Oct 26, 2007, 02:19 PM // 14:19
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#201
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Academy Page
Join Date: Aug 2005
Profession: W/
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Quote:
Originally Posted by Skuld
Not as well, duh. Bring paragons elsewhere.
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Or another SS, as has been previously mentioned.
Since all I see is whining about Paragons being nerfed, what build would work that apparently doesn't cause you to whine?
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Oct 26, 2007, 04:58 PM // 16:58
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#202
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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Paragons are excellent still, whiners just don't know how to use them, simple as.
My usual hero build is
Vicious Attack (Spear Mastery)
"Watch Yourself!" (Tactics)
"Go for the Eyes!" (Command)
"Shields Up! (Tactics)
Defensive Anthem {E} (Leadership)
Anthem of Weariness (Command)
Aggressive Refrain (Leadership)
Signet of Return (Leadership)
Forgot the exact attributes, something like 7+1 (8+1?) command, 7/8 tactics, 10+1+1 spear, 10+2 (11+1?) leadership.
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Oct 27, 2007, 09:12 PM // 21:12
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#203
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Academy Page
Join Date: Sep 2007
Profession: Mo/
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Quote:
Originally Posted by Skuld
Forgot the exact attributes, something like 7+1 (8+1?) command, 7/8 tactics, 10+1+1 spear, 10+2 (11+1?) leadership.
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Most likely it's something like this
10 (+1 +1) Spear (100% damage)
10 (+2) Leadership (+6e max per group shout/chant)
8 (+1) Command (otherwise shield is 8 armor)
8 Tactics
Nice build by the way Skuld
Cheers,
TB
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Oct 27, 2007, 10:02 PM // 22:02
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#204
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Jungle Guide
Join Date: Feb 2007
Guild: [SNOW] of [YUM]
Profession: E/
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No one answered my question before. Does this build require micromanagement and manual skill activation?
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Oct 27, 2007, 11:20 PM // 23:20
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#205
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Desert Nomad
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No..........
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Oct 28, 2007, 09:27 AM // 09:27
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#206
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Frost Gate Guardian
Join Date: May 2007
Location: The Netherlands
Guild: Envoys From Above [soul]
Profession: Me/
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Quote:
Originally Posted by angmar_nite
No one answered my question before. Does this build require micromanagement and manual skill activation?
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Please read through the thread before asking such a question, dont be lazy
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Oct 28, 2007, 02:45 PM // 14:45
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#207
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Jungle Guide
Join Date: Feb 2007
Guild: [SNOW] of [YUM]
Profession: E/
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Sorry. Thanks a lot!
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Oct 28, 2007, 08:19 PM // 20:19
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#208
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Krytan Explorer
Join Date: Jan 2007
Guild: Tomb Refugees [ToRe]
Profession: Mo/Me
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Quote:
Originally Posted by MercenaryKnight
She likes to use weapon of remedy more if your actually suffering from a condition. I think they like to use it like a condition remover instead of a damage prevention skill.
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Alas, how I wish this was the case (maybe it is for some people). I just don't get it... fighting Jotun in Darkrime Delves my entire party has weakness and I have to goddamn micro WoR or else she just doesn't bother.
From what I've gathered, different people seem to be having varying degrees of success with this, which puzzles me since we're all using the same skills in the same areas and (presumably) in the same order as Sab originally posted them. Some people are saying that Livia uses WoR as a condition removal, but in my case she only uses it if one party member has a condition (and sometimes not even then)--if 2 or more players have conditions she doesn't seem to bother with it at all. Guess I'll start taking Extinguish.
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Oct 29, 2007, 11:41 PM // 23:41
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#209
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Desert Nomad
Join Date: Oct 2006
Location: USA
Guild: LOVE
Profession: Me/E
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I use a similar build in Glint Challenge Mission NM, and my heroes farm me D-cores while I'm AFK.
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Oct 30, 2007, 05:44 PM // 17:44
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#210
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Krytan Explorer
Join Date: Apr 2006
Location: MD
Profession: R/Mo
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I found this thread and decided to try with my P/W (all support), and the triple Necro build, with Herta the two monks and either fighter. What a blast, Frostmaw (all 5 levels) from zone to finish in 1 hour 17 min. Cathedral of Flames in 32 min.
HoS in 27 min last night with no deaths...
Rrager's Menagerie 3.5 hours after leaving Doomlore, but cleared Dalada and Sacnoth along the way, dungeon took 1 hour 35 min, back had to keep backtracking to get keys or Dwarvin explosives.
Feels like cheating!!!!
Going after Oola's Lab and Shards of Orr next (with some slight modifications).
Last edited by KIDGOOCH; Nov 04, 2007 at 07:25 AM // 07:25..
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Oct 30, 2007, 07:25 PM // 19:25
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#211
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Desert Nomad
Join Date: Aug 2007
Location: Your backline
Profession: W/
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Quote:
Originally Posted by KIDGOOCH
I found this thread and decided to try with my P/W (all support), and the triple Necro build, with Herta the two monks and either fighter. What a blast, Frostmaw (all 5 levels) from zone to finish in 1 hour 17 min. Cathedral of Flames in 32 min.
Feels like cheating!!!!
Going after Oola's Lab and Shards of Orr next (with some slight modifications).
