Nov 07, 2007, 12:46 PM // 12:46
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#1
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Ascalonian Squire
Join Date: Sep 2007
Guild: I need a good PvE guild***
Profession: W/Mo
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N/Mo or N/Me
Im starting a new charcter after compleing the game with a w/mo. Should i go with a n/mo or n/mes? Which is more beneficial and or more helpful in both the long and short run? Pros and cons would be appreciated.
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Nov 07, 2007, 03:12 PM // 15:12
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#2
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Frost Gate Guardian
Join Date: Oct 2005
Location: The Crystal Desert
Guild: Guild of Dangerous Surprise[GODS]
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N/Me is more fun imo. Also that combination will give you access to the most hexs and spells and helps out with energy managment (although thats not to big of a deal with soul reaping). You can also get arcane echo and spam around some of your more powerful necro spells, though that doesnt really mean you have to start as a mesmer.
N/Mo might be better if you want to MM or maybe 55 (I just bought the necissary skills so thats not really a big deal) but you really dont need a monk secondary as much for self heals witha necro becaue of all the life steal spells.
Last edited by Khasar; Nov 07, 2007 at 03:14 PM // 15:14..
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Nov 07, 2007, 03:16 PM // 15:16
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#3
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Lion's Arch Merchant
Join Date: Sep 2007
Guild: They May Be Dead [DEAD]
Profession: N/
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Unless you go a minion necromancer early on, monk secondary will be all kinds of useless to you. As a mesmer secondary you'll find it to be effective from the get go in pre searing to Yaks bend. (For the most part, as a Prophecies character, you don't even get good minions, or minion support skills, until well into Kryta anyways. As a mesmer secondary, you'll be the ultimate 'no you didn't' character in pve and then you get elites and arcane echo and suddenly you're h4x.)
Last edited by Drakken Breathes Fire; Nov 07, 2007 at 11:14 PM // 23:14..
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Nov 07, 2007, 04:58 PM // 16:58
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#4
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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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Benefits of N/Me:
Hexmaster - complementing hexes
Condition Spreader - Necro creates the conditions, Mesmer spreads them around
Mesmer has Illusion of Haste, Necromancer can send out the crippling effect to enemy
Mesmer can copy a spell that the Necro has (or even copy a Mesmer spell)
Mesmer has hex removal
Mesmer can gain more energy (even though Necromancers have the best energy gain ability in the game)
Cons:
No hard Rez
Little defense
Mesmer has very poor self-healing
Benefits of N/Mo:
Good at MMing
Good self-heals
Can act as a Monk Assistant
Hard Rez
Good Defenses
Act as a 55 Necro
Hex Removal
Condition Removal
Cons:
No movement spells
I have a N/Me.
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Nov 07, 2007, 06:18 PM // 18:18
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#5
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Ascalonian Squire
Join Date: Aug 2007
Profession: W/Mo
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N/M N/Mesmer
Quote:
Originally Posted by Drakken Breathes Fire
Unless you go a minion necromancer early on, monk secondary will be all kinds of useless to you. As a mesmer primary you'll find it to be effective from the get go in pre searing to Yaks bend. (For the most part, as a Prophecies character, you don't even get good minions, or minion support skills, until well into Kryta anyways. As a mesmer secondary, you'll be the ultimate 'no you didn't' character in pve and then you get elites and arcane echo and suddenly you're h4x.)
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LOL this is too funny.. I enjoyed this response. I actually started a necro in factions and I am finding the mesmer secondary much more effective in pve. Now eventually I will make my guy a 55 necro and for that I will switch to monk but thats for solo play.
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Nov 07, 2007, 08:44 PM // 20:44
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#6
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Forge Runner
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
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What campaign?
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Nov 08, 2007, 08:15 PM // 20:15
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#7
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Lion's Arch Merchant
Join Date: Aug 2006
Profession: N/Me
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Quote:
Originally Posted by Pick Me
Cons:
No hard Rez
Little defense
Mesmer has very poor self-healing
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in some curse builds when i need the extra defense i take away my hexers vigor and lost souls and swap to inspiration magic, physical/elemental resistance depending on area is a nice instant +40 armor in a stance so hard to remove
and also in inspiration is ether signet for easy energy or energy drain for even more energy but u gotta have good reactions
and as for no self-healing there is energy feast which is a great heal on a curse build. at 10 insp thats 111hp for 5en and only an 8 sec recharge, not good if you are getting swarmed but insideous parasite helps to lessen the suffering
and as for n/mo
i find the only real use for a mo secondry is 55ing, 105hp bipping, for mm i go N/D mystic regen works great
Last edited by ragamuffin; Nov 08, 2007 at 08:25 PM // 20:25..
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Nov 08, 2007, 09:27 PM // 21:27
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#8
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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 ragamuffin
in some curse builds when i need the extra defense i take away my hexers vigor and lost souls and swap to inspiration magic, physical/elemental resistance depending on area is a nice instant +40 armor in a stance so hard to remove
and also in inspiration is ether signet for easy energy or energy drain for even more energy but u gotta have good reactions
and as for no self-healing there is energy feast which is a great heal on a curse build. at 10 insp thats 111hp for 5en and only an 8 sec recharge, not good if you are getting swarmed but insideous parasite helps to lessen the suffering
and as for n/mo
i find the only real use for a mo secondry is 55ing, 105hp bipping, for mm i go N/D mystic regen works great
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So you drop points from Soul Reaping in favor of Inspiration Magic. You have a mantra stance (physical/elemental) and take Ether Feast.
