Synergizing Hero Builds?
Thorax Daye
Does the WoR Healer also goes for Rt/N?
cyber88
Quote:
Originally Posted by Thorax Daye
Does the WoR Healer also goes for Rt/N?
That I am not too sure though but there is a high chance it is.
Draikin
Does anyone know exactly which update fixed the problems with Weapon Spells on heroes? It's really a significant change, they used to be absolutely horrible at using them but now almost every weapon spell is used correctly.
Sab
Quote:
Originally Posted by Thorax Daye
Quote:
Does anyone know exactly which update fixed the problems with Weapon Spells on heroes? It's really a significant change, they used to be absolutely horrible at using them but now almost every weapon spell is used correctly.
Ensign made a post shortly after the update here (so I guess it was Oct 19-ish):
http://www.guildwarsguru.com/forum/s...php?t=10209808
http://www.guildwarsguru.com/forum/s...php?t=10209808
Draikin
Quote:
Originally Posted by Sab
Ensign made a post shortly after the update here (so I guess it was Oct 19-ish):
http://www.guildwarsguru.com/forum/s...php?t=10209808 Thanks, I didn't notice that thread.
http://www.guildwarsguru.com/forum/s...php?t=10209808 Thanks, I didn't notice that thread.
Palek
Cobalt Thanks for infotmation about Rejuvenation. I dislike Life, because of my hero don't use one rightly. Moreover, I add rune of blood (4 blood magic) N/Rt and replace Life on Blood Ritual. This is good for quick start of fighting. As for healing of minions, I use Seed of Life. On sunspear rank 10, Divine Favor 13-16, weapon enchantment 20% longer and correct target, this skill have 6s duration and give a huge of heal on group of minions.
ScuZZ
I used this with my monk using only Ursan Blessing and cleared ascalon area HM in 20 minutes. And Regent Valley and Pockmark (took a bit longer). But very nice.. Only bit it twice. Stupid mesmer monsters.
ump
My variation to put more damage on heroes because I am a monk.
1) Reversal of Fortune, Dwayna's Kiss, Light of Deliverance, Protective Spirit, Pain Inverter, Technobabble, Shield of Absorption, Aegis
Heals and prots as needed. Instead of condition removal and hex removal, I bring Pain Inverter which is great to get that first kill, especially for AoE damagers or for a boss. Plus, Technobabble is a decent AoE damage skill that sometimes provides daze that is otherwise missing from this setup.
2) Animate Bone Minions, Animate Shambling Horror, Jagged Bones, Blood of the Master, Death Nova, Putrid Bile, Putrid Flesh, Signet of Lost Souls
First of all, I had one too many times when the minion master used death pact signet and then died because of it causing all minions to turn on me. Therefore, that skill had to go. Animate Bone Minions has a 5 second recharge which is too slow (I use Nightbringer for the 36% chance to reduce cast time) so a second animate skill is really helpful. Bleeding (Jagged Bones) + poision (Death Nova) + disease (Putrid Flesh) often leads to max degeneration. Double animates means I have more expendible minions for Putrid Flesh. Shambling and Jagged Bones means I can get even better minions if I destroy lesser ones. Putrid Bile is a strong skill to get that first minion or just clean up a mob that much quicker since a single target usually goes down fast anyways.
3) Spiteful Spirit, Reckless Haste, Desecrate Enchantments, Defile Enchantments, Enfeebling Blood, Mark of Pain, Barbs, Death Pact Signet
Not much to say here as it's a fairly typical build. Desecrate/Defile Enchantments adds AoE damage to clean up mobs faster because often Spiteful Spirit doesn't get as much coverage as you would hope.
4) Icy Veins, Vengeful Weapon, Spirit Light, Mend Body and Soul, Protective was Kaolai, Life, Recuperation, Death Pact Signet
Icy Veins dramatically increases the amount of damage this character does so s/he has something to do when not healing (a situation I sometimes get when running a monk). I tried Weapon of Warding instead of Vengeful Weapon but the hero never used it well. Recuperation is nice to keep those minions alive a bit longer and energy is rarely an issue when the build gets rolling. Plus, the extra spirit allows for a bit more mobility for Spirit Light and Mend Body and Soul in case Life is recharging and out of range. The heal party effect of Protective was Kaolai, Life, and my Light of Deliverance (even with its 2 second cast time) cannot be overlooked.
