Deathly Bomb Build
sidstyler89
How's my build and how can I further improve this.. if there's any room for that. >.<
Code: OANiYwFMVzoAe6AAAAIGUVpFC
Attributes - 12+1+2 Death Magic, 12+2 Soul Reaping
1. Icy Veins-- Elite Hex Spell. Target foe is struck for 85 cold damage. For 33 seconds, if target for dies all nearby foes are struck for 104 cold damage. (Soul Reaping)
2. Optional Slot - See Varients
3. Putrid Bile - Hex Spell. For 21 seconds, target foe suffers -3 Health degeneration. If that foe dies while under the effects of this Hex, all nearby foes take 89 damage. (Death Magic)
4. Rising Bile - Hex Spell. For 20 seconds, this Hex does nothing. When Rising Bile ends, that foe and all foes in the area take 6 damage for each second Rising Bile was in effect. (Death Magic)
5. Consume Corpse - Spell. Exploit a random target. You teleport to that corpse's location and gain 105 Health and 21 Energy. (Death Magic)
6. Optional Slot - Recommended Skills are listed in Varients
7. Signet of Lost Souls - Signet. If Target foe is below 50% Health, you gain 94 Health and 9 Energy. (Soul Reaping)
8. Hexer's Vigor - Enchantment Spell. For 10 seconds, you have +8 Health regeneration. Hexer's Vigor ends if you cast a non-Hex Skill. (Soul Reaping)
Varients: Optional Slot
Deathly Chill - I moved this from the original build because it didn't serve very well while I was ABing last night, it is good until under 50%.
Dash - Small speed boost for catching up or running away, not very effective but it helps in some situations.
Signet of Twilight - This skill is ideal for when you come up against an Enchanted foe. Just lay your hexes on him and rip up to 3 Enchants from him. The minor downside of this is a 20sec recharge.
Gaze of Contempt - Simply just rip all the enchants off him! That is, if he has over 50% Health. So be careful.
Signet of Sorrow - This us a very useful spam signet. But is only spammable when there is a corpse nearby that foe. Not very ideal, but sometimes useful.
Vile Miasma - An extra hex spell. A decent amount of damage and if that foe has a condition on him, extra degeneration. I recommend this hex.
Verata's Gaze - What fun when you can break the bond between a minion and his master. This is fun especially when the other minions typically will attack the now Masterless minion and you found time to lay the hex chain on it. This is obviously only useful IF a MM is on the field, but fun to bring along.. just in case.
Malign Intervention - This is a great spell to get a pawn out for your hexes. It's obvious.. the minion is stupid and will typically attack the other team OR your team. But either way, the hexes will NOT harm your team, but it will hurt the other team. The -20% Heal hex is also helpful, and the best thing about this hex is EVERYONE can attack it and you beat any MM to that corpse. I recommend this Hex
Putrid Flesh - Another minor MM annoyance spell. A spread of Disease is pretty good for some extra degen.
Antidote Signet - Afraid of a bit of Disease and Poison? Clear it up with ANTIDOTE! ~har har~
Purge Conditions - All conditions clean off. 20 sec recharge, but it gets the job done when Daze is there. Be aware, you can easily be interrupted even when casting this.
Remove Hex - 1 Hex removal for you. This can help in some cases, like when hexed with Migraine or other Anti-Caster Hexes
Web of Distruption - Two interrupts in one hex. This can be a bit helpful because 1: Interrupt when hex is put on. 2: If removed, Interrupted again.
Arcane Echo - I personally don't recommend it, but I did find it useful if you wanted to spead Rising Bile to Two different targets or "spam" Icy Veins. Can be energy consuming, but hopefully your target will be low enough for SoSorrow and maybe a corpse nearby for CC.
Remedy Signet - 1 Condition remove, every 4 seconds.
Death Nova - There's nothing wrong with a lil sacrifice.. or not? Point is, if you got a MM on your side, get this on his minions! Heck, cast it on any dieing ally you want and you'll do great. Maybe even kill your foe upon your death. Great skill. I recommend this skill
Putrid Explosion credit for suggestion goes to DarkGanni - Thanks to Ganni, he reminded me of great ol' Putrid Explosion. I tested it out a couple of ABs and it worked wonderfully. I recommend this skill
Well of the Profane credit for suggestion goes to Moloch Vein - Thanks - I tested out WotP in AB today, and it worked very well against the other team(that round) since there were a load of Dervish and a Bonder team running around. Hefty on the energy slightly, but was no match for the rate of deaths occuring. I recommend this skill
Well of Suffering credit for suggestion goes to Moloch Vein - Thanks - Soon after testing WotP, I tried WoS out. It was pretty nice for degen mixed with Putrid Bile and my team's condition degen. It was fun but only to a certain extent.
