3-Necro HM Build
Sab
This is a three-hero team build which I've used to complete much of Hard Mode - namely Guardian, Vanquishing (including 4-man), and dungeons. Small variations are needed for each area, but the three basic templates are resilient and versatile enough to tackle most zones.
As the player, I recommend bringing some sort of damage. If you happen to play a build that overlaps with any of the heroes, then consider switching out that hero for a damage-dealer. I'll leave it to you to make a bar for that.
Hard mode is generally completable with a two-monk backline (the N/Rt Resto counting as a Monk). For unfamiliar or more difficult zones, you can sacrifice an offensive character for a third Monk. Fill up the rest of the henchmen slots with Warriors and Eles.
If you're playing with a friend, I suggest he/she bring some physicals to take advantage of Barbs/Splinter. Paragons are ideal, and a Broad Head Ranger is excellent for caster shutdown. I don't have a 6-hero build planned out, so again I leave it up to you to make those bars.
I'll be maintaining this thread and updating it from time to time. Feel free to ask questions here or PM me ingame (not on Guru because my inbox is full).
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8-man version
N/Rt Curses
[build prof=N/Rt sou=8+1 cur=12+1+1 cha=10 res=2][Spiteful Spirit][Enfeebling Blood][Barbs][Rip Enchantment][Defile Defenses][Splinter Weapon][Signet of Lost Souls][Death Pact Signet][/build]
Insignias: Tormenter's or Survivor's on all.
Equipment: 20/20 Curses wand, 20/20 Curses offhand.
The SS Necro is a toolbox character, with strong physical support, AoE debuffs and a decent hard res.
If you don't mind a bit of micro, consider bringing Rigor Mortis instead of Defile Defenses. It's best to keep Rigor and the enchantment removal disabled so it's available when you need it (otherwise the heroes will use it on random targets). Mark of Pain, Insidious Parasite or Reckless Haste is also a good option for this slot.
Rip is interchangeable with Rend Enchantments.
Barbs enables the melee henchmen and minions to blow up targets. Heroes tend to use Barbs almost on recharge, so ping key targets, especially if you're playing a physical yourself.
Don't forget the bar isn't secondary-specific. For Frostmaw's Burrows, for example, I used N/Me with Inspired/Revealed Hex to deal with Wurm Bile, and slotted Splinter on the Resto healer.
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N/Rt Healer
[build prof=N/Rt sou=12+1+1 res=12][Weapon of Remedy][Weapon of Warding][Mend Body and Soul][Spirit Light][Protective Was Kaolai][Life][Foul Feast][Death Pact Signet][/build]
Insignias: Tormenter's or Survivor's on all.
Equipment: 20/20 Resto wand, 20/20 Resto offhand.
Standard N/Rt Resto Healer, combining powerful bars-go-up with strong party healing, and the option to function as a hybrid heal/support character.
I sometimes replace WoR or Foul Feast with a second copy of Splinter (i.e. one here and one on the SS). On occasions where the hench Monks are adequate and I don't need a third healer, I run a Motigon or a Cruel Spear Paragon in place of this character.
Be sure not to overlap Foul Feast with the MM if you're running the second MM build.
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N/Mo Jagged Bomber, Main Build
[build prof=N/Mo death=12+1+3 sou=9+1 pro=9][Jagged Bones][Animate Shambling Horror][Animate Bone Fiend][Putrid Bile][Death Nova][Protective Spirit][Aegis][Signet of Lost Souls][/build]
Variant:
[build prof=N/Mo death=12+1+3 sou=9+1 hea=9][Jagged Bones][Animate Bone Minions][Death Nova][Putrid Bile][Infuse Condition][Foul Feast][Dwayna's Sorrow][Signet of Lost Souls][/build]
Insignias: Bloodstained on hands, Tormentor's, Minion Master's or Survivors on the rest.
Equipment: 40% HCT, 20% longer enchanting Death staff.
The Jagged Bomber turns a constant stream of dying minions into energy for all three Necros.
The minions double as defensive wall, drawing damage away from party members. Shambling + Fiends can tank and do more damage, while Bone Minions are better to bomb with Death Nova. Play with both and decide which summons you prefer.
