With this in mind, here is a summary of the effects under AotL:
- Healing, whether regen or insta-casts, are always applied for 100% of the values indicated
- Sacrifice percentages are always 1/4th damage to you of the value indicated
- Instant damage inflicted (whether by your sacrifice or incoming attacks) is always 1/2 of the value indicated
- Degen hexes and conditions are always applied for 100% of the values indicated
So, let's say you begin your build with Aura of the Lich. At 500 health, you now have 250 health to work with. The biggest benefit is when using a sacrifice build by FAR, or you likely do not want this elite. Yes normal damage is cut in half, but you are running around with half health! No net benefit comes as a result besides the +200 health bonus after 60 seconds when AotL ends. Since degen is not affected, being at 250 health means that you begin closer to death where degens are the most harmful to you.
So what about percentage sacrificing? Spending only 25% of the sacrifice damage listed is awesome, but don't do it without being able to counter the effects of degen with other skills. Life Transfer would be perfect if not for the fact it's also an elite. You must get it from other sources, starting with Blood Renewal and Life Siphon as top candidates.
BR costs you only 8% of your current health under AotL (20 from a 500 point build reduced to AotL 250). For that 20 health donation, you get +3 regen and 160-200 health after 10 seconds (L12-L16 Blood). Combined with Life Siphon's constant, long lasting -3, you get that 20 health back in two seconds and are protected against up to -6E of degen. Add Life Siphon to another foe (recharges in two seconds) and you can be at +9 regen (with 200 point health bonus every 10 seconds) for up to 25 seconds at a time when you keep recasting BR.
Another angle for minimizing sacrifice damage is to concentrate on stealing what you need. Vampiric Gaze and Vampiric Touch give you 60/72 respectively at L12 stats - more with enhancements. The recharge is decent, so you can use them as alternates or even additional health stabilizers in your battles. So what about inflicting serious damage to the enemy? The most consistently solid damage you can inflict with sacrifices use Dark Aura with Dark Pact. Everything else is just bonus to speed up the pain.
Quote: Dark Aura (Enchantment Spell) For 30 seconds, whenever target ally sacrifices Health, Dark Aura deals 5..41 shadow damage to adjacent enemies, and you lose 5..17 Health. 10E/1C/10R - Death Magic
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Dark Pact (Spell) Sacrifice up to 10% Health and deal 10..40 shadow damage to target foe. 5E/1C/2R - Blood Magic
With L12 for both, that's 81 damage every two seconds, which you can get close to 100 with the right runes. Touch of Agony causes 50 damage and recharges in 3 seconds (for 5E and a .75 cast) - that's 91-110+ combo damage depending on your stats (high attribbute numbers in Death and/or Blood and/or using ATB). ToA may turn off some people because although it's more damage than DP, it requires that the Necro move into melee range. Guess what? If you use Dark Aura, you are pretty much in melee range anyway - you can't get the bonus damage without being almost in touch range. ToA optional, but it will be used a lot. Spamming the two skills in AotL and Dark Aura costs two types of sacrifices.... percentage and direct cost. At a listed 10% sacrifice each for DP and ToA, that comes down from 50 health in normal conditions to 12.5 health each time you cast one. This is negated by +6 regen described above if you are using it (nets you +12 health per second). Therefore, ignoring outside damage to you, you are not losing any health (but you ARE still at 50% with AotL - never forget that). There is however another 17 health cost per cast with Dark Aura. this is with Blood at L12, and the cost is higher with each rank (it is 23 damage at L18 under Awaken the Blood). This is NOT a percentage sacrifice, so the damage is not cut down to 25% under AotL. Instead it is cut in half, or 8.5 per cast. In the end, each DP and ToA cast comes to about -20 in actual health to your 250 life bar. The lower your max health, the less the final sacrifice cost but the closer you are to death from degen and 50% attacks. If you add Demon Flesh for 100 point bonus (remember, you get half of the 200), you are protected better from degen and normal attacks, but your sacrifice costs go UP - one ToA cast is now 17.5 (not 12.5), because you are calculating from a 700 max health bar before AotL is calculated. Still, the 100 point bonus gives you 15 extra sacrifice casts before you are down to 250 health without DF. It may be worth it, but initially DF causes a 20% sacrifice, so you begin with -25 health or 325. That's about 10 net extra casts possible, still pretty good. If you can fit in Awaken the Blood, that really adds to Demon Flesh and all your damaging attacks/Life Steals, but the cost is that each sacrifice costs 50% more: that's -12.75 pain to you from Dark Aura (not 8.5), and -18.75 costs per ToA and DP (instead of 12.5). Be sure you can handle this, because the average sacrifice per cast increases to -30E instead of -20E. Here's an arena NeMe build that puts a lot of this together: Blood 16 Death 12 Illusion 4 Soul Reaping 6 Aura of the Lich Demon Flesh Dark Aura Demon Pact Touch of Agony Vampiric Gaze Distortion Rez Distortion is to ward off melee and arrows at -2E per whiff. The rest is self explanitory... cast Demon Flesh, then AotL and regen energy a bit. Cast Dark Aura and begin getting in close. Cast the attacks as they recharge... you ALWAYS want to steal health with VG when you can. Back off if attacked by hexes or degen Conditions, then restart it all when you're clear. Energy can be a concern, so don't spam too much if you need Distortion in close a lot. Obviously switch in skills that protect you from perceived weaknesses. Hexes and Conditions can hurt, but I run away before they stack 'em - Vampiric Gaze at 63 health stolen every 10 seconds minimizes the effects, but Blood Renewal can be switched for something (i.e. Touch of Agony) as a way of providing extra degen protection. This is just a sample build that keeps AotL's pros and cons in mind as you mix it up on the field. *** Bonus Info *** It seems that the extra health that you receive when AotL ends is remebered by the game... if the skill recharges before the enchant ends, cast it again to reset the minute timer. You'll find that when the OLD cast was orriginally supposed to end (another 5-10 seconds usually), you'll still get a +180 - +200 bonus! |

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