Anti-Melee. Fun! Fun! Fun!
Brandon1107
Well in RA a couple weeks ago I was getting quite bored and decided to play Necro. I went into Curses magic and mashed a few skills together and i've been playing this build over the past two weeks and it is immensley fun. It can shut down any melee and kill them and do this to multible foes at the same time. I've gotten about 16 Glad points with it. So here is the build: (I thought i'd share, please comment. I want to know if it's actually pretty good or i'm just getting lucky with my teams)
Attributes
Curses (12+1+2)
Inspiration Magic (12)
Soul Reaping (3+1)
Skills
[skill]Spirit of Failure[/skill]
[skill]Price of Failure[/skill]
[skill]Auspicious Incantation[/skill]
[skill]Faintheartedness[/skill]
[skill]Insidious Parasite[/skill]
[skill]Parasitic Bond[/skill]
[skill]Signet of Suffering[/skill]
[skill]Resurection Signet[/skill]
What you do:
It is pretty much obvious. What you do is the closest melee foe you first stick with Spirit of Failure for energy and then quickly Parasitic Bond and then Faintheartedness. Now if that is the only melee on the opposing team pound him with Price of Failure and then use Auspicious Incantation and Insidious Parasite. Finally use Signet of Suffering for 140 damage.
Now if that was not the only melee on the opposing team you are going to use Price of Failure on the next person while Spirit of Failure is recharging. Then load on Faintheartedness and Parasitic Bond. Rinse and repeat if their are more melees on the other team. Use Ausipicious Incantation and Insidious Bond on whoever, I usually go for the person with the most health.
But this usually shuts down all melees on the opposing team for a good ammount of time if they don't have a hex remover. It provides good pressure as well because the entire team will have a -4 health degeneration and Signet of Suffering for that added POW!
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Ok i'm done. Comment would be nice
Attributes
Curses (12+1+2)
Inspiration Magic (12)
Soul Reaping (3+1)
Skills
[skill]Spirit of Failure[/skill]
[skill]Price of Failure[/skill]
[skill]Auspicious Incantation[/skill]
[skill]Faintheartedness[/skill]
[skill]Insidious Parasite[/skill]
[skill]Parasitic Bond[/skill]
[skill]Signet of Suffering[/skill]
[skill]Resurection Signet[/skill]
What you do:
It is pretty much obvious. What you do is the closest melee foe you first stick with Spirit of Failure for energy and then quickly Parasitic Bond and then Faintheartedness. Now if that is the only melee on the opposing team pound him with Price of Failure and then use Auspicious Incantation and Insidious Parasite. Finally use Signet of Suffering for 140 damage.
Now if that was not the only melee on the opposing team you are going to use Price of Failure on the next person while Spirit of Failure is recharging. Then load on Faintheartedness and Parasitic Bond. Rinse and repeat if their are more melees on the other team. Use Ausipicious Incantation and Insidious Bond on whoever, I usually go for the person with the most health.
But this usually shuts down all melees on the opposing team for a good ammount of time if they don't have a hex remover. It provides good pressure as well because the entire team will have a -4 health degeneration and Signet of Suffering for that added POW!
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Ok i'm done. Comment would be nice
Allanon Knight
Hey this build looks great ill give it a try and let you know how it works for me. What happens when you get attacked by a non-melee character?
ZenRgy
I'd rather bring [skill]Glyph of Lesser Energy[/skill] for energy management, the curses line has enough melee shutdown by itself.
You only need to bring 2-3 curse hexes to shutdown a melee character, then bring something useful as your elite like [skill]Corrupt Enchantment[/skill] and other utility skills / self heals.
You only need to bring 2-3 curse hexes to shutdown a melee character, then bring something useful as your elite like [skill]Corrupt Enchantment[/skill] and other utility skills / self heals.
Shogunshen
Or you could take corrupt+ward.
blue.rellik
I'd drop the mesmer skills first off, insidious and faintheartedness already stops a warrior/dervish/sin/thumper in their tracks (relatively speaking)
Brandon1107
Quote:
Originally Posted by Allanon Knight
Hey this build looks great ill give it a try and let you know how it works for me. What happens when you get attacked by a non-melee character?
