Trying to design a maximum DPS build for PvE -- please offer input for improvement
Divineshadows
It seems like very few people design builds specifically for PvE aside from the elite farming areas, probably because the majority of PvE is simply too easy. However, I enjoy the process of build making and set out on the task of making a general-purpose 8 man team PvE build with the goal of killing monsters as fast as possible.
The premise behind this build is to utilize a lot of physical damage and buff the hell out of that damage to cut through PvE enemies like butter. Using casters for damage was something I really did not consider, because the only really strong casting based offensive characters are searing flames eles, minion masters, and hex based degen spreaders. All of these have weak armor, have no means to buff their damage, and in the case of a minion master becomes a high risk to the rest of the party's survival when they die.
W/*
Charge {E}
Sever Artery
Gash
Standing Slash
Sun and Moon Slash
Flail
Shields Up
Rez Signet / Sunspear Rebirth Signet
16 (12+4) Sword Mastery
12 (11+1) Tactics
7 (6+1) Strength
W/*
Eviscerate {E}
Executioner's Strike
Cyclone Axe
Critical Chop
Flail
Shields Up
Watch Yourself
Rez Signet / Sunspear Rebirth Signet
16 (12+4) Axe Mastery
12 (11+1) Tactics
7 (6+1) Strength
A/W
Aura of Displacement {E} (or Shadow Meld {E})
Burst of Aggression
Unsuspecting Strike
Wild Strike
Twisting Fangs
Death Blossom
Wild Blow
Rez Signet / Sunspear Rebirth Signet
16 (12+4) Dagger Mastery
13 (12+1) Critical Strikes
D/W
Reaper's Sweep {E} (or Avatar of Lyssa {E})
Victorious Sweep
Chilling Victory
Wild Blow
Eremite's Attack
Heart of Fury
Burst of Aggression
Rez Signet / Sunspear Rebirth Signet
16 (12+4) scythe mastery
13 (12+1) mysticism
P/R
Barrage {E}
Go for the Eyes
Stand Your Ground
Anthem of Flame
Aggressive Refrain
Anthem of Envy
Distracting Shot
Signet of Return
12 marksmanship
13 (9+4) command
10 (9+1) leadership
R/W
Barrage {E}
Distracting Shot
Savage Shot
Flail
Natural Stride
Throw Dirt
Concussion Shot
Rez Signet / Sunspear Rebirth Signet
16 (12+4) marksmanship
13 (12+1) expertise
4 (3+1) wilderness survival
N/Mo
Reaper's Mark {E}
Signet of Lost Souls
Order of Pain
Heal Party
Extinguish
Draw Conditions
Strip Enchantment (or Gaze of Contempt)
Rez Signet / Sunspear Rebirth Signet
15 (11+4) Blood
11 (10+1) Soul Reaping
10 Healing Prayers
1 Protection Prayers
Mo/E
Zealous Benediction {E}
Aegis
Protective Spirit
Shield of Absorption
Reversal of Fortune
Mend Condition
Holy Veil
Glyph of Lesser Energy
14 (12+2) Protection Prayers
15 (12+3) Divine Favor
I decided to use two warriors to get consistent deep wounds, reliable consistent damage, highest armor to bolster the frontline, and the use of high-specced tactic shouts to bolster defense of the team (2 copies of shields up, a copy of charge to buff the melee, and a cyclone axe powered copy of watch yourself). Next, I selected an assassin and a dervish to provide some energy based attacks that can be more frontloaded than the two warriors. Both the assassin and dervish use wild blow to end those stupid ranger evasive stances that exist on every ranger enemy in PvE. The dervish, like the axe warrior, has an attack skill that activates faster than normal allowing for 3 attacks to occur in the same time frame that would normally only execute 2 attacks. An assassin was selected instead of a second dervish mainly to make use of unsuspecting strike to quickly knock a large chunk of health off of a foe which synergizes well a dervish's chilling victory. Also, the assassin's double strikes and dual attacks become even more powerful with order of pain.
At some point, things get a bit crowded on the frontline if you try to jam more melee characters into the build, so two barragers were included. Both have distracting shot to bolster the team's defense (or interrupt the enemies defensive skills like Aegis or defensive chants). One barrager is a P/R by spamming Go for the Eyes (charges up fast under barrage), Anthem of Flame, and Anthem of Envy. This character further enhances the team's defense with Stand Your Ground. The other barrager is a ranger with interrupts that makes use of flail to be attacking 33% faster all the time using natural stride as a cancel stance when it is time to move onto the next group. This ranger also packs concussion shot for those rare circumstances where multiple monk foes are present to make the killing be even more swift. Lastly, the ranger has throw dirt to blind melee enemies that get past him that have targetted the team's backline.
