Tweaking My Hero Builds
Lurid
Marksmanship - 12 + 1 + 3
Expertise - 9 + 1
Tactics - 9
1. Broad Head Arrow
2. Distracting Shot
3. Concussion Shot
4. Savage Shot
5. Flurry
6. "Watch Yourself!"
7. Antidote Signet
8. Resurrection Signet
Death Magic - 12 + 1 + 3
Soul Reaping - 12 + 1
Blood Magic - 3 + 1
1. Reaper's Mark
2. Animate Bone Fiend
3. Animate Bone Horror
4. Deathly Swarm
5. Blood of the Master
6. Signet of Lost Souls
7. Blood Ritual
8. Resurrection Signet
Fire Magic - 12 + 1 + 3
Energy Storage - 12 + 1
1. Searing Flames
2. Immolate
3. Glowing Gaze
4. Liquid Flame
5. Glyph of Elemental Power
6. Glyph of Lesser Energy
7. Fire Attunement
8. Resurrection Signet
These are my general builds for PvE, while Monking. Just trying to get some feedback on them, and see about making them better.
Expertise - 9 + 1
Tactics - 9
1. Broad Head Arrow
2. Distracting Shot
3. Concussion Shot
4. Savage Shot
5. Flurry
6. "Watch Yourself!"
7. Antidote Signet
8. Resurrection Signet
Death Magic - 12 + 1 + 3
Soul Reaping - 12 + 1
Blood Magic - 3 + 1
1. Reaper's Mark
2. Animate Bone Fiend
3. Animate Bone Horror
4. Deathly Swarm
5. Blood of the Master
6. Signet of Lost Souls
7. Blood Ritual
8. Resurrection Signet
Fire Magic - 12 + 1 + 3
Energy Storage - 12 + 1
1. Searing Flames
2. Immolate
3. Glowing Gaze
4. Liquid Flame
5. Glyph of Elemental Power
6. Glyph of Lesser Energy
7. Fire Attunement
8. Resurrection Signet
These are my general builds for PvE, while Monking. Just trying to get some feedback on them, and see about making them better.
MercenaryKnight
I would say on the ele sf nuker, get rid of immolate add the one energy storage enchant that heals at the cost of xxx% energy. (forgot name sorry)
For ranger/warrior get flail instead of flurry so your arrows still deal the same amount of damage.
For mm hero, I would say get rid of reaper's mark and deathly swarm and add OoU elite and /monk for heal area maybe? Or n/me get rid of blood ritual too and add the mantra of inscriptions that reduces recharge on all signets, so that the hero can keep himself alive with signet of lost souls.
Just my ideas.
For ranger/warrior get flail instead of flurry so your arrows still deal the same amount of damage.
For mm hero, I would say get rid of reaper's mark and deathly swarm and add OoU elite and /monk for heal area maybe? Or n/me get rid of blood ritual too and add the mantra of inscriptions that reduces recharge on all signets, so that the hero can keep himself alive with signet of lost souls.
Just my ideas.
Lurid
I might replace Liquid Flame with that, I just like having Immolate there for the extra burning, so that with any luck the hero will follow up with Glowing Gaze.
I'll try Flail.
I just like having Swarm for alittle extra damage, the same with Reaper's and the added energy management Reaper's Mark offers. I've tested OoU and the Hero will just about kill himself with it, and it requires me to constantly heal them in order for it to work, so i'm not sure if its worth it or not tbh. He can maintain with just BotM so I don't think anything else is necessary. I'll try the Mantra and see if it helps as much as i'm hoping with energy management.
Thanks for the suggestions ^_^
I'll try Flail.
I just like having Swarm for alittle extra damage, the same with Reaper's and the added energy management Reaper's Mark offers. I've tested OoU and the Hero will just about kill himself with it, and it requires me to constantly heal them in order for it to work, so i'm not sure if its worth it or not tbh. He can maintain with just BotM so I don't think anything else is necessary. I'll try the Mantra and see if it helps as much as i'm hoping with energy management.
Thanks for the suggestions ^_^
Across The Battle
Im not sure of the exact build ATM but my mm hero goes something like this:
Animate Vamp Horror
Animate bone minions
Blood of the master
Jagged Bones
Res sig
Signet of Lost Souls(maybe?)
2 extra spots
Jagged Bones works really well IMO, although its a pain in the ... to cap.
Animate Vamp Horror
Animate bone minions
Blood of the master
Jagged Bones
Res sig
Signet of Lost Souls(maybe?)
2 extra spots
Jagged Bones works really well IMO, although its a pain in the ... to cap.