That's a problem. Then I just say spread your degen skills. Bu tthat's rare
You do not need GLoE, Spirit of Failure and Auspicious Incantation take cares of energy.
You do not need GLoE, Spirit of Failure and Auspicious Incantation take cares of energy.
Coloneh
why waste an entie character on anti-melee? you can cover any melee you will be facing in about three slots quite easily
??Ripskin
Why would you use spirit of failure on the same character you use fainthartedness (sp?) ?
That seems kind of counter productive.
Other then that, it can work just fine. Especially with all the wammos running RA today.
Erm, you could put in a couple of interrupts from the mesmer line seeing how you're already dabbling into inspiration.
That seems kind of counter productive.
Other then that, it can work just fine. Especially with all the wammos running RA today.
Erm, you could put in a couple of interrupts from the mesmer line seeing how you're already dabbling into inspiration.
ZenRgy
Quote:
Originally Posted by Brandon1107
That's a problem. Then I just say spread your degen skills. Bu tthat's rare
You do not need GLoE, Spirit of Failure and Auspicious Incantation take cares of energy. If you run GoLE, you have access to the earth line which is great for anti-melee defense (ward against melee). Which is more useful than cantation+spirit of failure.
You do not need GLoE, Spirit of Failure and Auspicious Incantation take cares of energy. If you run GoLE, you have access to the earth line which is great for anti-melee defense (ward against melee). Which is more useful than cantation+spirit of failure.
DDL
Quote:
Originally Posted by «Ripskin
Why would you use spirit of failure on the same character you use fainthartedness (sp?) ?
That seems kind of counter productive. QFT: if anything [Skill]Reckless Haste[/Skill] is a better choice, with both price of failure, spirit of failure and (most importantly) Insidious parasite.
I know the degen is nice, but the quicker they attack, the quicker they go down. Melee characters who don't pay attention will destroy themselves quickly when hexed with IP alone. Inattentive assassins in RA do that a _lot_, which is always fun.
That seems kind of counter productive. QFT: if anything [Skill]Reckless Haste[/Skill] is a better choice, with both price of failure, spirit of failure and (most importantly) Insidious parasite.
I know the degen is nice, but the quicker they attack, the quicker they go down. Melee characters who don't pay attention will destroy themselves quickly when hexed with IP alone. Inattentive assassins in RA do that a _lot_, which is always fun.
Brandon1107
Alright, I then drop Faintheartedness with Reckless Haste.
I keep Spirit of Failure because it is an efficient energy boost, since almsot your entire skill bar is covered with 15e spells.
I keep Spirit of Failure because it is an efficient energy boost, since almsot your entire skill bar is covered with 15e spells.
Mesmer in Need
Parasite doesn't trigger on miss. I would try what Zenrgy said, wards and corrupt:
[skill]Corrupt enchantment[/skill][skill]price of failure[/skill][skill]reckless haste[/skill][skill]parasitic bond[/skill][skill]glyph of lesser energy[/skill][skill]ward against melee[/skill][skill]signet of lost souls[/skill][skill]resurrection signet[/skill]
[skill]Corrupt enchantment[/skill][skill]price of failure[/skill][skill]reckless haste[/skill][skill]parasitic bond[/skill][skill]glyph of lesser energy[/skill][skill]ward against melee[/skill][skill]signet of lost souls[/skill][skill]resurrection signet[/skill]
DDL
Both failures do, though. It's debatable whether it's more or less effective, I guess, but it's kinda nice to have them "screwed if they hit, and screwed if they miss", AND attacking faster. And for the hits that land, you steal health back anyway. Otherwise +e and damage.
Khasar
[skill]faintheartedness[/skill][skill]Insidious Parasite[/skill] and [skill]Enfeeble[/skill] is usually enough to shutdown any meele.
IP/enfeeble one meele (the sin if there is one) and cover with Parasitic Bond then Faintheartedness and Enfeeble all other meeles also covering with Parasitic Bond.
