3-Necro HM Build
ThiafYeroled
Quote:
Originally Posted by Spike Stritter
So any reason to use DPS over FomF or is it just personal preference? And to my understanding DPS doenst cause DP if u die under it so if u decide to rez in a fight and you get wiped with a DPS chain no real penalty. and if u survive the fight grats to you no penalty either. hmmm im kinda contradicting myself cuz i preferred FomF until now and rambling at the moment. Wanna clear this up for me?
I personally prefer DPS to FomF. FomF during a battle tends to get me and the henchie/hero ressed killed fairly often, while DPS has no health or energy penalty, and a shorter casting time than FomF, so I can use DPS like a res sig with a much better recharge time. And like you mentioned, if the one ressed dies again anyways, there's no huge penalty to me, but FomF kills me fairly consistently and gives me more Death Penalty.
If you prefer FomF and it works, though, then go and do what you want and tell us all about it. I would assume that most everything in these builds is open to minor edits without many issues.
If you prefer FomF and it works, though, then go and do what you want and tell us all about it. I would assume that most everything in these builds is open to minor edits without many issues.
Honwyn
Hey Sab .. great thread. Thank you very much. I know you said you didn't have a 6 hero build but it's been a couple weeks. I would like to hear your thoughts if any.
I usually run my Mo so I would take the triple nec combo and play the whole back line, my guildie would be running his W/P. Any suggestions?
I usually run my Mo so I would take the triple nec combo and play the whole back line, my guildie would be running his W/P. Any suggestions?
ryu_okunato
Quote:
Originally Posted by Honwyn
Hey Sab .. great thread. Thank you very much. I know you said you didn't have a 6 hero build but it's been a couple weeks. I would like to hear your thoughts if any.
I usually run my Mo so I would take the triple nec combo and play the whole back line, my guildie would be running his W/P. Any suggestions? have him go as the god mode dragon slasher
i don't know how to do the pic skill thing so i'll just list the skills and hope u know wat they are
1. Enduring Harmony
2. "For Great Justice"
3. Enraging Charge
4. Dragon Slash (E)
5. Brawling Headbutt
6. Steelfang Slash
7. "Save Yourselves"
8. Lion's Comfort (or any for of IAS if u don't mind not having a form of selfheal)
tat build works pretty well especily when with "SY" almost all of the enemies r going for the tank
I usually run my Mo so I would take the triple nec combo and play the whole back line, my guildie would be running his W/P. Any suggestions? have him go as the god mode dragon slasher
i don't know how to do the pic skill thing so i'll just list the skills and hope u know wat they are
1. Enduring Harmony
2. "For Great Justice"
3. Enraging Charge
4. Dragon Slash (E)
5. Brawling Headbutt
6. Steelfang Slash
7. "Save Yourselves"
8. Lion's Comfort (or any for of IAS if u don't mind not having a form of selfheal)
tat build works pretty well especily when with "SY" almost all of the enemies r going for the tank
Spike Stritter
Quote:
Originally Posted by ryu_okunato
have him go as the god mode dragon slasher
i don't know how to do the pic skill thing so i'll just list the skills and hope u know wat they are
1. Enduring Harmony
2. "For Great Justice"
3. Enraging Charge
4. Dragon Slash (E)
5. Brawling Headbutt
6. Steelfang Slash
7. "Save Yourselves"
8. Lion's Comfort (or any for of IAS if u don't mind not having a form of selfheal)
tat build works pretty well especily when with "SY" almost all of the enemies r going for the tank hmmm quick question about godmode. ( SORRY this is totally off subject) does steelfang still work with the 1 sec recharge? or is their now a better skill to put in its place like maybe a summon? pls no discussion on this just a simple answer i dont want to take over this thread.