Perfected Shadow
For the MM maybe add in, and possibly take out Blood Ritual, another hench or hero Necromancer could do the battery support:
[card]Dark Bond[/card][card]Death Nova[/card]
For the Ranger, Concussion shot would eat up a lot of energy, Broad Head Arrow should be sufficient anyway. Antidote Signet is meh since you're the monk and you've probably got conditions covered so:
[card]Throw Dirt[/card][card]Read The Wind[/card]
A Curses Necromancer could be better than SF:
[card]Spiteful Spirit[/card][card]Enfeeble[/card][card]Reckless Haste[/card][card]Signet of Lost Souls[/card][card]Insidious Parasite[/card][card]Blood Ritual[/card][card]Rip Enchantment[/card][card]Resurrection Signet[/card]
[card]Dark Bond[/card][card]Death Nova[/card]
For the Ranger, Concussion shot would eat up a lot of energy, Broad Head Arrow should be sufficient anyway. Antidote Signet is meh since you're the monk and you've probably got conditions covered so:
[card]Throw Dirt[/card][card]Read The Wind[/card]
A Curses Necromancer could be better than SF:
[card]Spiteful Spirit[/card][card]Enfeeble[/card][card]Reckless Haste[/card][card]Signet of Lost Souls[/card][card]Insidious Parasite[/card][card]Blood Ritual[/card][card]Rip Enchantment[/card][card]Resurrection Signet[/card]
Lurid
Alright, thanks for the suggestions ^_^
I more or less just threw BR on my MM just because I couldn't think of another spot. Its shift clicked off, so he won't spam it. You think the Curses Necro would be more damaging?
Trying out the suggestions this afternoon, and i'll report back with what i've been able to tell from my limited testing.
I more or less just threw BR on my MM just because I couldn't think of another spot. Its shift clicked off, so he won't spam it. You think the Curses Necro would be more damaging?
Trying out the suggestions this afternoon, and i'll report back with what i've been able to tell from my limited testing.
deluxe
Would change Enfeeble to Enfeebling blood in the above SS build, aoe weakness in hardmode is win.
ArKaiN
I've run dozens of MM builds on heroes, but this is by far the best:
Animate Bone Minions
BotM
Death Nova
Feast of the Dead
Jagged Bones
Taste of Death
Leech Signet
Power Drain
Dont even think about it: just test it. You'll have foes bleeding and poisoned non-stop, he never runs out of minions, he minion-bombs really well, and if your minions happen to be hit by AoE, lets just say the foes around that mob will not be pleased.
I don't like SF heroes unless you yourself are running SF, and then you're probably better off running 2 SF heroes. Run a dual-attuned fire build with expensive AoE spells.
Ranger heroes are really good with Virulence, try it out.
Animate Bone Minions
BotM
Death Nova
Feast of the Dead
Jagged Bones
Taste of Death
Leech Signet
Power Drain
Dont even think about it: just test it. You'll have foes bleeding and poisoned non-stop, he never runs out of minions, he minion-bombs really well, and if your minions happen to be hit by AoE, lets just say the foes around that mob will not be pleased.
I don't like SF heroes unless you yourself are running SF, and then you're probably better off running 2 SF heroes. Run a dual-attuned fire build with expensive AoE spells.
Ranger heroes are really good with Virulence, try it out.
Lurid
Well i'm looking at something along these lines for Olias (Curses Necro)
1. Spiteful Spirit
2. Enfeebling Blood
3. Suffering
4. Mark of Pain
5. Envenom Enchantments
6. Blood Ritual (Shift + Click)
7. Signet of Lost Souls
8. Resurrection Signet
Thoughts?
I'll try out the build mentioned by Arkain, thanks everyone ^_^
1. Spiteful Spirit
2. Enfeebling Blood
3. Suffering
4. Mark of Pain
5. Envenom Enchantments
6. Blood Ritual (Shift + Click)
7. Signet of Lost Souls
8. Resurrection Signet
Thoughts?
I'll try out the build mentioned by Arkain, thanks everyone ^_^
Lurid
Well Arkain I have to admit, its a nice build. I just tried a variant of it:
1. Jagged Bones
2. Animate Bone Minions
3. Death Nova
4. Blood of the Master
5. Feast for the Undead
6. Taste of Death
7. Signet of Lost Souls
8. Resurrection Signet
Olias had an army of mini minions going very quickly, and there is just something satisfying about seeing all of those minions explode. Energy is good with high ranks in Soul Reaping, I mean with that many deaths you're getting like 12 - 13 energy every five seconds (Stupid SR Cap)
1. Jagged Bones
2. Animate Bone Minions
3. Death Nova
4. Blood of the Master
5. Feast for the Undead
6. Taste of Death
7. Signet of Lost Souls
8. Resurrection Signet
Olias had an army of mini minions going very quickly, and there is just something satisfying about seeing all of those minions explode. Energy is good with high ranks in Soul Reaping, I mean with that many deaths you're getting like 12 - 13 energy every five seconds (Stupid SR Cap)
ArKaiN
Yeah, but the entire bar is 5 energy spells, other than the summon.