If you're not running Save Yourselves!, a user-controlled Protective Spirit is the best thing you can bring to Hard Mode as it saves you from big damage. Ideally you want to keep Prot Spirit disabled and micro it only when it's needed, but the hero tends to have enough energy you can let him run wild with it. The hero will not use Prot Spirit on minions unless all party members are at full health.
I typically find hex removal to be useless on heroes for a couple of reasons, the main reason being that hexes in PvE are generally non-threatening. While there are zones with dangerous hexes, heroes cannot prioritize removing those over junk hexes. However, if you do need hex removal, this character is where you'd slot them in.
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For 4-Man areas, ideally you should bring a source of Daze, as this will help take down enemy Monks in a fraction of the time. Knockdowns and hex shutdown can also fill in this role. Else, bring damage, or if you're a healer, replace the N/Rt with damage-dealer of your choice.
4-Man version
[build prof=N/Rt sou=10+1 cur=12+1+1 res=8][Spiteful Spirit][Insidious Parasite][Enfeeble][Barbs][Rip Enchantment][Weapon of Warding][Signet of Lost Souls][Death Pact Signet][/build]
[build prof=N/Rt sou=12+1+1 res=12][Reaper's Mark][Weapon of Warding][Mend Body and Soul][Spirit Light][Blind was Mingson][Life][Signet of Lost Souls][Death Pact Signet][/build]
[build prof=N/Mo death=12+1+3 sou=9+1 hea=9][Jagged Bones][Animate Shambling Horror][Animate Bone Fiend][Death Nova][Patient Spirit][Dwayna's Sorrow][Cure Hex][Signet of Lost Souls][/build]
As the player, I recommend bringing some sort of damage. If you happen to play a build that overlaps with any of the heroes, then consider switching out that hero for a damage-dealer. I'll leave it to you to make a bar for that.
Hard mode is generally completable with a two-monk backline (the N/Rt Resto counting as a Monk). For unfamiliar or more difficult zones, you can sacrifice an offensive character for a third Monk. Fill up the rest of the henchmen slots with Warriors and Eles.
If you're playing with a friend, I suggest he/she bring some physicals to take advantage of Barbs/Splinter. Paragons are ideal, and a Broad Head Ranger is excellent for caster shutdown. I don't have a 6-hero build planned out, so again I leave it up to you to make those bars.
I'll be maintaining this thread and updating it from time to time. Feel free to ask questions here or PM me ingame (not on Guru because my inbox is full).
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8-man version
N/Rt Curses
[build prof=N/Rt sou=8+1 cur=12+1+1 cha=10 res=2][Spiteful Spirit][Enfeebling Blood][Barbs][Rip Enchantment][Defile Defenses][Splinter Weapon][Signet of Lost Souls][Death Pact Signet][/build]
Insignias: Tormenter's or Survivor's on all.
Equipment: 20/20 Curses wand, 20/20 Curses offhand.
The SS Necro is a toolbox character, with strong physical support, AoE debuffs and a decent hard res.
If you don't mind a bit of micro, consider bringing Rigor Mortis instead of Defile Defenses. It's best to keep Rigor and the enchantment removal disabled so it's available when you need it (otherwise the heroes will use it on random targets). Mark of Pain, Insidious Parasite or Reckless Haste is also a good option for this slot.
Rip is interchangeable with Rend Enchantments.
Barbs enables the melee henchmen and minions to blow up targets. Heroes tend to use Barbs almost on recharge, so ping key targets, especially if you're playing a physical yourself.
Don't forget the bar isn't secondary-specific. For Frostmaw's Burrows, for example, I used N/Me with Inspired/Revealed Hex to deal with Wurm Bile, and slotted Splinter on the Resto healer.
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N/Rt Healer
[build prof=N/Rt sou=12+1+1 res=12][Weapon of Remedy][Weapon of Warding][Mend Body and Soul][Spirit Light][Protective Was Kaolai][Life][Foul Feast][Death Pact Signet][/build]
Insignias: Tormenter's or Survivor's on all.
