Aug 15, 2006, 05:39 AM // 05:39
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#1
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Pre-Searing Cadet
Join Date: Jun 2006
Guild: The Bleeding Swords [RED]
Profession: Mo/Me
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N/Me Golem Master Build
I am a level 18 Necromancer/Mesmer. I have captured flesh golem and I am looking for a good golem build. I am keeping mesmer because i plan on being an ss also for UW runs. I would appreciate any help including armor and weapon suggestions.
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Aug 15, 2006, 03:05 PM // 15:05
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#2
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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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My N/Me's MM build is:
Animate Flesh Golem (e)
Animate Bone Minions
Animate Bone Fiend
Death Nova
Blood of the Master
Verata's Sacrifice/Signet of Capture
Blood Renewal
Rez Signet
I still have my infused Bonelace Armor from Droknar's Forge. Wand - anything that does max damage and gives bonus to faster recharge, faster cast, and if possible + energy
Off-hand, + 12 energy (faster recharge, faster casting); +1 death magic x%
Death Magic: 12 (+scar + rune)
Soul Reaping: 12 (+rune)
Blood Magic: 3 (+rune)
The object is to max out on death magic and get high soul reaping (energy gain), then blood magic (will heal you lots at level 4 and higher)
Hope this helps.
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Aug 15, 2006, 03:12 PM // 15:12
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#3
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Wilds Pathfinder
Join Date: Nov 2005
Guild: [NICE]
Profession: Mo/
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Quote:
Originally Posted by Spartacus556
I am a level 18 Necromancer/Mesmer. I have captured flesh golem and I am looking for a good golem build. I am keeping mesmer because i plan on being an ss also for UW runs. I would appreciate any help including armor and weapon suggestions.
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have you made it to senji's corner yet. I would recommend changing your secondary to monk when you want to MM and mesmer when you want to SS. it takes just a few seconds of your time and you won't be such a burden to the monk on your team when you spam blood of the master.
as far as a build....choose what minions you want to take and bring blood of the master to keep them alive. run with henchies until you find what you like. everyone's build is different and they all work.
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Aug 18, 2006, 05:19 PM // 17:19
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#4
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Krytan Explorer
Join Date: Jun 2006
Location: Lower Ward, Sigil
Guild: Goda Vos
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Huh?
1. The standard MM these days don't don't require skills from the secondary profession.
2. There's nothing stopping you from changing your secondary back to /Me whenever you want. So it's not very smart to limit yourself to /Me forever...
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Aug 18, 2006, 05:32 PM // 17:32
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#5
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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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Quote:
Originally Posted by Angel Netherborn
Huh?
1. The standard MM these days don't don't require skills from the secondary profession.
2. There's nothing stopping you from changing your secondary back to /Me whenever you want. So it's not very smart to limit yourself to /Me forever...
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Why are you confused?
1. There are many people who don't understand that Necromancers can heal themselves, so they choose /Mo for Heal Area so they can gather their minions in a circle and heal Minions and themselves (no sac).
2. Its called waisting time. Why is it waisting? Simple, go to Senji's Corner, change, do whatever, go back to Senji's Corner, change again. As you said, you don't need a secondary to be a MM, so why bother going to Senji's in the first place?
Limitation? N/Me is one the most versatile combos in the game. True, people I suppose can try different combos to see what they like and don't like with the Necromancer. To me that's just a waste of time and money. Capping so many elites (going for title?), buying so many skills. Sigh, too much for me.
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Aug 18, 2006, 08:30 PM // 20:30
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#6
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Forge Runner
Join Date: Jun 2005
Location: Inside
Guild: Fifteen Over Fifty [Rare]
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Quote:
Originally Posted by Angel Netherborn
1. The standard MM these days don't don't require skills from the secondary profession.
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The standard MM? I could make a solid case that the standard MM is still N/Mo.
Is N/Mo required? Nope. You can run any secondary, or none at all. But N/Mo (for Heal Area) is a very solid choice, probably the best, for a dedicated MM (meaning you're not throwing interrupts, attack skills or what not)
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Aug 19, 2006, 04:22 PM // 16:22
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#7
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Frost Gate Guardian
Join Date: May 2006
Location: Holland
Guild: Newbies 'R Us [NRU]
Profession: A/E
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OK sorry , having build an MM a long time ago and refind it since.
My necro can switch easily between MM, SS nuker and Orders.
For MM I am N/Mo for SS N/Me and orders N/Mo again.
The thing people for get is that the skills to heal minions that come from a Necro kill you minions faster after a while and it becomes impossible to keep them going when going back into a fight.
I tend to use healing crcle (factions skill) to heal them between fights and a necro heal (usually blood of the master) to heal in a fight when I know I can replace them any ways.
And well if you have senji's(factions) or the crystal desert(prophecies) you can swirtch easy between skills anyways and if they want a SS they are usually also willing to wait a few minutes while you change proffession.
The added bonus to havinf monk skills in llike the tombs or urgoz just means you are not depended on staying near a monk and even are able to run out and heal this key person without endangering the monks.
As for weapons go for a wand and offhand you don't , or rarely, fight an enemy direct so the damage is secundairy you want the HCT and HRT bonus and as much energy as you can get. for energy management well take animate minions and they die quick enough for you never run out of energy (or rarely, you will always run into a situatioon you can not keep up ).
I in general have about 57 to 69 energy depending on my weapon sets.
