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Old Aug 09, 2006, 11:38 PM // 23:38   #1
Ascalonian Squire
 
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Join Date: Dec 2005
Guild: [FoF] Fear Our Faction
Profession: W/
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Default 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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Old Aug 10, 2006, 01:35 AM // 01:35   #2
Jungle Guide
 
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Join Date: Aug 2005
Location: Illinois, US
Guild: Heroes of Talia [HoT]
Profession: Mo/
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Most of it seems ok, but you should definitely get rid of Resurrect. Not only does it take 6 seconds to cast, during which time you could be easily killed or interrupted, but your teammate is ressed with 25% health and 0 energy, meaning he will almost certainly die again right away. Res sig is really the only viable option unless you have Fast Casting. If you absolutely must have a reusable res, Resurrection Chant is a better option because it can res them with full health and a little mana.
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Old Aug 11, 2006, 07:29 PM // 19:29   #3
Lion's Arch Merchant
 
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Join Date: Mar 2006
Guild: [SoB]
Profession: R/
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Rez sig ftw.
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Old Aug 11, 2006, 09:45 PM // 21:45   #4
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Join Date: May 2005
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better of using superior Blood, you only have 1 skill that uses curses.. It's very similar to my bloodspike build with a couple of differences;

I use consume corpse instead of well of blood, good for energy management, 15 energy is very heavy on energy, the effects of it are.. alright though, It's just that if you use that when someone dies you'll grow short on energy I'd guess.

I fitted Lifebane Strike in there, for the double Shadow/Lifebane nuke that does 200 damage. You choose for Strip Enchantments instead, it does take away a bit of the spike damage, but strip enchantments has its uses (cast it directly after MoR :X).

I agree with the rest, get res signet instead, ressurect is just way too slow... and bad really.
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