Equipment: 20/20 Resto wand, 20/20 Resto offhand.
Standard N/Rt Resto Healer, combining powerful bars-go-up with strong party healing, and the option to function as a hybrid heal/support character.
I sometimes replace WoR or Foul Feast with a second copy of Splinter (i.e. one here and one on the SS). On occasions where the hench Monks are adequate and I don't need a third healer, I run a Motigon or a Cruel Spear Paragon in place of this character.
Be sure not to overlap Foul Feast with the MM if you're running the second MM build.
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N/Mo Jagged Bomber, Main Build
[build prof=N/Mo death=12+1+3 sou=9+1 pro=9][Jagged Bones][Animate Shambling Horror][Animate Bone Fiend][Putrid Bile][Death Nova][Protective Spirit][Aegis][Signet of Lost Souls][/build]
Variant:
[build prof=N/Mo death=12+1+3 sou=9+1 hea=9][Jagged Bones][Animate Bone Minions][Death Nova][Putrid Bile][Infuse Condition][Foul Feast][Dwayna's Sorrow][Signet of Lost Souls][/build]
Insignias: Bloodstained on hands, Tormentor's, Minion Master's or Survivors on the rest.
Equipment: 40% HCT, 20% longer enchanting Death staff.
The Jagged Bomber turns a constant stream of dying minions into energy for all three Necros.
The minions double as defensive wall, drawing damage away from party members. Shambling + Fiends can tank and do more damage, while Bone Minions are better to bomb with Death Nova. Play with both and decide which summons you prefer.
If you're not running Save Yourselves!, a user-controlled Protective Spirit is the best thing you can bring to Hard Mode as it saves you from big damage. Ideally you want to keep Prot Spirit disabled and micro it only when it's needed, but the hero tends to have enough energy you can let him run wild with it. The hero will not use Prot Spirit on minions unless all party members are at full health.
I typically find hex removal to be useless on heroes for a couple of reasons, the main reason being that hexes in PvE are generally non-threatening. While there are zones with dangerous hexes, heroes cannot prioritize removing those over junk hexes. However, if you do need hex removal, this character is where you'd slot them in.
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For 4-Man areas, ideally you should bring a source of Daze, as this will help take down enemy Monks in a fraction of the time. Knockdowns and hex shutdown can also fill in this role. Else, bring damage, or if you're a healer, replace the N/Rt with damage-dealer of your choice.
4-Man version
[build prof=N/Rt sou=10+1 cur=12+1+1 res=8][Spiteful Spirit][Insidious Parasite][Enfeeble][Barbs][Rip Enchantment][Weapon of Warding][Signet of Lost Souls][Death Pact Signet][/build]
[build prof=N/Rt sou=12+1+1 res=12][Reaper's Mark][Weapon of Warding][Mend Body and Soul][Spirit Light][Blind was Mingson][Life][Signet of Lost Souls][Death Pact Signet][/build]
[build prof=N/Mo death=12+1+3 sou=9+1 hea=9][Jagged Bones][Animate Shambling Horror][Animate Bone Fiend][Death Nova][Patient Spirit][Dwayna's Sorrow][Cure Hex][Signet of Lost Souls][/build]
Mitchel
I'd prefer Defile Defenses over Rigor Mortis on the SS
traeskapa
This is awesome, just awesome.
Kurt
A bit different from the older version I use. I'll try this new one, thanks
Miska Bow
I run Sabway with a friend and as he runs the original builds i try some little variants and adaptation depending on the area we're doing.
-On my MM i swap [jagged bones] for [discord]. Olias seems to love spamming it.
- I also use the [reckless haste][price of failure] combo on MoW who is the SS necro. He also run with [Icy veins] instead of [spiteful spirit]
Since this gives us a total of 18 minions i [pain inverter] is a staple on my bar. Ele boss in HM just goes POUF!!!
-On my MM i swap [jagged bones] for [discord]. Olias seems to love spamming it.
- I also use the [reckless haste][price of failure] combo on MoW who is the SS necro. He also run with [Icy veins] instead of [spiteful spirit]
Since this gives us a total of 18 minions i [pain inverter] is a staple on my bar. Ele boss in HM just goes POUF!!!
