I'm going to attempt to do The Deeps, but have 2 problems:
1. What do Necro's usually run in The Deeps?
2. How do I find the people to give me ferry, because I can never seem to find someone from the alliance
Need Deeps Build
zjmc
Dutch Masterr
They are needed as SS or BiP in the deep...here are the builds i use...
N/Me--awaken the blood, arcane echo, spiteful spirit, defile enchantments, desecrate enchantments, strip enchantment, blood ritual...16 curses, 10 blood, rest in soul reaping...
^^Blood Ritual is REQUIRED for the build so make sure to have it. You can also use inspired/revealed enchantment instead of strip enchantment. Use a 20/20 curses wand and offhand for quick recharges. This build has pretty heavy AoE.
N/Mo--blood is power, blood renewal, healing breeze, protective spirit, rebirth, heal area, well of blood, strip enchantment...14 blood, 12 healing, 6 protect, 8 soul reaping....
^^For this you will need 2 sets of armor, 1 105 hp set (5 superior runes) and 1 regular full-health set. Keep the lowest HP possible while using BiP, always with blood renewal and breeze on. Depending on the room you are on, switch around your armor to fit the enviorment effect of the room (this is very important)...Keep in mind you only need 14 blood to use BiP to its max capacity. Also make sure to have a 20% enchant weapon and never use Awaken the Blood while using BiP.
To get to The Deep, go to Cavalon and ask around for a ferry to there. Only members of the alliance that currently owns Cavalon can ferry you there. Sometimes it takes a while to get someone to take you. When you do get there, go to the International District because there are many more people there than home districts.
N/Me--awaken the blood, arcane echo, spiteful spirit, defile enchantments, desecrate enchantments, strip enchantment, blood ritual...16 curses, 10 blood, rest in soul reaping...
^^Blood Ritual is REQUIRED for the build so make sure to have it. You can also use inspired/revealed enchantment instead of strip enchantment. Use a 20/20 curses wand and offhand for quick recharges. This build has pretty heavy AoE.
N/Mo--blood is power, blood renewal, healing breeze, protective spirit, rebirth, heal area, well of blood, strip enchantment...14 blood, 12 healing, 6 protect, 8 soul reaping....
^^For this you will need 2 sets of armor, 1 105 hp set (5 superior runes) and 1 regular full-health set. Keep the lowest HP possible while using BiP, always with blood renewal and breeze on. Depending on the room you are on, switch around your armor to fit the enviorment effect of the room (this is very important)...Keep in mind you only need 14 blood to use BiP to its max capacity. Also make sure to have a 20% enchant weapon and never use Awaken the Blood while using BiP.
To get to The Deep, go to Cavalon and ask around for a ferry to there. Only members of the alliance that currently owns Cavalon can ferry you there. Sometimes it takes a while to get someone to take you. When you do get there, go to the International District because there are many more people there than home districts.
dies like fish
http://gw.gamewikis.org/wiki/Build:T...%22_Deep_Group
Str0b0
I would make this addendum to the SS necro for the deep. Replace one of the enchant strips with Spinal shivers. For Deep Runs I use Vilnars. It isn't the optimal curse staff but it does cold damage. When you hit Kanaxi your job will be to hit him with Spiteful spirit when you can but to maintain Spinal shivers on him constantly and keep wanding him. This means a constant chain of interrupts which keeps him from reapplying his enchant. You will strip his initial enchant, which probably will take both of those strips. I think Inspired Enchantment will strip it in one go if I'm not mistaken. If you have inspired enchantment take it and replace the unused enchant strip with Reckless Haste to augment your Spteful Spirit. So your bar should look like this.
[skill]Awaken the Blood[/skill][skill]Arcane Echo[/skill][skill]Spiteful Spirit[/skill][skill]Reckless Haste[/skill][skill]Spinal Shivers[/skill][skill]Inspired Enchantment[/skill][skill]Blood Ritual[/skill] then you have an optional slot for either a res or necrotic traversal to help you get through the gate without incurring DP although most people just sac themselves to death and let someone rebirth them.
[skill]Awaken the Blood[/skill][skill]Arcane Echo[/skill][skill]Spiteful Spirit[/skill][skill]Reckless Haste[/skill][skill]Spinal Shivers[/skill][skill]Inspired Enchantment[/skill][skill]Blood Ritual[/skill] then you have an optional slot for either a res or necrotic traversal to help you get through the gate without incurring DP although most people just sac themselves to death and let someone rebirth them.
Nekretaal
Deep groups usually take 2 necromancers out of the party of 12.
(1) The Bip's job is to keep the monks and elementalists full of energy. Pretty much any bip will do. Bips used to be able to help with conditions via extinguish and healing via heal party but really cant help in these areas anymore after the soul reaping nerf.
(2) The SS's job is to do nothing and take a copy of spinal shivers and inspired enchantment for the fight against the final boss. Inspired enchantment removes the Final Boss' 50% of spells targeting him fail enchantment, and spinal shivers interrupts his hard hitting and very fast attacks. For the rest of the Deep, the SS can help with damage, but will at the end of the day end up doing pathetically small amounts of damage if your nukers are any good.
(1) The Bip's job is to keep the monks and elementalists full of energy. Pretty much any bip will do. Bips used to be able to help with conditions via extinguish and healing via heal party but really cant help in these areas anymore after the soul reaping nerf.
