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Old Feb 16, 2006, 07:02 AM // 07:02   #1
Ascalonian Squire
 
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Default Blood Spike

Necro/Mesmer
16 Blood (12+3+1)
13 Soul Reaping (12+1)

- Awaken the Blood
- Dark Pact
- Shadow Strike
- Vampiric Gaze
- Mark of Subversion
- Blood Renewal/Strip Enchantment*
- Offering of Blood (E)
- Resurrection Signet

A fairly basic spiking build, but it should be effective.
The basic idea of the spike, after using Awaken the Blood: Dark Pact-> Mark of Subversion-> Dark Pact-> Shadow Strike-> Offering of Blood-> Dark Pact-> Vampiric Gaze-> Dark Pact->

This does over 500 damage. Should be able to take down almost any target that is not healed, and with OoB, energy is not a big problem.

The flaws:
While life stealing skills will heal you, you will net more damage from Dark Pact than health stolen. (Warn your monk in advance, should only be a real problem if you are called and gained up on).
You can be easily shutdown by a good Mesmer build (if a problem Energy Burn could be replaced for Mantra of Resolve).
A monk could keep the target alive through the first spike, making you start over, but that is why you coordinate with the rest of your team to overwhelm the monks first.

Please tell me how effective you think the build would be, and any ways that I could make it more effective.
Constructive Criticism=Apreciated
Blatant Criticism=Not

*Edited from Energy Burn to be able to include Soul Reaping

Last edited by Baxen; Feb 17, 2006 at 02:30 AM // 02:30..
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Old Feb 16, 2006, 02:06 PM // 14:06   #2
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13 domination? Maybe im stupid (which Im not) but how can You get 13 domination with a necro.. ?
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Old Feb 16, 2006, 03:26 PM // 15:26   #3
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Quote:
Originally Posted by Baxen
Necro/Mesmer
16 Blood (12+3+1)
13 Domination (12+1)

- Awaken the Blood
- Dark Pact
- Shadow Strike
- Vampiric Gaze
- Mark of Subversion
- Energy Burn
- Offering of Blood (E)
- Resurrection Signet

A fairly basic spiking build, but it should be effective.
The basic idea of the spike, after using Awaken the Blood: Dark Pact-> Mark of Subversion-> Dark Pact-> Shadow Strike-> Offering of Blood-> Energy Tap-> Dark Pact-> Vampiric Gaze-> Dark Pact-> Energy Burn (If needed)

This does over 500 damage, well over if Mark of Subversion is used too (monks only). Should be able to take down almost any target that is not healed, and with OoB, energy is not a big problem.

The flaws:
While life stealing skills will heal you, you will net more damage from Dark Pact than health stolen. (Warn your monk in advance, should only be a real problem if you are called and gained up on).
You can be easily shutdown by a good Mesmer build (if a problem Energy Burn could be replaced for Mantra of Resolve).
A monk could keep the target alive through the first spike, making you start over, but that is why you coordinate with the rest of your team to overwhelm the monks first.

Please tell me how effective you think the build would be, and any ways that I could make it more effective.
Constructive Criticism=Apreciated
Blatant Criticism=Not
By energy tap did you mean energy burn?
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Old Feb 16, 2006, 04:40 PM // 16:40   #4
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What does the domination really do for you? Or did you mean Inspiration, or both, can't tell from your post since you list EB in the skills then show EB and ET in the description?

Can't you spam just necro skills fast enough and divert the points from Dom to Soul Reaping or curses? DP > SS > DP > VG > DP....
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Old Feb 16, 2006, 08:40 PM // 20:40   #5
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cant add runes if youre not a mesmer primary
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Old Feb 16, 2006, 10:42 PM // 22:42   #6
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You put 12 points into Domination just for Energy Burn???? Backfire would be a better choice given that you're already running MoS.

Or.... drop Domination entirely for Curses (you can run a rune here). Choose Shadow of Fear and Enfeebling Blood as good general purpose debuff curses.
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Old Feb 17, 2006, 02:24 AM // 02:24   #7
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about the 13 domination, my mistake, i was tired and not thinking much.
As far as using domination, it could be put into soul reaping, but i dont like relying on enemy deaths for energy. Energy Burn is the correct spell, and I used it because when i played mesmer, it was a reliable way to finsih off an enemy. I would use it to finish off an enemy who just barely survived, as their is nothing more anyoing than an enemy coming back from near death. But on further reflection, it probably would be better just to toss it out and replace it with another blood skill (maybe blood renewal) and put points in soul reaping. Thanks for the suggestion.
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Old Feb 17, 2006, 02:34 AM // 02:34   #8
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Here's what I run in random arena, it's pretty effective.