I D E L E T E D I
Quote:
Originally Posted by Mitchel
I'd prefer Defile Defenses over Rigor Mortis on the SS
Agreed with this. I dont like microing Heros and Defile is spammable, Rigor Mortis isnt.
Konig Des Todes
I will be sure to try out your new builds Sab. Also, a suggestion for a 3rd hero if your a necro and run one of the builds.
[build prof=Rt spawning=6 cha=12+1+2 res=11+1][Bloodsong][Ancestor's Rage][Essence Strike][Spirit Burn][Spirit Rift][Mend Body and Soul][Offering of Spirit][Death Pact Signet][/build]
Insignias: Radiant on all.
Runes: 1 Recovery, 1 Attunement, 1 Vigor *I'm using Minor, but doesn't really matter*, 1 other *minor Spawning power or attunement is best*, 1 Major Channeling, 1 Minor Restoration.
Equipment: Insightful Channeling Staff of Mastery, +5 energy^50% inscription.
Razah seems to work very well with the build, and it helps healers a tad with conditions and allows a good amount of damage that goes past blocking, and even the elites like [Obsidian Flesh] and [Spell Breaker]. The [Essence Strike] and [Offering of Spirit] skills are only there for energy management, so those can be replaced if need be.
Razah doesn't seem to use [Offering of Spirit] when there isn't a spirit as well so he shouldn't be losing health. Also, this build provides an extra spirit for the healer with its use of [Mend Body and Soul] and [Spirit Light].
Just a thoughtful suggestion for adding to the selection. That's at least the hero I usually take with my necromancer when running Sabway.
Edit: Added runes and weapon info on what I use, I'm sure there is better stuff out there to use though.
[build prof=Rt spawning=6 cha=12+1+2 res=11+1][Bloodsong][Ancestor's Rage][Essence Strike][Spirit Burn][Spirit Rift][Mend Body and Soul][Offering of Spirit][Death Pact Signet][/build]
Insignias: Radiant on all.
Runes: 1 Recovery, 1 Attunement, 1 Vigor *I'm using Minor, but doesn't really matter*, 1 other *minor Spawning power or attunement is best*, 1 Major Channeling, 1 Minor Restoration.
Equipment: Insightful Channeling Staff of Mastery, +5 energy^50% inscription.
Razah seems to work very well with the build, and it helps healers a tad with conditions and allows a good amount of damage that goes past blocking, and even the elites like [Obsidian Flesh] and [Spell Breaker]. The [Essence Strike] and [Offering of Spirit] skills are only there for energy management, so those can be replaced if need be.
Razah doesn't seem to use [Offering of Spirit] when there isn't a spirit as well so he shouldn't be losing health. Also, this build provides an extra spirit for the healer with its use of [Mend Body and Soul] and [Spirit Light].
Just a thoughtful suggestion for adding to the selection. That's at least the hero I usually take with my necromancer when running Sabway.
Edit: Added runes and weapon info on what I use, I'm sure there is better stuff out there to use though.
-Lotus-
yay for a clean thread! these look good, as usual. but you messed up the template for the MM variant. im assuming you want healing, not protection.
distilledwill
Hehe, pressured into a new thread eh?
I usually keep Reckless rather than Rigor Mortis on the SS, take the MM with Dwayna's but with Blood of the Master rather than Putrid Bile and then the N/Rt is usually quite variable. Im currently messing around with spirit rits and Ether renewal rodgort spammers, but I might go back to the signet mes at some point, i love that build.
I usually keep Reckless rather than Rigor Mortis on the SS, take the MM with Dwayna's but with Blood of the Master rather than Putrid Bile and then the N/Rt is usually quite variable. Im currently messing around with spirit rits and Ether renewal rodgort spammers, but I might go back to the signet mes at some point, i love that build.
