, Cast Time, Recharge TIme)
1) Frenzy [none] (5,0,4) Stance: For 8 seconds, you attack 33% faster but take double damage.
2) Dismember [Axe Mastery] (0,0,7) Axe Attack: If it hits, this axe blow will inflict a deep wound on the target foe, lowering that foe's maximum health by 20% for 17 seconds.
3) Executioner's Strike [Axe Mastery] (0,0,8) Axe Attack: If this attack hits, you strike for +34 damage.
4) Sprint [Strength] (5,0,20) Stance: For 13 seconds, you move 25% faster.
5) Defy Pain [Strength] (0,0,7) Skill: For 8 seconds, you have an additional 244 health and an additional 20 armor. This is an elite skill.
6) Order of Pain [Blood Magic] (10,2,0) Enchantment: Sacrifice 17% health. For 5 seconds, whenever a party member hits a foe, that party member does an additional 12 damage.
7) Life Siphon [Blood Magic] (10,2,2) Hex: For 21 seconds, target suffers health degeneration of 3, and you gain health regeneration of 3.
8) Plague Touch [none] (5,1,0) Skill: Transfer a negative condition from yourself to target touched foe.

Please don't yell at me saying "use elementalist!" cause from what I've seen, their hexes for dealing damage are a little too costly.

"If you have a stance that does damage, a skill that does damage, an enchantment that does damage, and a hex that does damage, that's a lot of damage per second."

Well, I've found that necromancer fills all those requirements, though the enchantment is just 5 seconds, a femme warrior 2 betas ago showed me that order of pain combined with hundred swords on a bunched mob of ghouls is VERY good. ^_^ I'd use cyclone axe now but I'm certain the results will still be [owchie].

With smart energy management, this build should work fine, use monks for more effective healing and the elite skill, Defy Pain will save your arse in the nick of time hopefully.

Would these be considered good custom builds? Or are they just unoriginal cookie cutter builds.

[remember, the pvp build just disrupts like crazy, no massive damage meant, and the pve build does tons of damage, and little else.]

What would be a good suggestion for a W/N or heck, W/anything that would be good for pvp disruptor and pve lawnmower? I'm using Rex's guides too ^_^
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Old Apr 22, 2005, 05:43 AM // 05:43   #2
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Ok, since nobody has anything to say or questions to ask [like, wtf are u thinking?!]

I'm guessing these are sound builds that just need some hard in game play testing, wish me luck!
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Old Apr 22, 2005, 07:12 AM // 07:12   #3
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Nah, your builds need work, I've just been busy.

In the first build, you have Vampiric Touch. While it sounds sexy and all, it's costing you 15 energy each time you cast it for moderate damage (you should be able to do around that much with an executioner's strike + a buff) and a moderate heal. Really, the healing is nothing special, and it certainly isn't going to help you when you are being focus fired (i.e. when your life is actually in danger.)
The energy cost on vampiric touch is simply too high to consider using, even with Warrior's Endurance.

On the second build you took Life Siphon, and while it's a decent skill, it's only playabe at level 12. At level 11 you'll only be getting 2 pips of degen/regen. You don't get to the 3rd pip til level 12, which as a secondary necro, is really hard to do. If you really insist on it, you might want to consider a 12/10/8 attribute setup.
As for Order of Pain- it's a decent spell, but it needs to be part of a team strategy- unless you're playing with a group of rangers and warriors using physical attacks, there's just no justification for running it.
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Old Apr 22, 2005, 04:11 PM // 16:11   #4
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Hmm. I rely on healers for good healing. [doesn't everybody ] Perhaps there's another method for doing monster damage stacking+disruption?

I was thinking using a fire warrior with elementalist 2ndary but before, I forgot to mention, these builds are for an assassin style warrior. He won't challenge a mob that focus fires him, but he will drop his targets, one at a time in short order. If warrior / Necro doesn't do it, I'm guessing best offensive tank capability comes from W/E?

I didn't test one since, I don't know, I just like the idea of an evil knight warrior. But since this is a broad game, would anyone easily argue that the W/E has better offensive tank capability?

Or should I just change my v/touch to v/gaze and be done with it? lol
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Old Apr 22, 2005, 04:57 PM // 16:57   #5
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Thanks for the help too...

Nerfed my mediocre life drainer... DOH!
Perhaps I should look into the curses line as well as considering a fire warrior. I have a lightning ranger already so... Gotta use all me options
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