2 MM Builds & Complete Synergy Destruction Build

navymrgoodbar

navymrgoodbar

Frost Gate Guardian

Join Date: Jul 2005

Team Hoax

N/

***Due to several changes in this build, I have to create an updated post, but don't want to create spam so I'll edit my original one here. Furthermore, any further changes will be updated here as well under "Updated Build".***

Updated Build:

N/?: [skill]Rip Enchantment[/skill][skill]Mark of Pain[/skill][skill]Icy Veins[/skill][skill]Barbs[/skill][skill]Parasitic Bond[/skill][skill]Signet of Lost Souls[/skill] (Open Skill) (Open Skill)

[IV MoP Necro; OABCY8xzuzSUzKDjhqKAAAA]

Curse & Soul Reaping should be maxed out w/ your choice of rune.

I kept Rip Enchantment vs bosses and added Parasitic Bond for the self heal besides SoLS. Now I use IV + Barbs + PB as a 1-2-3 combo, switch targets and repeat. Enemies go down so fast w/ 2 MMs your health will be replenished super fast w/ PB and energy should keep coming rather fast as well so for the most part you should be able to continue doing this combo.

N/?: Masochism[skill]Jagged Bones[/skill][skill]Death Nova[/skill][skill]Animate Bone Minions[/skill][skill]Blood of the Master[/skill][skill]Taste of Death[/skill]Putrid Bile[skill]Signet of Lost Souls[/skill]

[Jagged DN MM, OABCUsx0W4SFaQVAeAmgCYVF]

Death & Soul Reaping should be maxed out w/ your choice of rune.

Redone from the ground up, this build is much better than the original. Minions come in twice as fast, death nova destroys twice as fast, and not as much worrying in energy or health anymore. Rising Bile was introduced to the 2nd MM to avoid casting Putrid Bile on the same target. Not much extra damage was noticed due to the enemies dropping too fast, but it's a good fail-safe move that works.

End Result:

N/?: [skill]Rip Enchantment[/skill][skill]Mark of Pain[/skill][skill]Icy Veins[/skill][skill]Barbs[/skill][skill]Parasitic Bond[/skill][skill]Signet of Lost Souls[/skill] (Open Skill) (Open Skill)
N/?: Masochism[skill]Jagged Bones[/skill][skill]Death Nova[/skill][skill]Animate Bone Minions[/skill][skill]Blood of the Master[/skill][skill]Taste of Death[/skill]Putrid Bile[skill]Signet of Lost Souls[/skill]
N/?: Masochism[skill]Jagged Bones[/skill][skill]Death Nova[/skill][skill]Animate Bone Minions[/skill][skill]Blood of the Master[/skill][skill]Taste of Death[/skill][skill]Rising Bile[/skill][skill]Signet of Lost Souls[/skill]

Editor's Notes:

I took out the split war completely. Once this build was updated, the 3 AoE dmg dealers were enough to drop mobs down VERY FAST. Minions kept coming in and once they died we had a whole lot of jaggeds. Now I have an open slot to either bring a supped up Monk or yet another AoE dmg dealer to make the process go even faster (even though mobs are already dropping UBER fast, lol!).

The ONLY thing I recommend from this point on is you bring 2 monks. The build may be able to heal itself, but 2 monks are guaranteed protection and you'll be able to demolish EVERY force that comes your way w/in a matter of seconds. Game on!

Quote:
Original Thread:

There are 2 main popular builds that the advanced MM player likes to use: N/Me & N/D. However, which one is greater? The opinions I will be suggesting is from PvE experience in watching both hero MM styles of play w/ the skills listed and letting them run on auto pilot. To get straight to the point, I'll post both my hero MM builds that work:


Classic Build:
[skill]Mantra of Inscriptions[/skill][skill]Jagged Bones[/skill][skill]Animate Bone Fiend[/skill][skill]Animate Bone Horror[/skill][skill]Blood of the Master[/skill][skill]Leech Signet[/skill][skill]Power Drain[/skill][skill]Signet of Lost Souls[/skill]

Modern Build:
[skill]Order of Undeath[/skill][skill]Masochism[/skill][skill]Mystic Regeneration[/skill][skill]Vital Boon[/skill][skill]Animate Vampiric Horror[/skill][skill]Animate Bone Fiend[/skill][skill]Blood of the Master[/skill][skill]Signet of Lost Souls[/skill]
Masochism: http://gw.gamewikis.org/wiki/Masochism


As you'll see, both MM builds are of advanced play *cough*no Flesh Golem*cough* and both have the capability of doing massive damage in a short amount of time.

