Jan 31, 2006, 07:32 AM // 07:32
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#101
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Desert Nomad
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Hey Wretch, it sounds like you finally realized that degen is capped at 20 health/second. What changed your mind?
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Jan 31, 2006, 03:02 PM // 15:02
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#102
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Wilds Pathfinder
Join Date: Nov 2005
Guild: [NICE]
Profession: Mo/
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Quote:
Originally Posted by Wretchman Drake
Not trying to call you out, but it's obvious you haven't tried it and seen it perform. I wouldn't call you a "n00b" if you didn't do well, it just takes practice. You think people can pick up uber healing builds and become the best monks of all time out of nowhere? No, it takes practice to develop skill that must be associated with the build.
How am I wasting people's time? That's their time, their desicion, I am not enforcing you do this build, but it is here for you able to try. Some people here think it's amazing, maybe you should ask them how they play it.
If you don't like this build then screw off.
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jeesh wretchman, it's just a degen build. i'm not sure what skill there is to develop besides being patient with your 2 second cast times.
i played with a degen necro/monk last night that brought remove hex. with a 7 second recharge she was able to drop life transfer and siphon from the foe necros throughout the match when they were not. she took on two of them at the end and eventually won the match for us. she took on two other necros though. all three had degen builds. im not saying i think she could take two mesmers or two rangers but the remove hex added some substance to her build imo.
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Jan 31, 2006, 07:15 PM // 19:15
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#103
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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watever u can use watever build u want but this one has had best comments/reviews for pve and pvp.
natlied, once i knew that i didnt really change the build. its meant as a support build. if they try to regen all of it, the degen just slows or stops that regen.
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Feb 01, 2006, 01:48 AM // 01:48
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#104
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Frost Gate Guardian
Join Date: Jan 2006
Guild: Legions of Twilight
Profession: W/Mo
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Very nice build, but wouldn't it be better have Life Siphon over Parasitic Bond? I know Bond heals at the end, but it only does -1 degen, while Siphon does up to -4, and it heals you for the heal it drains off.
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Feb 01, 2006, 02:33 AM // 02:33
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#105
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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why thanx the point of parasitic bond is to spam it for dmg while you got soul barbs on them. i tried life siphon and it just didnt provide enough support.
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Mar 12, 2006, 05:59 AM // 05:59
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#106
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Well I just tried the build today, and it got better since the updates. I wonder why, but it's been starting to kick more butt again. I've updated it as well.
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Mar 12, 2006, 06:26 AM // 06:26
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#107
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Jungle Guide
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life transfer is meh
for pure degen you definitely want oob or some other sure-fire energy management to keep spamming hexes
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Mar 12, 2006, 08:35 PM // 20:35
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#108
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Offering of Blood? How does that help this degen build? There are no energy problems with this build, really. Just give it a whirl and you'll see.
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Mar 26, 2006, 08:20 PM // 20:20
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#109
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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The Degen Build has been freshly updated starting last nite! I unlocked Images of Remorse and it's a fantastic skill for -4 degen at 5 energy with about 40 dmg against attackers, real good to spam when Soul Barbs is on.
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Mar 28, 2006, 05:49 AM // 05:49
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#110
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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I reckon the new spells are gone? If so, that may be a problem... lol
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Apr 01, 2006, 05:26 AM // 05:26
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#111
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Updated, and I finally tested this in PvE against Griffons as a support farmer
It does amazingly well in PvE and I would suggest doing this build if you have a necro with these skills. You would be suprised how fun it is to play and how benificial it is to yourself and your party.
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Apr 23, 2006, 03:14 AM // 03:14
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#112
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Ascalonian Squire
Join Date: Apr 2006
Profession: E/Me
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I liked the build. However I found myself to, once again, be the target of mass spikes in both CA and TA. If there is no monk, the necros are always a priority because 9/10 PvP necros are running as a degen these days in randoms. Whenever you play a necro or mesmer, you better have a way to hold up against 2 warriors/thumpers beating on you while an elem nukes you to hell and back. While I love the effectiveness of degen, it does require a half decent team to work to full potential.
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Apr 23, 2006, 04:15 AM // 04:15
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#113
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Wilds Pathfinder
Join Date: Feb 2006
Profession: Mo/
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A few suggestions:
-Arcane echo
-Mantra of Resolve -- not sure how you avoid the interrupts.
