Necroway; 6-man Sabway

Destromath

Academy Page

Join Date: Nov 2007

Grenths Dark Templars [GDT]

W/E

Since I'm currently bored out of my mind and Guild Wars isn't working for some reason, I felt like posting a 6-Necro build that I was making XD. It should help for all of the people looking for a 2-person, 6-hero build without having to end up taking 2 Sabways.

[build prof=N/Rt name="SS Hexer" curses=12+1+1 soul=8+1 channeling=10 resto=2][Spiteful Spirit][Reckless Haste][Defile Flesh][Weaken Armor][Splinter Weapon][Rip Enchantment][Signet of Lost Souls][Death Pact Signet][/build]
There's not much to say about it, as it's a pretty generic Spiteful Spirit bar.

[build prof=N/Rt name="SB Hexer" curses=12+1+1 soul=8+1 channeling=10 resto=2][Soul Bind][Barbs][Mark of Pain][Enfeebling Blood][Splinter Weapon][Rip Enchantment][Signet of Lost Souls][Death Pact Signet][/build]
Since my heroes auto-focus on whichever target I attack, it's a good idea to have Soul Bind to deal damage to healers who will also be focusing on that target. For the record, Soul Bind was changed a short time ago and is different than the description on GWG.


[build prof=N/Mo name="JB Bomber" death=12+1+1 soul=9+1 prot=9][Jagged Bones][Death Nova][Animate Bone Minions][Foul Feast][Infuse Condition][Protective Spirit][Aegis][Signet of Lost Souls][/build]
The primary minion bomber that also covers some protection and condition removal.

[build prof=N/Mo name="Discord Minion Aid" death=12+1+1 soul=11+1 prot=6][Discord][Animate Bone Fiend][Animate Shambling Horror][Putrid Bile][Shield of Absorption][Extinguish][Aegis][Signet of Lost Souls][/build]
The secondary minion bomber whose role is to create slightly more powerful minions and also out with support and damage. Discord is used instead of Jagged Bones so that he doesn't sit around doing nothing if there aren't very many corpses. A bloodstained insignia shouldn't be used on this character to prevent stealing corpses from the primary minion bomber (or if you don't mind microing, disable his animation skills and cast them when there are enough corpses piling up XD).

[build prof=N/Mo name="HB Healer" soul=12+1+1 heal=12][Healer's Boon][Patient Spirit][Dwayna's Kiss][Ethereal Light][Vigorous Spirit][Dwayna's Sorrow][Spotless Mind][Signet of Lost Souls][/build]
The main point of this bar is to cover spike heals, hex stacks, and a 12-spec Dwayna's Sorrow. Other than that, it's pretty much up to opinions on what should be taken.


[build prof=N/Rt name="WoR Resto" soul=12+1+1 resto=12][Weapon of Remedy][Vengeful Weapon][Soothing Memories][Wielder's Boon][Weapon of Warding][Protective Was Kaolai][Signet of Lost Souls][Death Pact Signet][/build]
With Protective was Kaolai, Dwayna's Sorrow, and at least 6 SoLS being spammed around, I didn't feel that I needed 2 full healers, so I was toying around with the concept of healing while dealing damage, and this idea popped up for me. Soothing can probably be replaced by MBaS if you want a more powerful/spammable heal.

Altogether, I think I've covered all that needs to be covered for general PvE. Enjoy and feel free to suggest anything =D.

Shaz

Shaz

Krytan Explorer

Join Date: Aug 2005

Scars Meadows [SMS]

You probably wont need 3 copies of Rip, change 2 of that to Ancestor's Rage imo. And I'd probably use the regular Sab's Restoration Nec than that one. Wielder will only heal extra if target have WoW on, as the other two weapon spell should end right away with the way hero heal, not sure if that's a good idea on a hero.