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If you're full support and you got a healing necro hero + 2 monk hench, I suggest to drop the healer hench for more damage to speed it up even more
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Oct 31, 2007, 12:45 AM // 00:45
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#212
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Desert Nomad
Join Date: Oct 2006
Location: USA
Guild: LOVE
Profession: Me/E
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Quote:
Originally Posted by Squishy ftw
If you're full support and you got a healing necro hero + 2 monk hench, I suggest to drop the healer hench for more damage to speed it up even more
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I feel there is enough damage with the existing build even if the player goes support - just add in splinter weapon with one of the N/Rt.
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Oct 31, 2007, 08:32 PM // 20:32
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#213
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Academy Page
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Quote:
Originally Posted by wetsparks
I know that, what I meant is that it seems the other two necros get most of their energy from the minions dieing and how would it work in a place where they are no minions.
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True, constant minion death makes sure all three Nec heroes will always have full energy, but even without minions they'll have enough energy just from enemy deaths. Of course, the MM will be useless, so replace it with a SV blood build or another SS curses build.
Even when you are fighting a bunch of non-fleshy creatures, though, as long as there are a few fleshy ones in there, the MM is still useful. I did Gates of Kryta HM last night with the original trio, slightly modified, and had a full 10 minions most of the time. Grasping Ghouls and Zombie Warlocks are both fleshy "undead", and there are enough of them throughout the mission to fuel a full army. I'm thinking Cursed Lands won't be much harder than this mission.
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Oct 31, 2007, 10:23 PM // 22:23
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#214
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Desert Nomad
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I was thinking about that place and the other Kryta missions also when wondering about energy for the necros. I put in a defensive paragon in place of the MM and pretty much plowed through the three missions without any troubles at all.
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Nov 01, 2007, 02:09 AM // 02:09
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#215
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Krytan Explorer
Join Date: Jan 2007
Guild: Tomb Refugees [ToRe]
Profession: Mo/Me
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Quote:
Originally Posted by wetsparks
I was thinking about that place and the other Kryta missions also when wondering about energy for the necros. I put in a defensive paragon in place of the MM and pretty much plowed through the three missions without any troubles at all.
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But the MM is supposed to function (in part) as the N/Rt's energy battery. If you're going to take out the MM, you might as well drop the N/Rt healer too. More power to ya if it worked, but I would guess a normal Monk would be more useful than a N/Rt without the MM.
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Nov 01, 2007, 03:06 AM // 03:06
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#216
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Desert Nomad
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The healers energy stayed up fairly well, the only time there was any trouble really was when you have to defend the priest dude at the temple from the undead. If you don't kill the elementalists fast enough they gang up on you and keep knocking you down, but I never noticed a time when the healer was short on energy. The ss necro on the other hand had some energy problems at times, slowed things down a touch, but nothing to big that you can't easily deal with.
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Nov 01, 2007, 04:05 AM // 04:05
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#217
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Ascalonian Squire
Join Date: Jul 2007
Profession: R/Mo
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me and my friend did today Gates of Kryta + bonus in HM with sabs necro builds it was really easy, walk in the park
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Nov 01, 2007, 04:11 AM // 04:11
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#218
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Forge Runner
Join Date: Feb 2007
Location: Melbourne, Australia
Guild: None
Profession: W/
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Quote:
Originally Posted by dr_ishmael
True, constant minion death makes sure all three Nec heroes will always have full energy, but even without minions they'll have enough energy just from enemy deaths. Of course, the MM will be useless, so replace it with a SV blood build or another SS curses build.
Even when you are fighting a bunch of non-fleshy creatures, though, as long as there are a few fleshy ones in there, the MM is still useful. I did Gates of Kryta HM last night with the original trio, slightly modified, and had a full 10 minions most of the time. Grasping Ghouls and Zombie Warlocks are both fleshy "undead", and there are enough of them throughout the mission to fuel a full army. I'm thinking Cursed Lands won't be much harder than this mission.
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How is the MM useless? WIth barbs and mark of pain, they're very potent killers
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Nov 01, 2007, 04:59 AM // 04:59
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#219
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Wilds Pathfinder
Join Date: Jun 2007
Profession: N/
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The concept is simple multiplication. Instead of the usual 1/8 of the party benefitting from the energy regain of Soul Reaping, you're now able to have 3/8 or 4/8 of the party benefitting.
Apparently, individual builds may or may not work in various areas. Like the Jagged Bomber build will not be very efficient where the mobs are few and tough, or leave no corpses (duh).
Any caster build that is energy intensive and their primary attribute is inferior to Soul Reaping for regaining energy can be worked into this formula.
Mix and match to suit the zone. Sab's build is, however, pretty fierce in most zones. Bone Minions just keep the energy coming and coming and coming...
Last edited by arsie; Nov 01, 2007 at 05:02 AM // 05:02..
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Nov 01, 2007, 10:46 AM // 10:46
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#220
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Academy Page
Join Date: Jul 2006
Location: USA
Guild: Multum in Parvo [DVDF]
Profession: E/A
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Tried it in several HM dungeons, namely Heart of the Shiverpeaks, Darkrime Delves, and Oola's Lab. I've been vanquishing most of the EotN zones with these builds every since I've gone guild-less, as well. Thank you very much for sharing these builds with us, Sab.
P.S.
I'm known as 'Madame Sabina,' but a lot of people call me 'Sabs' tee-hee.
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