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Old Jan 02, 2007, 10:19 AM // 10:19   #21
Lion's Arch Merchant
 
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Hey Divine, I thought I would add the orders build I use in Tombs to the thread as it might give you some ideas for your build.

Attributes are 16 Blood/11 Healing/9 Soul Reaping/5 Death

Wear all superior necro runes to bring your total health somewhere between 200-300 so that watchful spirit and mending will heal the saccing caused by spamming orders. Equip a 20% enchanting mod to make the orders last a little longer, it does make a notable difference.

Skills are: Blood of the Master, Order of Pain, Order of the Vampire, Heal Party, Watchful Spirit, Mending, Blood Ritual(or Extinguish or Aegis, etc.), Rebirth

The beautiful thing about this build is the support that it gives to both the monk/s and the MM. If there are a significant amount of creatures dying, as there is on a tombs run, then the orders necro will have an almost limitless supply of energy with which to spam his skills incessantly. I always run both orders on my bar since I believe in having my party enchanted with them all the time as opposed to just bringing one and waiting for it to recharge. Immediately after casting one of the orders I will check the health of my team. If there is a need for it, I will cast Heal Party. If not I will cast BotM whether it is needed or not since my energy is always topped up anyway. This helps the party in at least 3 ways; takes pressure off of MM's energy pool, enables MM to raise minions more quickly, keeps up a large minion army for faster killing. If the going gets rough, spam HP right after casting each order.

Another nice benefit of this build is BotM, both orders, HP, Extinguish, Aegis can all be used from a very safe distance, you dont need to be within earshot for them to affect your party which means if the team wipes you can run away and come back to rebirth the team.
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Old Jan 02, 2007, 08:38 PM // 20:38   #22
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You don't have to worry about waiting for Order of Pain to recharge- it doesn't HAVE any recharge. Use Light of Deliverance instead of OotV, which fits with the whole "radar range, stay out of battle" theory of the low-hp orders necro.
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Old Jan 02, 2007, 11:40 PM // 23:40   #23
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In theory, OotV lasts 6 seconds, and is available 7 seconds after casting, with fast recharge 20% of the time.

So in 14 seconds you can have either 12 with extra damage including lifestealing, or 14 with extra damage, 7 of which include lifestealing. And in the latter case there's a bit more casting cost as well, of course.

2 damage vs. 5 self-heal -- is the damage really the better choice?
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Old Jan 03, 2007, 05:50 AM // 05:50   #24
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Dang, I thought OoP had the same stats as OotV, so my bad.

Another alternative for healing would be to run Healer's Boon to boost the healing power of HP by 50% and cast it 50% faster. With 11 on healing, HP heals for 63. Cast HP while running HB and each party member gets healed for 94 instead. It doesnt matter that Healer's Boon is a divine favor skill, it still works on the next 10 healing prayers spells. Since it only costs 5 energy and is a 1/4 second cast, just recast it every time it runs out. Thanks for the tip on the instant recharge of OoP, I will change my orders build for tombs accordingly.

PS; if they nerf soul-reaping because of all the necro/rit stuff going on in HA I'm gonna flip!
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Old Jan 08, 2007, 01:46 PM // 13:46   #25
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Is this any better than
1 mm
1 monk
6 sf elementalists
?
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Old Jan 08, 2007, 03:46 PM // 15:46   #26
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Quote:
Originally Posted by qvtkc
Is this any better than
1 mm
1 monk
6 sf elementalists
?
Yup, i do think so, no physical damage boost as mentioned in posts above and the eles can run out of energy severely gimping their damage output (Try fighting a mob of roaring ethers and you'll see what I mean). You can give the necro blood ritual but keeping up that many eles will be hard for him. I have been thinking about a combo with SF eles and fragility tho. In theory target burns all the time, but it really isn't that good in practice. Flames go out every now and then. Fragility does damage when a condition is applied and ends on a target, so it might hurt an extra bit.
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Old Jan 08, 2007, 11:21 PM // 23:21   #27
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The problem with warriors is that you have to keep running to new monsters.

Why don't you run 8xMesmers with spiritual pain, shatter enchantment with assassin's promise? Surely that would beat most things
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Old Jan 09, 2007, 12:56 AM // 00:56   #28
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Quote:
Originally Posted by Scourgey
The problem with warriors is that you have to keep running to new monsters.

Why don't you run 8xMesmers with spiritual pain, shatter enchantment with assassin's promise? Surely that would beat most things
Wow, at 14+ dom and 8 to 10 deadly arts that would actually rape much of PvE. Quite inventive. I'd add wastrel's demise to put the damage over the top of even the toughest boss's health. What would you do for defense? Deadly paradox and feigned neutrality. Or would you just drop a spiker for a prot monk with aegis (to reduce the initial damage of each encounter) and light of deliverance?
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