The thing I like about this that the original version does not allow is that it offers more damage to get the minion ball rolling. Starting the zone with Pain Inverter, Icy Veins, Spiteful Spirit (or Mark of Pain if you already have minions), and Putrid Bile is a very strong way to kill that first enemy. Icy Veins and Putrid Bile weaken the mob. Minions start getting online which just increase the damage.
For henchmen, I usually go 1 protector or healer, and 3 damage dealers or 2 damage dealers and 1 interrupter depending on the area.
1) Reversal of Fortune, Dwayna's Kiss, Light of Deliverance, Protective Spirit, Pain Inverter, Technobabble, Shield of Absorption, Aegis
Heals and prots as needed. Instead of condition removal and hex removal, I bring Pain Inverter which is great to get that first kill, especially for AoE damagers or for a boss. Plus, Technobabble is a decent AoE damage skill that sometimes provides daze that is otherwise missing from this setup.
2) Animate Bone Minions, Animate Shambling Horror, Jagged Bones, Blood of the Master, Death Nova, Putrid Bile, Putrid Flesh, Signet of Lost Souls
First of all, I had one too many times when the minion master used death pact signet and then died because of it causing all minions to turn on me. Therefore, that skill had to go. Animate Bone Minions has a 5 second recharge which is too slow (I use Nightbringer for the 36% chance to reduce cast time) so a second animate skill is really helpful. Bleeding (Jagged Bones) + poision (Death Nova) + disease (Putrid Flesh) often leads to max degeneration. Double animates means I have more expendible minions for Putrid Flesh. Shambling and Jagged Bones means I can get even better minions if I destroy lesser ones. Putrid Bile is a strong skill to get that first minion or just clean up a mob that much quicker since a single target usually goes down fast anyways.
3) Spiteful Spirit, Reckless Haste, Desecrate Enchantments, Defile Enchantments, Enfeebling Blood, Mark of Pain, Barbs, Death Pact Signet
Not much to say here as it's a fairly typical build. Desecrate/Defile Enchantments adds AoE damage to clean up mobs faster because often Spiteful Spirit doesn't get as much coverage as you would hope.
4) Icy Veins, Vengeful Weapon, Spirit Light, Mend Body and Soul, Protective was Kaolai, Life, Recuperation, Death Pact Signet
Icy Veins dramatically increases the amount of damage this character does so s/he has something to do when not healing (a situation I sometimes get when running a monk). I tried Weapon of Warding instead of Vengeful Weapon but the hero never used it well. Recuperation is nice to keep those minions alive a bit longer and energy is rarely an issue when the build gets rolling. Plus, the extra spirit allows for a bit more mobility for Spirit Light and Mend Body and Soul in case Life is recharging and out of range. The heal party effect of Protective was Kaolai, Life, and my Light of Deliverance (even with its 2 second cast time) cannot be overlooked.
The thing I like about this that the original version does not allow is that it offers more damage to get the minion ball rolling. Starting the zone with Pain Inverter, Icy Veins, Spiteful Spirit (or Mark of Pain if you already have minions), and Putrid Bile is a very strong way to kill that first enemy. Icy Veins and Putrid Bile weaken the mob. Minions start getting online which just increase the damage.
For henchmen, I usually go 1 protector or healer, and 3 damage dealers or 2 damage dealers and 1 interrupter depending on the area.
Grey_Ghost
Quote:
Originally Posted by ump
Quote:
Originally Posted by Balian
Rt/N
[skill]Boon of Creation[/skill][skill]Explosive Growth[/skill][skill]Animate Bone Minions[/skill][skill]Jagged Bones[/skill][skill]Death Nova[/skill][skill]Blood of the Master[/skill][skill]Signet of Creation[/skill][skill]Flesh of My Flesh[/skill] Spawning 12 + 2 +1 Death Magic 12 Anyone try/ing this out? Just how well is the Hero using Signet of Creation? I mostly ask because I'd rather have Xandra cross my screen every now and then instead of Olias. cyber88
Quote:
Originally Posted by ump
My variation to put more damage on heroes because I am a monk.
