Nov 08, 2006, 01:53 AM // 01:53
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#1
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Ascalonian Squire
Join Date: May 2006
Location: wisconsin
Guild: Dagons Of Darkness
Profession: Mo/Me
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N/Mes e-denial shutdown/health degen
NECRO/MESMER------ENERGY DENIAL SHUTDOWN/HEALTH DEGEN
Attributes:
Curses: max
What ever points you have left divide them equally between Inspiration and Illusion
NOTE - This build is meant strictly for PvP
Skills -
Wither - For 5...29 seconds, target foe suffers Health degeneration of 2...4 and Energy degeneration of -2. Wither ends if target foe's Energy reaches 0.
Maliase - For 5...29 seconds, target foe suffers Energy degeneration of -2 and you suffer Health degeneration of -2. Malaise ends if target foe's Energy reaches 0.
Faintheartedness - For the next 5...29 seconds, target foe attacks 50% slower, and that foe suffers Health degeneration of 1...3.
Conjure Phantasm - For 2...12 seconds, target foe experiences -5 Health degeneration.
Optional Slot - maybe a heal skill or another hex to keep up the health degen on the enemy
Energy Tap - Target foe loses 4...6 Energy. You gain 2 points of Energy for each point of Energy lost.
Ether Feast - Target foe loses 3 Energy. You are healed 17...41 for each point of Energy lost.
USAGE
-start off by finding the opposing teams player(s) that rely the most on energy (preferably monk or mesmer).
- Once you have your target picked, cast Wither and Malaise on them to put their energy regen to absolutly nothing which also puts a -4 health degen on them because of Wither.
- At this point, cast Conjure Phantasm followed by Faintheartedness on your target (You can also cast Faintheartedness on an Assasin so slow down his attack speed)
- Use Energy Tap when you need a little extra energy (beware, slow casting time, dont use around interuptors). Also use Ether Feast for a little health managment.
I've used this build for about 2 weeks now and I've been in a lot of grps that have won 7+ games in a row at Random Arenas. This build just works wonders on enemies who rely on energy for using their skills. With 0 energy regen, theres not much you can do unless your opposing team has a monk with hex removal.
Another note, always keep up the Phantasm on your enemy for a constant health degeneration of at least -9 due to the extra health degen from Wither.
COUNTERS TO THIS BUILD
-Any type of Interupt, although i havent really experienced anyone use it on my yet.
-An energy denial from the opponent, including a Backfire from an opposing mesmer.
SIDE NOTE!!
- Beware, a downfall to this build is not having a monk on your team. Ether Feast will NOT be enough to save your life when being pressured by a warrior or assasin. Ether Feast is just there to make minor repairs to your health when your monk may be under presure and only able to heal himself.
- The only problems ive run into with this build is not having a monk to heal you. In groups w/ out monks on your team, the most consecutive battles ive won is 3 in a row, as opposed to winning at least 10+ in row.
Try this build for a new twist to Necromancers besides just Blood and MM necros. I love to see the frustration of opposing monks on the Public Chat when they have no energy left to heal teammates.
THIS BUILD IS OPEN FOR DISCUSSION IF YOU WANT TO ADD SOME SUGGESTIONS OR COMMENTS! THEY ARE GREATLY APPRECIATED. THANKS FOR YOUR TIME!
Good build? or need improvement? Plz share feedback.
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Nov 08, 2006, 02:27 AM // 02:27
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#2
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Forge Runner
Join Date: Jul 2006
Guild: Grenth's Rejects [GR]
Profession: R/Mo
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I ran the Wither/Malaise combo in Aspenwood and people there knew how to hide their energy. The thing is that if their energy hits 0, Malaize and Wither die off. You gotta play it smart and make sure you get them where they can't just swap equipment and cancel out the hexes.
Also, degen is cute but not really useful if any monk is present. Bring Arcane Conundrum to lock out Monk and any potential Elementalists out there. Faintheartedness doesn't stop monks, I've tried.
For health and energy management, bring Signet of Lost Souls and Parasitic Bond. They are Godly.
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Nov 08, 2006, 03:51 PM // 15:51
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#3
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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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Too bad you don't have mind wrack. Make them pay for off-hand switching.
Use Domination instead of Illusion - E. Burn to drop their health and energy.
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Nov 08, 2006, 04:27 PM // 16:27
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#4
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Desert Nomad
Join Date: Oct 2005
Guild: None, free and clear
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Mesmers now have Power Flux and Ether Phantom. Granted PF is pathetic, the result is net -3 nrg regen that lasts less but cannot be removed by focus swapping. My point being Wither quickly is becoming inferior even to the inferior Me nrg degen alternatives. And Wither cannot even remotely compete with Panic which is not only not conditional but also has "in the area" range. Also Malaise w/o Siphon is annoying. Since neither Malaise, nor Siphon need a lot of points in their respective attributes and both are slow cast skills, it becomes questionable why you would use them on a Necro.
But if you do insist on Wither, drop Malaise, use Ether Phantom and PB as covers. Wither, Conjure Phantasm, Parasitic Bond, Ether Phantom. That's 10 health degen and 3 nrg degen and it's an easy chain of hexes to unload (cast time 2/1/1/1). Plus if they remove any of the cover hexes in the chain, all the better. I wouldn't put much in Illusion or Insp (both Conjure Phantasm and EP are excellent at low levels of their respective attributes). I would however put some points in SR and take the 2 Sigs. Also, you don't need to pump up Curses to 16, you should use your attribute points more wisely, just find the break point for Wither and don't push it further.
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