The necromancer's function is to spam heal party and order of pain. To facilitate this, the necromancer has high soul reaping and places reaper's mark on dying foes and uses signet of lost souls to further keep the energy flowing in. The necromancer also uses all this excess energy to use extinguish to get rid of disease clouds or mass conditions spread onto the party and keeps the 6 attackers free from blind using draw conditions. An enchantment removal skill is included on this character to remove any annoying enchantments your team may encounter (i.e. stupid dervish enchants that cripple all attackers, only a monk boss is left and this boss just cast mark of protection on self, etc.).
The monk uses Aegis (with glyph of lesser energy) on recharge to protect the party and can easily keep two party members being focused on damage alive at once by putting shield of absorption and reversal on one while using prot spirit and zealous benediction on another. This monk is basically pure-prot to save against team members being spiked/focused but can spot heal using ZB. The necro is the primary healer though via heal party spam.
Well, that's about it. Any areas where this build can be improved to do even more damage? Can any of the defense in the build be scrapped for more offense and still not risk chain deaths? Would a minion master allow for even more damage than the assassin or dervish (even though the minions do not get buffed by order of pain or the paragon shouts) and, perhaps more importantly, would the minion master be able to keep up with the rest of the party while moving from one PvE mob to the next?
The premise behind this build is to utilize a lot of physical damage and buff the hell out of that damage to cut through PvE enemies like butter. Using casters for damage was something I really did not consider, because the only really strong casting based offensive characters are searing flames eles, minion masters, and hex based degen spreaders. All of these have weak armor, have no means to buff their damage, and in the case of a minion master becomes a high risk to the rest of the party's survival when they die.
W/*
Charge {E}
Sever Artery
Gash
Standing Slash
Sun and Moon Slash
Flail
Shields Up
Rez Signet / Sunspear Rebirth Signet
16 (12+4) Sword Mastery
12 (11+1) Tactics
7 (6+1) Strength
W/*
Eviscerate {E}
Executioner's Strike
Cyclone Axe
Critical Chop
Flail
Shields Up
Watch Yourself
Rez Signet / Sunspear Rebirth Signet
16 (12+4) Axe Mastery
12 (11+1) Tactics
7 (6+1) Strength
A/W
Aura of Displacement {E} (or Shadow Meld {E})
Burst of Aggression
Unsuspecting Strike
Wild Strike
Twisting Fangs
Death Blossom
Wild Blow
Rez Signet / Sunspear Rebirth Signet
16 (12+4) Dagger Mastery
13 (12+1) Critical Strikes
D/W
Reaper's Sweep {E} (or Avatar of Lyssa {E})
Victorious Sweep
Chilling Victory
Wild Blow
Eremite's Attack
Heart of Fury
Burst of Aggression
Rez Signet / Sunspear Rebirth Signet
16 (12+4) scythe mastery
13 (12+1) mysticism
P/R
Barrage {E}
Go for the Eyes
Stand Your Ground
Anthem of Flame
Aggressive Refrain
Anthem of Envy
Distracting Shot
Signet of Return
12 marksmanship
13 (9+4) command
10 (9+1) leadership
R/W
Barrage {E}
Distracting Shot
Savage Shot
Flail
Natural Stride
Throw Dirt
Concussion Shot
Rez Signet / Sunspear Rebirth Signet
16 (12+4) marksmanship
13 (12+1) expertise
4 (3+1) wilderness survival
N/Mo
Reaper's Mark {E}
Signet of Lost Souls
Order of Pain
Heal Party
Extinguish
Draw Conditions
Strip Enchantment (or Gaze of Contempt)
Rez Signet / Sunspear Rebirth Signet
15 (11+4) Blood
11 (10+1) Soul Reaping
10 Healing Prayers
1 Protection Prayers
Mo/E
Zealous Benediction {E}
Aegis
Protective Spirit
Shield of Absorption
Reversal of Fortune
Mend Condition
Holy Veil
Glyph of Lesser Energy
14 (12+2) Protection Prayers
15 (12+3) Divine Favor
I decided to use two warriors to get consistent deep wounds, reliable consistent damage, highest armor to bolster the frontline, and the use of high-specced tactic shouts to bolster defense of the team (2 copies of shields up, a copy of charge to buff the melee, and a cyclone axe powered copy of watch yourself). Next, I selected an assassin and a dervish to provide some energy based attacks that can be more frontloaded than the two warriors. Both the assassin and dervish use wild blow to end those stupid ranger evasive stances that exist on every ranger enemy in PvE. The dervish, like the axe warrior, has an attack skill that activates faster than normal allowing for 3 attacks to occur in the same time frame that would normally only execute 2 attacks. An assassin was selected instead of a second dervish mainly to make use of unsuspecting strike to quickly knock a large chunk of health off of a foe which synergizes well a dervish's chilling victory. Also, the assassin's double strikes and dual attacks become even more powerful with order of pain.