Icy The Mage

Icy The Mage

Forge Runner

Join Date: Apr 2008

Canada

E/

Also HB at 0 divine favour is failure

TheIdiotXP

Ascalonian Squire

Join Date: Aug 2006

W/

not really, though there might be something better to run, hb at 0 divine favor stays up for 10 secs which is its recharge time. Costing 5 energy. having a 1/4 cast time, and having practically infinite energy necros, im thinking its a good choice

Destromath

Academy Page

Join Date: Nov 2007

Grenths Dark Templars [GDT]

W/E

Quote:
Originally Posted by Shaz
You probably wont need 3 copies of Rip, change 2 of that to Ancestor's Rage imo. And I'd probably use the regular Sab's Restoration Nec than that one. Wielder will only heal extra if target have WoW on, as the other two weapon spell should end right away with the way hero heal, not sure if that's a good idea on a hero.
Note the 2 Splinter Weapons which get spammed everywhere as long as heroes wand every once in a while XD. The one thing that I've hated about the N/Rt resto in Sabway is Life. As soon as spellcasters target the backline (which they will in about 3 seconds considering that I have 116 armor on my Warrior), it's almost guranteed that Life is going down. If there are only physical attackers, there isn't a need to worry about healing much due to the minions keeping them occupied. Ancestor's Rage is a pretty good idea though. I'll give that a try.

Quote:
Originally Posted by IcyFiftyFive
Also HB at 0 divine favour is failure Nothing else sticks out as being very good for a heal spammer. The only thing that I would consider other than HB is WoH, but HB turns all of your heals into a slightly reduced WoH. Besides, like TheIdiot said, it's still fully maintainable and energy isn't a problem.

Nainoa

Nainoa

Frost Gate Guardian

Join Date: Jun 2008

USA

ARMY

W/

2 prot monk secondaries and no aegis? For the healing monk, you should bring Spotless Mind which removes 3 hexes in 15 seconds on a 12 second recharge.

Washi

Washi

Wilds Pathfinder

Join Date: May 2007

Spiteful Spirit and Soul Bind are counter intuitive...

-Lotus-

Jungle Guide

Join Date: May 2008

HB is crappy on normal monks... even worse on a necro. use a WoH hybrid bar.

also replace soul bind with discord

distilledwill

distilledwill

Forge Runner

Join Date: Sep 2006

Blighty

The Legion of the Blue Blade

R/Mo

Quote:
Originally Posted by Washi
Spiteful Spirit and Soul Bind are counter intuitive...
Might want to check out the new soul bind:

Quote:
Originally Posted by Guildwiki
Elite Hex Spell. (30 seconds.) Every time target foe is healed, the healer takes 20...68...80 damage. Ends if target is suffering from a Smiting Prayers hex.

Washi

Washi

Wilds Pathfinder

Join Date: May 2007

LOL my bad
Forgot it was changed.

Destromath

Academy Page

Join Date: Nov 2007

Grenths Dark Templars [GDT]

W/E

Quote:
Originally Posted by Nainoa
2 prot monk secondaries and no aegis? For the healing monk, you should bring Spotless Mind which removes 3 hexes in 15 seconds on a 12 second recharge.
Quote:
Originally Posted by -Lotus-
HB is crappy on normal monks... even worse on a necro. use a WoH hybrid bar. How's that? I reworked the Monk bar a bit and fit in Aegis on the protectors instead of hex removals.

DarkSpirit

DarkSpirit

Desert Nomad

Join Date: Feb 2006

Redmond

Alot of healing but weak in damage. You have your buffs and hexes, but the only real damage is coming from your MM with only low level bone minions. A 6-heroes team should have more damage than that.

You should just use Infuse Condition on your MM instead of Plague Sending on the other necro. By the time he sends the conditions over, most of them would have almost timed out already.

Shaz

Shaz

Krytan Explorer

Join Date: Aug 2005

Scars Meadows [SMS]

I see enough damage, as long as the 2 human are physical damager as there are some physical buff in the build.

-Lotus-

Jungle Guide

Join Date: May 2008

my bad on soul bind, not as bad as i thought, i still think discord would be more useful though. not that many enemies heal.

and pure heal monks are bad because they are redundant, you dont need 4 red bar pushers, but in this build i suppose its alright as you have three other characters bringing protish skills.

