try it with this builds:
Necromancer 1: Curse/Blood Build:
Skills:
1. Angorodon's Gaze
2. Awaken the Blood
3. Life Siphon
4. Spoil Victor/ Life transfer, what fits u better
5. Unholy Feast
6. Insidious Parasite
7. Price of Failure
8. Reckless Haste
Necromancer 2: Curse/Soul Reaping
Skills:
1. Spiteful Spirit
2. Soul Barbs
3. Faintheartedness
4. Barbs
5. Weaken Armor
6. Hexer's Vigor
7. Signet of Lost Souls
8. Shadow od Fear
Monk: Heal/Protection
Skills:
1. Heal other
2. Healing Breeze
3. Light of Deliverance
4. Jamai's Gaze
5. Orison of Healing
6. Protective Spirit
7. Reversal of Fortune
8. Extinguish
take with you following henchs:
Zho, Herta, Lo Sha, the 2 monks
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Due to the fact that urself 1 Necromancer, you can naturally play self one of the 2 Necro builds there and take instead of those an other hero with you.
If you take now a 2nd hero monk or not, is your choice, but i would recommend for you not to ake a 2nd monk, i#d suggest to take as hero for you a SS ritualist with following build:
Ritualist: Twilight/Channeling
Skills:
1. Painful Bond (very important too, this will trigger spam unendless)
2. Union
3. Shadowsong
4. Pain
5. Anguish (very important due to the overwhelming hexes ur party will spam)
6. Agony
7. Blood Song
8. Vampiristic
Thuur party will look like this:
You (Necro build 1 or 2)
Necro Hero B1 or 2
Monk Hero
Ritualist Hero
Zho
Lo Sha
Herta
Mhenlo or other Monk Hench, or you kill Herta and take both monk henchs, when you think, your hero healing protection won't be enough....
As you see, this whole build is based on pure overwhelming Hex Power combined with active/passive hex buffed spiritual Spam Spikes.
You and your heros won't need ressuction skills, your henchs will rezz you, if needed with signet. When you go on into the fight, look first on, that nobody of ur team will stant direct in any magma that is bright, stant only on the dark colder magma, because it won't perma let you burn, only sometimes for some seconds, thus being good enough to let the monk hero heal you with extuinguish.
Before you run to the GD, summon first some ghosts, which stay for very long time like pain, bloodsong and vampiristic to increase your fight power, but dont put them all in 1 spot, let some holes between them so that no aoe can kill all.
Totally ignore the little destroyers in this fight, most of them stand so or so too far away and don't even take part on the fight, when you start smacking their leader -.- lol
Just simple try to lure the GD a bit away from the little destroyers to the safe place, where the ritualist ghosts are waiting in safety, THEN start your overwhelming massive hex spams that will cause to the GD to suffer on an massive DoT damage he can't withstand for long time, whenever he attacks anyhow, u leech from him hp, when he attack, u'll do greater attacks with physical attacks, he will lose even defense power, will lose hp when ever he attacks physically or per skill, wil lose ever hp, when any ghost hits, this is such massive pressure, its even not funny anymore XD, especially with the anguish ghost, which will do double damage, when attacking an hexed foe., this meaning, this ghost can do over 40 damage with each attack.
when hexes stand, then your ritualist should naturally start to cast the last ghost, like agony, to let the GD suffer on additional Dot damage of 8 points per second.
while suffering on all this DoT masisve pressure damage, u give the GD even through Life Tranfer, when u've chosen it, together with life siphon a -10 life regeneration, + lo sha will support u with their degeneration illusions to keep the degeneration high.
she will also interrupt together with zho quite nice enough.
And yes, naturally take the dwarven title active, to do more damage with physical attacks and to slightly heal you through physical attacks when attacking an destroyer
imo with this Solo H/H build, killing the GD should be totally easy, when ur no noob, that lets his team ever stay on the hot magma, starts fighting vs. the little destroyers, instead of concentrating on the GD completely
gl