At some point, things get a bit crowded on the frontline if you try to jam more melee characters into the build, so two barragers were included. Both have distracting shot to bolster the team's defense (or interrupt the enemies defensive skills like Aegis or defensive chants). One barrager is a P/R by spamming Go for the Eyes (charges up fast under barrage), Anthem of Flame, and Anthem of Envy. This character further enhances the team's defense with Stand Your Ground. The other barrager is a ranger with interrupts that makes use of flail to be attacking 33% faster all the time using natural stride as a cancel stance when it is time to move onto the next group. This ranger also packs concussion shot for those rare circumstances where multiple monk foes are present to make the killing be even more swift. Lastly, the ranger has throw dirt to blind melee enemies that get past him that have targetted the team's backline.
The necromancer's function is to spam heal party and order of pain. To facilitate this, the necromancer has high soul reaping and places reaper's mark on dying foes and uses signet of lost souls to further keep the energy flowing in. The necromancer also uses all this excess energy to use extinguish to get rid of disease clouds or mass conditions spread onto the party and keeps the 6 attackers free from blind using draw conditions. An enchantment removal skill is included on this character to remove any annoying enchantments your team may encounter (i.e. stupid dervish enchants that cripple all attackers, only a monk boss is left and this boss just cast mark of protection on self, etc.).
The monk uses Aegis (with glyph of lesser energy) on recharge to protect the party and can easily keep two party members being focused on damage alive at once by putting shield of absorption and reversal on one while using prot spirit and zealous benediction on another. This monk is basically pure-prot to save against team members being spiked/focused but can spot heal using ZB. The necro is the primary healer though via heal party spam.
Well, that's about it. Any areas where this build can be improved to do even more damage? Can any of the defense in the build be scrapped for more offense and still not risk chain deaths? Would a minion master allow for even more damage than the assassin or dervish (even though the minions do not get buffed by order of pain or the paragon shouts) and, perhaps more importantly, would the minion master be able to keep up with the rest of the party while moving from one PvE mob to the next?
martialis
Give the warriors pets.
Arrows can be buffed in a few more ways than melee weapons, and rangers have winnowing, which buffs all attacks, including minions. Warriors do more damage to a single target with faster attacks and higher armour-penetrating damage, which increases on weaker enemies, but barrage makes up for the slower attack speed.
So add a minion master and 4 rangers and there you go.
(maybe a dervish with grenth or lyssa, and wild blow or wild throw would increase damage)
Arrows can be buffed in a few more ways than melee weapons, and rangers have winnowing, which buffs all attacks, including minions. Warriors do more damage to a single target with faster attacks and higher armour-penetrating damage, which increases on weaker enemies, but barrage makes up for the slower attack speed.
So add a minion master and 4 rangers and there you go.
(maybe a dervish with grenth or lyssa, and wild blow or wild throw would increase damage)
Feurin Longcastle
Make the Sword war instead:
Dragon Slash
Galrath Slash
Silverwing Slash
"For Great Justice!"
Flail
Enraging Charge
Wild Blow (only for use to break stances)
Res/Sunspear Sig
12+3+1 Swordsmanship
12+1 Strength
Full Sentinels armor
This offers much higher sustained DPS than the outdated Sever-->Gash combo. I'd probably replace the axe warrior with another one of these, to be honest.
Your paragon will deal more net damage if he focuses on pumping the team. Give him Soldier's Fury, "For Great Justice!", "Find Their Weakness!" and "Stand Your Ground!" instead of the ranger skills. This lets him build up adren very rapidly (without being dependent on grouped mobs) and spam the one-shot shouts faster. 16 Command, 9 Spear Mastery, 11 Leadership.