(2) The SS's job is to do nothing and take a copy of spinal shivers and inspired enchantment for the fight against the final boss. Inspired enchantment removes the Final Boss' 50% of spells targeting him fail enchantment, and spinal shivers interrupts his hard hitting and very fast attacks. For the rest of the Deep, the SS can help with damage, but will at the end of the day end up doing pathetically small amounts of damage if your nukers are any good.
Str0b0
Quote:
Originally Posted by Nekretaal
Deep groups usually take 2 necromancers out of the party of 12.
(1) The Bip's job is to keep the monks and elementalists full of energy. Pretty much any bip will do. Bips used to be able to help with conditions via extinguish and healing via heal party but really cant help in these areas anymore after the soul reaping nerf.
(2) The SS's job is to do nothing and take a copy of spinal shivers and inspired enchantment for the fight against the final boss. Inspired enchantment removes the Final Boss' 50% of spells targeting him fail enchantment, and spinal shivers interrupts his hard hitting and very fast attacks. For the rest of the Deep, the SS can help with damage, but will at the end of the day end up doing pathetically small amounts of damage if your nukers are any good. I disagree with you on only one point. SS does more damage, even after the SR nerf, than any nuker could ever hope to, particularly on the large mobs found in the deep. I can usually drop about 6 SS before my Arcane Echo runs out. These are cast at Curses 18 for 41 damage. Throw in reckless haste and that damage starts adding up quick considering it triggers on adjacent enemies as well who will also have SS on them and so on and so forth. A good SS necro can lay down about 10 SS curses into a mob before it just becomes pointless to cast it anymore. Ususally about 6 of those are cast at Curses 18 for 41 damage per trigger the others at 16 for 39 damage per trigger. I couldn't even begin to do the math properly but an example. For the sake of argument let us say you have a five member mob. SS gets cast on them. With only 5 that's a guaranteed level 18 cast so 41 damage. Let us also say , for argument's sake, that they are in optimum positioning. That is one in the middle and one at each cardinal point. Again because I suck at math we are doing this under ideal conditions so let us say their attacks are synched up and they attack once per second, a reasonable attack rate since reckless haste will be used as well. Because of positioning each SS will trigger 5 hits due to the adjacency range. So every second that's 205 damage on each monster for the duration of the spell, provided they even last that long.
Clustered enemies are not at all uncommon in the Deep, Oni's at the stairs, the groups you have to pull ot the door of the no casting area. And the number of SS curses cast will be double easily with a competent SS who is well supplied by the BiPer. Deep Nukers are generally Echo Meteor shower nukers which tops out at just under 100 damage per hit for only 9 seconds as opposed to the demonstrated 205 damage per hit for just under 20 seconds. SS is not and never has been inconsequential damage. The only exception is in caster heavy groups where spell cast times tend to limit its effectiveness.
(1) The Bip's job is to keep the monks and elementalists full of energy. Pretty much any bip will do. Bips used to be able to help with conditions via extinguish and healing via heal party but really cant help in these areas anymore after the soul reaping nerf.
(2) The SS's job is to do nothing and take a copy of spinal shivers and inspired enchantment for the fight against the final boss. Inspired enchantment removes the Final Boss' 50% of spells targeting him fail enchantment, and spinal shivers interrupts his hard hitting and very fast attacks. For the rest of the Deep, the SS can help with damage, but will at the end of the day end up doing pathetically small amounts of damage if your nukers are any good. I disagree with you on only one point. SS does more damage, even after the SR nerf, than any nuker could ever hope to, particularly on the large mobs found in the deep. I can usually drop about 6 SS before my Arcane Echo runs out. These are cast at Curses 18 for 41 damage. Throw in reckless haste and that damage starts adding up quick considering it triggers on adjacent enemies as well who will also have SS on them and so on and so forth. A good SS necro can lay down about 10 SS curses into a mob before it just becomes pointless to cast it anymore. Ususally about 6 of those are cast at Curses 18 for 41 damage per trigger the others at 16 for 39 damage per trigger. I couldn't even begin to do the math properly but an example. For the sake of argument let us say you have a five member mob. SS gets cast on them. With only 5 that's a guaranteed level 18 cast so 41 damage. Let us also say , for argument's sake, that they are in optimum positioning. That is one in the middle and one at each cardinal point. Again because I suck at math we are doing this under ideal conditions so let us say their attacks are synched up and they attack once per second, a reasonable attack rate since reckless haste will be used as well. Because of positioning each SS will trigger 5 hits due to the adjacency range. So every second that's 205 damage on each monster for the duration of the spell, provided they even last that long.
Clustered enemies are not at all uncommon in the Deep, Oni's at the stairs, the groups you have to pull ot the door of the no casting area. And the number of SS curses cast will be double easily with a competent SS who is well supplied by the BiPer. Deep Nukers are generally Echo Meteor shower nukers which tops out at just under 100 damage per hit for only 9 seconds as opposed to the demonstrated 205 damage per hit for just under 20 seconds. SS is not and never has been inconsequential damage. The only exception is in caster heavy groups where spell cast times tend to limit its effectiveness.
Dutch Masterr
Edit---image didnt work =/
Dutch Masterr
what do you mean by pathetically small damage?