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Old Aug 22, 2005, 08:48 AM // 08:48   #1
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Default Order Build

This one I know I was the first to succesfully create and win with . The explanation of my build is in an attached txt file. Enjoy [dont even bother trying with pugs]
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File Type: txt Orders.txt (3.3 KB, 273 views)
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Old Aug 22, 2005, 04:37 PM // 16:37   #2
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I tried a build like this once. The necros don't even have to be close to the actual fighting. Only problem is the cast time for the orders is pretty high, and with NR down you end up taking 4 seconds to cast for a 6 second (+20%) affect.

Other than that its pretty solid.
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Old Aug 22, 2005, 05:17 PM // 17:17   #3
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Hmmm, do the orders count as hexes?
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Old Aug 22, 2005, 05:21 PM // 17:21   #4
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They're team-wide enchantments, not hexes.
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Old Aug 22, 2005, 05:24 PM // 17:24   #5
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If casting speed is a problem, why not go Me/N?
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Old Aug 22, 2005, 06:26 PM // 18:26   #6
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I'd always thought Order of Pain would work better with Quick Shot rangers, who can fire at incredible speeds and hit people at a range. They can also drop down Winnowing and use a Vampiric mod to hit for +9 more damage per hit.
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Old Aug 22, 2005, 06:32 PM // 18:32   #7
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Quote:
Originally Posted by Slade xTekno
If casting speed is a problem, why not go Me/N?
Its one of the few situations where the Necromancer runes are rather helpful. Since the orders are global and best used in conjunction with lots of fast attacks, every bit counts, so Blood being at 15 is nearly essential.
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Old Aug 22, 2005, 06:37 PM // 18:37   #8
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You need to be primary necro with this because you cannot sustain constant orders (especially with qz up) without soul reaping or some form of good energy management (with OOV taking the elite you don't have many choices). I've played this build with a 4 QS team before and while the damage is very frightening your team runs out of steam fast.

NR absolutely kills it because 4s casts are terrible for efficiency and you won't be able to putrid on time while casting constant orders either.
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Old Aug 22, 2005, 06:56 PM // 18:56   #9
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I question the use of Hundred Blades and Cyclone Axe. The only place were you can really use these two skills are on the dias smack in the middle. Otherwise they are very limited.

And for the necros. Having them bringing identical skill set is largely redundant. Order/Ritual/Rend are the only skills where duplicate would help. Otherwise I'd change their skills around and bring other skills like Putrid (althought that's another necro attr line), Mark of Subversion, or Strip Enchant....or secondary class skills.
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Old Aug 22, 2005, 06:59 PM // 18:59   #10
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Your build isn't really bad, but I think you forgot a few points :

1) With all these sacrifices, the necros will either be killed quickly or the monks will run out of mana.

2) Nature's renewal and/or Fertile season counters this build easily.

One thing you must remember :

Orders trigger even if the necro is thousands miles away from the fight. Knowing that and the current weaknesses of the build, you have to :

1) Keep the necro(s) out of the fight.

2) Give them some mean to replenish their life and energy.

We used to run a N/R with 16 blood, 12 survival. He had 105hp and was using Order of pain, Dark fury, Offering of blood, Quickening zephyr, Troll onguent, Serpent quickness, etc... Unfortunatly, ZPZG taught us that having someone with 105 in the group was a bad idea. Their flagger went in our base and killed our necro multiple times...
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Old Aug 22, 2005, 09:29 PM // 21:29   #11
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necros cast blood rit on them self, and if you want, put the necros out of the range of the spirits and then you have no NR on you. free to cast.
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Old Aug 22, 2005, 09:34 PM // 21:34   #12
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You can't cast Blood Ritual on yourself. :|

On each other yes, the only way to maintain energy. Also having a N/Mo supporting the Orders Necro and the rest of the team is the best bet.
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Old Aug 23, 2005, 12:06 AM // 00:06   #13
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Quote:
Originally Posted by pagansaint
You can't cast Blood Ritual on yourself. :|

On each other yes, the only way to maintain energy. Also having a N/Mo supporting the Orders Necro and the rest of the team is the best bet.
Of course, you have to first realize that Ritual is total trash as far as necro skills are concerned. It costs 10 power to cast, and provides +3 pips of power regen for up to 14 seconds; the problem being that 3 pips of power regen is 1 power per second. In the end, you're using 10 power, 17% hp, and filling up a skill slot to give someone else just 4 more power than it cost you to cast the skill initially, or 1 more if you're under QZ.

I'd go with a N/Mo to spam OoV and OoP as well as drop Heal Area, and a second N/Mo to use Blood is Power and Heal Area. Using Heal Area should take care of the 33% sacrifice cost, and alternating the use of it should allow for balanced mana usage. You'll eventually run out of juice, but I'd guess you could keep this up for 30 seconds or more.

Anyone else got a better idea for the necros?
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Old Aug 23, 2005, 12:43 AM // 00:43   #14
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Hmmm, yeah, either BiP or Offering of Blood. While I'm partial to energy now rather than energy later, with some effective healing going the BiP becomes more feasible (and twice as effective, discounting the sacrifice). Then again, if one necro dies then the other one is scred in terms of energy, so maybe self-reliance should be the way to go
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Old Aug 23, 2005, 04:46 AM // 04:46   #15
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another way to do it is have 1 monk stay with the necros, have offering of blood and use heal party a lot... and yes, i meant to say the necro will cast blood rit on the other necro and that other necro casts blood rit on the 1st necro. also the monk will probably need sig of devotion or some other type of energy maintanance.
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Old Aug 23, 2005, 05:05 AM // 05:05   #16
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TmA's build..
orders + barrage = ownage
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Old Aug 23, 2005, 11:50 AM // 11:50   #17
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To truly maximize the 5 seconds of each, why not use Frenzy/Flurry on the warriors? Prehaps the second necro could go n/mo with a max healing prayers for Heal Area to keep the two necros alive.
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Old Aug 23, 2005, 06:30 PM // 18:30   #18
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racthoh, one of the monks do that; and the warriors have Tiger's Fury, which has no down side except energy cost. And incase you dont know, it makes you attack faster
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Old Aug 23, 2005, 06:54 PM // 18:54   #19
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Well I did a search through the text file, read over it twice and didn't see the mention of Tiger's Fury. And a straight out search for the word "Tiger" revealed nothing. Think the file has to be updated.
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