Jul 06, 2005, 05:47 AM // 05:47
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#1
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Ascalonian Squire
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I need some advice please *urguent*
Hello, I got some things that I urguentlly need help with...
Well... the position is like this, I got a lv 17 N/R and used to use Blood Magic, Beast Mastery and Soul Reaping, but this sucked so badly and changed experimentally to Death Magic, Curses and Wilderness Survival, but this wasn't really that much better eighter...
So I wonder, which attributes should I focus on instead?
Maybe change second profession on lv 20? and which one then?
Another thing is that I'm thinking of starting a Mesmer but doesn't really know which profession more I should go for, so what do you think?
These are the critics on ALL my questions:
I want that I would be able to deal some damage and can perform good both against PvP and PvE (please deskribe which build is good for what etc.) and I don't want to always need to have someone else to "make the stuff happening", I want self to be someone who can 'do something', mhm, you know what I mean?
Hmm, maybe you don't think that my N/ - or a Me/ - build would fit at all to my critics? What do you recommand instead (professions + attributes)
Thank you
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Jul 06, 2005, 06:20 AM // 06:20
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#2
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Jungle Guide
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I had a N/R and I didn't use my R at all. For half the skills, I would have had to use a bow, which would cut my energy pool by 25%. The other half of the skills didn't help much at all. I ended up switching to N/E. Right now I use this setup:
Blood Magic 11 + 2
Soul Reaping 8 + 1
Earth Magic 11
Damage Skills
Vampiric Gaze
Life Siphon
Aftershock
Buffs
Blood Ritual
Well of Power (elite)
Ward Against Melee
Ward Against Elements
Signet of Capture/Resurrection Signet/Something Else
Basically, I try to help the Monks as much as possible, by giving the mana through Blood Ritual or Well of Power, or protecting my allies through Ward Against Elements and Ward Against Melee. I have a few damage skills to spam for when I don't need to cast any of my buffs.
Right now, I like this build, although I do find that I have to run around too much, in order to cast my Wards, Blood Ritual, or Aftershock.
This is PvE only.
If I were you, I'd go Mesmer (for debuffs, energy stealing, and interruption) or Elementalist (for damage or buffs).
However, if you want to be the person who "makes stuff happen," then any of the support classes (Mesmer, Necromancer, Ranger) will be less interesting to you than the primary classes (Monk, Elementalist, Warrior). The support classes do just as much as the primary classes do, but their effect is much less apparent. Monks, Elementalists, and Warriors can easily and directly see the benefit that they bring to the party.
Last edited by theclam; Jul 06, 2005 at 06:23 AM // 06:23..
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Jul 06, 2005, 01:27 PM // 13:27
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#4
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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It really depends on what you are trying to do. Ranger is a reasonable secondary for a necromancer, especially with the cost manipulating skills like energizing winds and so on - many good necro skills take high energy, for example, Bone Fiends and Bone Minions, or the nasty Lingering Curse.
If you want to try an animator build I can see how it would really cut down on your cost, after all, with 10 soul reaping you'd have enough energy to raise 2 minions off the enemy death, and when they die you get 20 back, essentailly turning them into a high performance energy battery. If you maxed your soul reaping to 15 you could be generating a net 20 energy for every time you cast bone minions. I'm thinking of trying such a thing myself for a bit of PvE, see how much energy I can muster.
As to whether N/Me is better than Me/N, it really depends on whether you play PvP or PvE, what skills you plan on using and whether you need runes for your necro powers or for mesmer ones. Fast casting is cute, and can help a bit, but it's hardly a gamebreaker for a necromancer; getting a minion raised in 2 seconds rather than 3 isn't worth the 9 energy you could get for it, so it depends on the build. I'll trade a second of casting time for 9 energy.
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Jul 06, 2005, 04:11 PM // 16:11
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#5
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Lion's Arch Merchant
Join Date: May 2005
Guild: WOR
Profession: Mo/
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I hate to see people give up their secondaies so easily, so why don't you try:
Soul Reaping/Death/Beast Mastery
Minion spells, corpse exploitation spells (with no/low recharge time), Taste of Death and from Beast Mastery, Fertile Season and Energizing Wind.
Fertile season gives all your minions extra armour and hitpoints. Energizing Wind makes your high cost minon spells very cheap, but the increase in recharge time hardly affects you. Just make sure this fits in with the rest of your team - I don't recommend joining up with air spikers
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Jul 06, 2005, 10:17 PM // 22:17
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#6
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Krytan Explorer
Join Date: May 2005
Location: Northwest Ascalon
Guild: Freedom
Profession: N/R
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I LOVE my N/R.