Toxic Chill {ELITE} credit for suggestion goes to RhanoctJocosa - Thanks - Note: If you use this, bring Vile Miasma in place of Deathly Chill. I tried this out and it worked really well, I had trouble with the rate of Condition removal I was seeing, but it was very spammable. But I like Icy Veins better. >.< I recommend this skill
I put a lot of thought into this build and it has worked out quite nicely in AB so far, I haven't tried it in other PvP scenarios, but the Optional Slots are clear in any other place for those who want to try it in other scenarios: Resurrection Signet
Code: OANiYwFMVzoAe6AAAAIGUVpFC
Attributes - 12+1+2 Death Magic, 12+2 Soul Reaping
1. Icy Veins-- Elite Hex Spell. Target foe is struck for 85 cold damage. For 33 seconds, if target for dies all nearby foes are struck for 104 cold damage. (Soul Reaping)
2. Optional Slot - See Varients
3. Putrid Bile - Hex Spell. For 21 seconds, target foe suffers -3 Health degeneration. If that foe dies while under the effects of this Hex, all nearby foes take 89 damage. (Death Magic)
4. Rising Bile - Hex Spell. For 20 seconds, this Hex does nothing. When Rising Bile ends, that foe and all foes in the area take 6 damage for each second Rising Bile was in effect. (Death Magic)
5. Consume Corpse - Spell. Exploit a random target. You teleport to that corpse's location and gain 105 Health and 21 Energy. (Death Magic)
6. Optional Slot - Recommended Skills are listed in Varients
7. Signet of Lost Souls - Signet. If Target foe is below 50% Health, you gain 94 Health and 9 Energy. (Soul Reaping)
8. Hexer's Vigor - Enchantment Spell. For 10 seconds, you have +8 Health regeneration. Hexer's Vigor ends if you cast a non-Hex Skill. (Soul Reaping)
Varients: Optional Slot
Deathly Chill - I moved this from the original build because it didn't serve very well while I was ABing last night, it is good until under 50%.
Dash - Small speed boost for catching up or running away, not very effective but it helps in some situations.
Signet of Twilight - This skill is ideal for when you come up against an Enchanted foe. Just lay your hexes on him and rip up to 3 Enchants from him. The minor downside of this is a 20sec recharge.
Gaze of Contempt - Simply just rip all the enchants off him! That is, if he has over 50% Health. So be careful.
Signet of Sorrow - This us a very useful spam signet. But is only spammable when there is a corpse nearby that foe. Not very ideal, but sometimes useful.
Vile Miasma - An extra hex spell. A decent amount of damage and if that foe has a condition on him, extra degeneration. I recommend this hex.
Verata's Gaze - What fun when you can break the bond between a minion and his master. This is fun especially when the other minions typically will attack the now Masterless minion and you found time to lay the hex chain on it. This is obviously only useful IF a MM is on the field, but fun to bring along.. just in case.
Malign Intervention - This is a great spell to get a pawn out for your hexes. It's obvious.. the minion is stupid and will typically attack the other team OR your team. But either way, the hexes will NOT harm your team, but it will hurt the other team. The -20% Heal hex is also helpful, and the best thing about this hex is EVERYONE can attack it and you beat any MM to that corpse. I recommend this Hex
Putrid Flesh - Another minor MM annoyance spell. A spread of Disease is pretty good for some extra degen.
Antidote Signet - Afraid of a bit of Disease and Poison? Clear it up with ANTIDOTE! ~har har~
Purge Conditions - All conditions clean off. 20 sec recharge, but it gets the job done when Daze is there. Be aware, you can easily be interrupted even when casting this.
Remove Hex - 1 Hex removal for you. This can help in some cases, like when hexed with Migraine or other Anti-Caster Hexes
Web of Distruption - Two interrupts in one hex. This can be a bit helpful because 1: Interrupt when hex is put on. 2: If removed, Interrupted again.