The last 2 skills are really optional, you can get anything in there. I just use interrupts because heroes are retarded-good with them.
The last 2 skills are really optional, you can get anything in there. I just use interrupts because heroes are retarded-good with them.
Lurid
Yea, they are quite good with them. It just seems like my heroes sometimes fight over interruptions, which leads to my interruption hero losing out, however if i'm using mostly casters I could feasibly run without the use of a hero dedicated solely to interruptions.
I revamped the archer, to something resembling this:
1. Broad Head Arrow
2. Savage Shot
3. Distracting Shot
4. Screaming Shot
5. Read the Wind
6. Flurry
7. "Watch Yourself!"
8. Resurrection Signet
The one giving me the most trouble is the final slot. I feel as though I need something with either a large amount of useful party support, or high DPS. It seems as though Monk henchmen do a better job than the Monk heroes do, either that or i've yet to find / make a build idiot proof enough for them to get right, and sustain themselves.
The Curses hero doesn't seem to add enough to really justify his being there, i've timed several battles walking out with him, and without him and he only takes off a few seconds at best. It seems as though he uses the skills in entirely the wrong order, using skills that affect bunched up enemies on solitary targets, and spamming skills targetting individuals on an entire party. Needless to say at the very least my current incarnation of the build is lack luster at best when used by the Hero.
I revamped the archer, to something resembling this:
1. Broad Head Arrow
2. Savage Shot
3. Distracting Shot
4. Screaming Shot
5. Read the Wind
6. Flurry
7. "Watch Yourself!"
8. Resurrection Signet
The one giving me the most trouble is the final slot. I feel as though I need something with either a large amount of useful party support, or high DPS. It seems as though Monk henchmen do a better job than the Monk heroes do, either that or i've yet to find / make a build idiot proof enough for them to get right, and sustain themselves.
The Curses hero doesn't seem to add enough to really justify his being there, i've timed several battles walking out with him, and without him and he only takes off a few seconds at best. It seems as though he uses the skills in entirely the wrong order, using skills that affect bunched up enemies on solitary targets, and spamming skills targetting individuals on an entire party. Needless to say at the very least my current incarnation of the build is lack luster at best when used by the Hero.
ArKaiN
High DPS:
Burning Arrow
Apply Poison
Savage Shot
Distracting Shot
Whirling Defense
Troll Unguent(really, really good on heroes)
Epidemic
Res Signet
What can I say, I like /Me
Burning Arrow
Apply Poison
Savage Shot
Distracting Shot
Whirling Defense
Troll Unguent(really, really good on heroes)
Epidemic
Res Signet
What can I say, I like /Me
Amy Awien
Quote:
Originally Posted by Lurid
It seems as though Monk henchmen do a better job than the Monk heroes do, either that or i've yet to find / make a build idiot proof enough for them to get right, and sustain themselves.
I started with henchie builds, modded them with a preference for low cost, low recharge skills. Making them /Me and adding a bit of interrupt and/or energy management seemed ok. Simple skill seem to work best.
Broadhead on a ranger hero seems a bit unnecessary. Not that it's not good, but they are so good at interrupting that Concussion Shot (should) do the job, Burning Arrow is a nice elite. If your henchman focus their fire on the dazed opponent, flurry is not needed on the archer. That would free up slots. Whirling Defense is never wasted, Rebirth on a /Mo, Epidemic on a /Me. Favorable Winds could be of use.
Broadhead on a ranger hero seems a bit unnecessary. Not that it's not good, but they are so good at interrupting that Concussion Shot (should) do the job, Burning Arrow is a nice elite. If your henchman focus their fire on the dazed opponent, flurry is not needed on the archer. That would free up slots. Whirling Defense is never wasted, Rebirth on a /Mo, Epidemic on a /Me. Favorable Winds could be of use.
ArKaiN
Oh btw, another elite that trully shines on a ranger hero is magebane shot.