DarkSpirit

DarkSpirit

Desert Nomad

Join Date: Feb 2006

Redmond

Quote:
Originally Posted by Shaz
I see enough damage, as long as the 2 human are physical damager as there are some physical buff in the build. I agree, but I didnt want to make that assumption unless the OP stated it.

If he is comparing against sabway, then it sounds like he meant this to be a generic team build, without any assumption on the class of the player characters, like sabway.

Targuil

Krytan Explorer

Join Date: Oct 2007

Tampere, Finland

Keep Dreaming [Yawn]

E/

Quote:
Originally Posted by IcyFiftyFive
Also HB at 0 divine favour is failure It lasts 12 sec with ench set, and heros have more than enough energy to do it. Cast time is only 1/4 so that isn't problem, and it can be kept up forever.

Shaz

Shaz

Krytan Explorer

Join Date: Aug 2005

Scars Meadows [SMS]

Quote:
Originally Posted by DarkSpirit
I agree, but I didnt want to make that assumption unless the OP stated it.

If he is comparing against sabway, then it sounds like he meant this to be a generic team build, without any assumption on the class of the player characters, like sabway. Well, it should work with caster too, just isn't as efficient since there are physical buff in there and because physical does the most damage consistantly. Like any build, you could always change those skills though. I don't play a caster in PvE but if I did, I'd change some skill from Sab's if I use it to better fit my build. Like taking out barbs, barbs just for the minion is a waste, minion are just for body block, death nova, and energy. Playing a build the same for everywhere and every professions is just lazy. And I don't think he's comparing it to Sabway, he just basically altered Sabway a bit and add 3 more Nec similar to the one in Sabway that will synergy well with it.

DarkSpirit

DarkSpirit

Desert Nomad

Join Date: Feb 2006

Redmond

Quote:
Originally Posted by Shaz
Like taking out barbs, barbs just for the minion is a waste, minion are just for body block, death nova, and energy. Actually Barbs work very well with minions like Fiends and so does MoP, if you look out for where to place your heroes.

I usually use fiends for my necro character and the killing speed in HM is just awesome. But then again I have 2 MMs (i.e. 1 minion bomber and 1 fiend/shamblings MM)

Moloch Vein

Moloch Vein

Forge Runner

Join Date: Apr 2007

Reactive Hexing Sucks

[Thay]

N/

Seriously... you people _do_ realize that caster heroes can wield spears?

You should try it sometime.

Other than that this is a pretty gimmicky thing, was experimenting a lot with 8N configs half a year ago, found that P + N = Holy Duality and have sticked with it since.

Shaz

Shaz

Krytan Explorer

Join Date: Aug 2005

Scars Meadows [SMS]

It's a crapshoot unless there are like 1 or 2 targets left, but then I wouldn't need barbs to take down 2 enemies. I would use it if you can actually control the minion target or something. Without physicals to actually control the damage trigger from barbs and MoP, those slot are better with something else. They are not the worst skills you can bring with a MM but there are probably better options to control the damage better. And I don't run around with 2 MM, no point unless you're in somewhere with lots of bodies to supplies for the 2 MM, like vizunah square for example.

And yes, you can wield a spear on heroes, but why would you when you can wield something more useful like a 20/20 wand. Yea, I'm not going to wield spears just so my caster can trigger barbs..

DarkSpirit

DarkSpirit

Desert Nomad

Join Date: Feb 2006

Redmond

Quote:
Originally Posted by Shaz
It's a crapshoot unless there are like 1 or 2 targets left, but then I wouldn't need barbs to take down 2 enemies. I would use it if you can actually control the minion target or something. Without physicals to actually control the damage trigger from barbs and MoP, those slot are better with something else. They are not the worst skills you can bring with a MM but there are probably better options to control the damage better. And I don't run around with 2 MM, no point unless you're in somewhere with lots of bodies to supplies for the 2 MM, like vizunah square for example.