Pros & Cons of each build:
Classic:
Pros - This build doesn't fail in minion upkeep. As soon as one of your minions are destroyed another one pops up that has the ability to make the opponent bleed. It also has 2 interrupting skills to use against annoying casters.
Cons - Not as self supporting as the modern build. The only self heal is the SoLS. You may have to worry about keeping this one alive more than the modern build. That or wish you had opted for [skill]Aura of the Lich[/skill].

Modern:
Pros - VERY self supporting as to have the potential of having at least +9 health regen constantly. AI is also smart enough to use OoU only when it has a large amount of health so it should never die from the 2% health lost if you have an army of 10.
Cons - Slower rate of minion raising & no DoT (Damage over Time) as in the classic build. Since they won't turn into Jagged Horrors after they die you'll have to spend twice the amount of time getting up to 10 minions as well as having to rely more on actual damage since you don't have bleeding to help enemies die faster.

What build did I pick:
To help me decide I used both types of MM builds together w/ Olias (classic build) & the Master of Whispers (modern build). I also brought along 2 healing henchies to counter Olias' disability to heal himself as much as well as making a real team as to many players wouldn't be caught dead w/o 2 monks.

In the end I had to choose Olias as the winner and here's why:
Even though the Master of Whispers did more temporary damage w/ OoU, I was finding myself continuously running to the next group of enemies trying to build their army up asap. With the continuous running the AI of both classic & modern were too stupid enough NEVER to use BotM as to they didn't want to be left behind. This made both armies die off more from running than anything else. I would have to manually click on their BotM if I wanted the armies to stay alive. And since Olias' Jagged Horrors would replace the dying minions from running, Olias would ALWAYS have more than the MoW by x2. In the end the OoU wouldn't have the total amount of physical damage output w/ just 4 minions as Olias' 8 minions w/ no juiced up attack. Also, the bleeding from the Jagged Horrors would destroy the enemy that much faster! Another plus is the fact that having 2 classic builds = 2x the interruption!

In conclusion, I ended up opting for the classic build on BOTH Olias & MoW. With those 2 builds along w/ Mark of Pain I was laying waste to all hordes in a very short amount of time finding I had to run to the next group of enemies just to keep up w/ their dying minions!

Now I'll post the other 2 builds I used to take advantage of AoE damage through physical damage & MoP:

N/?: [skill]Rip Enchantment[/skill][skill]Order of the Vampire[/skill][skill]Life Siphon[/skill][skill]Mark of Pain[/skill][skill]Signet of Sorrow[/skill][skill]Signet of Lost Souls[/skill] (Open Skill) (Open Skill)

W/Rt: [skill]Splinter Weapon[/skill][skill]Triple Chop[/skill][skill]Cyclone Axe[/skill][skill]Executioner's Strike[/skill][skill]Distracting Blow[/skill][skill]Rush[/skill][skill]Flail[/skill][skill]Lion's Comfort[/skill]

Since the focus is on skills I will not be giving away the rank in attributes. The norm is 10/10/11 for any 3 types of attributes w/o any runes so just use your imagination.

The reason why I did "N/?" is because this build is self sufficient in helping the entire team by those 6 skills alone. This can give you the option of bringing along a [skill]Signet of Capture[/skill] if you want to just use this build to continously change the secondary to capture whatever type of boss you're up against. However, if I were to actually be playing to win I would switch to Me secondary just to bring along [skill]Arcane Echo[/skill]. I found myself using AE as a secondary MoP & OoV. I recommend using MoPx2 on a clumped up group of enemies as to the Warrior's Splinter Weapon + TC/CA to completely destroy the mob in just a few seconds along w/ the minions. I also recommend using OoVx2 when the enemies are spread out so you'll have a continuous supply of extra damage modifiers to take out all the enemies super fast as well. Your monk henchies should be able to focus primarily on you to keep you alive while you use SoLS when you see an enemy on the verge of destruction. I found my heroes destroying the enemies so fast, however, that I usually wasn't able to use SoLS at all, bummer. One last thing I recommend is to use OoV & LS as a 1-2 combination. As soon as you use OoV cast LS on your first target. Immediately after you cast LS you should automatically be clicking OoV which at this time it's time for you to find another target and use LS again. Continue using this 1-2 combination until all enemies are hexed and then start attacking!