i don't know how to do the pic skill thing so i'll just list the skills and hope u know wat they are
1. Enduring Harmony
2. "For Great Justice"
3. Enraging Charge
4. Dragon Slash (E)
5. Brawling Headbutt
6. Steelfang Slash
7. "Save Yourselves"
8. Lion's Comfort (or any for of IAS if u don't mind not having a form of selfheal)
tat build works pretty well especily when with "SY" almost all of the enemies r going for the tank hmmm quick question about godmode. ( SORRY this is totally off subject) does steelfang still work with the 1 sec recharge? or is their now a better skill to put in its place like maybe a summon? pls no discussion on this just a simple answer i dont want to take over this thread.
ryu_okunato
Quote:
Originally Posted by Spike Stritter
hmmm quick question about godmode. ( SORRY this is totally off subject) does steelfang still work with the 1 sec recharge? or is their now a better skill to put in its place like maybe a summon? pls no discussion on this just a simple answer i dont want to take over this thread.
it still works but u have to time dragon slash to when u get the adrenaline steelfang slash is finished recharging
Sethellington
If I were to run an AP curse bar on my necro, i'd change the MM from a bomber, to a normal MM. I'm talking [Animate Bone Fiend]. Leaves a lot of flexibility for the elite skills really... You obviously don't need [Jagged Bones] and [Animate Flesh Golem] seems pretty redundant - everything should be dead from your AoE winning by the time your Golem decides who it wants to hit for 30 damage every 3 seconds...
Spike Stritter
The bomber serves as energy food for all 3 heros not just being an MM. Also the minions serve as a wall. bone fiends arent the best at that
Sethellington
yeah i need to do some testing to see how quickly everything dies, and therefore if i need a wall. besides as an AP curses i'd take 2 paras and 1 necro, so the SR isn't needed, and the dying enemies should provide it.
Targren
Will this build work to do the Proph Endgame Titan Quests? The idea of 4-manning in Gullet is kind of unnerving, so I never did them.
Turbobusa
Take 2 copies of protective spirit, you're set for gullet 4-man.
Just did it with a discord build, after a first..."miss", I threw PS on me and aggroed hydras first, henchies having heavy DP. With only one copy I did fine, 2 if you're not sure should do.
With that tactic you can't screw up.
Just did it with a discord build, after a first..."miss", I threw PS on me and aggroed hydras first, henchies having heavy DP. With only one copy I did fine, 2 if you're not sure should do.
With that tactic you can't screw up.
Paul Dawg
Sure, it kinda works, but the timing doesn't always play itself out so well. The whole point of steelfang slash is to hit the enemy while he's down! Otherwise you don't get the extra adrenaline. I don't bring steelfang slash along anymore, because if you don't have it available after the knockdown, the skill is pointless. (Remember, brawling headbutt is a touch skill, not an attack skill, so you still need to get one more hit afterwards before you can use steelfang slash.)
Quote:
Originally Posted by ryu_okunato
Quote:
it still works but u have to time dragon slash to when u get the adrenaline steelfang slash is finished recharging
ryu_okunato
Quote:
Originally Posted by Paul Dawg
Sure, it kinda works, but the timing doesn't always play itself out so well. The whole point of steelfang slash is to hit the enemy while he's down! Otherwise you don't get the extra adrenaline. I don't bring steelfang slash along anymore, because if you don't have it available after the knockdown, the skill is pointless. (Remember, brawling headbutt is a touch skill, not an attack skill, so you still need to get one more hit afterwards before you can use steelfang slash.)
if u don't mind not having a self-heal u can always replace lion'd comfort for an ias like flail, therefore u are more likely to get the extra adrenaline before ther enemy gets up, also with the whole BH and steelfang slash thing usually u can get steelfang slash to get put in effect by the time the enemiy gets up as well anyway so u really shouldn't worry
Super Igor
Ypu see, bomber is needed to fuel necro's enrgyies, cant go without it.
distilledwill
Quote:
Originally Posted by Super Igor
Ypu see, bomber is needed to fuel necro's enrgyies, cant go without it.
This is true to a certain extent, however, Necros with SoLS and Soul Reaping have amazing energy management in PvE without the MM aswell. So its not ENTIRELY necassery, it just helps a crapload.
Tyla
The MM also serves a defensive and offensive purpose.
Fueling damage from Barbs, Mark of Pain and simply blowing minions up with Deaht Nova is the offense, and bodyblocking is the defense.