Kurt
for the Jagged Bomber variant it says 9 prot prayers but is has to be 9 healing for Dwayna's Sorrow
Fuzzy Taco
Quote:
Originally Posted by Mitchel
Originally Posted by I D E L E T E D I
Agreed with this. I dont like microing Heros and Defile is spammable, Rigor Mortis isnt.
one burst of damage from a cheap spell can't compare to letting 10 Barbs-buffed minions go wild on a blocking target.
FlamingMetroid
Quote:
Originally Posted by Fuzzy Taco
one burst of damage from a cheap spell can't compare to letting 10 Barbs-buffed minions go wild on a blocking target.
Enemy AI is retarded; by the time the put up a block, defile defenses can pretty much kill them or get them close.
I D E L E T E D I
Quote:
Originally Posted by Fuzzy Taco
one burst of damage from a cheap spell can't compare to letting 10 Barbs-buffed minions go wild on a blocking target.
And that happens once every 20 seconds which you have to micro. Defile is for the lazy man. Not like you need Rigor to kill stuff with this build anyway.
DarkSpirit
I see that if you use the variant MM, then you either need to equip Protective Spirit and Aegis on your own character, or risk not bringing these 2 skills to HM.
Since we are already using a MM, why not bring 2? [build name="Curse Channeling Necro" prof=N/Rt box sou=8+1 cur=12+1+1 res=2 cha=10][Spiteful Spirit][Splinter Weapon][Barbs][Enfeebling Blood][Rip Enchantment][Defile Defenses][Signet of Lost Souls][Death Pact Signet][/build] Replace Spiteful Spirit with [[Weapon of Fury] if you prefer. [build name="Heal MM" prof=N/Mo box death=12+1+3 sou=9+1 hea=9][Jagged Bones][Animate Bone Minions][Infuse Condition][Foul Feast][Cure Hex][Dwayna's Sorrow][Heal Area][Signet of Lost Souls][/build] Heal Area is for keeping some minions alive when moving from mob to mob. [build name="Protect MM" prof=N/Mo box death=12+1+3 sou=9+1 pro=9][Jagged Bones][Animate Bone Minions][Death Nova][Taste of Death][Putrid Bile][Protective Spirit][Aegis][Signet of Lost Souls][/build] or if you prefer a mix of higher level minions, [build name="Protect MM" prof=N/Mo box death=12+1+3 sou=9+1 pro=9][Jagged Bones][Animate Bone Fiend][Animate Shambling Horror][Death Nova][Putrid Bile][Protective Spirit][Aegis][Signet of Lost Souls][/build] Fuzzy Taco
so, pretty much, if you don't mind microing, then Rigor is good, but if you want the ease of never needing to touch your heroes' skillbars, with effectiveness to boot, Defile is good. after looking a bit closer, the choice is clear to me.
Konig Des Todes
Dark Spirit, the reason why you don't bring 2 MMs is for the healing. There are so few heals on your MMs that I don't think they would last that long, unless your a supporter yourself. Also, the Foul Feast icon needs updated.
DarkSpirit
Quote:
Originally Posted by Azazel The Assassin
Dark Spirit, the reason why you don't bring 2 MMs is for the healing. There are so few heals on your MMs that I don't think they would last that long
The healing has always been enough for me in HM with 20 minions and Dwayna Sorrow. And I only bring Mhenlo as the only other healer, Lina is usually not needed.
angmar_nite
Just a note, as my mindblast ele, when i'm not going splinter support (as with this build I wouldn't) I bring my own dwayna's sorrow and heal party. I think I can micro it better than a hero, and with it, I can target a dying minion out of battle so as to heal the others. This frees up the mm to bring Aegis and PS, the spam of which i've grown quite fond of.
DarkSpirit
Quote:
Originally Posted by angmar_nite
Just a note, as my mindblast ele, when i'm not going splinter support (as with this build I wouldn't) I bring my own dwayna's sorrow and heal party. I think I can micro it better than a hero, and with it, I can target a dying minion out of battle so as to heal the others. This frees up the mm to bring Aegis and PS, the spam of which i've grown quite fond of.
You may be better off controlling the PS and let the hero spam DS and heal party instead.
Sab
Oops, changed Prot -> Healing for the MM template.