And yes, you can wield a spear on heroes, but why would you when you can wield something more useful like a 20/20 wand. Yea, I'm not going to wield spears just so my caster can trigger barbs.. Bah...faster cast is ok but not crucial for PvE. Faster recharge though is more useful. Besides, spears with +30hp is also nice, unless I am carrying alot of sac skills.

If one of the 2 enemies happen to be a HM boss, Barbs+fiends would finish him in no time. And my dual MM synergize, 1 MM has the expensive fiends, the other provides the energy and meat wall. Corpses are not a problem to a jagged minion bomber. I am sure there are at least 10 to 20 corpses per PvE area to vanquish, in most places.

Shaz

Shaz

Krytan Explorer

Join Date: Aug 2005

Scars Meadows [SMS]

I didn't say it was crucial, nothing is crucial in PvE, I said it's more useful than carrying spear just to trigger Barbs + MoP on caster.

Destromath

Academy Page

Join Date: Nov 2007

Grenths Dark Templars [GDT]

W/E

Well I was already considering using a secondary minion bomber, and Darkspirit's argument convinced me XD. I changed the FF bar to a Discord bomber and modified the primary bomber to cover condition removal instead.

DarkSpirit

DarkSpirit

Desert Nomad

Join Date: Feb 2006

Redmond

This is what I use:

http://www.guildwarsguru.com/forum/s...77&postcount=2

Warriorsrmint

Frost Gate Guardian

Join Date: Mar 2008

W/

Looks good, if you and the other human player weren't physical what would you replace barbs with?

DarkSpirit

DarkSpirit

Desert Nomad

Join Date: Feb 2006

Redmond

Try to add [[Rip Enchantment] somewhere so you have an enchant remover which is very useful in certain areas. Also [[Defile Defenses] if you can but that is not as necessary.

For your high level MM, try to fit in [[Dark Bond], even at level 0 blood, the enchantment lasts longer than its recharge and gives your MM 75% damage reduction.

Destromath

Academy Page

Join Date: Nov 2007

Grenths Dark Templars [GDT]

W/E

Quote:
Originally Posted by DarkSpirit
Try to add [[Rip Enchantment] somewhere so you have an enchant remover which is very useful in certain areas. Also [[Defile Defenses] if you can but that is not as necessary.

For your high level MM, try to fit in [[Dark Bond], even at level 0 blood, the enchantment lasts longer than its recharge and gives your MM 75% damage reduction. Eh, I'm not a big fan of Dark Bond. It gives only MM 75% damage reduction, but at the cost of the minions which he's trying to keep alive to deal damage. If it worked for the whole party and gave around 20% damage reduction or something, then I would be fine with it though XD. As it is, it's pretty selfish and rarely comes into play with the minion barrier blocking most damage anyway.

I'll probably swap out Ancestor's Rage for Rip Enchantments on the 2 curse bars. Even with Weaken Armor, it barely does anything against most enemies in HM >_<.

As for the Barbs question, it's mainly up to opinion on what else to take. Defile Defenses (like DarkSpirit said) is a pretty decent choice since it only needs to trigger once from autoattacks by minions or party members to get the full effect, and can be spammed around fairly well.

DarkSpirit

DarkSpirit

Desert Nomad

Join Date: Feb 2006

Redmond

Quote:
Originally Posted by Destromath
Eh, I'm not a big fan of Dark Bond. It gives only MM 75% damage reduction, but at the cost of the minions which he's trying to keep alive to deal damage. If it worked for the whole party and gave around 20% damage reduction or something, then I would be fine with it though XD. As it is, it's pretty selfish and rarely comes into play with the minion barrier blocking most damage anyway.
On the other hand, if you dont care to protect your MM, then he will die and lose all his minions and there goes your meat shields and a main source of damage from your heroes. What is the use of keeping all his minions alive while letting your MM die? If your MM is already being clobbered, wouldn't you sacrifice the closest minion to help keep him alive? Afterall if your MM dies, you lose ALL his minions anyway.

