Ascalonian Squire
Join Date: Apr 2007
Guild: iS
Profession: W/
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Builds For Comment
These are the builds I currently play. Comments are appreciated. I greatly appreciate short direct comments, as long as they have something to say and aren't purely troll-flaming.
I do not claim to have come up with these builds myself, I've received help and suggestions from many sources.
If and when I change the build I'll edit this post - also, i'll bump the thread with what has changed.
Items Sets are optional, though beneficial, for build unless otherwise noted (Only useful bonuses of item are listed)
I'm not including armor, only cumulative Stat/Skill Bonuses (Only useful bonuses of armor are listed, except Standard Energy Regeneration)
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HEX BUILDS
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NMe Persistent Echo Reaper's Degen
Blood Magic 3, Soul Reaping 8, Inspiration 11, Illusion 11
[skill]Mantra of Persistence[/skill][skill]Arcane Echo[/skill][skill]Reaper's Mark[/skill][skill]Illusion of Pain[/skill][skill]Parasitic Bond[/skill][skill]Phantom Pain[/skill][skill]Blood Ritual[/skill][skill]Resurrection Signet[/skill]
Totem Axe (Enchantments last 20% longer, Energy +5)
Kole's Gauntlet (Energy +12, Health +30)
Soul Reaping +3, Energy +8
Maintain Mark of Persistence, Arcane Echo when pull starts, Reaper's Mark, Illusion of Pain, Parasitic Bond targeted non-boss foe, tab off and reapply, repeat, for bosses cover with Phantom Pain instead of Parasitic Bond, Blood Ritual on Monk as necessary
Comment: Consistent and energy efficient with a well targetted group, full degen lasts nearly 18 seconds beyond application of 3rd (cover) hex
Responses:
- "[MoP] extends the Illusion Magic by % and not seconds, right?" - Yes, with 11 Illusion MoP extends illusion enchantments by 76% or 7.6 seconds for the 10 second IoP.
- "Since the cap of 10 degen is met, you don't need IoP." - The point of higher degen than max is to ensure any regen is countered and full 10 bips of degen remain applied.
- "Parasitic Bond as a cover hex would benefit you. Phantom Pain would be better used with this build" - Haven't seen Phantom Pain before, and would be an excellent cover hex on bosses (due to slow recharge), parasitic bond is an efficient cover hex for non-boss foes. (Build Updated)
- "degen blows drop it" - I've found that for areas with balanced pulls where other builds are inefficient due to lack of clumping or split damage types (melee vs ranged vs spells) this remains very efficient, also any regen is negated almost entirely and continues to apply full degen (10 bips)
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NMe Echo Spiteful Haste
Soul Reaping 9, Blood Magic 9, Curses 12
[skill]Arcane Echo[/skill][skill]Spiteful Spirit[/skill][skill]Reckless Haste[/skill][skill]Defile Enchantments[/skill][skill]Desecrate Enchantments[/skill][skill]Enfeebling Blood[/skill][skill]Blood Ritual[/skill][skill]Resurrection Signet[/skill]
Kaolin Accursed Staff (Energy +10, HCT Curses Spells 20%, HSR 20%, Health +30, Curses +1 20%)
Curses +4, Soul Reaping +3, Energy +6
Arcane Echo at pull, Spiteful Spirit and Reckless Haste clumped foe, Spiteful Spirit second foe, Desecrate Enchantments and Defile Enchantments for extra damage, Enfeebling Blood used on loose foes in the casters, Blood Ritual monk as necessary
Comments: I dont like using builds that everyone uses, but SS is just too powerful to ignore.
Responses:
"Drop Mark Of Pain and get Defile Enchantments ... you concentrate on different enemies" - Although I've found very effective use of Mark of Pain while in a group with an MM, in general, this comment is well founded. (Build Updated)
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SUPPORT BUILDS
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NMo Awakened OoV
Healing Prayers 9, Soul Reaping 9, Blood Magic 12
[skill]Awaken the Blood[/skill][skill]Order of the Vampire[/skill][skill]Healing Breeze[/skill][skill]Blood Bond[/skill][skill]Smite Hex[/skill][skill]Blood Ritual[/skill][skill]Mending[/skill][skill]Rebirth[/skill]
Totem Axe (Enchantments last 20% longer, Energy +5)
Idol (Energy +12, HCT Blood Magic Spells 20%, HRT Blood Magic Spells 20%)
Blood Magic +4, Soul Reaping +3, Energy +6, Health -225
Maintain Mending and AtB, Bond Tank/Puller when pull starts, Maintain HB during combat, OoV upon recharge, Remove Hex as necessary and available, BR Monk as necessary, Rebirth from safe distance during combat
Comment: Mending+HB gives full regen and so orders saccing does not require support from monk, bond degen = mending regen, -225 Health sufficiently displaces sac costs while maintaining a bit of survivability
- "blood renewal is better than mending and healing breeze" - I chose HB+Mending over blood renewal because its good enough to keep me healed and ensures there isn't a conflict between casting blood renewal or OoV, especially important since I am not packing OoP
- "Where is order of pain" - I dont take Order of Pain because it nullifies OoV during overlap and with 20% Extended enchants, coverage is still 6 of 7 seconds, HSR or HCT proccing means an iteration of full coverage, meaning on average, over 35 seconds only 3 seconds are not covered by OoV
- "Bring remove hex" - In this build it is essential that as soon as OoV is up I can cast it, not doing so means OoV could be down for longer than 1 second. In order to prevent this from happening, I've chosen to use smite hex since it has a 1 second cast where remove hex has a 2 second cast.