Dragon Slash
Galrath Slash
Silverwing Slash
"For Great Justice!"
Flail
Enraging Charge
Wild Blow (only for use to break stances)
Res/Sunspear Sig
12+3+1 Swordsmanship
12+1 Strength
Full Sentinels armor
This offers much higher sustained DPS than the outdated Sever-->Gash combo. I'd probably replace the axe warrior with another one of these, to be honest.
Your paragon will deal more net damage if he focuses on pumping the team. Give him Soldier's Fury, "For Great Justice!", "Find Their Weakness!" and "Stand Your Ground!" instead of the ranger skills. This lets him build up adren very rapidly (without being dependent on grouped mobs) and spam the one-shot shouts faster. 16 Command, 9 Spear Mastery, 11 Leadership.
Paperfly
OK, here go a bunch of incidental observations:
W/x:
Quote:
Charge {E}
W/x:
Quote:
A/W:
Your assassin is heavily restricted in his damage output by the recharge on Twisting Fangs (which is 'sins in a nutshell, really). I would suggest running a more spammable dagger combo: ({e}Way of the Assassin) + Unsuspecting->Wild->Critical Strike if you just want to pump the raw damage output; or, if you're feeling adventurous, {e}Assassin's Promise->Black Spider Strike->Twisting Fangs.
Non-elite movement skills are plenty (heck, even just Dash); you don't need to waste a slot on AoD in PvE.
...Oh, and I'd want a really good reason to run a Superior rune on a melee Assassin!
D/W:
Burst of Aggression is rather redundant here. Throw in Heart of Holy Flame instead for the spare burning, unconditional damage, and boost against undead. You've probably got one more Scythe attack than you need (or can support, even with a Zealous scythe), too.
P/R
I don't like this guy at all, to be honest. His Paragon attributes could easily be duplicated by running /P with enough Command for Go for the Eyes! on a couple of Rangers rather than devoting a slot to a second-rate Barrager.
...If you do keep him, drop Marksmanship to 9 and pump Command and/or Leadership. Order of Pain's what'll be doing most of his damage anyway.
N/Mo:
This guy's a bit too busy. Rather than spending so many slots on an energy engine + Orders + Heal Party spam (when in practice he won't have time to do all at once), just give him Order of the Vampire - it's just as good against pressure - and Aegis for occasional use.
Mo/E:
I think you're investing a bit too much in his anti-spike potential, and as a result your healing's not efficient enough. PvE is mainly pressure, remember.
...In fact, if you stick with 7/8ths of this build you'd be better off with an Elementalist primary!
At the very least, with his stat distribution as it is there's no reason not to splash in Gift of Health.
Other:
- You could really use another hex removal skill in there somewhere.
- In some areas of the game, taking some form of corpse management is a must (plus hey, it's a resource you're not exploiting).
- You need a designated in-combat resser (i.e. with a hard res that's combat-viable like Flesh of My Flesh or Resurrection Chant). Give the Orders necro Rebirth since he's the most likely to survive a full wipe.
- You're really, seriously underestimating the importance of a minion master, mate. They're the highest DPS characters in the game, they give the Orders necro infinite energy, and they add enormously to your team's survivability. The risk to the party's minimal if the monk understands how important the MM is...
Quote:
A foe with bleeding and deep wound will be dead before you get sever and gash charged again, thus allowing you to sever+gash some other foe.
This offers much higher sustained DPS than the outdated Sever-->Gash combo.
...But provides no Deep Wound, which is pretty much the point of having warriors in here in the first place.
Khaunshar
Dont rely on warriors. In theory warrior damage might be acceptable, but in reality mobs dont live long enough to charge up adrenaline at all.
Assassins are better in every regard, as they can use a synchronized 2-skill chain to take down a mob between themselves almost instantly. Vrolijk
I think of using a hammer warrior with enraged smash some low adreniline skills, defencsive skills and a res
enraged smash only uses 2 adrenaline and you can boost it with each. put a furious hammer haft on your hammer and you can use it about 7 out of 10 hits. Skuld
Dragon Slash.
Iscana
I wonder how a team or Ritualist using Channeling and some close range effect spells will do, or a insane spike team of elementalists and ranger/necro's. I have seen a team made out of 4 ritualists which won an arena fight insanely fast using a spirit and some destructive skill to kill 4 opposite teammembers in less then 5 seconds instandly, by casting the spirit, wait and boem, all gone .