I often leave behind SoLS on my Necros, because the minion fuel is simply enough and I might aswell take other things for a higher overall potential.
Not to mention it gives me more slots for more utility.
Fueling damage from Barbs, Mark of Pain and simply blowing minions up with Deaht Nova is the offense, and bodyblocking is the defense.
I often leave behind SoLS on my Necros, because the minion fuel is simply enough and I might aswell take other things for a higher overall potential.
Not to mention it gives me more slots for more utility.
shanaya
Quote:
Originally Posted by Targren
Will this build work to do the Proph Endgame Titan Quests? The idea of 4-manning in Gullet is kind of unnerving, so I never did them.
I did all the Titan Quests using the three necro setup with my BHA interrupt Ranger. The 'Defend....' quests were very easy. 'Last Day Dawns' was also no major problem. This had always been my stumbling point previously. The final one, 'The Titan Source', was more difficult and I did have one party wipe, but managed to finish.
ryu_okunato
Quote:
Originally Posted by Azazel The Assassin
[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. would tat also be useful in places where the mm is not really useful?
Shayne Hawke
I'm about to go into vanquishing the parts of Kryta with lots of Undead. Would it be to my benefit to swap out the N/Rt healer for a generic Smiter's Boon Monk?
Marty Silverblade
Undead means less corpses, thus less energy from the MM pumping out minions. Depending on how many corpse-leaving undead there are (like grasping ghouls), you might want to just drop it altogether. I think Kryta was the first place that I ever used Sabway and it worked out ok, but don't take my word for it.
zling
Quote:
Originally Posted by Shayne Hawke
I'm about to go into vanquishing the parts of Kryta with lots of Undead. Would it be to my benefit to swap out the N/Rt healer for a generic Smiter's Boon Monk?
yes it depends if you encounter enough corpse leaving undeads or not.
if not than you should go with the dual Paragon heroes instead of sabway
if not than you should go with the dual Paragon heroes instead of sabway
DarkSpirit
Quote:
Originally Posted by zling
yes it depends if you encounter enough corpse leaving undeads or not.
if not than you should go with the dual Paragon heroes instead of sabway Provided you are using a character that integrates well with [[Save Yourselves!]...
if not than you should go with the dual Paragon heroes instead of sabway Provided you are using a character that integrates well with [[Save Yourselves!]...
Shayne Hawke
I could go with the dual Paragons + Orders Derv, but I don't have all of my equipment ready to run a build with SY. I don't think that corpses will be so sparse that the team won't function, and I'm a lot more comfortable running a team build that I've used for a while now rather than something new.
Thanks for the feedback.
Thanks for the feedback.
Problem.
Quote:
Originally Posted by Shayne Hawke
I could go with the dual Paragons + Orders Derv, but I don't have all of my equipment ready to run a build with SY. I don't think that corpses will be so sparse that the team won't function, and I'm a lot more comfortable running a team build that I've used for a while now rather than something new.
Thanks for the feedback. If you are a Monk Primary, you can get way with it without Save Yourselves. What I do when I run the Dual Paragons is set one to Angelic Bond. I've modded Rac's Para's to suit my needs, as well as the Paragon's needs (energy + damage + utility), and I'd say that I run a build supeiror to Rac's atm. If I had Save Yourselves, I'd easily be able to accomplish anything and everything.
The only thing I wish for is that I could have a 5th hero, then i could set it to a custom N/Rt physical buffer template I used to use with an older set up.
Also, if you run Dual Para's vs. undead, even though it doesn't take advantage of OOP, you should spec [Holy Spear]. The bonuses of the skill will more than make up for the loss from OOP, as well as the fact that it will still be buffed by the ward.
Thanks for the feedback. If you are a Monk Primary, you can get way with it without Save Yourselves. What I do when I run the Dual Paragons is set one to Angelic Bond. I've modded Rac's Para's to suit my needs, as well as the Paragon's needs (energy + damage + utility), and I'd say that I run a build supeiror to Rac's atm. If I had Save Yourselves, I'd easily be able to accomplish anything and everything.