As for the W/Rt, in case you haven't caught wind of it yet, this is an excellent AoE build to use in conjunction w/ MoP. Used in conjunction w/ MoPx2 and mobs will fall in 2 - 3 seconds flat, no joke. The original build had [skill]Flesh of My Flesh[/skill], however I replaced it w/ Distracting Blow since I found no one (even a henchy) was dying so it was useless. Even if they did die, as long as you brought along 2 monk henchies your worry of dead allies would be gone so that skill was indeed a waste of space. The Distracting Blow adds to the amount of interrupters to make 5 total in your team. This should take away your fear of annoying casters such as necros, eles, & monks.

End Result:
N/Me: [skill]Mantra of Inscriptions[/skill][skill]Jagged Bones[/skill][skill]Animate Bone Fiend[/skill][skill]Animate Bone Horror[/skill][skill]Blood of the Master[/skill][skill]Leech Signet[/skill][skill]Power Drain[/skill][skill]Signet of Lost Souls[/skill]
N/Me: [skill]Mantra of Inscriptions[/skill][skill]Jagged Bones[/skill][skill]Animate Bone Fiend[/skill][skill]Animate Bone Horror[/skill][skill]Blood of the Master[/skill][skill]Leech Signet[/skill][skill]Power Drain[/skill][skill]Signet of Lost Souls[/skill]
N/?: [skill]Rip Enchantment[/skill][skill]Order of the Vampire[/skill][skill]Life Siphon[/skill][skill]Mark of Pain[/skill][skill]Signet of Sorrow[/skill][skill]Signet of Lost Souls[/skill] (Open Skill) (Open Skill)
W/Rt: [skill]Splinter Weapon[/skill][skill]Triple Chop[/skill][skill]Cyclone Axe[/skill][skill]Executioner's Strike[/skill][skill]Distracting Blow[/skill][skill]Rush[/skill][skill]Flail[/skill][skill]Lion's Comfort[/skill]

What henchies to bring:
- Like I've been constantly saying above, BRING 2 MONK HENCHIES! If there's only 1 monk hench you'll have to opt out one of your heroes for a monk hench.
- I REALLY recommend Cynn if not a mage hench. The amount of AoE damage output your minions and Splint War (that's what I call him) create will be MASSIVE & FAST! Why not just help them out by creating even more AoE damage? Try it and you'll be shocked to see how fast you lay waste to the continuous hordes no matter what level.
- Devona (fighter hench) or an Earth Hench? These 2 are great for different reasons. Devona will provide [skill]"Charge!"[/skill] as well as add to the super fast damage your MoP creates. However, in tight situations where you think you may have to go defensive instead of offensive, the wards provide more than enough insurance that you'll be dealing more damage than taking. It's your pick. My suggestion? Take Devona in missions you know you'll have to run to & from while taking the earth hench in missions you'll have to guard a location or item.

In conclusion:
Even though this build was meant for a necro primary as your main build, you can still use any other build as your main, it just won't have the same damage output as a necro has. My final suggestion to you? If you're playing w/ any other primary I would suggest switching your secondary to necro just for the MoP. You may not want to use OoV or any other skill up there, but w/o MoP this build won't synergize correctly in the AoE damage department. MoP is the thing that destroys mobs w/in a matter of seconds so I highly recommend it above all. However you can always just have 1 MM hero w/ the other necro hero has MoP, but I noticed things going by faster w/ 20 minions rather than a max of 10. And even if you STILL don't want to have MoP, this build still has a VERY high damage AoE output so it should still provide you w/ fast mission play.

I hope you enjoyed my short guide and picked up some strategies if you're still a n00b. Let me remind you one last time that these were my sole OPINIONS so please don't flame me for any of it. This build works for me and destroys mobs left & right in a very short amount of time. I encourage you to give it a try and tell me what you think about it yourself!