Arcane Echo - I personally don't recommend it, but I did find it useful if you wanted to spead Rising Bile to Two different targets or "spam" Icy Veins. Can be energy consuming, but hopefully your target will be low enough for SoSorrow and maybe a corpse nearby for CC.
Remedy Signet - 1 Condition remove, every 4 seconds.
Death Nova - There's nothing wrong with a lil sacrifice.. or not? Point is, if you got a MM on your side, get this on his minions! Heck, cast it on any dieing ally you want and you'll do great. Maybe even kill your foe upon your death. Great skill. I recommend this skill
Putrid Explosion credit for suggestion goes to DarkGanni - Thanks to Ganni, he reminded me of great ol' Putrid Explosion. I tested it out a couple of ABs and it worked wonderfully. I recommend this skill
Well of the Profane credit for suggestion goes to Moloch Vein - Thanks - I tested out WotP in AB today, and it worked very well against the other team(that round) since there were a load of Dervish and a Bonder team running around. Hefty on the energy slightly, but was no match for the rate of deaths occuring. I recommend this skill
Well of Suffering credit for suggestion goes to Moloch Vein - Thanks - Soon after testing WotP, I tried WoS out. It was pretty nice for degen mixed with Putrid Bile and my team's condition degen. It was fun but only to a certain extent.
Toxic Chill {ELITE} credit for suggestion goes to RhanoctJocosa - Thanks - Note: If you use this, bring Vile Miasma in place of Deathly Chill. I tried this out and it worked really well, I had trouble with the rate of Condition removal I was seeing, but it was very spammable. But I like Icy Veins better. >.< I recommend this skill
I put a lot of thought into this build and it has worked out quite nicely in AB so far, I haven't tried it in other PvP scenarios, but the Optional Slots are clear in any other place for those who want to try it in other scenarios: Resurrection Signet
Shogunshen
Rotting Flesh is good. Go /E for GoLE.
sidstyler89
How to go about with this build in AB
The way I use this build is pretty straight forward. For default, I'd be using Malign Intervention. Whenever up against ANY group, I always put Rising Bile on first. You can choose either to put it on the melee(if any) or caster(if any). You usually want to try and predict their moves and hopefully Rising Bile will hit others. But either way, a good <120 damage is pretty good. Then, I use Putrid Bile>Icy Veins>Malign Intervention>Icy Veins "steady" spam(Deathly Chill is necessary when their health is still over 50%) Take note that the longer he is alive, the hexes will wear off giving NO bomb for death unless renewed. If you take on a bit of damage, use Hexer's Vigor. I typically use it whenever I do take damage. Signet of Sorrows if their health is under 50% and energy is running short. Try and always have 10 Energy preserved for Consume Corpse for a quick escape or quick death, depending on where the corpses lay. Try and at least put Icy Veins on the Masterless Bone Horror before it dies, if one does appear from MI.
If you like this build, please feel free to comment or suggest other skills for the build to better it's efficiency! Other then that, get out there Necromancers and "BOMB THEM" >.<
The way I use this build is pretty straight forward. For default, I'd be using Malign Intervention. Whenever up against ANY group, I always put Rising Bile on first. You can choose either to put it on the melee(if any) or caster(if any). You usually want to try and predict their moves and hopefully Rising Bile will hit others. But either way, a good <120 damage is pretty good. Then, I use Putrid Bile>Icy Veins>Malign Intervention>Icy Veins "steady" spam(Deathly Chill is necessary when their health is still over 50%) Take note that the longer he is alive, the hexes will wear off giving NO bomb for death unless renewed. If you take on a bit of damage, use Hexer's Vigor. I typically use it whenever I do take damage. Signet of Sorrows if their health is under 50% and energy is running short. Try and always have 10 Energy preserved for Consume Corpse for a quick escape or quick death, depending on where the corpses lay. Try and at least put Icy Veins on the Masterless Bone Horror before it dies, if one does appear from MI.
If you like this build, please feel free to comment or suggest other skills for the build to better it's efficiency! Other then that, get out there Necromancers and "BOMB THEM" >.<
ajc2123
Quote:
Originally Posted by Shogunshen
Rotting Flesh is good. Go /E for GoLE.
If you mean glyph of lesser energy, your insane, lol with soul reaping Necros don't need energy management. Specially since he has SolS
DarkGanni
I suggest Putrid Explosion, more aoe dmg imo
- Ganni
- Ganni
Kyrein
MM bombers are more fun.....especially with a rit with bone minions+ explosive creation etc
Moloch Vein
I take it this is an AB build.