Honestly, I'd rather have a passive energy grab and 1 skill that gives me both energy and health, than have 2 skills that grant me the same (albeit more in both).
[skill]signet of midnight[/skill] or [skill]reckless haste[/skill][skill]price of failure[/skill][skill]spirit of failure[/skill] are good defenses, but to do it on 1 enemy isn't good.
You can even go illusion with [skill]distortion[/skill], as blocking is better than lessening the damage (aka + armor). Although you can't block spells.
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Nov 09, 2007, 01:16 AM // 01:16
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#9
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Forge Runner
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
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There are loads of uses for N/Mo in PvE.
BiP (as said above, though often outshone by N/P)
Order (again, I can usually present a better N/P variant)
Healer (feasible in many-death areas, and in which PvE areas do things not die? Although N/Rt is usually superior)
Smiter (Scourge Healing/Enchantment are very nice "necro" hexes)
Great defense
Farming
MM
All in all the N/Mo combo is more versatile than the N/Me which is really just the best PvE hexer in the game.
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Nov 09, 2007, 09:37 PM // 21:37
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#10
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Lion's Arch Merchant
Join Date: Aug 2006
Profession: N/Me
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Quote:
Originally Posted by Pick Me
So you drop points from Soul Reaping in favor of Inspiration Magic. You have a mantra stance (physical/elemental) and take Ether Feast.
Honestly, I'd rather have a passive energy grab and 1 skill that gives me both energy and health, than have 2 skills that grant me the same (albeit more in both).
[skill]signet of midnight[/skill] or [skill]reckless haste[/skill][skill]price of failure[/skill][skill]spirit of failure[/skill] are good defenses, but to do it on 1 enemy isn't good.
You can even go illusion with [skill]distortion[/skill], as blocking is better than lessening the damage (aka + armor). Although you can't block spells.
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i said when i need extra defense and im a pve person, i almost never pve, oly exception is scrimmaging and AB when im bored though thats very rare, and inspiration ether sig/stance i also use in blood builds as it can help to keep you alive, distortion is an awful skill in my opinion because if you are getting attacked by alot of things you will soon have all your energy drained, also stays on for only 2 seconds and costs 5 energy vs a 10en spell that lasts 70 seconds and has no negatives to energy
signet of midnight is a wasted slot, that would only work agaisnt melee foes and a 15 sec recharge, there are far better necromancer elites
price of failiure is a good skill which i use and reckless haste i almost never use since in hard mode enemies have increased speed rendering that part of RH useless and as for decreased accuracy i normally take a good tank.
spirit of failiure is one of the worst skills for pve out there 15 energy and 20 second recharge, the enemy would have to attack at least 8 times to gain some energy and most enemies die before they can reach that.
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Nov 11, 2007, 01:38 AM // 01:38
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#11
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Ascalonian Squire
Join Date: Sep 2007
Guild: I need a good PvE guild***
Profession: W/Mo
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OK let me rephrase my topic question
Which is better for making money the fastest?
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Nov 11, 2007, 01:49 AM // 01:49
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#12
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Alcoholic From Yale
Join Date: Jul 2007
Guild: Strong Foreign Policy [sFp]
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Quote:
Originally Posted by Baze
Which is better for making money the fastest?
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......
This isn't the way you should be thinking, to be honest.
Make a N/Mo, and look up how to be a minion master. The minions will help out a low level party much more than any non-elite hexes (Read: No Spiteful Spirit) will in pve.
N/Mo Minion masters are nice because then they'll take the pressure off of Alesia, who is already terrible enough at monking.
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Nov 11, 2007, 02:32 AM // 02:32
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#13
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Forge Runner
Join Date: Apr 2007
Location: Reactive Hexing Sucks
Guild: [Thay]
Profession: N/
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N/Mo is used in all common necromancer farming builds.
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Nov 12, 2007, 08:02 PM // 20:02
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#14
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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 ragamuffin
i said when i need extra defense and im a pve person, i almost never pve, oly exception is scrimmaging and AB when im bored though thats very rare, and inspiration ether sig/stance i also use in blood builds as it can help to keep you alive, distortion is an awful skill in my opinion because if you are getting attacked by alot of things you will soon have all your energy drained, also stays on for only 2 seconds and costs 5 energy vs a 10en spell that lasts 70 seconds and has no negatives to energy
signet of midnight is a wasted slot, that would only work agaisnt melee foes and a 15 sec recharge, there are far better necromancer elites
price of failiure is a good skill which i use and reckless haste i almost never use since in hard mode enemies have increased speed rendering that part of RH useless and as for decreased accuracy i normally take a good tank.
spirit of failiure is one of the worst skills for pve out there 15 energy and 20 second recharge, the enemy would have to attack at least 8 times to gain some energy and most enemies die before they can reach that.
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Interesting thoughts. I'm sure you ment, you play PvE, and you almost never PvP.
Anyway, Reckless Haste on main target, spirit of failure on target adjacent to main target, price of failure on the other adjacent to main target.
Signet of Midnight works on any foes that do not cast spells.
Honestly, I'd rather use Soul Reaping with Signet of Lost Souls over using Inspiration Magic, as I said before.
Blood will definetly keep you alive, but then again, as I said before, as a N/Me you have little defense, at least compared to N/Mo.
I don't bother with defenses anyway with my N/Me, I go for party assistance, and I move around a lot. That is my defense, you can't hit me if I move around (unless you use speed boosts, and non-projectile spells).
I'm a Curse necro, so I have some good healing with spells to drop enemy effectiveness by quite a bit.
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