Good luck & have fun!

Elad Camaxtli

Ascalonian Squire

Join Date: Oct 2007

E/

Nice little guide... though I would use Bone minions and death nova in place of the two minion skills you have on the MM's. I will need to experiment with running dual MM's with a curses. In regards to your conclusion, I think that the player running any form of splinter weapon/aoe damage build in place of your warrior would be preferable to replacing your curses necro for the MoP. for example, my main is a ranger, why not run splinter b/p and take a SS/MoP necro as well as the two mms

MercenaryKnight

MercenaryKnight

Forge Runner

Join Date: May 2006

Wolf of Shadows [WoS]

P/

Dual mm builds have been done before. With aura of the lich as the elite. Same exact build as someone posted before. But with aotl they can easily sacrifice to keep up both minions without the fear of saccing to death.

OoU only works on your minions, not all minions unfortunately. Masochism won't trigger on the health lost from OoU (well it shouldn't so if it does it's a bug). So seems like a bit of a waste just for the botm spam.

distilledwill

distilledwill

Forge Runner

Join Date: Sep 2006

Blighty

The Legion of the Blue Blade

R/Mo

The builds look nice, id love to try the Order of Undeath build out once i get the chance.
Although, I dont think you are getting the most out of Order Of The Vampire with only 1 physical attacking hero, Id recommend changing it for [card]Icy Veins[/card] or something like that, to increase damage.
Either that or take a barrage hero rather than the triple chop hero.

Cathode_Reborn

Cathode_Reborn

Desert Nomad

Join Date: Sep 2006

I think the OotV hero needs cleaning up. Life siphon is very weak in pve because of it's low degen. His elite is somewhat wasteful - Orders shine when you have about 3+ phys damage dealers on the team. He's better off casting Barbs, then the minions would also be able to stack up the damage since OotV only affects party members. I'll agree with the use of Icy Veins as a replacement. Another advantage is you'd have less attribute spread so the hero can fully spec into Curses/SR. Enchantment removal isn't very effective in pve because of how fast things die. Signet of Sorrow is a little risky on heroes - they'll often use it on a target near death which means it won't get the instant recharge. I've seen a few people put Leech signet on their heroes but it doesn't seem worth it imo. The recharge is very long and the energy gain very small. I think Revealed/Inspired hex would make pretty good replacements since the build lacks hex removal.

The rest seems ok. Haven't tried putting Splinter weapon on heroes since the ai update, ill probably test that soon.

navymrgoodbar

navymrgoodbar

Frost Gate Guardian

Join Date: Jul 2005

Team Hoax

N/

Thread updated.

Epidemic added.

navymrgoodbar

navymrgoodbar

Frost Gate Guardian

Join Date: Jul 2005

Team Hoax

N/

Thread updated.

Changed out Epidemic for Putrid Bile.

chowmein69

Forge Runner

Join Date: Jan 2007

what 2 skills do you use for the IV necro?

Vulkanyaz

Lion's Arch Merchant

Join Date: Aug 2007

nice dude... Just steamrolled through Thirsty River... literally... 0_0

navymrgoodbar

navymrgoodbar

Frost Gate Guardian

Join Date: Jul 2005

Team Hoax

N/

Quote:
Originally Posted by Vulkanyaz
nice dude... Just steamrolled through Thirsty River... literally... 0_0 See? Didn't I tell you it destroys mobs UBER fast?

And now I <3 you for having faith in my build and actually trying it out.

snake1992

Pre-Searing Cadet

Join Date: Oct 2007

i wasn't having much luck at all in Hard mode, AOE damage seemed to wipe the mobs almost instantly, and then it was just a matter of blowing the rest of my team to oblivion.
Do like the build thought however, it seems to work really nice when me and my brother Duo'd. He ran your build and i ran SAB's Necro Heroes build worked a treat definitely worth giving a try:P

John Panda

John Panda

Krytan Explorer

Join Date: Mar 2007

in my house

The Arctic Maruarders [TAM]

A/

mark of pain is leet to

Xylia

Frost Gate Guardian

Join Date: Jul 2006

The Pond [pond]

