Ascalonian Squire
Join Date: Dec 2005
Guild: [FoF] Fear Our Faction
Profession: W/
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N/Mo build for PvP
Profession: N/Mo
Name: Krugz Blood Necro, "KN"
Type:General PvP, possibly PvE (untested)
Category: Spiker
Attributes:
Blood Magic: 15 (12+1[minor]+2[major])
Death Magic: 3 (These are just extra points I put here for no particular reason, I do not use death magic.)
Soul Reaping: 10 (9+1[hat])
Curses: 11 (9+2[major])
+minor & major vigor runes (I didn't say superior cause personally I didn't get it yet, ya noobly indeed)
+PvP Truncheon 20/20
+PvP Idol 20/20
Skill Set:
Shadow Strike
Vampiric Gaze
Strip Enchantments
Offering of Blood {Elite, Blood Magic}
Life Siphon
Parasitic Bond
Well of Blood
Resurrect (*not signet, the none-attribute monk spell)
Summary: This build is made for very flexible necromancer play. The vamp gaze/shadow strike should be the main dmg of this build. For spiking one player: shadow strike, vamp gaze, life siphon, parasitic bond, OoB, shadow strike, vampg gaze, OoB repeat cycle till player is dead, can use variation depending on the players healing. I use strip enchantments quickly on healing monks, before my group targets and mass attacks him, and I also use the strip enchants for countering healing breeze on people trying to run from me. I often use it when a warrior with mending comes charging in, then I spike quickly with vamp gaze, shadow strike, life siphon, skip parasitic, OoB and then repeat. This + another strip enchantments if they last that long will most likely take out a warrior. Once some one on either team is dead, I cast Well of Blood and run for it, unless of course we're winning and need to move out of the area. If a teammate dies, I cast WoB first, then resurrect. This way 1) I don't get completely destroyed while I cast, 2) the player gets resed into a +6 regen area, and 3) lets others players come in together and help defend while I res. The reason I use resurrect instead of say, res signet, is because resurrect has a short cast time, can be used multiple times, and when combined with WoB, seems to work out the best for me. If you're group isn't doing so well, cast parasitic bond on one or two players, so that when things go bad and you have a well of blood up, you'll get two huge boosts to help you turn the tide. Oh and, if it's not obvious, use life siphon on multiple targets if you think the other team has mass degen necromancers/mesmers.
Use OoB to keep your energy up, don't be afraid of the HP loss, a quick vamp gaze + shadow strike, and a current running life siphon + parasitic bond will boost you back up.
Notes: a good healer will make your efforts wasted if you don't target the right members of the enemy team. I try to take out 1) monks with healing, 2) necromancers who are using sacrificing spells, 3) warriors who charge in alone (lol), 4) mesmers, seem to be weak to this type of build. Shock Hammer warriors eat this build for breakfast, if you see one running for you, cast life siphon and parasitic bond and then move back before they can close the gap. If they have mending, DON'T remove it yet! if you time it well, you can use strip enchantments to gain yourself back a lot of HP(assuming he closes the gap and your HP is dwindling) while at the same time letting your team take him out easier.
Credits: I made the build without influence, because it's a pretty simple build I would think some one else probably has made it before, but I didn't take this from anyone. I also did not see this build anywhere else on the necromancer forum, so I figured I'd post it. If this is already somewhere else, please feel free to remove this post, and sorry for the inconvience.
I posted this to see if anyone had any suggestions on what to improve without changing the build completely.I realize superior vigor would be better, I'm working on it.
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