Lurid
Thanks, with everyone's help and suggestions i've tweaked the builds to the point where i'm happy with them. Always fun to spread -10 degen to everything around, along with weakness and then blow up several corpses around the target area.
rick1027
Quote:
Originally Posted by Lurid
Well Arkain I have to admit, its a nice build. I just tried a variant of it:
1. Jagged Bones
2. Animate Bone Minions
3. Death Nova
4. Blood of the Master
5. Feast for the Undead
6. Taste of Death
7. Signet of Lost Souls
8. Resurrection Signet
Olias had an army of mini minions going very quickly, and there is just something satisfying about seeing all of those minions explode. Energy is good with high ranks in Soul Reaping, I mean with that many deaths you're getting like 12 - 13 energy every five seconds (Stupid SR Cap) maybe its me but my heros never use death nova right especially my mm's they cast it continously and never rez minions due to casting it on all charactors. so i'd wwatch that with my mm and maybe take that skill off the bar. it does seem to work for what i've seen half of the people. i've tried miving it around putting it on different spots disabling and casting it for em doesnt work cause they cast it not on minion but a hero instead who doesnt die
1. Jagged Bones
2. Animate Bone Minions
3. Death Nova
4. Blood of the Master
5. Feast for the Undead
6. Taste of Death
7. Signet of Lost Souls
8. Resurrection Signet
Olias had an army of mini minions going very quickly, and there is just something satisfying about seeing all of those minions explode. Energy is good with high ranks in Soul Reaping, I mean with that many deaths you're getting like 12 - 13 energy every five seconds (Stupid SR Cap) maybe its me but my heros never use death nova right especially my mm's they cast it continously and never rez minions due to casting it on all charactors. so i'd wwatch that with my mm and maybe take that skill off the bar. it does seem to work for what i've seen half of the people. i've tried miving it around putting it on different spots disabling and casting it for em doesnt work cause they cast it not on minion but a hero instead who doesnt die
Patrick Smit
Quote:
Originally Posted by Lurid
Expertise - 9 + 1
Tactics - 9
1. Broad Head Arrow [ok]
2. Distracting Shot [ok]
3. Concussion Shot [redundant with BHA, and expensive loose it]
4. Savage Shot [ok]
5. Flurry [smart, to give the attack speed boost, frenzy works well too, take NS as cancel stance i dont know how this will impact energy management]
6. "Watch Yourself!" [always nice]
7. Antidote Signet [monks need to focus on this, ranger should not loose time getting clean of conditions, without the heal of it, think of RC]
8. Resurrection Signet [yes, brilliant skill, currently i use signet of return]
I use apply poison as well to cover daze, in case there is a monk (or multiple)
for the interupts caused by attacking a dazed character u could lock another melee on the target. So i generally will not spec in tactics, but its a free gift for watch yourself, otherwise adrenaline goes unspent.
Death Magic - 12 + 1 + 3
Soul Reaping - 12 + 1
Blood Magic - 3 + 1
1. Reaper's Mark [mm should spent time and energy on maintaining or creating minions, jagged bones is still my favourite, but maybe i should try oou]
2. Animate Bone Fiend [take melee minions they shield, and carry mova to targets]
3. Animate Bone Horror [ok]
4. Deathly Swarm [takes energy not spent on minions]
5. Blood of the Master [ok, before i didnt need it, but the nerf of jagged makes it come in handy]
6. Signet of Lost Souls [ok, heroes love it]
7. Blood Ritual [waste of energy and health, again focus on death]
8. Resurrection Signet [ok, signet of return could do well too]
In general death nova is well used by heroes, mine places them on minions mainly, furthermore u can also give self heal by taste of death. Veratas aura may come in handy too, or an interupt. Jagged Bones or another elite is a must, it keeps your minion army bigger at all times.
My current bar is: jagged bones, animate bone horror, animate vampiric horror, death nova, taste of death, signet of lost souls, res, and a utility. I just run it death 13 but that works fine in most cases. It allows more freedom to put other builds on my necroes without wasting an expensive rune.
Fire Magic - 12 + 1 + 3
Energy Storage - 12 + 1
1. Searing Flames
2. Immolate
3. Glowing Gaze
4. Liquid Flame
5. Glyph of Elemental Power
6. Glyph of Lesser Energy
7. Fire Attunement
8. Resurrection Signet
These are my general builds for PvE, while Monking. Just trying to get some feedback on them, and see about making them better.
Feedback added in bold, they are just constructive enough i hope.
Quote:
Broadhead on a ranger hero seems a bit unnecessary. Not that it's not good, but they are so good at interrupting that Concussion Shot (should) do the job, Burning Arrow is a nice elite. If your henchman focus their fire on the dazed opponent, flurry is not needed on the archer. That would free up slots. Whirling Defense is never wasted, Rebirth on a /Mo, Epidemic on a /Me. Favorable Winds could be of use.
Nah broadhead arrow is very good, much better then the two interupts, as other attackers also interupt (wanding FTW). I leave the two interupts in the build to make sure they can interupt if BHA misses, or is spent on another target.
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