Defile Defenses is ok, but I prefer microing Rigor on a blocking target and forcing a kill (with me + two Warrior hench + minions), than hoping the hero will Defile the right guys. I'll add this as an option though. Azazel The Assassin: Rits are pretty useful, though I wouldn't overload on the direct-damage spells. Paragons would be better if you wanted a mostly-offensive character with little support. Rits are usually stronger as a support/healing hybrid like: [build prof=Rt/ ][Offering of Spirit][Splinter Weapon][Ancestors' Rage][Weapon of Warding][no skill][Protective was Kaolai][Life][Death Pact Signet][/build] The difference between a 10-spec and a 14-spec Splinter is *huge* so whatever you do, definitely slot that in. DarkSpirit: I'm not a big fan of two-MM builds (outside of Vizunah and the like) as it banks *too much* reliance on corpses. From my experiences, one MM cycles corpses enough that there won't be any left over for a second MM. zwei2stein
Why no MoP and rigor mortis instead?
(just fyi, splinter damage is physical (weird physical kind like whilrling defense one), it triggers barbs/MoP, making proper targeting of MoP mostly non issue and making splash damage much more devastating, priority targets are rarely blocking anyway ...) DarkSpirit
Quote:
Originally Posted by Sab
DarkSpirit: I'm not a big fan of two-MM builds (outside of Vizunah and the like) as it banks *too much* reliance on corpses. From my experiences, one MM cycles corpses enough that there won't be any left over for a second MM.
Perhaps more true for bone minions than for the longer recharge of shamblings and the higher energy cost of fiends. One way to reduce this problem is to let the shamblings/fiends MM wear bloodstain insignia but not have it for the bone minion MM.
Bone minions are cheap and they die quite fast but you only need 5 corpses to form a full army with them. Belonah15
"3-Necro HM Build"? "Cut yourself"? This is called Sabway - it is its name, its what people know it as. Start chewing on the ankles, the name is "Sabway". Petition to OP to change title accordingly.
cyber88
Quote:
Originally Posted by Belonah15
"3-Necro HM Build"? "Cut yourself"? This is called Sabway - it is its name, its what people know it as. Start chewing on the ankles, the name is "Sabway". Petition to OP to change title accordingly.
In case you didn't notice, the OP is the creator of this build.
Super Igor
Wow, cool hero builds, glad you have put [weapon of warding] into there as the lack of blocking thingies on a squishy was a pain in the ass. I dont get why in the four man area build you have to [weapon of warding]s tho, why? N/Rts one is longer lasing and should be enough...why not use splinter on the SS...it helps with damage a lot.
Originally Posted by Sab
Quote: The difference between a 10-spec and a 14-spec Splinter is *huge* so whatever you do, definitely slot that in. |
Above build is a bomb...been using it for long time too...maybe hard on energy...slightly...but only if you dont micro at all, which you should do, and yeah, 14 spec SW/AR is aweasome...too bad the Rit doesnt synergize with the concept as much as Necs do.
DarkSpirit: I'm not a big fan of two-MM builds (outside of Vizunah and the like) as it banks *too much* reliance on corpses. From my experiences, one MM cycles corpses enough that there won't be any left over for a second MM.
Hmm, cant agree on this, two MM oncept can work like a charm in amny areas...Id say in any area were corpses are in a good supply and those areas are rather common.
Super Igor
Wow, cool hero builds, glad you have put [weapon of warding] into there as the lack of blocking thingies on a squishy was a pain in the ass. I dont get why in the four man area build you have to [weapon of warding]s tho, why? N/Rts one is longer lasing and should be enough...why not use splinter on the SS...it helps with damage a lot.
Originally Posted by Sab
Quote: The difference between a 10-spec and a 14-spec Splinter is *huge* so whatever you do, definitely slot that in. |
Above build is a bomb...been using it for long time too...maybe hard on energy...slightly...but only if you dont micro at all, which you should do, and yeah, 14 spec SW/AR is aweasome...too bad the Rit doesnt synergize with the concept as much as Necs do.
DarkSpirit: I'm not a big fan of two-MM builds (outside of Vizunah and the like) as it banks *too much* reliance on corpses. From my experiences, one MM cycles corpses enough that there won't be any left over for a second MM.