By 'Getting it done' I assume you want to cause damage. Try Blood (Maxed out)/Soul Reaping/Wilderness Survival. Any extra points can go into Marksmanship.
SR will feed you with energy nicely.
Wilderness Survival has all the Traps for use in late-game PVE, Serpent's Quickness (great for trap laying and spamming skills when necessary), Dryder's Defense (since you won't have Whirling Defense) and Fire damage through Ignite Arrows, Incendiary Arrows or Kindle Arrows (great Vs Undead) take your pick. Add a Poisoner's Bowstring (IMHO the best weapon upgrade in the game). I like to throw in Favorable Winds and either Pin Down or Distracting Shot (I know you can't get Expertise with this build, but you just know when that monk is going to pull out it's condition removal, and DS pays for it's slot right there) -- But only one or the other, they aren't worth 2 slots.
Vampiric Gaze, Shadow Strike, and Life Siphon (spam it on several enemies remembering to get a poison shot on each one after). Or throw in Rotting Flesh from Death Magic for one more condition.
FW and a decent bow will cause a fair amount of damage on their own. Plus the poison degen from your string, LS and RF add more degen, and if you went with Incendiary Arrows, they're on fire too. VG and SS do a lot of damage at 12+ Blood (I recommend going to 15) and VG will earn you some health as well. Cast Serpent's Quickness and spam those till you are out of Energy (let's see if the monk can heal faster than you kill and wait for the degen to finish the job), then fall back on bow attacks while you recharge. Pin Down if you are being chased by a Warrior, or if you went with DS, look for the monk to remove all those conditions.
This sort of build 'gets it done' for me pretty well. The enemy monks don't know whether to condition remove or heal, and with a properly timed DS (it will take practice) they might not be able to when they finally decide.
Someone somewhere said to be careful not to do more than 10 degen to a single enemy, but if they do remove a condition, and are still at 10 degen, sometimes they panic. This is a good team build because you can switch targets easily when a new one is called, the Monk doesn't have to worry about you much since VG heals you pretty well, and the damage you do is pretty effective on any class.
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Jul 06, 2005, 10:33 PM // 22:33
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#7
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Academy Page
Join Date: Jun 2005
Location: VA BABY
Guild: Morbid Anihillation
Profession: R/Me
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I have a n/w in the making and he's great for pvp with war/necro skills combined, usually in pve i dont use many warrior skills beacause im not much of a tank ,I just use mainly necro with some stances. But in pvp were underestimated, Usually i bring rotting flesh, malaise, death nova,summon bone minions,rend enchant,plauge touch, taste of death and usually just a cripple skill, im really a silent monk killer ill cast disease on the monk malise, plague touch (so no disease on me),cripple the monk,wait for 1 person to die whilst all ignore me pounding the monk.cast pets death nova both,blow em up=dead monk and if hes healing himself i usually just keep malaise up on him.Death nova is good on yourself too in case you have the warriors pounding on you. The best about this build is them pesky rangers,poison arrow me it's gonna meet your monk cripple me,your monks got it,bleed me,Mr. monkie bleeeds!!!!!!!
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Jul 06, 2005, 11:47 PM // 23:47
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#8
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Krytan Explorer
Join Date: May 2005
Location: Northwest Ascalon
Guild: Freedom
Profession: N/R
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Quote:
Originally Posted by Nasenbluten
whilst all ignore me pounding the monk
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Do you really see them ignore you while you are in touch range, pounding on the monk? Wow, I wish I could get them to do that to me. If you really are in touch range, I would seriously recommend casting death nova on yourself because it's a virtual certainty that a Warrior will come after you, or a Ranger will pick on you. A monk can remove those conditions about as quickly as you can put them on him so effectively you two are cancelling each other out, and you aren't swinging your weapon at him. I would bring a knockdown or interupter to keep that from happening.
I'm not knocking your build, I'm just kind of surprised that part of the combo is really effective.
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Jul 07, 2005, 05:02 PM // 17:02
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#10
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Frost Gate Guardian
Join Date: May 2005
Location: Sunny California
Guild: Ancient Avatars
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Quote:
Originally Posted by Glasswalker
I LOVE my N/R.
By 'Getting it done' I assume you want to cause damage. Try Blood (Maxed out)/Soul Reaping/Wilderness Survival. Any extra points can go into Marksmanship.
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This is about the same build i'm running with my N/R (i've replaced soul reaping with curses though). She's doing pretty well, PvE & PvP.
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Jul 07, 2005, 05:08 PM // 17:08
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#11
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Wilds Pathfinder
Join Date: Mar 2005
Location: Sweden
Guild: The Cornerstone
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Want to do damage? Play an Elementalist.
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