Nov 11, 2005, 10:21 PM // 22:21
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#1
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Degen N/Me
This build has huge sucess in PvE and it does well for support in PvP.
Here's the updated build as of 03/31/06
Updated attributes:
Blood: 12+1+3=16
Illusion: 9
Curses: 9+1=10
Soul Reaping: 3+1=4
Updated Skillbar:
1.)Life Transfer {E}
2.)Conjure Phantasm
3.)Life Siphon
4.)Faintheartedness
5.)Phantom Pain
6.)Parasitic Bond
7.)Rez Sig
8.)Soul Barbs
Armor: Tormentors, all of it
Weapon: Blood Staffwith 1 +30 health mod, 1 +5 Energy mod
Last edited by Wretchman Drake; Apr 01, 2006 at 05:15 AM // 05:15..
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Nov 11, 2005, 10:25 PM // 22:25
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#2
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Desert Nomad
Join Date: Aug 2005
Location: Boston, MA
Guild: Blood Of Orr [BoO]
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Since there isn't a very high soul reaping, switching this around and putting those 5(+) into fast casting could be good too. Then again, you wouldn't get quite as much power from the lack of the necro minor runes.
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Nov 11, 2005, 10:29 PM // 22:29
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#3
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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I'd rather have Soul Reaping, but even with the energy regen energy is not a problem. Trust me, I've played with this build for about 4 hours, it's pretty damn good the way it is as far as energy goes.
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Nov 11, 2005, 10:31 PM // 22:31
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#4
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Desert Nomad
Join Date: Aug 2005
Location: Boston, MA
Guild: Blood Of Orr [BoO]
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Well energy regen isn't what I was talking about. With fast casting you'd be able to get those skills of faster. I had a similar build, except with that account I hadn't unlocked even remotely enough, so it was an utter failure.
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Nov 11, 2005, 10:40 PM // 22:40
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#5
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Yea I like the Necro part because of the runes. As you can see most hexes are Necro, but I admit few of them take a while to cast, but they last long, and you can just sit back and watch any runners or anyone in general die
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Nov 11, 2005, 10:43 PM // 22:43
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#6
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Desert Nomad
Join Date: Aug 2005
Location: Boston, MA
Guild: Blood Of Orr [BoO]
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Hehe yeah....
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Nov 11, 2005, 10:48 PM // 22:48
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#7
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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updated.
I just put the remaining 4 in death magic to help Rotting Flesh a little.
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Nov 11, 2005, 10:48 PM // 22:48
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#8
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Dun dun dun
Join Date: Aug 2005
Guild: Reddit Guild
Profession: R/
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Thanks for the visualizations. It helped me a lot.
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Nov 11, 2005, 10:51 PM // 22:51
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#9
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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np, i think its cooler and, well, easier and faster to comprehend.
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Nov 12, 2005, 06:50 AM // 06:50
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#10
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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updated.
*added soul barbs for rotting flesh*
yeh this build pwned over like 300 ppl today
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Nov 13, 2005, 12:43 AM // 00:43
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#11
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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you want good faction? i got about 11 thousand yesterday using this build, and about 6 thousand for only like 2 hours using this build and went on many good winning streaks. this is a huge support build, you take down targets FAST.
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Nov 14, 2005, 02:05 AM // 02:05
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#12
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Academy Page
Join Date: Nov 2005
Location: USA
Guild: Sasquatch Carrot Slingers [FooT]
Profession: R/Me
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The Build owns, period
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Nov 14, 2005, 02:08 AM // 02:08
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#13
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Lion's Arch Merchant
Join Date: Aug 2005
Profession: W/N
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looks preety sweet how long dose it take for you to take down an average warror?
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Nov 14, 2005, 03:18 AM // 03:18
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#14
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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12 seconds about. They'll be dead before YOU are that's for sure lmao and so will 3 other guys!
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Nov 14, 2005, 04:37 AM // 04:37
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#15
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Frost Gate Guardian
Join Date: Sep 2005
Location: Brisbane, Australia
Profession: N/Me
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Try getting blood magic above 12. At 13 or 14, Life Transfer gets to 8 degen, which is a clear 14% better than 12.
For those who have problems getting spells off while warriors are beating on them, try Distortion (since you have 12 Illusion).
I usually swap out parasitic and soul barbs for distortion and a direct damage spell like desecrate, pact or shadow strike(which I prefer). They're generally not as efficient, but sometimes you need some spike damage if their regen is keeping them alive.
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Nov 14, 2005, 04:50 AM // 04:50
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#16
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Ascalonian Squire
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A pretty decent build. I'm sure you will have great success in CA or TA where hex removal is seriously lacking. My team lost everytime we face hex/degen teams. Just wish I have brought Nature renewal.
I don't know about getting illusion to 12 tho. That's a lot of attribute point rite there. Dropping illusion to 10 and buff up soul reaping and curses will definetly make this build more durable.
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Nov 14, 2005, 05:01 PM // 17:01
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#17
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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what if i bump blood up and take out parasitic for Barbed Signet for letting my energy get back? i tried that and it still worked, actually worked even better.
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Nov 14, 2005, 05:25 PM // 17:25
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#18
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Lion's Arch Merchant
Join Date: Oct 2005
Profession: W/
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I love this build!!! Nothing like running degen. Rangers that love to runaway when that can't win...degen! While this build is pretty good on it's own, it's fantastic as group support. I think Barbed is great with Blood as high as u can go. At that point u can let your energy regen a bit and still give a good whack. This build has enough degen to it, to counter healing breeze and troll ungent. Monk revoes your hex...no prob hit 'em with another! If your running barbs-parasitc might not seem like much degen but as long as barbs is on that's a little more damage.
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Nov 14, 2005, 08:04 PM // 20:04
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#19
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Krytan Explorer
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In PvP soul reaping has minimal use.
I would take off soul barbs in favor of mark of subversion, which is an awesome skill.
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Nov 14, 2005, 08:05 PM // 20:05
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#20
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Frost Gate Guardian
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Quote:
Originally Posted by Burakus Lightwing
Monk removes your hex...no prob hit 'em with another!
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With the cast times on some of these spells I can remove the most dangerous spells that take off 5+ pips efficiently even with the fast cover hexes, bt on a char without hex removal, they are gonna shit themselfs when they find out after casting their +7 healling breeze or troll that they still have 9 pips of degen
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