In this case it's essential to bring good corpse exploits.
I would recommend Well of Suffering and Well of the Profane.
In this case it's essential to bring good corpse exploits.
I would recommend Well of Suffering and Well of the Profane.
RhanoctJocosa
Errr.. Icy Veins isn't that good. You'd be better off taking Toxic Chill tbh.
ZenRgy
Major rune > superior rune.
Losing 40 health for one extra point in an attribute isn't worth it.
Losing 40 health for one extra point in an attribute isn't worth it.
sidstyler89
Quote:
Originally Posted by RhanoctJocosa
Errr.. Icy Veins isn't that good. You'd be better off taking Toxic Chill tbh.
The general idea I'm getting at with Icy Veins is since it has a semi fast recharge, put it out on a few guys on the field and it wreaks some damage on them. If you choose the right targets, it has great effectiveness.
On behalf on why I even bothered to involve Icy Veins, is because no one else besides the pesky Necro NPCs use it.. nor do THEY themselves use it right.
Toxic Chill is good, but doesn't fit the whole "to end" Bombing scenario. It CAN be replaced in place of Icy Veins if anyone chooses to do so, just I suggest taking Vile Miasma in as your Optional. Thanks Rhanoct for a somehow, suggestive comment. ^_^
On behalf on why I even bothered to involve Icy Veins, is because no one else besides the pesky Necro NPCs use it.. nor do THEY themselves use it right.
Toxic Chill is good, but doesn't fit the whole "to end" Bombing scenario. It CAN be replaced in place of Icy Veins if anyone chooses to do so, just I suggest taking Vile Miasma in as your Optional. Thanks Rhanoct for a somehow, suggestive comment. ^_^
sidstyler89
Quote:
Originally Posted by Kyrein
MM bombers are more fun.....especially with a rit with bone minions+ explosive creation etc
Blah to MMs. xD I like more player based "teamwork" (if any) instead of the common MM army. Being the bane is more fun imo
sidstyler89
Quote:
Originally Posted by ZenRgy
Major rune > superior rune.
Losing 40 health for one extra point in an attribute isn't worth it. I suppose you would be right.
Losing 40 health for one extra point in an attribute isn't worth it. I suppose you would be right.
blue.rellik
Quote:
Originally Posted by Kyrein
MM bombers are more fun.....especially with a rit with bone minions+ explosive creation etc
'Fun' is in the eyes of the beholder.
Cebe
Quote:
Originally Posted by sidstyler89
Code: OANiYwFMVzoAe6AAAAIGUVpFC
Attributes - 12+1+3 Death Magic, 12+2 Soul Reaping
Quote: Originally Posted by sidstyler89
1. Icy Veins-- Elite Hex Spell. Target foe is struck for 85 cold damage. For 33 seconds, if target for dies all nearby foes are struck for 104 cold damage. (Soul Reaping)
2. Optional Slot - See Varients
3. Putrid Bile - Hex Spell. For 21 seconds, target foe suffers -3 Health degeneration. If that foe dies while under the effects of this Hex, all nearby foes take 89 damage. (Death Magic)
4. Rising Bile - Hex Spell. For 20 seconds, this Hex does nothing. When Rising Bile ends, that foe and all foes in the area take 6 damage for each second Rising Bile was in effect. (Death Magic) I've been using that sort of "ticking time bomb" idea for a while now in PvE, and in AB, and it's pretty fun, though you do rely on whoever you cast it on being near enough other enemies to make it worthwhile...sometimes that doesn't happen.
2. Optional Slot - See Varients
3. Putrid Bile - Hex Spell. For 21 seconds, target foe suffers -3 Health degeneration. If that foe dies while under the effects of this Hex, all nearby foes take 89 damage. (Death Magic)
4. Rising Bile - Hex Spell. For 20 seconds, this Hex does nothing. When Rising Bile ends, that foe and all foes in the area take 6 damage for each second Rising Bile was in effect. (Death Magic) I've been using that sort of "ticking time bomb" idea for a while now in PvE, and in AB, and it's pretty fun, though you do rely on whoever you cast it on being near enough other enemies to make it worthwhile...sometimes that doesn't happen.
Captain Miken
Quote:
Originally Posted by Celestial Beaver
A superior rune AND a major rune? A little too much health loss in my opinion.
