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Old Feb 26, 2006, 06:14 PM // 18:14   #1
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Default Oro/SF MM Farm [Build]

This build is for Oro/SF farming build for Minion Masters, im using this when im MM at SF farming and it works brilliantly. So here is the stuff;

Necromancer/Elementalist
Lvl: 20

Atrributes:
Death Magic - 16 (12+1+3)
Soul Reaping - 10 (9+1)
Curses - 10 (9+1)

Skillbar:

Animate Bone Fiend (Death Magic)
Exploit nearest corpse to animate a lvl 18 bone fiend. Bone fiends can attack at range.
Energy: 25 Cast: 3 Recharge: 5

Barbs (Curses)
For 30 seconds, target foe takes 7 more damage when hit by physical damage.
Energy: 10 Cast: 2 Recharge: 30

Blood Of The Master (Death Magic)
Sacrifice 10% maximum Health. All adjacent undead allies are healed for 122.
Energy: 10 Cast: 1 Recharge: 5

Verata's Sacrifice (Death Magic)
Sacrifice 15% maximum Health. For 21 seconds, all undead allies gain 10 Health regeneration. All Conditions are removed from those allies and transferred to you.
Energy: 10 Cast: 2 Recharge: 30

Spinal Shivers (Curses)
For 30 seconds, whenever target foe is struck for cold damage while using a skill, that foe is interrupted, and you lose 7 Energy or Spinal Shivers ends.
Energy: 10 Cast: 2 Recharge: 15

Glyph Of Lesser Energy (Elementalist Non Attribute)
Glyph. For 15 seconds, your next Spell costs 15 less Energy to cast.
Energy: 5 Cast: 1 Recharge: 30

Glyph Of Renewal (Elementalist Non Attribute)
Elite Glyph. For 15 seconds, your next Spell instantly recharges.
Energy: 5 Cast: 1 Recharge: 15

Resurrection Signet
Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost.
Cast: 3


Weapons: I recommed Villnars Claw / Morgriff Scepter and Bortaks Bone Cesta but any other cheaper set is ok for this. NOTE: with Bortaks Bone Cesta you can get 20% chance to get lvl 19 Bone Fiend(s).

This build tested in 5 man Oro/SF farm team with:
1 Tank (Stances etc)
1 Monk (Bonder)
1 Monk (Healer)
1 N/Me (SS/Shivers)
And MM.

I also tried using Blood instead of Curses, and it didnt work so well.
If you have tried with Blood instead of Curses, shout me up and tell me your ideas, all flames/comments/critism is All Right.
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Old Feb 26, 2006, 07:53 PM // 19:53   #2
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Thanks so much. I've been trying to get a build for that. Just one question, where do you cap Glyph of Renewal.
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Old Feb 26, 2006, 07:56 PM // 19:56   #3
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Glyph of renewal is capped outside of ember light camp. perdition rock i think is the name.
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Old Feb 26, 2006, 07:58 PM // 19:58   #4
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Thought Oro was nerfed.
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Old Feb 26, 2006, 10:59 PM // 22:59   #5
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*this isn't meant to be a flame, just some helpful crits!*

I run SS on this run whenever I go, and it almost seems like your trying to take some of the SS's job away. I don't think you should bring spinal, as that one eats up energy (7 as compared to an SS's 4) and your barbs is only doing 7 extra damage as opposed to an SS's 12. Instead of bringing those, I would switch one out for aura of restoration, then put the 9 in blood and use dark bond for those dire situations, and leave the curses to the SS.

Just out of curiosity, what exactly was the SS's build for these runs?
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Old Feb 26, 2006, 11:02 PM // 23:02   #6
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-double post sorry!-

Last edited by Corth; Feb 27, 2006 at 05:16 AM // 05:16..
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Old Feb 27, 2006, 08:39 AM // 08:39   #7
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Barbs is just fine if the SS dosnt have it but if they do think about taking Mark of Pain instead. I use it with my MM for farming Tombs and although i only get an extra 16 dmg per hit thats 16 dmg x number of minions attacking for EVERY foe around your target.

You just see lines of numbers on your screen and it effectivly doubles the dmg output of your minions/fiends
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Old Feb 27, 2006, 08:51 AM // 08:51   #8
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If you want to help out with the interrupting, consider Gale. That only takes attribute level of 5 to work, and it blows the dwarfs over. Doesn't help with Wroth, but since he doesn't have other monks with him that hardly matters.

And for energy management consider substituting Glyph of Energy for Glyph of Renewal. However, I imagine you'd want to take two Animate spells then, so something else would have to go too.
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Old Feb 27, 2006, 01:53 PM // 13:53   #9
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Quote:
Originally Posted by Francis Crawford
And for energy management consider substituting Glyph of Energy for Glyph of Renewal. However, I imagine you'd want to take two Animate spells then, so something else would have to go too.
he uses both glyphs already...and i agree with everyone else that spinal should be left to the SS
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Old Feb 28, 2006, 10:28 AM // 10:28   #10
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I run this build fine, as its good have Spinal Shivers cause those warrior mobs can interrupt you so its like for in case skill with, and Barbs is nice skill to cast for boss and when Fiends attack it its must faster dead than tank killing him.

And about the Dark Bond and Aura of Restoration i dont know to deal it, but i can try it out on weekend.

If you guys have other skill replace ideas, im all ears.

Howdy and Hello!
-Dollztempta
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