Since you mention level 10, it's PvE.
That being the case;
Curses.
Mark of Pain FTW.
At 16 Curses, you're looking at 42 AoE shadow damage to adjacent foes. If you also use Awaken the Blood, you bump it up to 46.
That means whenever an ally hits the target for physical damage (Important to remember physical!), surrounding monsters are taking 40+ defence ignoring damage regardless of how much you hit the original enemy for (Very important to keep in mind; You could switch to a bow and pelt them with single damage arrows to trigger it for that AoE damage.). Often, you'll kill all of the other monsters before the one you hexxed.
From death, unless you're raising and maintaining an undead army, which is difficult to accomplish when you're not a N/Mo (Maxxed death magic still won't keep an entire army alive forever.) Putrid Explosion and Rotting Flesh are generally the most desireable death spells. Disease only spreads to enemies of the same species, and humans aren't terribly common. Putrid deals massive AoE damage that ignores defence, you definitely want this! Even with a recharge it's still good. With the recharge, you could level a huge group of enemies very rapidly in a party. (I don't actually like Rotting Flesh though. Getting the full punch out of degeneration isn't all that common, as your party will often nuke the enemies too quickly for it to matter. However, it doesn't hurt your own party, lasts a good length, and spreads to other monsters easily.)
From Curses, Shadow of Fear and Enfeebling Blood are potent debuffs that reduce the healing required for your party's monk significantly, and Spiteful Spirit will give you a bit more AoE shadow damage, only it's dependent on the enemy attacking/using skills instead. (Don't use Spiteful Spirit with Shadow of Fear, it's counterintuitive. One punishes people for attacking, the other makes them attack more slowly.) Also, I've heard of some Necromancers swearing by Arcane Echo+Feast of Corruption combo to deal massive AoE damage.
From Blood, you have buffs instead of debuffs. Order of Pain and Order of the Vampire increase the damage output of your team significantly. The additional damage ignores armor and is extremely effective for plowing down bosses. Blood Ritual is not very efficient, but if you're often finding yourself standing around doing nothing with extra energy, bring it and buff a caster to make their life easier. Blood is Power is the even beefier version, and grants immense energy regeneration bonuses.
Wells are fairly helpful with healing, and can increase the energy regeneration of your party members (Well of Power). However, when possible, Putrid Explosion is generally a better use of a corpse; An extra 100+ AoE defence ignoring damage on the foes will end the battle faster, and afterwards, you can heal all you want without interruption.
If you haven't decided on an elite, Offering of Blood is one of the best energy management skills around.
Of course, those aren't the only skills to use. However, you'll find that they'll be effective in most situations, and are very party-friendly. (whereas, something like a 55 monk build is very solo-oriented, and doesn't contribute much to the party as a group)
Throw extra points into soul reaping and you're set.
Depending on where you're going, enchantment removal may be very desireable. Chillbains is a godsend for many casters against monsters like Blessed Griffons.
Also, in some areas, monsters won't leave corpses behind often. (Even the bosses won't, but you can still capture skills from the boss.) In those instance, you want to avoid corpse exploitation skills, and builds that rely on corpses. Mursaat will decimate your minions in no time flat as well.
Last edited by Mercury Angel; Sep 06, 2005 at 05:58 AM // 05:58..
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