1) Reversal of Fortune, Dwayna's Kiss, Light of Deliverance, Protective Spirit, Pain Inverter, Technobabble, Shield of Absorption, Aegis Heals and prots as needed. Instead of condition removal and hex removal, I bring Pain Inverter which is great to get that first kill, especially for AoE damagers or for a boss. Plus, Technobabble is a decent AoE damage skill that sometimes provides daze that is otherwise missing from this setup. 2) Animate Bone Minions, Animate Shambling Horror, Jagged Bones, Blood of the Master, Death Nova, Putrid Bile, Putrid Flesh, Signet of Lost Souls First of all, I had one too many times when the minion master used death pact signet and then died because of it causing all minions to turn on me. Therefore, that skill had to go. Animate Bone Minions has a 5 second recharge which is too slow (I use Nightbringer for the 36% chance to reduce cast time) so a second animate skill is really helpful. Bleeding (Jagged Bones) + poision (Death Nova) + disease (Putrid Flesh) often leads to max degeneration. Double animates means I have more expendible minions for Putrid Flesh. Shambling and Jagged Bones means I can get even better minions if I destroy lesser ones. Putrid Bile is a strong skill to get that first minion or just clean up a mob that much quicker since a single target usually goes down fast anyways. 3) Spiteful Spirit, Reckless Haste, Desecrate Enchantments, Defile Enchantments, Enfeebling Blood, Mark of Pain, Barbs, Death Pact Signet Not much to say here as it's a fairly typical build. Desecrate/Defile Enchantments adds AoE damage to clean up mobs faster because often Spiteful Spirit doesn't get as much coverage as you would hope. 4) Icy Veins, Vengeful Weapon, Spirit Light, Mend Body and Soul, Protective was Kaolai, Life, Recuperation, Death Pact Signet Icy Veins dramatically increases the amount of damage this character does so s/he has something to do when not healing (a situation I sometimes get when running a monk). I tried Weapon of Warding instead of Vengeful Weapon but the hero never used it well. Recuperation is nice to keep those minions alive a bit longer and energy is rarely an issue when the build gets rolling. Plus, the extra spirit allows for a bit more mobility for Spirit Light and Mend Body and Soul in case Life is recharging and out of range. The heal party effect of Protective was Kaolai, Life, and my Light of Deliverance (even with its 2 second cast time) cannot be overlooked. The thing I like about this that the original version does not allow is that it offers more damage to get the minion ball rolling. Starting the zone with Pain Inverter, Icy Veins, Spiteful Spirit (or Mark of Pain if you already have minions), and Putrid Bile is a very strong way to kill that first enemy. Icy Veins and Putrid Bile weaken the mob. Minions start getting online which just increase the damage. For henchmen, I usually go 1 protector or healer, and 3 damage dealers or 2 damage dealers and 1 interrupter depending on the area. Actually, like you I play a monk too but I play a smite monk. Similiar to you, it takes a bit longer to start the minion army but once it is started, it should be easier. Prior to Sab's builds, I ran a variation on the MM using Shambling Horror, Bone Minions, Icy Veins, Putrid Bile, BoTM, Death Nova, SoLS & Hard Res. The killing powers is quite an eye opener. :P I haven't run any types of variations on Sab's builds yet but reading your post, I think I will swap some skills to see the effects. :P I will play around & update this thread. Norrin
Quote:
Originally Posted by Grey_Ghost
Anyone try/ing this out? Just how well is the Hero using Signet of Creation? I mostly ask because I'd rather have Xandra cross my screen every now and then instead of Olias.
I did and I like it. I replaced signet of creation with the EOTN death magic skill, causes -3 health degen for like 15 seconds or so then does 50 or so damage to adjacent foes if the target dies while affected.