So, it is not exactly a crappy skill choice considering that it doesn't even require a single attribute point for a return of 75% damage reduction for a key team member. But if you have a better choice for that skill slot, then that is fine.


Quote:
I'll probably swap out Ancestor's Rage for Rip Enchantments on the 2 curse bars. Even with Weaken Armor, it barely does anything against most enemies in HM >_<. Yes, Ancestor's Rage at level 10 channeling doesn't do much.

Destromath

Academy Page

Join Date: Nov 2007

Grenths Dark Templars [GDT]

W/E

Quote:
Originally Posted by DarkSpirit
On the other hand, if you dont care to protect your MM, then he will die and lose all his minions and there goes your meat shields and a main source of damage from your heroes. What is the use of keeping all his minions alive while letting your MM die? If your MM is already being clobbered, wouldn't you sacrifice the closest minion to help keep him alive? Afterall if your MM dies, you lose ALL his minions anyway. Well how would your backline be getting clobbered in the first place? Off of the top of my head, the 2 standard teams in PvE are physical-heavy and caster-heavy. Against physical-heavy teams, they'll need to first go through the Bone/Shambling/Jagged minions (and maybe a few Fiends in the process). Once they've done that, you only have about 3-4 minions left to take the hits, and those will taper out in no time if he's taking any serious amount of damage. As for caster-heavy groups, your Fiends will die very quickly if they automatically target your backline with AoE spells, and the other minions will also probably get targeted sooner or later. In other words, the MM will only be attacked after most/all of the minion barrier dies out, at which point it becomes useless anyway.

DarkSpirit

DarkSpirit

Desert Nomad

Join Date: Feb 2006

Redmond

Quote:
Originally Posted by Destromath
Well how would your backline be getting clobbered in the first place? Off of the top of my head, the 2 standard teams in PvE are physical-heavy and caster-heavy. Against physical-heavy teams, they'll need to first go through the Bone/Shambling/Jagged minions (and maybe a few Fiends in the process). Once they've done that, you only have about 3-4 minions left to take the hits, and those will taper out in no time if he's taking any serious amount of damage. As for caster-heavy groups, your Fiends will die very quickly if they automatically target your backline with AoE spells, and the other minions will also probably get targeted sooner or later. In other words, the MM will only be attacked after most/all of the minion barrier dies out, at which point it becomes useless anyway. Unfortunately monsters in HM are smart enough to go around your minions and attack your monks or MM directly instead of only your minions because if your reasoning is right, there no way the MM would die with left over minions. But the truth is MMs DO die sometimes and left over minions DO turn neutral. I find that melee monsters tend to target minions only if they are body blocked from reaching their target, which is why fiends MM also need to bring melee minions to be effective.

If you find that your necro typically dies before his minions, then Dark Bond can be useful, if it is the other way round, then you dont need Dark Bond.

Destromath

Academy Page

Join Date: Nov 2007

Grenths Dark Templars [GDT]

W/E

Strange O_o. I've never had a case where monsters bypass minions unless my Olias falls behind while spamming Death Nova or Jagged Bones on minions. Even then, I usually wait for him to catch up unless I want to go through an area as quickly as possible. Along with this, it usually seems that the monsters head straight for minions instead of going for party members in my case.

DarkSpirit

DarkSpirit

Desert Nomad

Join Date: Feb 2006

Redmond

Quote:
Originally Posted by Destromath
Strange O_o. I've never had a case where monsters bypass minions unless my Olias falls behind while spamming Death Nova or Jagged Bones on minions. Even then, I usually wait for him to catch up unless I want to go through an area as quickly as possible. Along with this, it usually seems that the monsters head straight for minions instead of going for party members in my case. If your MM never ever get hit and never ever dies before his minions do, then you dont need dark bond. Anyway, with 2 MMs, you are probably killing things far too quickly to need it.

Super Igor

Banned

Join Date: Mar 2008

why should you kno? Oo

A/W

Good concept overall, been using similar stuff for long time now to a great success

But do heroes chain aegis well because when I ran dual aegis chained it manually and never bothered to look if they chain it, and why the hell do you have no WoH on your healing nec and why it doesnt have cure hex? Stupid imo.