N/Me

Quote:
Originally Posted by snake1992
i wasn't having much luck at all in Hard mode, AOE damage seemed to wipe the mobs almost instantly, and then it was just a matter of blowing the rest of my team to oblivion.
Do like the build thought however, it seems to work really nice when me and my brother Duo'd. He ran your build and i ran SAB's Necro Heroes build worked a treat definitely worth giving a try:P Are you allowing the MMs time to create minions and put death nova on them? They're going to stop a lot and use death nova and/or jagged bones if you go too quickly. That could be why things went so much better when you added in Sab's build - you basically had a 3rd MM - since there probably weren't enough corpses for all 3 of them, they were probably helping each other maintain the enchantments. It also wouldn't hurt for you to have some defense to keep the minions alive for at least a little while in HM. Jagged bones has a long recycle time and really isn't that useful - there will be plenty of new corpses available. I'd only recommend bringing jagged in an area with extremely tough mobs or few corpses, and even then you're normally better off with something else.

Here are some suggestions that might help improve this build:

Curses necro:
Curses 12+3+1
Soul reaping 12+1
[skill]Rip Enchantment[/skill][skill]Mark of Pain[/skill][skill]Spiteful Spirit[/skill][skill]Barbs[/skill][skill]Enfeebling blood[/skill][skill]Reckless Haste[/skill][skill]Signet of Lost Souls[/skill] (res)

I wouldn't really expect you to have any health issues, so I switched Parasitic Bond for Enfeebling Blood, and stuck Reckless Haste in the open slot. This will help keep your minions (and you) alive. I switched out Icy Veins for Spiteful Spirit. I'd suggest Mark of Pain + Barbs on 1 target, then Spiteful Spirit on a second target, rinse and repeat. If you're fighting a tougher battle, do Mark of Pain, enfeebling blood, reckless haste, then go to a second target and drop Spiteful Spirit. The other option is to only use enfeebling blood and reckless haste if something breaks through your minion wall and starts to decimate your back line. Don't underestimate weakness - remember that in addition to melee damage reduction, it also lowers all attributes by 1, so everything coming from the group of monsters you cast it on will be weaker, including healing and protection, as well as damage.

MM, mark 1:
Death magic 12+3+1
Soul reaping 12+1
[skill]Icy Veins[/skill][skill]Death Nova[/skill][skill]Animate Bone Minions[/skill][skill]Blood of the Master[/skill][skill]Taste of Death[/skill][skill]Rising Bile[/skill]
Putrid Bile[skill]Signet of Lost Souls[/skill]
Here's Icy Veins back again - jagged has a long recycle time and you'll be keeping a lot of minions alive with Blood of the Master. I generally don't run either - in most situations you'll be making corpses so quickly that you can just create new minions, rather than keeping the old ones alive. I also added in rising bile, which synergizes well with putrid bile and Icy Veins. It will trigger on death as well as on the time running out. In most situations I'd probably swap out Blood of the Master for bone horror (having 2 minion spells will speed up prep time after battle, and horrors last a little longer than minions). If you don't have health issues, you can also swap out taste of death for a res of some sort.

MM, mark 2:
Death magic 12+3+1
Soul reaping 12+1
[skill]Tainted Flesh[/skill][skill]Death Nova[/skill][skill]Animate Bone Minions[/skill][skill]Blood of the Master[/skill][skill]Taste of Death[/skill][skill]Rising Bile[/skill]
Putrid Bile[skill]Signet of Lost Souls[/skill]
Tainted flesh is an awesome skill to apply a little pressure. You have to give the hero time to cast it on everything, but he will do so. It only costs 5e and has no recharge time. Now you're spreading disease from tainted (you're also immune to disease, for those annoying areas where the mobs spread it), poison from death nova, and damage on death from putrid bile, rising bile, and Icy Veins.

Another suggestion would be to flag your MMs on the front lines and pull groups of monsters back to them. The minions will ramble off towards the enemy before they can get to you. Also, while you are off pulling, the MMs will be casting death nova and tainted flesh in preparation for the battle. With this setup, i'd recommend creating a true "front line", with your MMs on either side of the line and any other front line characters between them. park your healers in the back and your mid-range in between, then go pull everything back to you. Make sure you don't turn and fight until after the mobs have come close enough to get engaged by the minions. If I'm not going to pull several groups to the same spot, I often release my flags as soon as the battle is joined, which gives the heroes a better chance to kite around and do what they do best.

