May 12, 2007, 10:52 AM // 10:52
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#1
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Frost Gate Guardian
Join Date: May 2007
Guild: [GoD]
Profession: R/
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Me/N minion master (yes u read it correctly)
Hello i've recently started making a lot of builds around this amazing skill:
"Signet of Illusions [edit] Elite Signet. Your next Spell uses your Illusion attribute instead of its normal attribute. "
This is interesting because with 16 illusion magic u CAN make lvl 18 minions.
So heres the build, ( i don't exactly know the attributes)
12+1+3 illusion magic
11+1 fast cast
10+1 inspiration magic
1. Signet of Illusions [edit] Elite Signet. Your next Spell uses your Illusion attribute instead of its normal attribute.
2. Mantra of Inscriptions [edit] Stance. For 30...78 seconds, your Signet skills recharge 25...45% faster.
3. Auspicious Incantation [edit] Enchantment Spell. For 20 seconds, the next spell you cast is disabled for an additional 10...6 seconds, and you gain 110...182% of that spell's Energy cost.
4. Symbolic Celerity [edit] Enchantment Spell. For 5...17 seconds, all of your Signets activate 25...45% faster.
5. Animate Shambling Horror [edit] Spell. Exploit nearest corpse to create a level 1...14 shambling horror. When the shambling horror dies, it is replaced by a level 0...12 jagged horror that causes Bleeding with each of its attacks.
6. Animate Bone Horror [edit] Spell. Exploit nearest corpse to animate a level 1...14 bone horror.
7. Illusion of Weakness [edit] Enchantment Spell. You lose 50...202 Health. Illusion of Weakness ends if damage drops your Health below 25% of your maximum. When Illusion of Weakness ends, you gain 50...202 Health.
8. Ether Signet [edit] Signet. If you have less than 5...9 Energy, gain 10...18 Energy.
Equipment
- i suggest using an illusion magic staff with twice the +1 (20%) illusion magic mod to get high level minions.
-also go for energy armor as this is an energy heavy build
Cons/Pro's
-one of the major problems is keeping your minions alive so i suggest using a hero monk with 'heal area' to keep them alive.
-u will create minions very fast and interrupting you is hard.
-This is just a very fun build to play not because u SHOULD do it but because u CAN do it.
- u have no Golem =(
Conclusion
Well i hope u'll try this out and have fun with it thx.
(This is just a concept so plz don't start flaming me with 'leave the mming to the necro's').
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May 12, 2007, 11:32 AM // 11:32
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#2
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Grotto Attendant
Join Date: Dec 2005
Location: Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island
Guild: Soul of Melandru [sOm]
Profession: W/E
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At 0 death Magic... you can still only have a max of 2 minions.
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May 12, 2007, 01:20 PM // 13:20
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#3
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Krytan Explorer
Join Date: Jul 2006
Location: On top of a mountain
Guild: A Bad Moon Rising [Moon]
Profession: Me/Mo
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hehe, it was ALMOST a good idea
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May 12, 2007, 06:00 PM // 18:00
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#5
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Krytan Explorer
Join Date: Apr 2006
Guild: TLA
Profession: Me/
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lol. don't people even try these builds before posting?
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May 13, 2007, 02:06 AM // 02:06
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#6
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Desert Nomad
Join Date: Oct 2005
Profession: Mo/
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I tried it when NF came out.
I thought I was sooooo clever.
Until I realized I could only own two minions.
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May 14, 2007, 01:16 PM // 13:16
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#7
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Frost Gate Guardian
Join Date: May 2007
Guild: [GoD]
Profession: R/
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=(
I'm gonna go cry in a corner,( i was soooo close), i forgot that u needed death magic to create minons.
thx anyway for the reactions...
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May 14, 2007, 01:42 PM // 13:42
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#8
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Krytan Explorer
Join Date: Jul 2006
Guild: StP
Profession: Me/
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in this build you sacrifice your entire skill bar to produce 2 kinds of minion and you have no way of healing them or buffing them, what a horrendous waste of a character slot..
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May 14, 2007, 02:06 PM // 14:06
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#9
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Furnace Stoker
Join Date: Jun 2006
Location: Minnesota
Guild: Black Widows of Death
Profession: W/Mo
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I think you could make a hybrid build but energy is the main issue. You will need to lower Inspiration and Fast casting to raise you Death Magic so you can have a little army. Fast casting helps but you will have to have at least 7 to cast faster then a necro. Because of the armor piece / boots they have for increasing casting speed on exploitable corpses. If speed is not the issue raise Death and Inspiration. Add Skills like Energy Tap / Ether Lord / Ether Signet for increased energy or even Channeling.
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May 17, 2007, 10:01 PM // 22:01
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#10
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Jungle Guide
Join Date: Jan 2006
Profession: Me/
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I love when people post builds they never played.
It reminds me of people who comment books they never read, but they KNOW what is in there, or what is not in there, and they can argue with you whole day even though you have read the book and they did not. Impressive.
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May 21, 2007, 04:21 PM // 16:21
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#11
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Frost Gate Guardian
Join Date: May 2007
Guild: [GoD]
Profession: R/
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Quote:
Originally Posted by Servant of Kali
I love when people post builds they never played.
It reminds me of people who comment books they never read, but they KNOW what is in there, or what is not in there, and they can argue with you whole day even though you have read the book and they did not. Impressive.
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Maybe you should scroll back to the top and find out that i haven't argued about anything in this thread nor have i stated that i was right/wrong.
So please keep comments like those away from threads like these.
Thank you very much!
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May 21, 2007, 10:07 PM // 22:07
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#12
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Furnace Stoker
Join Date: Nov 2006
Profession: D/W
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his point is still right. dont post a build that you havent tested at all.
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May 22, 2007, 12:20 AM // 00:20
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#13
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Awaken from hiatus.
Join Date: Apr 2006
Location: Riding the spiral.
Guild: No Fun Allowed [Vdya]
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Tone it down, kiddies.
__________________
Retired Campfire/Ventari's Moderator
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Jun 06, 2007, 03:18 AM // 03:18
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#14
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Pre-Searing Cadet
Join Date: Jun 2007
Profession: Me/Mo
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I don't see what the harm was in posting it. He had an idea, thought of some skills, and wanted to know what the community thought...big deal. Couldn't you lower fast casting a couple points to throw some in Death Magic?
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Jun 06, 2007, 02:16 PM // 14:16
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#15
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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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Drop Animate spells for [skill]malign intervention[/skill] and [skill]verata's aura[/skill] or [skill]verata's gaze[/skill]. This should get rid of the DM limitation if I'm not mistaken.
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Jun 06, 2007, 06:10 PM // 18:10
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#16
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Grotto Attendant
Join Date: May 2005
Location: in the midline
Profession: E/Mo
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Quote:
Originally Posted by Pick Me
Drop Animate spells for [skill]malign intervention[/skill] and [skill]verata's aura[/skill] or [skill]verata's gaze[/skill]. This should get rid of the DM limitation if I'm not mistaken.
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Malign Intervention doesn't follow Signet of Illusions. The minion is created with 0 death magic, since it is not the only variable.
http://gw.gamewikis.org/wiki/Signet_of_Illusions
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