Feurin Longcastle
Quote:
Originally Posted by Khaunshar
Assassins are better in every regard, as they can use a synchronized 2-skill chain to take down a mob between themselves almost instantly. You do realize that with FGJ! and Enraging Charge you have 6 strikes of adren after one hit. Two more and you have 10. With Dragon Slash your pool never empties. Feurin Longcastle
Quote:
Originally Posted by Paperfly
...But provides no Deep Wound, which is pretty much the point of having warriors in here in the first place.
Deep Wound is bad if it's lowering your total damage done, which is all that matters.
1) Sever+Gash offers no benefit applying it to a target that has these conditions 2) Deep Wound is capped at 100 damage. Sever and Gash offer no bonus damage. 3) Some enemies are immune to Bleeding, and thus Gash. Gash takes off 100 life, once. Galrath + Silverwing does +84 damage every time you apply it. Let your Paragon provide the DW's with "Find Their Weakness!" and "Go For the Eyes!". Divineshadows
Overall the suggestions have been very good and have given me some new ideas to incorporate into this build. Winnowing and favorable winds each take 5 seconds to place. That's 5 seconds not spent attacking. In addition, their long recharges make them mediocre at best as a team this offensive will have moved onto the next group (outside of the range of the spirits) before these skills have recharged.
Originally Posted by Feurin Longcastle
Quote: |
Quote:
Quote:
Let your Paragon provide the DW's with "Find Their Weakness!" and "Go For the Eyes!".
Sorry, but I've played with Find Their Weakness and I was sorely disappointed. The shout only applies to one ally and not all allies. For the energy cost and recharge on the skill I was wholly unimpressed.
***
Minion Bomber builds have the drawback of having to target your own minions, which is an absolute pain with the current interface.
For reference's sake, a generic MM looks something like this:
12+4 Death
9+1 Soul Reaping
9 Healing Prayers
{e} Jagged Bones (or Flesh Golem, but Jagged doubles as energy management. Both let you keep one minion indefinitely in low-corpse areas)
Shambling Horror (more e-management!)
Vampiric Horror
Bone Horror
Death Nova
Blood of the Master
Heal Area
Res
...The minion selection can be adjusted to your tastes. The only caveats are that you shouldn't overload on 25cc spells (i.e. I'd avoid both Vampirics and Fiends on the same bar), and that at least one minion spell should have a low recharge (i.e. Horrors, Minions or Fiends).
Death Nova can be dropped for Gaze of Contempt if you like, but I'd recommend moving it to the Orders necro to replace Blood of the Aggressor (which he shouldn't use all that often). Alternatively, you can slot in a non-targetted enchantment remover like Expunge Enchantments on the Assassin or Winds of Disenchantment (or Intimidating Aura) on the Dervish. This'll let you bring down those pesky Spell Breakers on Margonite Clerics and Shiro'ken Monks.
Quote:
...The drawback (which I only realised well after posting!) is that changing his damage output to Holy means he doesn't get the damage boost from Orders.
Originally Posted by Skuld
Dragon Slash.
In my intermediate revision, I had decided to switch the charge warrior to dragon slash. Now though, since I have decided upon an Aegis chain having two copies of shields up is not as important so I have room for a third barrager.