Also, if the minions get too far away from the battle, make sure to send your MM in that direction afterwards to exploit the corpses that the minions created.

navymrgoodbar

navymrgoodbar

Frost Gate Guardian

Join Date: Jul 2005

Team Hoax

N/

I tried a couple of tactics w/ your ideas in a HIGH traffic mission (and by high traffic I mean defending your base while mob after mob comes to destroy you) Xylia, and here's what my research showed:

Quote:
I wouldn't really expect you to have any health issues, so I switched Parasitic Bond for Enfeebling Blood
Actually I did. In high traffic areas I found myself running even further back in hopes that the monks would heal me in time. Sometimes the death of an enemy w/ Parasitic Bond on them would help me in so many ways more so than not. Weakness proved to be worthless since the enemies were dying way too fast for it to even show. That made it a waste of sacrificed life as well as energy. Weakness is great, don't get me wrong, however in fast destruction mode it proves a waste of space as long as I keep barbs.

Spiteful Spirit is way too much energy for the amount of time an enemy would live. The only good thing it could be cast on is a boss and that's it. 15e isn't worth the slot.

Quote:
jagged has a long recycle time and you'll be keeping a lot of minions alive with Blood of the Master. I have to ask, but did you actually run this build? Jagged Horrors is what made this build so great. It made the minion numbers stay high. And NO you will not be keeping minions alive w/ BotM. One Taste of Death and that minion is gone, doing its deed w/ Death Nova, and replaced w/ a Jagged. That was a part of the strategy and that's how the AI of the hero's were playing it. BotM was only being used between fights during downtime when they would be casting Death Nova on the minions to prep them up for the next battle. During the heat of battle all minions were pigs to the slaughter... in a good way.

Quote: I also added in rising bile, which synergizes well with putrid bile and Icy Veins. Yes, it does synergize well, but w/o Masochism I noticed Master of Whispers out of energy too fast. 10e from rising + 10e from putrid = too much e usage w/o Masochism to help. It actually made that much of a difference (either that or it was just too much energy to use all the time during the heat of battle). Furthermore, the enemies would die too fast that (like I said before) it only proved great vs bosses. Other than that it was too much of a skill to get rid of Masochism and too much e for its worth.

Quote: Tainted flesh is an awesome skill to apply a little pressure. You have to give the hero time to cast it on everything, but he will do so. It only costs 5e and has no recharge time. Now you're spreading disease from tainted (you're also immune to disease, for those annoying areas where the mobs spread it), poison from death nova, and damage on death from putrid bile, rising bile, and Icy Veins. Yes, it is an awesome skill, but I would find it wasting the only 30 secs of time Death Nova gives you to be worth while. Death Nova is a great skill for this build since it does UBER amounts of AoE dmg when used right, but focusing on two skills w/in the amount of time the enemies stay alive isn't that what it's cracked up to be. Seriously speaking, the enemies would be dying so fast that what I was concentrating on was actual dmg, not Damage over Time.

Quote:
Another suggestion would be to flag your MMs on the front lines and pull groups of monsters back to them. The minions will ramble off towards the enemy before they can get to you. Also, while you are off pulling, the MMs will be casting death nova and tainted flesh in preparation for the battle. With this setup, i'd recommend creating a true "front line", with your MMs on either side of the line and any other front line characters between them. park your healers in the back and your mid-range in between, then go pull everything back to you. Make sure you don't turn and fight until after the mobs have come close enough to get engaged by the minions. If I'm not going to pull several groups to the same spot, I often release my flags as soon as the battle is joined, which gives the heroes a better chance to kite around and do what they do best. Sorry, but too much strategy for such an aggressive build. This build isn't meant for sitting back and strategizing, it's meant for running in their and killing as fast as possible. The only strategy I suggest to players for this build is to rest just a COUPLE of seconds to get your MMs to Death Nova up their minions and then run in for the first target you see shooting off Mark of Pain FIRST, everything else follows.