-You want a spammable hex look into Wasterl's Worry
-How about shatter Delusions
my 2 cents
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Apr 23, 2006, 11:24 AM // 11:24
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#114
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Wilds Pathfinder
Join Date: Mar 2006
Location: London
Guild: Diary of a Madman [SiKK]
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@OP: Your build will run out of energy in about 6 seconds. Phantasm is a very expensive hex. I'd take a inspiration spell for energy management. A migrain/e-denial will make it useless also.
But if the opponent is not prepared, the 10-15 degen is insane, also the great thing is, Wars can't touch you since you have a whopping 10 regen on your HP.
Interupts are also problematic due to the long recharge of LT. Which is also your main health regen spell.
@ender6: Arc echo 15en + 2x10(Life Transfer) + 2x10 (life siphon) all spells are 2 sec cast, they inturput your LT... your screwed. With Arc echo, you have to sacrifice something, either energy managment or many cover hexes.
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Apr 23, 2006, 06:41 PM // 18:41
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#115
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Wilds Pathfinder
Join Date: Feb 2006
Profession: Mo/
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Quote:
Originally Posted by jummeth
@OP: Your build will run out of energy in about 6 seconds. Phantasm is a very expensive hex. I'd take a inspiration spell for energy management. A migrain/e-denial will make it useless also.
But if the opponent is not prepared, the 10-15 degen is insane, also the great thing is, Wars can't touch you since you have a whopping 10 regen on your HP.
Interupts are also problematic due to the long recharge of LT. Which is also your main health regen spell.
@ender6: Arc echo 15en + 2x10(Life Transfer) + 2x10 (life siphon) all spells are 2 sec cast, they inturput your LT... your screwed. With Arc echo, you have to sacrifice something, either energy managment or many cover hexes.
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Um, that's why i suggested mantra of resolve. Arcane Echo would be applied prior to attack. I have no idea where you are going with 2x10 life siphon. Why must every thing be cast twice? If you are implying that life siphon is the cover hex well that is just plain silly. Takes too long to cast and costs to to much. But at either rate I wouldn't bring arcane echo, hell I think the entire build is too costly in the way of energy. Drop the 10 engery hexes and replace them with 5 energy hexes.
The build I would employ would be
Mantra of Resolve (cast priort to battle)
Soul Barbs (cast on primary target)
Parasitic Bond (Cover soul barbs immediately) Spam
Life Transfer (next hex)
Wasterl's Worry (next hex) Spam
Mind Wrack (next hex)
Ether Lord (some sort of energy managemnt here -- when energy hits 5)
Rez sig
The two hexes marked spam i would spam the target with quick cast times, and take advantage of Soul Barbs, I would also work Mind Wrack into the spam rotation to help take advantage of WW. I run a similar build, but I don't use Life Transfer + a few other alterations. I think spiking with soul barbs means you want spammable hexes, and health degen isn't necessary in the least. You rapid fire hexes at a target with SB on it and LT becomes an after thought. Use signet of midnight and improve your defense. Will serve the function as LT in the end, it will keep you healthy by keeping the warriors at bay. Or how about GB. Allow yourself to get pummled by the warriors, while you hex your target (monk) to death. And as your Health nears zero toggle to a warrior and steal back half your life. PB's will wear off and heal you the rest of the way.
(but now I've gone and altered the whole build)
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Apr 24, 2006, 01:31 AM // 01:31
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#116
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Wilds Pathfinder
Join Date: Mar 2006
Location: London
Guild: Diary of a Madman [SiKK]
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Well, I'm sorry I guess its a missunderstanding, the 2 life siphons are for a different target. So LT+LS+cover // LT+LS+cover. But anywho, I wouldnt run that build.
And the new build you suggest is less of a degen, but its looks good none the less.
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May 04, 2006, 03:34 AM // 03:34
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#117
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Pre-Searing Cadet
Join Date: Dec 2005
Profession: N/
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Quote:
Originally Posted by ender6
Um, that's why i suggested mantra of resolve. Arcane Echo would be applied prior to attack. I have no idea where you are going with 2x10 life siphon. Why must every thing be cast twice? If you are implying that life siphon is the cover hex well that is just plain silly. Takes too long to cast and costs to to much. But at either rate I wouldn't bring arcane echo, hell I think the entire build is too costly in the way of energy. Drop the 10 engery hexes and replace them with 5 energy hexes.
