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Old Nov 23, 2005, 09:56 PM // 21:56   #1
Lion's Arch Merchant
 
Join Date: May 2005
Guild: Vengeance of the Old Gods
Profession: N/W
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Default N/Mo or N/R for an Orders Necromancer?

From what I've seen in Tombs and what I perceive as the general concensus, Orders Necros are supposed to be N/Mo for IWAY. However, in my opinion N/R is much better after playing both extensively... Here's why:

Your typical N/Mo orders
16 blood
9 soul reaping
9 healing

Order of the vampire (10)
order of pain (10)
life siphon (10)
healing breeze (10)
blood renewal (5)
Heal Party (15 )
Orson of Healing (5)
Res Sig

Of course you might make a few changes here or there depending on your preference but that's about it. There are 2 main reasons I've heard people cite for likeing N/Mo and this build for orders:
1) You can use heal party and other healing spells to help your team stay alive, especially in IWAY teams where healers aren't brought along.
2) You can help keep the Ghostly hero alive with those spells as you are almost the only one with healing spells on an IWAY team.
My criticism of this build:
This build is difficult for energy management. Heal party costs 15 mana so it's not really spamable, especially since you need 10 mana for each orders cast that you are also trying to spam. With that heal party spell you'll only be healing about 50-75 hp at best per teammate; spaming it twice is about the best you could do and that's not going to keep someone alive if the other team has decided they are the target. Also, breeze costs 10 mana for +7 regen. Blood renewal is cheap to help recoup some personal hp but you have to be careful not to use it if already low on health. Yes you will be gaining energy for every person that drops. Sometimes this gives an almost constant energy supply, however, there are MANY times when this still will not be enough to be using the energy heavy healing spells in this build and the energy will have to slowly climb back up to 10 to cast the next orders spell. Also, if you think the healing spells available here will allow you to keep the ghostly hero alive if he's holding an alter, you are crazy. IWAY teams don't usally win alter holding maps by capping and then keeping the ghostly alive well. They either anihilate the other team and then cap or eoe bomb and cap at the end. Most alter caping maps in tombs also allow for the Ghostly hero to be resed anyway, either via dropping the res vases or by a timed res. Good trapping rangers with healing springs can help a ton for healing the warriors and sometimes the Ghostly. Also, as long as the warriors are smart and send their pets in to die first they should hopefully have IWAY going quite a bit as well.


The N/R Orders build I like to run:
16 Blood
9 soul reaping
10 Wilderness survival

order of the vampire (10)
order of pain (10)
life siphon (10)
troll ungent (5 )
whirling defense (10)
storm chaser (10)
barbed trap (15 , but doesn't need to be cast much to be useful)/charm animal
res sig

Reasons I like this build:
1) The more spamability of ther Orders spells and the cheap way health is gained back. Without spending as much mana on healing spells, orders is much easier to spam. Personal HP is gained back much more efficiently at +8 regen and 5 energy with troll ungent (much more effecient than breeze or heal party). Every now and then I'll life siphon the nearest target to get the hp comin back a lil faster. With those 2 spells I almost have no HP problems when spaming Orders spells and there isn't a need for sometimes difficult blood renewal.
2) Survivability. Most N/Mo Necs don't last incredibly long once they are targeted by the other team (which is usally first by a good team). Then while dead they wait to be resed and there are NO orders at all being spamed. The N/R Orders Nec can stay alive much longers with whirling defense (8 sec duration), barbed trap (also adds more traps to help the entire team), and storm chaser. Even in a worst case scenario where you get a persistant Warrior who chases you around for a while preventing orders spam, you've still diverted some of the other teams firepower instead of dieing and allowing them to focus more on someone else while your team still doesn't get the orders spells. However with whirling and a quick barbed trap, you can usually get away to still get orders off now and then when being chased. I've also tried using charm animal to add an extra pet for the iway but he usually ends up just hanging with me and doing nothing so barbed trap has been a lil more useful. On the other hand, when getting chased, the pet nagging the pursuing warrior is a nice deterant.

If your build isn't IWAY, but ranger spike or something else where Monks are brought along, then there should be little debate that N/R>>>>N/mo for orders.

I'm sure I've left something out, but that's all I can think of for now. I'm sure there will probably be the immature flaming and "noob" calling because of people hating on IWAY and the set mind of those liking N/Mo for orders; however, I would appreciate any other ideas people have on Orders Necros as well as CONSTRUCTIVE criticism.
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Old Nov 23, 2005, 10:20 PM // 22:20   #2
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Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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The reason that I love Blood Renewal so much for any sort of sacrificial skills is not only for the regen, but also for the huge heal that comes at the end. That's something that troll unguent can't do. However, I guess you could always take both.
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Old Nov 24, 2005, 12:17 AM // 00:17   #3
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Somewhat shamefully, ill admit to playing an orders Necro for an IWAY group. The build i used was a 105 hp N/Mo build, with Protective Spirit and Healing Breeze.

In my experience, most teams would ball up but send out a lone warrior after the necros; his job was to either kill or disable the necros from doing their job. If you go on a 105 hp build, with prot spirit, a lone warrior cant hurt you without enchantment removal. The range of orders is significantly larger than the range of ordinary spells, with good positioning you can force a mesmer to move outside the ball to disenchant you. And the only enchantment removal that actually works against this build is Rend Enchantments or Lingering Curse, you have a limitless supply of buffer enchantments (your orders) that a mesmer can peel off while the warrior does insignificant damage to you.

So in this build you can virtually ignore a warrior on you and continue what you would normally do, while a N/R would have to run away, stopping the orders for that period and essentially letting the warrior complete his objective.

The only other thing i would add is that Dark Fury is a very usefull, and very overlooked 'order' that most Necro's dont bring.
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