I generally take along anti-caster spells for the rest. Insipration line is ok to take their energy and also provids you with e-management.
IP/enfeeble one meele (the sin if there is one) and cover with Parasitic Bond then Faintheartedness and Enfeeble all other meeles also covering with Parasitic Bond.
I generally take along anti-caster spells for the rest. Insipration line is ok to take their energy and also provids you with e-management.
Sir Pandra Pierva
The times I use IP is for hitting another sin who looks at a nec and sees a char who can really stop him or the rest of his team....
Jam Jar
Personally the bad thing about hexes like this is that the enemy can run away and evade letting you get energy and health. But if you have Corrupt on them, lol good luck to them. Better to fight to the death then die a slow painful death eh?
shru
Quote:
Originally Posted by Khasar
IP/enfeeble one meele (the sin if there is one) and cover with Parasitic Bond then Faintheartedness and Enfeeble all other meeles also covering with Parasitic Bond.
Just a heads up, enfeeble is near useless on a sin with their dagger's base damage so low. All the sin's damage comes from the attack bonuses which are unaffected by weakness.
And back on topic, I've been running a n/e corrupt enchant in RA for awhile now and I've found most of the above advise holds true. Although I haven't seen one skill particular mentioned. In the current RA meta (I know. That sounds funny, right? ) blocking comes up alot, and Defile Defenses ends up being a spamable offensive skill that pairs up well with the utility and shutdown in your bar. When there is no blocking, it also doubles as a cheap, spamable cover hex.
And back on topic, I've been running a n/e corrupt enchant in RA for awhile now and I've found most of the above advise holds true. Although I haven't seen one skill particular mentioned. In the current RA meta (I know. That sounds funny, right? ) blocking comes up alot, and Defile Defenses ends up being a spamable offensive skill that pairs up well with the utility and shutdown in your bar. When there is no blocking, it also doubles as a cheap, spamable cover hex.
Daddy_Gamer
my favorite hex against Melee, [skill]Defile Defenses[/skill]
Along with Parasitic Bond, Insidious Parasite, and Faintheartedness - good fun.
Along with Parasitic Bond, Insidious Parasite, and Faintheartedness - good fun.
Qdq Swi
Quote:
Originally Posted by Daddy_Gamer
my favorite hex against Melee, [skill]Defile Defenses[/skill]
Along with Parasitic Bond, Insidious Parasite, and Faintheartedness - good fun. Parasitic Bond is pretty much a staple on all Curses builds, just as a cover hex. It doesnt really help when Vs. melee, its more multi-purpose/ general.
Reckless Haste + Price of Failure is just sweet to run on any melee class ;p. *Looks at the numbers flying up when assasin attempts a spike* lol *wide grin, snickers* =).
Btw.. I tend not to use Faintheartedness, purely because it slows things down.. Its good in some respects.. mostly 1v1 circumstances imo.. but when yout trying to fight a meleer... Speed things up, and they die faster.. no real point in just giving them a hindrance.
Along with Parasitic Bond, Insidious Parasite, and Faintheartedness - good fun. Parasitic Bond is pretty much a staple on all Curses builds, just as a cover hex. It doesnt really help when Vs. melee, its more multi-purpose/ general.
Reckless Haste + Price of Failure is just sweet to run on any melee class ;p. *Looks at the numbers flying up when assasin attempts a spike* lol *wide grin, snickers* =).
Btw.. I tend not to use Faintheartedness, purely because it slows things down.. Its good in some respects.. mostly 1v1 circumstances imo.. but when yout trying to fight a meleer... Speed things up, and they die faster.. no real point in just giving them a hindrance.
Legends
At 15 Curses, 4 hexes bullseye the 140 damage limit. Remove [skill]Insidious Parasite[/skill], [skill]Parasitic Bond[/skill] or [skill]Auspicious Incantation[/skill] and replace with [skill]Mantra of Signets[/skill] so you can double-spam on [skill]Signet of Suffering[/skill].