Hmm, cant agree on this, two MM oncept can work like a charm in amny areas...Id say in any area were corpses are in a good supply and those areas are rather common.
Mickey
Quote:
Originally Posted by Belonah15
"3-Necro HM Build"? "Cut yourself"? This is called Sabway - it is its name, its what people know it as. Start chewing on the ankles, the name is "Sabway". Petition to OP to change title accordingly.
Because the OP created the build, I think he/she can change it whatever the RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO she wants, so get off her case and make a constructive comment, mmkay?
On topic: Defile Defenses for ease of no micro-managing, but I love Rigor Mortis when facing those pesky Ranger destroyers in HM with there long lasting Lightning Reflexes. Also, for 4-Man Areas with not a lot of corpses, or if your feeling like switching it up, a Stunning Striker Paragon is great. Turbobusa
Just to add that the channeling/resto rit is amazingly efficient. I like mend body and soul in the optionnal slot, on heroes that spell that return 3e if you hold an item might be better.
Sab
Rigor probably isn't the best default choice on the SS. so I updated that.
I don't like Mark of Pain outside of pew pew Paragon builds because it causes scattering. It's a good skill with focused damage, but with this build, it's not consistently effective. Super Igor: About 2x WoW on the 4-man builds, blocking pretty much wins vs most of the mobs there. Splinter is ok, you might get a few triggers every now and then but it's not anywhere near as strong in small settings. As for the dual-MM thing, I just don't like it. It places too much emphasis on getting corpses, and you lose a lot of effectiveness in low-corpse parts of zones or if the enemy gets a few corpse control skills off. Kurt
My main is a necro and I mostly run this SS build:
[SS Curses;OAVCY8xUewSgQTZgdgcZVFGH] Would that work good enough to replace the SS hero? Super Igor
Quote:
Originally Posted by Sab
As for the dual-MM thing, I just don't like it. It places too much emphasis on getting corpses, and you lose a lot of effectiveness in low-corpse parts of zones or if the enemy gets a few corpse control skills off.
Yeah its like a Shattersin, not versatile but can work wonders in some areas, Asuran areas to name a few, steamrolled everyone of them, same for Vanguard areas...with all the annoying Charr. In areas with any mobs that tont leave a body behind them agreed, not good.
Bront
Quote:
Originally Posted by Kurt
My main is a necro and I mostly run this SS build:
[SS Curses;OAVCY8xUewSgQTZgdgcZVFGH] Would that work good enough to replace the SS hero? It should. I was about to tell you that echo is bad on a hero, but that's you, so it shouldn't be too bad. If you're playing the SS, then the 3rd hero might be either an interupt/hex removal mesmer (which compliments what's missing in this build currently), An Ele nuker (Dual Atunement Rodgorts nuker works for me, but use the nuker of your choice), a caster support paragaron (uninteruptable spells and extra energy never hurt), maybe bring the other SS anyway, or even, heaven forbid, a WoH hybrid monk (While the henchie monks do work ok, the extra pressure relief of a well build monk could be useful in HM). I'd suggest the mesmer. I ran a build with a Monk primary that had a very similar MM and SS necro as this build, but with a mesmer build that worked fairly well instead of the healer (as I did the healing well enough, and I didn't have the 3rd Necro). [Bront's Interupt Mesmer;OQhkAoC8AGKTOQ5fByAjQNQDI5C] It was quite effective. Sab
I'm not sure why you'd use up half of a hero's bar on interrupts. Targets that need to be repeatedly shut down are more reliably handled by Daze, while random spells here and there will often be tanked by the minions. The spells that lands on your party can be healed through and usually aren't much of a threat to begin with. In situations where you do want interrupts, you'd be better off bringing them on your own bar as you can prioritize and get more out of each cast.
DarkSpirit
Quote:
Originally Posted by Sab
|
Quote:
Originally Posted by Sab
As for the dual-MM thing, I just don't like it. It places too much emphasis on getting corpses, and you lose a lot of effectiveness in low-corpse parts of zones or if the enemy gets a few corpse control skills off.
