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Old Aug 23, 2006, 02:42 AM // 02:42   #1
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Location: Fort Aspenwood
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Default Cultist's Fervor Damage/Support Build

Hades Oranos's Vampiric Support Build

Necromancer/Monk
Level: 20

Blood Magic: 16 (12+4)
Healing Prayers: 12
Protection Prayers: 3(Or 5 Soul Reaping)

Life Siphon (Blood Magic)
For 25 seconds, target suffers -3 Health degeneration, and you gain +3 Health regeneration.
Energy:10 Cast:2 Recharge:2

Lifebane Strike (Blood Magic)
Target foe takes 50 shadow damage. If that foe's Health is above 50%, you steal up to 50 Health.
Energy:10 Cast:2 Recharge:8

Vampiric Gaze (Blood Magic)
Steal 63 Health from target foe.
Energy:10 Cast:1 Recharge:5

Cultist's Fervor [Elite] (Blood Magic)
For 21 seconds, your Spells cost -7 Energy to cast but you sacrifice 14% maximum Health each time you cast a Spell.
Energy:5 Cast:1 Recharge:30

Healing Breeze (Healing Prayers)
For 10 seconds, target ally gains +8 Health regeneration.
Energy:10 Cast:1 Recharge:2

Heal Party (Healing Prayers)
Heal entire party for 67 points.
Energy:15 Cast:2 Recharge:2

Extinguish (Protection Prayers)
Spell. Remove one condition from each party member. Party members relieved of Burning are healed for 28 Health.
Energy:15 Cast:0.25 Recharge:10

Heal Other (Healing Prayers)
Heal target other ally for 151 points.
Energy:10 Cast:0.75 Recharge:3

Ive really wanted to play with Cultists Fervor and this was a little idea floating around in my head since I saw the possibilities. The build can be used for support and offense, the offensive skills are cheap(3 energy while under Fervor), and the Defensive spells cost 8 energy, and Healing Breeze is used for covering the sac of the spells, covering the enchantment itself(if it gets stripped, dont worry, it costs 3 energy to reapply it)and possibly to heal others. Heal Other is really a filler skill, you can add anything that you like.

As always, criticism, comments and compliments are welcome.

Many thanks to GWFreaks for the Character Builds tool.

Last edited by Lord Oranos; Aug 23, 2006 at 02:55 AM // 02:55..
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Old Aug 23, 2006, 03:12 AM // 03:12   #2
Wilds Pathfinder
 
Join Date: Nov 2005
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I don't like it the liability i mean.
When you have to put more pressure on the monks healing to "support" them I consider it a self-contridicting build. I don't believe regen would do very much for the sacs either not even a full regen.


I love that you try this unexplored stuff all the things that arent massively used!
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Old Aug 23, 2006, 03:35 AM // 03:35   #3
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Eh, its hard to say, I havnt been able to use this in gvg, but with the 10 regen I get from spamming life siphon(now costs 3 energy), and healing breeze, I can either wait a couple seconds, or let the regen do its job as I cast my spells. I havnt been killed yet, but I havnt had much pressure put on me either...if I do have people breathing down my neck Ill kite a bit and let the regen heal me while they either chase me, usualy to their death, or they switch targets.

Remember that the sac is only while you are casting, and most of the skills I use steal life, or heal it, with the exclusion of Extinguish and Life Siphon(not direct life steal, over time yknow). Oh, and btw Ive been doing alittle trick near the end of cultist's where I time it so that it ends when I cast a spell, meaning that I get the energy reduction without the sac. Nothing major, but I thought it was pretty cool.

Its not as user friendly as the E/Mo but since Ive yet to make one(>.>), I can deal with the sac.

Last edited by Lord Oranos; Aug 23, 2006 at 03:49 AM // 03:49..
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Old Aug 23, 2006, 08:54 PM // 20:54   #4
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I have tried many elites on my sac necro build including cultist fervor. I ended up going with ritualist elite on my necro sac build for 2 reasons.

1: the ability to reduce dmg done by melee class thru vamp absorbtion.
2: the detrimental effect rit vengful skills have on spirit spammers and Minions.

Cultist fervor is great for energy managment but even maxed out the constant sac is hard to maintain. The death/Blood combo has many more effective health recovery skills so monk imo is not an effective way to counter the negative effect of fervor.

I commend you on your build and if it works for you, great.
I'd rework some skills and attributes and see what you can come up with on the redraft.
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Old Aug 24, 2006, 12:44 AM // 00:44   #5
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True, this build is meant to imitate a E/Mo "Blinding Prodigy"(spiffy premade name :O). The damage is alittle better than the premade, being able to score higher damage on enemies with higher al and the ability to penetrate certain protections. I could make a much more offensive build with this, but, then again I have to ask myself "Why take this over Offering of Blood?".


I remember fighting a Cultist's Fervor Necro and it was very easy to stip the enchant and proceed to defeat him due to his high costs spells taking the true energy cost. *Sighs* I guess its yet another elite thats too impractical to make a build for.

Then again maybe I should just make an Elementalist already
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Old Aug 24, 2006, 12:47 AM // 00:47   #6
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Guild: Hopping
Profession: Mo/A
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Wouldn't a simple Tainted deal more damage? For some spiking extra, a Bitter Chill or Deathly Chill or whatever it's called could be brought along.
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