Palek
I forgot to say: I vanquished Tomb of Primeval King with this build and henchs only. That is, me + 3 heroes + 4 henchs (2 rangers + 2 mages). I made this 4 times (indeed, 6 effords), about 1 hours each time and received only 1 green weapon :-(. Note: I often change 3-th necro on monk-prot-hero, because it's no so much flesh in this place. I heard, that it' possible to vanquishe Tomb in Hard Mode with 2 humans and 6 heroes.
Dronte
Quote:
Originally Posted by Grey_Ghost
Just a quick reply... Sab's MM never had Death Pact in either version posted here IIRC.
Anyone try/ing this out? Just how well is the Hero using Signet of Creation? I mostly ask because I'd rather have Xandra cross my screen every now and then instead of Olias. I use a similar build, because I dont have GW:EN so only have 2 necro heroes, works really good. furanshisuko
really great work on the builds
Palek
Note: In hard place I often use 2 necros (MM and SS) and 1 monk-prot:
Mo/Me, 10 Inspiration, 12-14 PP, 12 DF: Channeling - Power Drain - Drain Enchanchment - ZB - RoF - Aegis - PS. This buils is not good in places, where foes dies as flyes ;-), but good in places, where foes doesn't want to die quickly. cyber88
Quote:
Originally Posted by cyber88
Actually, like you I play a monk too but I play a smite monk. Similiar to you, it takes a bit longer to start the minion army but once it is started, it should be easier. Prior to Sab's builds, I ran a variation on the MM using Shambling Horror, Bone Minions, Icy Veins, Putrid Bile, BoTM, Death Nova, SoLS & Hard Res. The killing powers is quite an eye opener. :P
I haven't run any types of variations on Sab's builds yet but reading your post, I think I will swap some skills to see the effects. :P I will play around & update this thread. Tested the variation. With the MM hero deck out fully on death skills, the mobs are indeed dropping faster. Will continue to test in other areas. kvndoom
Quote:
Originally Posted by Grey_Ghost
Just a quick reply... Sab's MM never had Death Pact in either version posted here IIRC.
Anyone try/ing this out? Just how well is the Hero using Signet of Creation? I mostly ask because I'd rather have Xandra cross my screen every now and then instead of Olias. I tried it on Xandra, and found that she'll keep Explosive Growth maintained, or Boon of Creation (if I disable EG), but doesn't like to keep both up all the time. Given the choice, I'd rather her have Boon up for energy management, so I may sub a different skill for EG. I don't have my 3rd necro unlocked, but with a team of only 4, my W/x, N/Me. N/Rt and Rt/N, I was able to get over 200 kills in one zone (outside Olaf's place, forget the name), with only 4 deaths and not a single party wipe. Most impressive. I did make one of my necros N/Me, because Epidemic is just too good a spell in PVE to pass up. And BTW, these builds rock Sab. Thanks for posting them. I may have to put some time into PVE again. cyber88
Quote:
Originally Posted by kvndoom
And BTW, these builds rock Sab. Thanks for posting them. I may have to put some time into PVE again.
Welcome back to PvE.
Xylia
So I modified this build and used it to steamroll through Catacombs of Kathandrax today. I wasn't sure how many corpses there would be down there, so I didn't bring any minions. I think that there would have been enough corpses, but they probably would have killed the becalmed djinn's, and that just would have been messy.