The only thing I wish for is that I could have a 5th hero, then i could set it to a custom N/Rt physical buffer template I used to use with an older set up.
Also, if you run Dual Para's vs. undead, even though it doesn't take advantage of OOP, you should spec [Holy Spear]. The bonuses of the skill will more than make up for the loss from OOP, as well as the fact that it will still be buffed by the ward.
illidan009
Wow Sab you make really useful necro builds o_O Replacing hero bars right now... :P
0ptimusChr!st
Ok first things first, this 3nec build is just fantastic i used it once in a hardmode area, and ever since all other heros on my char are getting pretty dusty except Olias, Master and Livia.
sabway to sally
sabway to sally
voltz_Maker
I think Preservation could be a nice alternative for Weapon of Remedy.
What do u guys think?
What do u guys think?
Teutonic Paladin
Quote:
Originally Posted by Problem.
Also, if you run Dual Para's vs. undead, even though it doesn't take advantage of OOP, you should spec [Holy Spear]. The bonuses of the skill will more than make up for the loss from OOP, as well as the fact that it will still be buffed by the ward.
How often do you run into summoned creatures and how much micro do you do to ensure they're targetted?
Problem.
Quote:
Originally Posted by Teutonic Paladin
How often do you run into summoned creatures and how much micro do you do to ensure they're targetted?
Holy dmg vs. undead? are you serious. Think plz.
Ultima2
Quote:
Originally Posted by Problem.
Holy dmg vs. undead? are you serious. Think plz.
It only does holy damage if it hits a summoned creature
ryu_okunato
Quote:
Originally Posted by Ultima2
It only does holy damage if it hits a summoned creature
undead r considered "summoned" creatures, thats y holy spear is very useful against them
-Lotus-
Quote:
Originally Posted by ryu_okunato
undead r considered "summoned" creatures, thats y holy spear is very useful against them
o rly?
123456789
123456789
Washi
Quote:
Originally Posted by ryu_okunato
undead r considered "summoned" creatures, thats y holy spear is very useful against them
No they aren't
Summoned creatures are minions and spirits. It doesnt change the fact that holy spear never leaves my bar, it's just too good.
Summoned creatures are minions and spirits. It doesnt change the fact that holy spear never leaves my bar, it's just too good.
ump
This is the variant I use for general Hero/Hench hardmode.
A) I'm a Mo/Me, but this can be Any/Me Ursan
12 Inspiration, rest in whatever optional skills you use.
1) Ursan Blessing - Mindless damage dealing but your other skills become a toolbox.
2) Ether Signet (optional) - The key to recovering energy quickly when cancelling Ursan.
3) Pain Inverter (optional) - Dealing damage when not ursan.
4) Technobabble (optional) - Daze on demand when needed, sort of.
The rest of the bar can be whatever you need. Mantras (of Flame, etc.) are a good bet if you know what you are facing.
B) N/Me Minion Bomber
14 Death, 12 Soul, 6 Domination
1) Animate Bone Minions - more bodies, more energy
2) Animate Shambling Horror - a sturdy minion that doesn't need Jagged Bones
3) Jagged Bones - recurring minions
I found the above 3 spells gives me the best combination of minions as far as energy, having a steady supply, and durability.
4) Death Nova - damage
5) Foul Feast - I let my minion master handle conditions.
6) Infuse Condition - Combos with Foul Feast to keep the minion master clean of conditions.
7) Putrid Bile (optional) - I like the AoE damage.
8) Cry of Frustration - finally a reliable interrupt when I need it.
C) N/E Curse Debuffer
12 Curse, 12 Air, 9 Soul
1) Blinding Surge - 90% miss of blind is better than 50% miss of Aegis. Plus, this is possibly AoE blind and spammable damage. Spiteful Spirit is kind of mediocre anyways.
2) Enfeebling Blood - AoE weakness and a backup to blinding.
3) Lightning Orb - Damage plus cracked armor.