So, here is version 2 based on the feedback I have received from people in this thread: Axe warrior - remains the same Dervish - drops burst of aggression for heart of holy flame. Having armor ignoring melee damage critting often (via go for the eyes) should really cut through level 24+ foes with ridiculous armor levels. Drops eremite's attack for mystic sweep since this guy has 2 enchantments now. Drops victorious sweep for imbue health since there are already 4 other attack skills on the bar and imbue can be used in an emergency to save a key party member. Sword warrior - replaced by a barrager with the following skills and attributes: R/W Barrage {E} Distracting Shot Savage Shot Flail Throw Dirt Charm Animal Comfort Animal Rez Signet / Sunspear Rebirth Signet 16 (12+4) marksmanship 13 (12+1) expertise 4 (3+1) beast mastery (the pet is fodder for the death necro and is an additional meat shield) The existing ranger barrager's bar and attributes changes to match exactly as shown above except with concussion shot instead of throw dirt. Assassin - replaced by a minion master. Multiple people who responded seem to agree that having a minion master is essential to making the highest DPS build possible, so I went with it. Not sure of an exact bar, so here's my first stab at it: N/Mo minion bomber Jagged Bones {E} Animate Bone Minions Death Nova Taste of Death Dark Bond Gaze of Contempt Shield of Absorption Sunspear Rebirth Signet 16 (12+4) Death Magic 12 (11+1) Soul Reaping 6 Protection Prayers 3 (2+1) Blood Magic P/R - Replaced distracting shot with Fall Back. Changed attributes to: 9 Marksmanship 16 (12+4) Command 10 (9+1) Leadership Orders Necro - Re-worked to use Order of the Vampire (thanks for the suggestion Paperfly): N/Mo Order of the Vampire {E} Blood of the Aggressor Extinguish Draw Conditions Aegis Purge Signet (with multiple weapon sets at different energy levels to allow this skill to be free) Spirit Bond Rebirth 16 (12+4) Blood Magic 10 (9+1) Soul Reaping 9 Protection Prayers Since heal party was dropped on the orders necro in favor of order of the vampire instead of order of pain, the monk is re-worked to use light of deliverance to deal with pressure situations. Monk - Dropped Zealous Benediction in favor of Light of Deliverance. All other skills remain the same. New attributes are 12 (11+1) healing, 14 (10+4) protection, and 11 (10+1) divine favor. Paperfly
One quick mea culpa here (since it was my suggestion!):
drops burst of aggression for heart of holy flame.
Quote: |
***
Minion Bomber builds have the drawback of having to target your own minions, which is an absolute pain with the current interface.
For reference's sake, a generic MM looks something like this:
12+4 Death
9+1 Soul Reaping
9 Healing Prayers
{e} Jagged Bones (or Flesh Golem, but Jagged doubles as energy management. Both let you keep one minion indefinitely in low-corpse areas)
Shambling Horror (more e-management!)
Vampiric Horror
Bone Horror
Death Nova
Blood of the Master
Heal Area
Res
...The minion selection can be adjusted to your tastes. The only caveats are that you shouldn't overload on 25cc spells (i.e. I'd avoid both Vampirics and Fiends on the same bar), and that at least one minion spell should have a low recharge (i.e. Horrors, Minions or Fiends).
Death Nova can be dropped for Gaze of Contempt if you like, but I'd recommend moving it to the Orders necro to replace Blood of the Aggressor (which he shouldn't use all that often). Alternatively, you can slot in a non-targetted enchantment remover like Expunge Enchantments on the Assassin or Winds of Disenchantment (or Intimidating Aura) on the Dervish. This'll let you bring down those pesky Spell Breakers on Margonite Clerics and Shiro'ken Monks.
Riotgear
If you want to kick your warriors into overdrive, there are only three skills you need:
Infuriating heat, dragon slash, and sun and moon slash.
If IH is up, your warrior can just spam DS/SaMS back and forth over... and over... and over...
Infuriating heat, dragon slash, and sun and moon slash.
If IH is up, your warrior can just spam DS/SaMS back and forth over... and over... and over...
Gumby
Yeah, definatley add a MM in there... nothing can beat the DPS of an angry MM.
Order of Undeath + 10 Fiends at 16 death = ~259 DPS (quoted from guildwiki)
Lets see your dragon slash stand up to that?
Order of Undeath + 10 Fiends at 16 death = ~259 DPS (quoted from guildwiki)
Lets see your dragon slash stand up to that?
Ensign
Order of Undeath is significantly weaker than Order of Pain on a competent team.
Peace,
-CxE
Peace,
-CxE
Zinger314
Well, if you had 2 MMs and a Curses Necro, you could do some insane DPS, in theory.
I'm surprised that everyone in this topic has overlooked the most damaging skill in the entire game for PvE.
That skill is [skill]Mark of Pain[/skill]
So, if 20 Bone Fiends attacked a target hexed with Mark of Pain from a 16 Curses Necromancer, that's 10.5 procs per second on Mark of Pain, which results in a whopping 442 DPS x number of targets. And that's from one skill. And only from the MMs.
That's ignoring the damage the Fiends cause, and the other skills the Curses Necro has (Spiteful Spirit and Desecrate/Defile Enchantments can really up the DPS count). And that's only for 3 party members.
Of course, it doesn't work in practicality, since Bone Fiends aren't smart enough to focus fire. But it should give everyone in this topic a step in the right direction. I've dropped entire mobs of Torment creatures in 5 seconds with a well placed Mark of Pain and a minion barrage.