I was running a necro, as well, so I basically had a 4 necro build . I chose blood magic for spoil victor...might switch something out for [skill]Blood Ritual[/skill], but there just aren't that many good blood skills. I brought some vamp stuff to help stay alive. Instead of running an MM, I ran an IV necro with putrid bile and rising bile. This resulted in a huge spike when something died. Threw in putrid explosion for fun. I didn't really notice a lack of energy even without the minions - things were dying plenty fast. I have a few other ideas for what to do with the build, which I'll add below. I brought the archer henchman, the protection henchman, the fighter henchman, and the guardian henchman (plenty of physical damage for MoP). I didn't have any problems staying alive, but you could bring the paragon for more prot or the healer hench for healing if you feel the need. All of the builds have at least one self heal with [skill]Signet of Lost Souls[/skill] - most of them have more healing. Me: N/Any Spoil Inverter 12+3+1 blood magic 12+1 soul reaping [skill]Spoil Victor[/skill][skill]Barbed Signet[/skill][skill]Vampiric Gaze[/skill][skill]Strip Enchantment[/skill][skill]Pain Inverter[/skill][skill]Signet of Lost Souls[/skill][skill]Awaken the Blood[/skill][skill]Sunspear Rebirth Signet[/skill] My no MM version of Sab's build N/Rt - SS curses (Same as Sab's, but I use superior curses) Curses: 12+1+3 Soul Reaping: 12+1 [skill]Spiteful Spirit[/skill][skill]Reckless Haste[/skill][skill]Enfeebling Blood[/skill][skill]Insidious Parasite[/skill][skill]Barbs[/skill][skill]Rip Enchantment[/skill][skill]Signet of Lost Souls[/skill][skill]Death Pact Signet[/skill] N/Rt - Restoration necro (same as Sab's) Soul Reaping: 12+1+1 Restoration Magic: 12 [skill]Weapon of Remedy[/skill][skill]Vengeful Weapon[/skill][skill]Mend Body and Soul[/skill][skill]Spirit Light[/skill][skill]Protective was Kaolai[/skill][skill]Life[/skill][skill]Signet of Lost Souls[/skill][skill]Death Pact Signet[/skill] N/Rt - Putrid IV necro Death Magic: 12+1+3 Soul Reaping: 12+1 [skill]Icy Veins[/skill][skill]Putrid Bile[/skill][skill]Rising Bile[/skill][skill]Putrid Explosion[/skill][skill]Signet of Sorrow[/skill][skill]Taste of Pain[/skill][skill]Signet of Lost Souls[/skill][skill]Death Pact Signet[/skill] ------ Possible improvements: Spoil Victor doesn't do much against normal monsters, and pain inverter does more against bosses. Change the Death necro to a secondary ranger and bring EoE - something like: Death Magic: 11+1+3 Soul Reaping: 10+1 Beast Mastery: 10 [skill]Icy Veins[/skill][skill]Putrid Bile[/skill][skill]Rising Bile[/skill][skill]Putrid Explosion[/skill][skill]Signet of Sorrow[/skill][skill]Taste of Pain[/skill][skill]Signet of Lost Souls[/skill][skill]Edge of Extinction[/skill] For areas where you can have an MM, this build might work: Death Magic: 11+1+3 Soul Reaping: 10+1 Beast Mastery: 10 [skill]Icy Veins[/skill][skill]Putrid Bile[/skill][skill]Rising Bile[/skill][skill]Death Nova[/skill][skill]Animate Bone Minions[/skill][skill]Toxicity[/skill][skill]Signet of Lost Souls[/skill][skill]Edge of Extinction[/skill] EoE would blow up all your minions, but if you have death nova on all of them, that might be a good thing. Obviously don't bring EoE if you're fighting "human" mobs. Winnowing might be a good choice to add an extra +4 damage to all of your minions, as well. eloogosciu
Maybe somebody will sum up these builds and create one universal trio which works everywhere and has a good use?
Xylia
Quote:
Originally Posted by eloogosciu
Maybe somebody will sum up these builds and create one universal trio which works everywhere and has a good use?
There's no such thing as a "universal" build. All builds must be tweaked for the area that you're in, especially in high end areas and in hard mode. If there was a universal build and everyone used it, it would get the big nerfstick from anet, and I wouldn't blame them for it.
cyber88
Quote:
Originally Posted by Xylia
There's no such thing as a "universal" build. All builds must be tweaked for the area that you're in, especially in high end areas and in hard mode. If there was a universal build and everyone used it, it would get the big nerfstick from anet, and I wouldn't blame them for it.
That is so true. As mention before. These builds are only for base reference. Continuous tweaking for the numerous different areas especially dungeons and HM areas are required.
Doc Zenith
Great build! vanguished spearhead peak/frozen forest/mineral springs/tascas demise and also got defend droknars forge quest active..I had not a singe problem.
myself as warrior using ursan(Not proud of it :P) sabs 3 necros Claude Orion (why o why) Alesia Lina Sab
I figured I'd update the build again with some new changes.