4) Mark of Pain - AoE damage
5) Barbs - Great damage increaser
6) Rip Enchantment - enchantment removal
7) Faintheartedness - I'm not so sure about this skill but I need a better option.
8) Signet of Lost Souls - Originally I dropped this because I thought minions were enough energy. However, since adding it back, it just performs much better.
D) N/Rt Restoration Healer
12 Restoration, 10 Channeling, 10 Soul Reaping
1) Icy Veins - spammable AoE damage
2) Ancestor's Rage - more AoE damage
3) Spirit Light - heal
4) Mend Body and Soul - heal
5) Protective was Kaolai - heal party
6) Life - heal party
7) Signet of Lost Souls - self-heal and ensures enough energy
8) Flesh of my Flesh (disabled) - hard rez
I use 2 monks, 1 earth ele, and 1 hammer warrior or similar henchmens. Squeezing Cry of Frustration in gives the build interruption. I don't miss Spiteful Spirit at all, especially since the restoration healer packs more reliable AoE damage.
A) I'm a Mo/Me, but this can be Any/Me Ursan
12 Inspiration, rest in whatever optional skills you use.
1) Ursan Blessing - Mindless damage dealing but your other skills become a toolbox.
2) Ether Signet (optional) - The key to recovering energy quickly when cancelling Ursan.
3) Pain Inverter (optional) - Dealing damage when not ursan.
4) Technobabble (optional) - Daze on demand when needed, sort of.
The rest of the bar can be whatever you need. Mantras (of Flame, etc.) are a good bet if you know what you are facing.
B) N/Me Minion Bomber
14 Death, 12 Soul, 6 Domination
1) Animate Bone Minions - more bodies, more energy
2) Animate Shambling Horror - a sturdy minion that doesn't need Jagged Bones
3) Jagged Bones - recurring minions
I found the above 3 spells gives me the best combination of minions as far as energy, having a steady supply, and durability.
4) Death Nova - damage
5) Foul Feast - I let my minion master handle conditions.
6) Infuse Condition - Combos with Foul Feast to keep the minion master clean of conditions.
7) Putrid Bile (optional) - I like the AoE damage.
8) Cry of Frustration - finally a reliable interrupt when I need it.
C) N/E Curse Debuffer
12 Curse, 12 Air, 9 Soul
1) Blinding Surge - 90% miss of blind is better than 50% miss of Aegis. Plus, this is possibly AoE blind and spammable damage. Spiteful Spirit is kind of mediocre anyways.
2) Enfeebling Blood - AoE weakness and a backup to blinding.
3) Lightning Orb - Damage plus cracked armor.
4) Mark of Pain - AoE damage
5) Barbs - Great damage increaser
6) Rip Enchantment - enchantment removal
7) Faintheartedness - I'm not so sure about this skill but I need a better option.
8) Signet of Lost Souls - Originally I dropped this because I thought minions were enough energy. However, since adding it back, it just performs much better.
D) N/Rt Restoration Healer
12 Restoration, 10 Channeling, 10 Soul Reaping
1) Icy Veins - spammable AoE damage
2) Ancestor's Rage - more AoE damage
3) Spirit Light - heal
4) Mend Body and Soul - heal
5) Protective was Kaolai - heal party
6) Life - heal party
7) Signet of Lost Souls - self-heal and ensures enough energy
8) Flesh of my Flesh (disabled) - hard rez
I use 2 monks, 1 earth ele, and 1 hammer warrior or similar henchmens. Squeezing Cry of Frustration in gives the build interruption. I don't miss Spiteful Spirit at all, especially since the restoration healer packs more reliable AoE damage.
Master Necromanz
I use discordway on my necro with 3 necro heroes and I really own evrything. I think, if you are a necro, you can better do discord way instead of sabway.
Turbobusa
Don't use Icy veins in HM.
I don't know if you've every played a necro build with it yourself but the damage done is pathetic. Ho and it's not AoE damage it's AoE damage on death.
I don't know if you've every played a necro build with it yourself but the damage done is pathetic. Ho and it's not AoE damage it's AoE damage on death.