Attributes:
16 Blood
7 SR
Rest Healing

Awaken the blood
Shadow Strike
Vamp Gaze
Barbed Signet
Heal Breeze
Heal Seed
Healing Hands
Res Sig

The spike itself isn't huge, but it does a good amount of damage (over half health usually) and you can also heal yourself and others. The only problem (sometimes) is energy.
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Old Feb 17, 2006, 02:35 AM // 02:35   #9
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So this is a spike build, i've been wondering what sort of build I could put together with as the main attribute other than a battery build. Now this gives me a reason to try and get ahold of the attribute green items. *groans at remembering what the prices for those items was*
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Old Feb 17, 2006, 03:55 AM // 03:55   #10
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This is just as much curse as it is blood but yea

Curse 15
Blood 15
The rest where ever you want

Feast of Corruption (echoed = WEEEEE)
Suffering( yea 40 more dmg for every one and more hp for me)
Echo
Desecrate enchantments (after attemp to heal)
Vamp Gaze (finish)
Shadow Strike (when FoC is charging and usually on a fresh target)
Dark Pact(more finish)
Rez Sig or what ever

penis

Last edited by awelcomecomatose; Feb 17, 2006 at 04:11 AM // 04:11..
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Old Feb 17, 2006, 09:00 AM // 09:00   #11
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Quote:
Originally Posted by Baxen
A fairly basic spiking build, but it should be effective.
The basic idea of the spike, after using Awaken the Blood: Dark Pact-> Mark of Subversion-> Dark Pact-> Shadow Strike-> Offering of Blood-> Dark Pact-> Vampiric Gaze-> Dark Pact->
That is way, way, way too slow to be anything resembling a spike.

Quote:
This does over 500 damage. Should be able to take down almost any target that is not healed, and with OoB, energy is not a big problem.
So, what, this is a build meant for fighting monkless teams in the random arena? "Can take down almost any target that is not healed" is extremely weak praise for a damage build.


Quote:
A monk could keep the target alive through the first spike, making you start over, but that is why you coordinate with the rest of your team to overwhelm the monks first.
This is the real problem with the build, and it's a huge one. You just can't put out enough damage to worry any half-decent monk. And since you don't do anything besides damage, well... you aren't helping your team very much. You can talk about coordinating with your teammates to overwhelm the monks, but if that ever happens, it'll be almost entirely due to those teammates.

Quote:
Please tell me how effective you think the build would be, and any ways that I could make it more effective.
Constructive Criticism=Apreciated
Blatant Criticism=Not
I'd like to be more constructive, but the whole theme of this build is flawed. Blood nuking is just not an effective way to deal damage. (That's not to say that Blood's damage skills are bad skills; you just can't base a good build on them.)

If you really want to stick with this sort of build, though (and if you enjoy playing it, there's nothing wrong with that), you might try putting Blood Ritual in your #6 slot. That'll give you some depth as a support character. If not, then definitely go with Strip Enchantment over Blood Renewal.
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Old Feb 17, 2006, 09:30 AM // 09:30   #12
Ascalonian Squire
 
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Guild: Lore School[GWen]
Profession: N/Mo
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Quote:
Originally Posted by Baxen
Necro/Mesmer
16 Blood (12+3+1)
13 Soul Reaping (12+1)

- Awaken the Blood
- Dark Pact
- Shadow Strike
- Vampiric Gaze
- Mark of Subversion
- Blood Renewal/Strip Enchantment*
- Offering of Blood (E)
- Resurrection Signet

A fairly basic spiking build, but it should be effective.
The basic idea of the spike, after using Awaken the Blood: Dark Pact-> Mark of Subversion-> Dark Pact-> Shadow Strike-> Offering of Blood-> Dark Pact-> Vampiric Gaze-> Dark Pact->

This does over 500 damage. Should be able to take down almost any target that is not healed, and with OoB, energy is not a big problem.

The flaws:
While life stealing skills will heal you, you will net more damage from Dark Pact than health stolen. (Warn your monk in advance, should only be a real problem if you are called and gained up on).
You can be easily shutdown by a good Mesmer build (if a problem Energy Burn could be replaced for Mantra of Resolve).
A monk could keep the target alive through the first spike, making you start over, but that is why you coordinate with the rest of your team to overwhelm the monks first.

Please tell me how effective you think the build would be, and any ways that I could make it more effective.
Constructive Criticism=Apreciated
Blatant Criticism=Not

*Edited from Energy Burn to be able to include Soul Reaping

you should start off with Shadow strike right after awaken the blood because then the targets hp is still above the half causing you to double your damage and steal life
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