I'm surprised that everyone in this topic has overlooked the most damaging skill in the entire game for PvE.
That skill is [skill]Mark of Pain[/skill]
So, if 20 Bone Fiends attacked a target hexed with Mark of Pain from a 16 Curses Necromancer, that's 10.5 procs per second on Mark of Pain, which results in a whopping 442 DPS x number of targets. And that's from one skill. And only from the MMs.
That's ignoring the damage the Fiends cause, and the other skills the Curses Necro has (Spiteful Spirit and Desecrate/Defile Enchantments can really up the DPS count). And that's only for 3 party members.
Of course, it doesn't work in practicality, since Bone Fiends aren't smart enough to focus fire. But it should give everyone in this topic a step in the right direction. I've dropped entire mobs of Torment creatures in 5 seconds with a well placed Mark of Pain and a minion barrage.
jesh
Mark of Pain is an excellent skill, but taking a minion master to activate it will only slow down your killing. If you have 3 rangers, 2 warriors, and a dervish, the damage that you can do with Mark of Pain is astounding.
3x Barrage + 3x interrupt + 4x regular hits from warriors on IAS + Twin Moon Sweep + Mystic Sweep = 12 hits in the space of about 2 seconds, without having to drag along a MM.
The only reason I would even spec a character in Death Magic in a perfect party like this is for Putrid Explosion.
3x Barrage + 3x interrupt + 4x regular hits from warriors on IAS + Twin Moon Sweep + Mystic Sweep = 12 hits in the space of about 2 seconds, without having to drag along a MM.
The only reason I would even spec a character in Death Magic in a perfect party like this is for Putrid Explosion.
Divineshadows
Quote:
Originally Posted by Riotgear
Infuriating heat, dragon slash, and sun and moon slash.
If IH is up, your warrior can just spam DS/SaMS back and forth over... and over... and over...
Quote:
Originally Posted by Zinger314
Well, if you had 2 MMs and a Curses Necro, you could do some insane DPS, in theory.
I'm surprised that everyone in this topic has overlooked the most damaging skill in the entire game for PvE....mark of pain. I could easily alter the MM build I have to spec 9 into curses (by dropping soul reaping to 11 and eliminating the prot attribute) and use mark of pain. The question to me is would it be worth it? If mark of pain causes the AoE AI scatter mentality like I think it does, then it would actually decrease DPS due to foes kiting away from the melee characters. Paperfly
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If mark of pain causes the AoE AI scatter mentality like I think it does
It does. However, in a lot of areas you'll simply get the kills so fast that they won't have time to run away. | ...Just one of those things you can't gauge on paper. Field testing, it's what's for dinner! Loot Junkie
Hey Divine, we have spoken before not long ago after we were on the same RA team[still waiting for that invitation to HA btw ].
You guys are on the right track as far as buffing physical damage goes. I like to do pve tombs runs with my friends, and as you would expect, we would run that tried and proven B/P team build - 5 BP rangers/orders necro/MM/healing monk. We must have run that build a hundred times in the past year when we finally realized that we would probably be more effective by dropping a ranger and adding a curses necro. The results are astounding; cast barbs/weaken armor on the nearest target and he gets mowed down lickity-split(the giant wurms drop like a house of cards). Mark of Pain is also very powerful if you cast it on the closest foe of a large and tightly packed mob, the worst scatter that happens is the target which was hexed with MoP runs to the back of the mob and stops and that is only after he has done huge damage to those adjacent to him. I have seen my screen full of yellow 42's from doing that lol. The other thing to do is cast SS+reckless on a melee foe such as a Grasp of Insanity. I run this necro build every time we go and I have to say the most valuable skill on the bar is Barbs thanks to the recent buff it got. If the only skill on my bar was Barbs nobody would even notice, it is that effective when used in conjunction with rangers and their pets and an MM that can keep an army of fiends up. C/spacebar ftw lol! After heroes became available I set my heroes up in the same way; 2 of my heroes are B/P rangers and the other is a fully equipped and maxed out MM. I can grab those heroes, 2 healer henchies, dervish and paragon henchies and head into Nightfallen Jahai and clear the whole explorable area in about 1.5 hours which is very nice for LB farming. The level 24 margonites dont stand a chance and neither do the level 28 torment creatures as long as you ignore the healers and concentrate on the water eles first. If youre using this kind of build with heroes and henchies I would strongly suggest swapping SS for Icy Veins since you really shouldnt move to a different target until the one that your party is working on is dead. In this regard IV works great as it does a decent amount of damage when cast and does a higher amount of AoE damage when target foe dies. Loot Junkie
Hey Divine, I thought I would add the orders build I use in Tombs to the thread as it might give you some ideas for your build.