Nainoa
Quote:
Originally Posted by ump
This is the variant I use for general Hero/Hench hardmode.
A) I'm a Mo/Me, but this can be Any/Me Ursan
12 Inspiration, rest in whatever optional skills you use.
1) Ursan Blessing - Mindless damage dealing but your other skills become a toolbox.
2) Ether Signet (optional) - The key to recovering energy quickly when cancelling Ursan.
3) Pain Inverter (optional) - Dealing damage when not ursan.
4) Technobabble (optional) - Daze on demand when needed, sort of.
The rest of the bar can be whatever you need. Mantras (of Flame, etc.) are a good bet if you know what you are facing.
B) N/Me Minion Bomber
14 Death, 12 Soul, 6 Domination
1) Animate Bone Minions - more bodies, more energy
2) Animate Shambling Horror - a sturdy minion that doesn't need Jagged Bones
3) Jagged Bones - recurring minions
I found the above 3 spells gives me the best combination of minions as far as energy, having a steady supply, and durability.
4) Death Nova - damage
5) Foul Feast - I let my minion master handle conditions.
6) Infuse Condition - Combos with Foul Feast to keep the minion master clean of conditions.
7) Putrid Bile (optional) - I like the AoE damage.
8) Cry of Frustration - finally a reliable interrupt when I need it.
C) N/E Curse Debuffer
12 Curse, 12 Air, 9 Soul
1) Blinding Surge - 90% miss of blind is better than 50% miss of Aegis. Plus, this is possibly AoE blind and spammable damage. Spiteful Spirit is kind of mediocre anyways.
2) Enfeebling Blood - AoE weakness and a backup to blinding.
3) Lightning Orb - Damage plus cracked armor.
4) Mark of Pain - AoE damage
5) Barbs - Great damage increaser
6) Rip Enchantment - enchantment removal
7) Faintheartedness - I'm not so sure about this skill but I need a better option.
8) Signet of Lost Souls - Originally I dropped this because I thought minions were enough energy. However, since adding it back, it just performs much better.
D) N/Rt Restoration Healer
12 Restoration, 10 Channeling, 10 Soul Reaping
1) Icy Veins - spammable AoE damage
2) Ancestor's Rage - more AoE damage
3) Spirit Light - heal
4) Mend Body and Soul - heal
5) Protective was Kaolai - heal party
6) Life - heal party
7) Signet of Lost Souls - self-heal and ensures enough energy
8) Flesh of my Flesh (disabled) - hard rez
I use 2 monks, 1 earth ele, and 1 hammer warrior or similar henchmens. Squeezing Cry of Frustration in gives the build interruption. I don't miss Spiteful Spirit at all, especially since the restoration healer packs more reliable AoE damage. I like the addition of the interrupt on the bomber. I'm not sure if it's better than the party heal from Dwayna's Sorrow. In my limited HM experience the minions and melee usually take the brunt of the damage anyways.
I like the changes to the barbs necro. I have been looking for another elite to use instead of SS myself since most things are dying too fast to really get damage out of SS. Manually controlled weaken armor may be better than orb if you're just looking to spread the condition around. Instead of faintheartedness maybe spinal shivers if you're a physical to act like a dazed condition when needed. I'm not really sure. EDIT: I just noticed foe has to be enchanted for the blind. Doesn't seem all that great now since physical mobs aren't usually enchanted.
On the third necro, I have to agree with the others about icy veins. Because it deals elemental damage it's not all that great in HM because of the higher armor level on foes.
A) I'm a Mo/Me, but this can be Any/Me Ursan
12 Inspiration, rest in whatever optional skills you use.
1) Ursan Blessing - Mindless damage dealing but your other skills become a toolbox.
2) Ether Signet (optional) - The key to recovering energy quickly when cancelling Ursan.
3) Pain Inverter (optional) - Dealing damage when not ursan.
4) Technobabble (optional) - Daze on demand when needed, sort of.
The rest of the bar can be whatever you need. Mantras (of Flame, etc.) are a good bet if you know what you are facing.