Not to mention he has [wiki]Consume Corpse[/wiki]. He may be randomly teleported into the front lines with a pre-game handicap of 110 HP!
Not to mention he has [wiki]Consume Corpse[/wiki]. He may be randomly teleported into the front lines with a pre-game handicap of 110 HP!
sidstyler89
Quote:
Originally Posted by Celestial Beaver
I've been using that sort of "ticking time bomb" idea for a while now in PvE, and in AB, and it's pretty fun, though you do rely on whoever you cast it on being near enough other enemies to make it worthwhile...sometimes that doesn't happen.
Very true. I made the build exactly for that purpose to take on or at least damage 1+ players. Works especially well against MMs, it was devestation to all the lesser Minions (That weren't Flesh Golem) I have managed to 1v1 on so far, another Necromancer, Mesmer(depending on what is equipped), Elems, and Ritualists. As for the rest of the classes, I can't especially 1v1 them, but with Rangers. I play hide behind the poles.. >.< But yes, the build is just a time bomb waiting to happen, and everything has a moderately fast recharge so within at the most 30-45secs everything would be recharged. Icy Vein's is semi spammable which makes it so fun against mobs, sometimes.
Also about 'not having enough enemies' typically I see everyone being with at least someone. Every now and again, you get a loner, but most of the time you got the 4-man groups or 'The Mob' running around.
Also about 'not having enough enemies' typically I see everyone being with at least someone. Every now and again, you get a loner, but most of the time you got the 4-man groups or 'The Mob' running around.
sidstyler89
Quote:
Originally Posted by Captain Miken
Not to mention he has [wiki]Consume Corpse[/wiki]. He may be randomly teleported into the front lines with a pre-game handicap of 110 HP!
True, but it is a risk to take. Some of the time, the odds of survival are very slim. But you have to decide whether it is time to use CC or not. Remember, this isn't a solo build so you'll want to be with your group or some group, so you will or might have some sort of advantage with exploiting the corpses. If you bring Putrid Explosion, you don't have to teleport to random corpse, and still give them a bit of damage. Bottem line, if your team is good, there might be no need for CC. Team is bad? Just run away.. decide whether it's a winning or losing battle before it's over.. or over for you!! -buhaha- for about 10secs till res. ^_^
To add, I did change my Superior to Major.
To add, I did change my Superior to Major.
Olim Chill
Quote:
Originally Posted by sidstyler89
The general idea I'm getting at with Icy Veins is since it has a semi fast recharge, put it out on a few guys on the field and it wreaks some damage on them. If you choose the right targets, it has great effectiveness.
On behalf on why I even bothered to involve Icy Veins, is because no one else besides the pesky Necro NPCs use it.. nor do THEY themselves use it right.
Toxic Chill is good, but doesn't fit the whole "to end" Bombing scenario. It CAN be replaced in place of Icy Veins if anyone chooses to do so, just I suggest taking Vile Miasma in as your Optional. Thanks Rhanoct for a somehow, suggestive comment. ^_^ Keep in mind that Toxic Chill has the same recharge time as Icy Veins and uses half the energy. No effect on end, of course, but teamed with Putrid Bile, you can do some very fast bombing.
On behalf on why I even bothered to involve Icy Veins, is because no one else besides the pesky Necro NPCs use it.. nor do THEY themselves use it right.
Toxic Chill is good, but doesn't fit the whole "to end" Bombing scenario. It CAN be replaced in place of Icy Veins if anyone chooses to do so, just I suggest taking Vile Miasma in as your Optional. Thanks Rhanoct for a somehow, suggestive comment. ^_^ Keep in mind that Toxic Chill has the same recharge time as Icy Veins and uses half the energy. No effect on end, of course, but teamed with Putrid Bile, you can do some very fast bombing.
sidstyler89
Quote:
Originally Posted by Olim lll
Keep in mind that Toxic Chill has the same recharge time as Icy Veins and uses half the energy. No effect on end, of course, but teamed with Putrid Bile, you can do some very fast bombing.
Yeah I understand that, I tried it out and it worked out wonders. I just like variety, which is why I usually use Icy Veins. ^_^ I use Toxic Chill in RA though with Epidemic too.
mrmango
Quote:
Originally Posted by ZenRgy
Losing 40 health for one extra point in an attribute isn't worth it.
Exactly, so take a minor rune. 35, 40, same thing.