In low-corpse area, sabway would not have worked well anyway since it depends on the soul reaping energy from the MM and a major reason why sabway works well is also because of the effectiveness of minions for damage mitigation and to dish out damage on their own. The dual MM build is just a way to extend that further but with healing capabilities from having DS on more minions. Even though the heals are not as high as having a dedicated healer in sabway, but it makes up for it in terms more damage, damage mitigation, and Soul Reaping from more minions.
By the way, what would you recommend for low-corpse areas that would make a MM not feasible? I am thinking Ether Renewal. Sab
Quote:
Originally Posted by DarkSpirit
The other weakness is the reliance on corpses. Although in most places, this should not be a problem but there are some places where corpses are not readily available. |
Quote:
Originally Posted by DarkSpirit
In low-corpse area, sabway would not have worked well anyway since it depends on the soul reaping energy from the MM and a major reason why sabway works well is also because of the effectiveness of minions for damage mitigation and to dish out damage on their own. The dual MM build is just a way to extend that further but with healing capabilities from having DS on more minions. Even though the heals are not as high as having a dedicated healer in sabway, but it makes up for it in terms more damage, damage mitigation, and Soul Reaping from more minions.
By the way, what would you recommend for low-corpse areas that would make a MM not feasible? I'd just run a different build completely - like: [Song of Restoration][Holy Spear][Vicious Attack][Ballad of Restoration][Fall Back][Go For The Eyes][Aggressive Refrain][Signet of Return] [Cruel Spear][Vicious Attack][Stand Your Ground][Never Surrender][Fall Back][Go For The Eyes][Aggressive Refrain][Signet of Return] [Spiteful Spirit][Enfeebling Blood][Barbs][Rip Enchantment][Mark of Pain][Rigor Mortis][Splinter Weapon][Signet of Lost Souls] Bront
Quote:
Originally Posted by Sab
I'm not sure why you'd use up half of a hero's bar on interrupts. Targets that need to be repeatedly shut down are more reliably handled by Daze, while random spells here and there will often be tanked by the minions. The spells that lands on your party can be healed through and usually aren't much of a threat to begin with. In situations where you do want interrupts, you'd be better off bringing them on your own bar as you can prioritize and get more out of each cast.
Different effects, you constantly have one ready, and energy renewal. You could probably drop Power Spike for Chaos Storm if you want more damage (now that it's 5E), but I've found with 4 Interrupts, several of the enemy casters rarely get spells (or even the occasional skill) off.
You also get synergy with Empathy and Reckless Haste, group hex removal, and a character that generally has no energy problems what so ever. DokkyDok
Great builds...Thanks for making HM...well, not very hard...
Though I've found Icy Veins on the MM to be more useful than Jagged Bones. Sha Noran
Once a legend, always a legend; this thread is garunteed to get more attention than you probably want to deal with, Sab. =]
Despite the skill-by-skill bickering these threads always deteriorate into, I must say this is an excellently effecient hero bar setup for 90% of the game. Though I personally use a slightly different skill line up on my SS heroes, it's silly to say that this does not offer a very effective base template for those who want one. DarkSpirit
Quote:
Originally Posted by Sab
I'd just run a different build completely - like:
[Song of Restoration][Holy Spear][Vicious Attack][Ballad of Restoration][Fall Back][Go For The Eyes][Aggressive Refrain][Signet of Return] [Cruel Spear][Vicious Attack][Stand Your Ground][Never Surrender][Fall Back][Go For The Eyes][Aggressive Refrain][Signet of Return] [Spiteful Spirit][Enfeebling Blood][Barbs][Rip Enchantment][Mark of Pain][Rigor Mortis][Splinter Weapon][Signet of Lost Souls] I dont think that would be enough protection for HM. But I would give it a try and see how it fares. The offense is nice but you dont have condition or hex management and can do with more healing. Paul Dawg
Great thread!
What happened to [pure was li ming] on the N/Rt healer's bar? That's a great skill for mass condition-removal. It's whole lot more useful than specing into Blood just for [foul feast], wouldn't you say? Edited for typos. |