Attributes are 16 Blood/11 Healing/9 Soul Reaping/5 Death Wear all superior necro runes to bring your total health somewhere between 200-300 so that watchful spirit and mending will heal the saccing caused by spamming orders. Equip a 20% enchanting mod to make the orders last a little longer, it does make a notable difference. Skills are: Blood of the Master, Order of Pain, Order of the Vampire, Heal Party, Watchful Spirit, Mending, Blood Ritual(or Extinguish or Aegis, etc.), Rebirth The beautiful thing about this build is the support that it gives to both the monk/s and the MM. If there are a significant amount of creatures dying, as there is on a tombs run, then the orders necro will have an almost limitless supply of energy with which to spam his skills incessantly. I always run both orders on my bar since I believe in having my party enchanted with them all the time as opposed to just bringing one and waiting for it to recharge. Immediately after casting one of the orders I will check the health of my team. If there is a need for it, I will cast Heal Party. If not I will cast BotM whether it is needed or not since my energy is always topped up anyway. This helps the party in at least 3 ways; takes pressure off of MM's energy pool, enables MM to raise minions more quickly, keeps up a large minion army for faster killing. If the going gets rough, spam HP right after casting each order. Another nice benefit of this build is BotM, both orders, HP, Extinguish, Aegis can all be used from a very safe distance, you dont need to be within earshot for them to affect your party which means if the team wipes you can run away and come back to rebirth the team. Son of Urza
You don't have to worry about waiting for Order of Pain to recharge- it doesn't HAVE any recharge. Use Light of Deliverance instead of OotV, which fits with the whole "radar range, stay out of battle" theory of the low-hp orders necro.
Francis Crawford
In theory, OotV lasts 6 seconds, and is available 7 seconds after casting, with fast recharge 20% of the time.
So in 14 seconds you can have either 12 with extra damage including lifestealing, or 14 with extra damage, 7 of which include lifestealing. And in the latter case there's a bit more casting cost as well, of course. 2 damage vs. 5 self-heal -- is the damage really the better choice? Loot Junkie
Dang, I thought OoP had the same stats as OotV, so my bad.
Another alternative for healing would be to run Healer's Boon to boost the healing power of HP by 50% and cast it 50% faster. With 11 on healing, HP heals for 63. Cast HP while running HB and each party member gets healed for 94 instead. It doesnt matter that Healer's Boon is a divine favor skill, it still works on the next 10 healing prayers spells. Since it only costs 5 energy and is a 1/4 second cast, just recast it every time it runs out. Thanks for the tip on the instant recharge of OoP, I will change my orders build for tombs accordingly. PS; if they nerf soul-reaping because of all the necro/rit stuff going on in HA I'm gonna flip! qvtkc
Is this any better than
1 mm 1 monk 6 sf elementalists ? bungusmaximus
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Originally Posted by qvtkc
Is this any better than
1 mm 1 monk 6 sf elementalists ? Yup, i do think so, no physical damage boost as mentioned in posts above and the eles can run out of energy severely gimping their damage output (Try fighting a mob of roaring ethers and you'll see what I mean). You can give the necro blood ritual but keeping up that many eles will be hard for him. I have been thinking about a combo with SF eles and fragility tho. In theory target burns all the time, but it really isn't that good in practice. Flames go out every now and then. Fragility does damage when a condition is applied and ends on a target, so it might hurt an extra bit. Scourgey
The problem with warriors is that you have to keep running to new monsters.
Why don't you run 8xMesmers with spiritual pain, shatter enchantment with assassin's promise? Surely that would beat most things Divineshadows
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Originally Posted by Scourgey
The problem with warriors is that you have to keep running to new monsters.
Why don't you run 8xMesmers with spiritual pain, shatter enchantment with assassin's promise? Surely that would beat most things Wow, at 14+ dom and 8 to 10 deadly arts that would actually rape much of PvE. Quite inventive. I'd add wastrel's demise to put the damage over the top of even the toughest boss's health. What would you do for defense? Deadly paradox and feigned neutrality. Or would you just drop a spiker for a prot monk with aegis (to reduce the initial damage of each encounter) and light of deliverance? |