B) N/Me Minion Bomber
14 Death, 12 Soul, 6 Domination
1) Animate Bone Minions - more bodies, more energy
2) Animate Shambling Horror - a sturdy minion that doesn't need Jagged Bones
3) Jagged Bones - recurring minions
I found the above 3 spells gives me the best combination of minions as far as energy, having a steady supply, and durability.
4) Death Nova - damage
5) Foul Feast - I let my minion master handle conditions.
6) Infuse Condition - Combos with Foul Feast to keep the minion master clean of conditions.
7) Putrid Bile (optional) - I like the AoE damage.
8) Cry of Frustration - finally a reliable interrupt when I need it.
C) N/E Curse Debuffer
12 Curse, 12 Air, 9 Soul
1) Blinding Surge - 90% miss of blind is better than 50% miss of Aegis. Plus, this is possibly AoE blind and spammable damage. Spiteful Spirit is kind of mediocre anyways.
2) Enfeebling Blood - AoE weakness and a backup to blinding.
3) Lightning Orb - Damage plus cracked armor.
4) Mark of Pain - AoE damage
5) Barbs - Great damage increaser
6) Rip Enchantment - enchantment removal
7) Faintheartedness - I'm not so sure about this skill but I need a better option.
8) Signet of Lost Souls - Originally I dropped this because I thought minions were enough energy. However, since adding it back, it just performs much better.
D) N/Rt Restoration Healer
12 Restoration, 10 Channeling, 10 Soul Reaping
1) Icy Veins - spammable AoE damage
2) Ancestor's Rage - more AoE damage
3) Spirit Light - heal
4) Mend Body and Soul - heal
5) Protective was Kaolai - heal party
6) Life - heal party
7) Signet of Lost Souls - self-heal and ensures enough energy
8) Flesh of my Flesh (disabled) - hard rez
I use 2 monks, 1 earth ele, and 1 hammer warrior or similar henchmens. Squeezing Cry of Frustration in gives the build interruption. I don't miss Spiteful Spirit at all, especially since the restoration healer packs more reliable AoE damage. I like the addition of the interrupt on the bomber. I'm not sure if it's better than the party heal from Dwayna's Sorrow. In my limited HM experience the minions and melee usually take the brunt of the damage anyways.
I like the changes to the barbs necro. I have been looking for another elite to use instead of SS myself since most things are dying too fast to really get damage out of SS. Manually controlled weaken armor may be better than orb if you're just looking to spread the condition around. Instead of faintheartedness maybe spinal shivers if you're a physical to act like a dazed condition when needed. I'm not really sure. EDIT: I just noticed foe has to be enchanted for the blind. Doesn't seem all that great now since physical mobs aren't usually enchanted.
On the third necro, I have to agree with the others about icy veins. Because it deals elemental damage it's not all that great in HM because of the higher armor level on foes.
ryu_okunato
Quote:
Originally Posted by Turbobusa
Don't use Icy veins in HM.
I don't know if you've every played a necro build with it yourself but the damage done is pathetic. Ho and it's not AoE damage it's AoE damage on death. i agree, its not even tat useful especially when damage really matters...healer boss groups
I don't know if you've every played a necro build with it yourself but the damage done is pathetic. Ho and it's not AoE damage it's AoE damage on death. i agree, its not even tat useful especially when damage really matters...healer boss groups
Nainoa
Quote:
Originally Posted by Master Necromanz
I use discordway on my necro with 3 necro heroes and I really own evrything. I think, if you are a necro, you can better do discord way instead of sabway.
Can you post the team build? And why does everything get "way" added to it in this game???
placebo overdose
Quote:
Originally Posted by Nainoa
Can you post the team build? And why does everything get "way" added to it in this game???
ever since the introduction of iway teams(i will avenge you) people thought wow way sounds cool as a suffix for my teams name why not through it everywhere
Turbobusa
Except IWAY is I Will Avenge You, I don't get how it started.
There's discord builds on pvxwiki, tho they are inferior to what you can find on the thread inthe necro section on guru
There's discord builds on pvxwiki, tho they are inferior to what you can find on the thread inthe necro section on guru