Destromath

Academy Page

Join Date: Nov 2007

Grenths Dark Templars [GDT]

W/E

Quote:
Originally Posted by Super Igor
But do heroes chain aegis well because when I ran dual aegis chained it manually and never bothered to look if they chain it, and why the hell do you have no WoH on your healing nec and why it doesnt have cure hex? Stupid imo. In my experience, the minion bomber tends to chain Aegis pretty well with the prot henchie. He's usually too preoccupied with Death Nova-ing the minions to cast Aegis right away, so the monk takes care of it then. Once it runs out, he usually casts it.

Like I said before, WoH doesn't do much on a bar that will have at least 2 other heals. Why take a strong heal (WoH) and 2 medium heals (Dwayna's and Patient) when you can take 2 strong heals (Dwayna's and Patient) and a medium heal (Ethereal)? The only reason why I would take WoH over HB is to free up space, but the bar doesn't need anything else. As for taking Cure Hex, it's medicore as a hex removal with all of the spam going around usually. Heck, the only reason why I took Spotless Mind was to clear off all hexes on one person rather than doing a medicore job in clearing hexes off of multiple people. That pretty much leaves Cure Hex as a healer, but there's enough defense and healing in the team already.

la_cabra_de_vida

la_cabra_de_vida

Lion's Arch Merchant

Join Date: Nov 2007

Great Soviet California!

Deputy Glitter's Shoe Squad [ghey]

Me/

I like using the traditional 3 man necro team, with a well man and regular rit.

N/Rt [ancestor's rage][splinter weapon][order of pain][strip enchantment][blood ritual][well of power][signet of lost souls][resurrection signet]

Rt/N [ancestor's rage][splinter weapon][destruction][offering of spirit][spirit rift][barbs][mark of pain][resurrection signet]

Super Igor

Banned

Join Date: Mar 2008

why should you kno? Oo

A/W

Why have AR and SW on a necro if rit does it better, meh just silly.

Super Igor

Banned

Join Date: Mar 2008

why should you kno? Oo

A/W

Quote:
Originally Posted by Destromath
Like I said before, WoH doesn't do much on a bar that will have at least 2 other heals. Why take a strong heal (WoH) and 2 medium heals (Dwayna's and Patient) when you can take 2 strong heals (Dwayna's and Patient) and a medium heal (Ethereal)? The only reason why I would take WoH over HB is to free up space, but the bar doesn't need anything else. As for taking Cure Hex, it's medicore as a hex removal with all of the spam going around usually. Heck, the only reason why I took Spotless Mind was to clear off all hexes on one person rather than doing a medicore job in clearing hexes off of multiple people. That pretty much leaves Cure Hex as a healer, but there's enough defense and healing in the team already. WoH is one of the best healing elites that what you n/mo does, taking it alongside with imba-spirit will result in great healing powers as opposed to wasting an elite slot on HB that they wont even mantain properly at 0 divine favor, cure hex is a very useful skill to that to high heal it gives, very useful in pve imho, you can take it alongside spotless mind so you would be near;ly immune to hexes, but really, WoH > [email protected] that is totally true, and extrmely powerful healing spell and there is no reason at all not to take it because now you are not freeing up the slot by not taking WoH, you are wasting the slot.

landt007

landt007

Ascalonian Squire

Join Date: Dec 2007

Istan

TIGK

N/Me

Me and me friend used this build. it was very effective we did UW with it.
so nice one! xD

Rhamia Darigaz

Desert Nomad

Join Date: Apr 2008

Quote:
Originally Posted by Destromath
Nothing else sticks out as being very good for a heal spammer. The only thing that I would consider other than HB is WoH, but HB turns all of your heals into a slightly reduced WoH. Besides, like TheIdiot said, it's still fully maintainable and energy isn't a problem. why would you bring 3 almost-WoHs that need a 4th skill to be almost-WoHs when you could bring 1 WoH and 3 useful skills?