- "Bring ... mend condition" - I should clarify this build has only been tested in tombs, as such, no condition removal is needed there.
- "place [points] into soul reaping" - Because I am not spamming two orders, this build does not have energy issues, as such low soul reaping is acceptable.
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NMo BiP Cond-Hex Support
Protection Prayers 4, Soul Reaping 7, Healing Prayers 10, Blood Magic 12
[skill]Blood is Power[/skill][skill]Blood Renewal[/skill][skill]Dismiss Condition[/skill][skill]Remove Hex[/skill][skill]Heal Party[/skill][skill]Heal Area[/skill][skill]Rebirth[/skill][skill]Resurrection Signet[/skill]
Totem Axe (Enchantments last 20% longer, Energy +5)
Idol (Energy +12)
Blood Magic +4, Soul Reaping +3, Energy +6, Health -300
Maintain Blood Renewal during combat, Blood is Power as necessary (Almost always BiP right before BR ends), Mend Condition and Remove Hex as necessary and available, Heal Party when 4 or more allies are taking damage, Heal Area if you pull aggro, Rebirth from safe distance during combat, Resurrection Signet should be saved for a monk's death.
Comment: Standard BiP, nothing Special
Responses:
- "i wouldn't bother with the condition thingy" - I chose to help with conditions because I have the energy and time between BiPs, Perhaps Smite Hex and Dismiss Condition are functionally better than Draw Conditions and Plague Sending (Updated Build)
- "Bring Dwayna's Sorrow" - Dwayna's Sorrow is only trigged when someone dies, unless an MM is present this is hopefully not happening often. I fail to see the general advantage of bringing this skill.
- "Bring ... draw conditions" - I abandoned draw conditions/plague sending in favor of mend condition,later I dropped mend conditions, since it can only target other ally, in favor of dismiss condition (Build updated)
- "Bring ... remove hex" - Due to the nature of the build, having a 1 second cast hex removal isn't necessary and the lower recharge time of remove hex makes it more attractive (Build updated)
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NUKE BUILDS
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N OoB Blood Nuke
Soul Reaping 12, Blood Magic 12
[skill]Offering of Blood[/skill][skill]Signet of Lost Souls[/skill][skill]Dark Pact[/skill][skill]Jaundiced Gaze[/skill][skill]Vampiric Gaze[/skill][skill]Signet of Capture[/skill][skill]Strip Enchantment[/skill][skill]Resurrection Signet[/skill]
Totem Axe (Enchantments last 20% longer, Energy +5)
Idol (Energy +12, HCT Blood Magic Spells 20%, HRT Blood Magic Spells 20%)
Blood Magic +4, Soul Reaping +3, Energy +6, Health -225
Spam Death Pact, Jaundiced Gaze, Vampiric Gaze on recharge, Signet of Lost Souls as available, Offering of Blood as necessary, Strip Enchantment as necessary
Comment: Useful for capping since it requires no secondary, fairly low damage output comparitively
Responses:
"signet of capture [doesn't] belong in a build" - I agree with this statement and will update once I find an appropriate skill to update it with.
"Take Blood Of The Aggressor and Barbed Signet" - Although these are good skills in their own right, the three attacking skills can already be spammed, and in order to increase the already low damage output to as high as possible, bringing extra attacks seems unneccessary. Blood of the Agressor hits for less than death pact, and Barbed Signet requires a 2 second cast.
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NA Awakened Ravenous Nuke
Shadow Arts 3, Soul Reaping 12, Blood magic 12
[skill]Viper's Defense[/skill][skill]Signet of Lost Souls[/skill][skill]Dark Pact[/skill][skill]Ravenous Gaze[/skill][skill]Vampiric Gaze[/skill][skill]Demonic Flesh[/skill][skill]Awaken the Blood[/skill][skill]Resurrection Signet[/skill]
Vampiric Brass Spear of Enchanting (Enchantments last 20% longer, "I Have the Power!" Energy +5, Health Regeneration -1)[required for build]
Idol (Energy +12, HCT Blood Magic Spells 20%, HSR Blood Magic Spells 20%)
Blood Magic +4, Energy +4, Health -75+66
Maintain Viper's Defense, Demonic Flesh, Awaken the Blood, Equip and Unequip Vampiric Weapon to maintain health at 50% between pulls, Death Pact to drop health under 40%, Ravenous Gaze when health is under 40%, Vampiric Gaze followed by Death Pact can be used during recharge of Ravenous Gaze
Comment: Very High Damage but fairly fragile build, The higher your health the better to reduce effect of RG,VG on life percentage, better off-hand is from Adept of Bone (Energy +12, HSR Blood Magic Spells 20%, Health +30) [collectors item, collector requires amulet of the mists], armor could be upgraded to superior vigor instead of major vigor to fully offset the health reduction from rune, this is a VERY fun build to play.
Thanks,
Unlike Tea
Last edited by unliketea; Apr 24, 2007 at 05:15 AM // 05:15..
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