Quote: I didn't play your exact build, but I have been playing MM since the game came out, and I have tried many similar builds. You're right, I was strategizing and making suggestions of what I thought would be better for my style of play, based on my experience.

Quote:
Also, if the minions get too far away from the battle, make sure to send your MM in that direction afterwards to exploit the corpses that the minions created. Okay, now I feel like a n00b (sad to say). I didn't know I was supposed to go after the exploitable corpses after the mobs had been annihilated to replenish my armies, I swear! Even though I've been playing MM for quite some time I'm really glad someone told me this so I won't do the n00b thing in not grabbing more minions for the next fight. (Sorry for being such a dick, but that's just me personally and I don't mean to be one, I just can't help it. It's my personality.)

Sorry Xylia, but I'm keeping my build the way it is. I tested some of your strategies and it makes me think you didn't even try it out first hand, that you're only strategizing. Remember, I actually went in w/ the majority of your strategy in a HIGH TRAFFIC AREA and then I went in w/ my actual build. Mine was more effective in energy efficiency, survivability, and destruction time. No offense, but I like my build the way I made it and am sticking w/ it as is for the time being.

----------------------------------------------------------------------

For everyone else:

For future reference, plz only make suggestions AFTER you play w/ my build and then you alter it to your liking. Then tell me what area you played the altered build in so I can test it out myself (make sure it has fleshies there). If I find what you say is true actually works then I'll alter my build from there. Otherwise, can you please keep your strategies to yourself? Thanks, that would be great.

Also, more comments are appreciated as usual.

kvndoom

kvndoom

Forge Runner

Join Date: Jul 2005

Communistwealth of Virginia

Uninstalled

W/Mo

I really, really hate not having Livia unlocked yet.

Avatar Exico

Avatar Exico

Wilds Pathfinder

Join Date: Jun 2006

Way to Cold at Home:Illnois and School:Iowa.

We Trip Hard On [AcID]

N/

What is build now? all the builds going around i getting confused of what is used now.

Xylia

Frost Gate Guardian

Join Date: Jul 2006

The Pond [pond]

N/Me

Quote:
Originally Posted by navymrgoodbar
Sorry Xylia, but I'm keeping my build the way it is. I tested some of your strategies and it makes me think you didn't even try it out first hand, that you're only strategizing.
No offense, but I like my build the way I made it and am sticking w/ it as is for the time being. I'm not offended, everyone has their own style of play. I simply posted my thoughts on your build so that others can build on my ideas as well as yours - after all, isn't that the point of an open forum? I certainly didn't mean to imply that my build was going to be better than yours, only different.

Avatar Exico

Avatar Exico

Wilds Pathfinder

Join Date: Jun 2006

Way to Cold at Home:Illnois and School:Iowa.

We Trip Hard On [AcID]

N/

The build is not bad. but i saw a problem for 10 secs Monks didnt heal the MM's and one of MM's sack himself to death.

Marverick

Marverick

Forge Runner

Join Date: Aug 2006

R/

A little variation with the 2 MM's, I made one of them solely responsible for casting Death Nova and the other one responsible for summoning and BotM'ing.

[skill]Jagged Bones[/skill][skill]Animate Shambling Horror[/skill][skill]Animate Bone Minions[/skill][skill]Death Nova[/skill][skill]Putrid Bile[/skill][skill]Signet of Lost Souls[/skill][skill]Taste of Death[/skill][skill]Rising Bile[/skill]

[skill]Jagged Bones[/skill][skill]Animate Shambling Horror[/skill][skill]Animate Bone Fiend[/skill][skill]Putrid Bile[/skill][skill]Signet of Lost Souls[/skill][skill]Blood of the Master[/skill][skill]Taste of Death[/skill][skill]Masochism[/skill]

Second one is basically a regular MM build, the minion bombing is handled by the first necro with Death Nova.

Another variation might be to give the second MM [skill]Malign Intervention[/skill] and give the first one [skill]Verata's Gaze[/skill] and remove Animate Bone Minions for a longer-recharging summon like [skill]Animate Vampiric Horror[/skill]. That way while the second MM is waiting for corpses or has his minions recharging he can throw Malign Interventions around, and when the masterless minions appear the first guy can VG them when his minions aren't recharging. I haven't tried this one yet, though.