SS Necro: Insidious Parasite has been removed as it sometimes cut in on the energy that would otherwise be spent casting SS. I was seriously contemplating on leaving it a blank slot because there wasn't really any skill I'd want in there - I'd rather have the hero spam the first few skills on recharge. Mark of Pain is alright, it's decent when it's used at the right time on the right target, but it's mostly there as a filler. Pure Was Mei Ling is also pretty nice at 3 spec - it removes two conditions when dropped (and the heroes know how to use it properly) WoR Healer: Splinter Weapon adds to your offense without really sacrificing in return - Vengeful is redundant with WoR. The hero's energy is still fine with 10 Soul Reaping. Jagged MM: Res Sig isn't necessary when there are two Death Pacts in the build already. Dropped that for Extinguish, which is always nice to have. Yarghetaus
Quote:
Originally Posted by Sab
I figured I'd update the build again with some new changes.
SS Necro: Insidious Parasite has been removed as it sometimes cut in on the energy that would otherwise be spent casting SS. I was seriously contemplating on leaving it a blank slot because there wasn't really any skill I'd want in there - I'd rather have the hero spam the first few skills on recharge. Mark of Pain is alright, it's decent when it's used at the right time on the right target, but it's mostly there as a filler. Pure Was Mei Ling is also pretty nice at 3 spec - it removes two conditions when dropped (and the heroes know how to use it properly) Hum...Awaken the Blood ? ~ Dan ~
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Originally Posted by Yarghetaus
Hum...Awaken the Blood ?
You'd have to spec blood to make the duration anywhere near good. And if you're gona spec a 3rd attribute, i'm sure restoration for [skill]Mend Body and Soul[/skill] + [skill]Spirit Light[/skill] would be a better choice.
Gigashadow
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Originally Posted by Sab
Mark of Pain is alright, it's decent when it's used at the right time on the right target, but it's mostly there as a filler.
What do you think about Weaken Armor in that slot?
Targuil
Quote:
Originally Posted by Gigashadow
What do you think about Weaken Armor in that slot?
Weaken armor sucks.
intarwebs
Weaken armor sucks? in HM where everyone has >60 AL? Where there are 10 minions swarming around your target? Doubt it sir.
Mr Pink57
I took Parasitic Bond in place since its a cheap skill and can be spammed plus a heal.
EDIT: I also found Extinguish to be a bit redundant to N/Rt with WoR and MBaS so I swapped it for Convert Hexes for now but may just put shielding hands. pink Sab
Ideally the skill in that slot would have a short cast time and a long recharge, in order to not cut into the hero's use of the first four skills. Heroes tend to spam stuff like Parasitic and Weaken Armor, which isn't very productive when it could've spent that time and energy to mash the other, better skills on recharge.
Awaken the Blood needs spec into Blood, not to mention it'll double the sac from Enfeebling Blood and Rip Enchantment. Mr Pink57
I noticed while doing Raisu mission that Livia will spam MoP every chance she gets which just drains her energy (most of the time on the same target.) And as stated these are supposed to be hero builds on auto pilot. So I had to remove it for something with a much lower cost as thats 3 15e skills.
EDIT: Convert Hexes has the same recharge and cast as Extinguish. pink Gigashadow
I haven't found carrying lots of hex removal to be that important in pve. Shutdown hexes cast on you that absolutely must be removed (e.g. spiteful spirit) are quite rare.
Normally if there are hexes, your entire team is getting hexed with them, and they are usually trash degen hexes like conjure phantasm, which you can just ignore and heal through (if you remove them, you'll just get immediately re-hexed with them anyway). Cathode_Reborn
Quote:
Originally Posted by intarwebs
Weaken armor sucks? in HM where everyone has >60 AL? Where there are 10 minions swarming around your target? Doubt it sir.
In that situation, Barbs would be superior. Weaken armor really needs a boost, and I think adding aoe or some other effect would make it useful.