You wanne know more about my build check here : http://board.nru-guild.net/viewtopic.php?t=2
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Aug 21, 2006, 04:03 PM // 16:03
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#10
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Frost Gate Guardian
Join Date: May 2006
Location: Holland
Guild: Newbies 'R Us [NRU]
Profession: A/E
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Ok I can not watch my flesh golum timer as it outlives oit almost 3 times over if I do NOT use blood of the master. Kairis healing circle can heal up to 10 minions and some party members easily.
The trick is to use it right after you moved as they will bunch up around you if you stand still for a while they will move apart and then you can not heal them indied.
Added bonus to taking a skill like tht is that if you have to use BotM you can heal your self enough not to get into trouble.
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Aug 21, 2006, 04:27 PM // 16:27
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#11
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Wilds Pathfinder
Join Date: Nov 2005
Guild: [NICE]
Profession: Mo/
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Quote:
Originally Posted by killerareso
dont use heal area to heal your minions. Couse most of the time they dont fit in the area and its a waste of energy..
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that's just not true.
heal area isn't a good choice when you're in the middle of a fight. but after, when your minions come back to you and surround you, it works very well.
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Aug 21, 2006, 04:57 PM // 16:57
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#12
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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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Archane Echo is too expensive for me to consider for a MM build. Why mention monk skills if you have Archane Echo?
I still belive that you are better off with pure necro spells than with mixing and matching with other professions.
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Aug 23, 2006, 10:39 PM // 22:39
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#13
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Wilds Pathfinder
Join Date: Jul 2006
Location: Hawaii
Guild: Clan Of Elders
Profession: N/
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Quote:
Originally Posted by Pick Me
My N/Me's MM build is:
Animate Flesh Golem (e)
Animate Bone Minions
Animate Bone Fiend
Death Nova
Blood of the Master
Verata's Sacrifice/Signet of Capture
Blood Renewal
Rez Signet
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If you aren't going to use any Mes. skills, why not take the Monk secondary if only for the reuseable rez's? Or Rebirth to save a near wipe?
I haven't used the Mes. sec. for a MM build yet though. I like being able to use Heal Area/Circle in conjunction w/BotM between battles. BotM --> Heal Area --> BotM --> Heal Area can keep them going w/o bugging your monk who's running ahead w/ the rest of the group.
I need to check out Blood Renewal though....
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Aug 23, 2006, 11:00 PM // 23:00
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#14
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Academy Page
Join Date: May 2006
Profession: W/N
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rit makes a fine second prof. for MM. I only use the recuperation spirit and sometimes generous was...
somethin like
vamp horror
bone horror
botm
golem
deathly swarm
recuperation/death nova
generous/taste of death
flesh of my flesh/res sig/other
once you have a mostly vampiric army you really don't need healing skills. that build makes it through the game with henchies. I often bring 2 monk and 1 rit hench and they keep my minions alive quite nicely while running from pile to pile.
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Aug 24, 2006, 04:19 AM // 04:19
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#15
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Forge Runner
Join Date: Jan 2006
Location: Toronto
Guild: Hopping
Profession: Mo/A
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Here's my N/X build
Animate Bone Fiend
Animate Bone Horror
Animate Bone Golem [E]
Blood of the Master
Verta's Sacrifice
Deathly Chill (Used for pets/animals that are not hostile, they provide corpses)
Cap sig
Rez sig (Rebirth prefered, if not, some other Monk ressurection spell)
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Aug 24, 2006, 12:52 PM // 12:52
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#16
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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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Quote:
Originally Posted by BladeDVD
If you aren't going to use any Mes. skills, why not take the Monk secondary if only for the reuseable rez's? Or Rebirth to save a near wipe?
I haven't used the Mes. sec. for a MM build yet though. I like being able to use Heal Area/Circle in conjunction w/BotM between battles. BotM --> Heal Area --> BotM --> Heal Area can keep them going w/o bugging your monk who's running ahead w/ the rest of the group.
I need to check out Blood Renewal though....
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The reason for no /mo is because,
1) As good as a hard rez is, 1 rez signet can rez a monk or rit or /mo who has rebirth/resurrect/etc. so I don't need to waste energy rezing people.
2) I don't use MM all the time, I use SS mostly, and I can switch on the fly to MM, Blood Spike, condition, health degen, interupt, battery, etc. I don't need to tell the group, "oh, you want me to be SS, I gotta go an change my 2ndary then."
Blood Renewal sacs 25% life, but grants good health regen and a nice heal when it ends. This why I don't need Heal Area, Healing Breeze or anything that is high energy.
Poison Ivy - I think you should refrase your comment on Deathly Chill. It sounds like you want to use it on ally pets.
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Aug 25, 2006, 05:56 AM // 05:56
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#17
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Krytan Explorer
Join Date: Jun 2006
Location: Lower Ward, Sigil
Guild: Goda Vos
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Right. Sorry about my previous post coming across as rather arrogant and unforgiving. Was a bit grumpy that nite
My standard MM was referring to the pure necro skills build. The only use for /Mo that I have is Rebirth (still better than res sig becos you don't have to get so close). I use BotM and Verata's (yes, despite the nerf, I still think the regen is pretty good) for keeping the mnions alive.
Heal Area helps with self-healing, so when just starting out as an MM, it's good to bring it. But once you get the hang of keeping out of battle (or getting good monks or controlling henchmen), it becomes slightly optional. I still bring it when there could be alot of MMs around, like Vizunah.
But good point about wasting time having to change profession all the time.
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