The build I would employ would be
Mantra of Resolve (cast priort to battle)
Soul Barbs (cast on primary target)
Parasitic Bond (Cover soul barbs immediately) Spam
Life Transfer (next hex)
Wasterl's Worry (next hex) Spam
Mind Wrack (next hex)
Ether Lord (some sort of energy managemnt here -- when energy hits 5)
Rez sig
(but now I've gone and altered the whole build)
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I don't quite know where you're going with this build, it seems a little off degen. It's not quite hp degen, cause LT is the only real degen you have, and it's not quite energy degen, cause you said that ether lord is primarily for energy management. Although your build does do dmg it does not do enough dmg against any particular characters for any kind of real concern.
Even if you get LT off a simple healing breeze, +9 at 16 healing, would pretty much cancel out your LT. Plus you have no way of interupting or removing healing breeze, unless you're relying on the fact that you'll have a enchantment remover or interupt person on your team.
Furthermore, if you go toe to toe with a good e-denial mes they'll make sure u won't have enough energy to pull off any useful hexes.
I think you're build is a little bit of everything, I personally think it's better to concentrate on one type of build like the necro degen that was originally posted.
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Sep 19, 2006, 02:59 PM // 14:59
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#118
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Anyone got ideas to revamp this to make it better? I'm up for anything. I tried using this and the Blessed Light Monk dodged it like no problem with just pure degen. I think I need more than degen, more e-management, someone help bring back degen for the small arenas =[
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Sep 19, 2006, 05:29 PM // 17:29
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#119
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Forge Runner
Join Date: Feb 2006
Location: Thornill, ON, Canada
Guild: THE CANUCK MONKS (TCM)
Profession: W/R
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If you don't care about how the degen comes from:
Virulence (e)
Blood Drinker
Plague Sending
Epidemic/Worstel's Worry
Vile Masma
Soul Barbs
Parasitic Bond
Rez Signet
The idea is:
Cast Blood Drinker, then Plague Sending, then Virulence. This will give Bleeding, Poison, Disease and Weakness. Then cast Empidemic. Cast Soul Barbs (either before BD or after Epidemic), then cast Vile Masma and Parasitic Bond. Cast PB &/or WW unrelentingly.
Anyone within range of Epidemic will be suffering from health degen of 10. Blood Drinker and PB are your only healing (other than your party's healers).
Vile Masma is a nice addition to your health degen, since it requires a condition and if Blessed Light comes into play, PB is removed and 1 condition is also removed, but Vile Masma and Bleeding will continue. With PB and WW continually being cast, Soul Barbs will stay active and PB & WW will continue to be removed, leaving VM to stay on.
As for energy management, hmm.... patients and soul reaping would be it.
Please note, Domination Magic is left at 0. Its there to trigger Soul Barbs and as a cover hex.
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Sep 21, 2006, 01:40 PM // 13:40
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#120
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Pre-Searing Cadet
Join Date: Aug 2005
Guild: brotherhood of veterans
Profession: N/Me
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attributes??
Quote:
Originally Posted by Pick Me
If you don't care about how the degen comes from:
Virulence (e)
Blood Drinker
Plague Sending
Epidemic/Worstel's Worry
Vile Masma
Soul Barbs
Parasitic Bond
Rez Signet
The idea is:
Cast Blood Drinker, then Plague Sending, then Virulence. This will give Bleeding, Poison, Disease and Weakness. Then cast Empidemic. Cast Soul Barbs (either before BD or after Epidemic), then cast Vile Masma and Parasitic Bond. Cast PB &/or WW unrelentingly.
Anyone within range of Epidemic will be suffering from health degen of 10. Blood Drinker and PB are your only healing (other than your party's healers).
Vile Masma is a nice addition to your health degen, since it requires a condition and if Blessed Light comes into play, PB is removed and 1 condition is also removed, but Vile Masma and Bleeding will continue. With PB and WW continually being cast, Soul Barbs will stay active and PB & WW will continue to be removed, leaving VM to stay on.
As for energy management, hmm.... patients and soul reaping would be it.
Please note, Domination Magic is left at 0. Its there to trigger Soul Barbs and as a cover hex.
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Love this Build..Please advise the attributes for this. Thank you
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