I really don't think Awaken the Blood is really a good skill at all. It's basically a weak Glyph of elemental power, but for necros. The +2 boost is usually pretty minor and most bars don't benefit much from it. It's one of those skills that arn't horrible, but there's just better things to use. Imo, putting it on a curse nec is usually wasteful. cyber88
Interesting changes. I tend to agree on the point on weaken armor as I use MoP on that slot. The AoE will disperse the mobs temporarily, "distracting" them while concentrating on killing 1 mob at a time. I tend to bring Cynn to bring in more "distractions". The mobs running wildly means getting hit less often as they don't know which AoE is actually hitting them or to put it bluntly, which AoE to escape from (MoP or Firestorm), while Weaken Armor only affects the intended target.
Darkside
Quote:
Originally Posted by Sab
I figured I'd update the build again with some new changes.
SS Necro: Insidious Parasite has been removed as it sometimes cut in on the energy that would otherwise be spent casting SS. I was seriously contemplating on leaving it a blank slot because there wasn't really any skill I'd want in there - I'd rather have the hero spam the first few skills on recharge. Mark of Pain is alright, it's decent when it's used at the right time on the right target, but it's mostly there as a filler. Pure Was Mei Ling is also pretty nice at 3 spec - it removes two conditions when dropped (and the heroes know how to use it properly) WoR Healer: Splinter Weapon adds to your offense without really sacrificing in return - Vengeful is redundant with WoR. The hero's energy is still fine with 10 Soul Reaping. Jagged MM: Res Sig isn't necessary when there are two Death Pacts in the build already. Dropped that for Extinguish, which is always nice to have. I had thought about adding splinter weapon to the mix but didn't want to mess with something that was working so well. I'm glad you suggested it because I probably would have never added it myself. I did so today and wow what a difference in killing power. Being that I'm a dervish it really kicks some serious butt. I'm glad you shared these builds with us because they are just amazing. Gigashadow
I am wondering if there is something more useful from a different secondary that can be put in the Mark of Pain spot. Currently the curses necro's Rt secondary is used only for Death Pact Signet, which *is* really really good (and it would be a shame to have to replace it with Rez Sig if changing to a non-Rt secondary). Still, there might be a skill from some other secondary class that could go in Mark of Pain's spot; something with a strong effect, a long recharge, and only a small attribute investment.
Nothing good springs to mind, unfortunately. Maybe Shields Up! or one of the many Paragon support skills, some of which can help the minions. Mr Pink57
Quote:
Originally Posted by Gigashadow
I am wondering if there is something more useful from a different secondary that can be put in the Mark of Pain spot. Currently the curses necro's Rt secondary is used only for Death Pact Signet, which *is* really really good (and it would be a shame to have to replace it with Rez Sig if changing to a non-Rt secondary). Still, there might be a skill from some other secondary class that could go in Mark of Pain's spot; something with a strong effect, a long recharge, and only a small attribute investment.
Nothing good springs to mind, unfortunately. Maybe Shields Up! or one of the many Paragon support skills, some of which can help the minions. Maybe try ancestors rage. Now I realize it has no long recharge but is solid damage when you get a tank swarm. Or I will replace parasitic with this. Or maybe a resto spirit to fuel mbas more? pink Draikin
Quote:
Originally Posted by Sab
WoR Healer: Splinter Weapon adds to your offense without really sacrificing in return - Vengeful is redundant with WoR. The hero's energy is still fine with 10 Soul Reaping.
If you're using Splinter Weapon on that N/Rt then I'd replace Death Pact Signet with Ancestors' Rage, heroes are really good at using it and you already have Death Pact on the SS necro anyway.
cyber88
Quote:
Originally Posted by Draikin
If you're using Splinter Weapon on that N/Rt then I'd replace Death Pact Signet with Ancestors' Rage, heroes are really good at using it and you already have Death Pact on the SS necro anyway.
Don't want to comment about Splinter Weapon, Death Pact Signet or even Ancestors' Rage (BTW, I read the skill descriptions & frankly, all 3 is superb imho ) but I do very much agree with Drakin on the point of heroes good at using certain skills. This is the very reason this sub-forum was created. We talk about which skills heroes use best so we load them on our heroes to help us H/H.
I will try them on my heroes & tell u guys the results & I am gonna make a prediction. Splinter Weapon with Ancestors' Rage will be really great combination in a 4-man team. |