Discuss general pve hero usage.

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

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Quote:
Originally Posted by MasterSasori View Post
I find that the MM is useful myself. The walls really help keep things out.

The 20% enchant mod is very useful - Aegis, PS, and OoV. OoV's extra 1 second is actually pretty useful.

Why paragon? I would go either /Mo for PS + Aegis or /Me for rupts. Rupts really help alot when in HM and you have a decent protter such as the E/Mo infuser.

BTW I also wouldn't use a Paragon with a pet. Minion wall is for wall and Paragons don't need to spread their stats anymore than they already are.

EDIT: Nvm I see what the Paragon secondary is for. I still prefer my interrupt version. I see someone meddled with my build on PvX wiki but whatever (probably minion >.>). The community will decide how it will work best. Looking forward to opinions. Well, first thing is; if you have an E/Mo hero, you will not need another PS very often.

I use N/P because it's a dedicated Minion Bomber, nothing more; Fall Back speeds up the minions and their life-span when running to and from mobs, and also is often activated just as we approach a mob, so the minions get to the front faster. We Shall Return! is a lol-resurrection skill; if your party is on the brink of wiping, pewpew you're all back and finish off the mob.

I always thought interrupts were mostly silly in big mobs anyway; Usually there are multiple foes of the same profession in a mob, and if you interrupt one hex or spell, most likely another will get it off anyway. It's better to just let your team kill.

I haven't tried a P/R with a pet, but R/P is very handy, given signet of return and GFTE.

P.S. Correct.

Lusciious

Lusciious

Krytan Explorer

Join Date: Jan 2009

I'm from Singapore but i live in Shanghai ATM

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I meant in low corpse areas where the MM would not be at it's fullest potential, i would swap it out for a paragon which can support the whole team .

blazing finale / athem of flame and they're on fire helps to reduce overall damage on the group .

also, fallback is a +

The purpose of the pet is to trigger more physical attacks (i'm a mop nuker remember?) and as another obstacle the enemies have to get through in order to get to the backline.

n/me or n/mo is for normal game play where there are sufficient corpses around .

i like chaining aegis so n/mo for me .

i might go n/me for OotV or maybe another n/mo xD triple aegis !

Lusciious

Lusciious

Krytan Explorer

Join Date: Jan 2009

I'm from Singapore but i live in Shanghai ATM

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so thats about 405 DPS . How about you give me 8 MMs with 11 minions each = 88 minions + 8(physical necs) = 96.

96 x barbs (16? ) = 1536 .

Not to mention you haven't even added their normal damage so don't come here and show off

oh and read this .. http://www.guildwarsguru.com/forum/s...t10423214.html

@Higher Minion, yeah, rangers like mesmers can interrupt which is a good utility when you cant bring an MM due to the area being low on corpses. Daze is also nice . What about an AoE KD hero ? the earthshaker build on pvx .

Lusciious

Lusciious

Krytan Explorer

Join Date: Jan 2009

I'm from Singapore but i live in Shanghai ATM

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Oh i'm not pissed xD

Get 1 MM + Support (barbs), 2 sin spammers (buffed with BuH, GDW, SoH, EBSoH) There you go .

anyway, back to topic.

So i have 3 heroes .

ER Protter - ER, Aura of restoration, Aegis, Spirit bond, Prot Spirit, RoF, Shield Guardian, Infuse

ES - 12+1+1
Prot - 12

================================================== =======

AotL MM - AoTL, animate bone minions, putrid bile, death nova, masochism, 3 optionals

DM - 12+1+3
Soul Reaping 8+1
Additional points to allow another attribute to hit 10

================================================== ========

OotV Support - OotV, Strip Enchantment, 6 optionals

BM - 12+1+1
Soul Reaping 8+1
Additional points to allow another attribute to hit 10

================================================== ========

IMO, viable secondary professions for necros are ...

monk - prot 9 and healing 5 or prot 10 - Prot spirit / Aegis / Dwayna's Sorrow / Spirit bond ?

mesmer - domination - Cry of Fustration / power spike ?

paragons - command - fall back ?

ritualist - channeling - splinter weapon / ancestor's rage / death pact signet / flesh for my flesh

ritualist - restoration - life / spirit light / mend body and soul / ghost mirror light / flesh for my flesh / death pact signet

what am i missing ?

IMO, i feel that the channeling rit / domination mes / prot monk secondaries are the most attractive . What do you think ?

p.s. the reason i dont use well of blood is because OotV nec will fight with the MM for corpses and with a 2 second recharge, the MM ain't gonna get anything . however if you were to micro it then it'd be good .

also, 30 seconds of aegis is nice

check this for more viables

http://pvx.wikia.com/wiki/Build:Rt/a...Channeling_Rit


http://pvx.wikia.com/wiki/Build:N/any_Minion_Bomber

Quote:
N/Rt OoV/Weapon

Order Of The Vampire, Mark Of Fury, Well Of Blood/Strip Enchantment(depends), Nightmare, splinter and Warmonger weapons, SoLS, Flesh of My Flesh. does this hero spam all 3 weapon spells on the same person ? o.o

edit: i just tried your OotV build . Apparently it didn't work for me o.o

have you tried this ?

http://pvx.wikia.com/wiki/Build:E/N_...Renewal_Orders

Aldric

Wilds Pathfinder

Join Date: Jul 2007

[IG]

R/

Quote:
Originally Posted by Lusciious
View Post

IMO, viable secondary professions for necros are ...

monk - prot 9 and healing 5 or prot 10 - Prot spirit / Aegis / Dwayna's Sorrow / Spirit bond ?

mesmer - domination - Cry of Fustration / power spike ?

paragons - command - fall back ?

ritualist - channeling - splinter weapon / ancestor's rage / death pact signet / flesh for my flesh

ritualist - restoration - life / spirit light / mend body and soul / ghost mirror light / flesh for my flesh / death pact signet

what am i missing ?

IMO, i feel that the channeling rit / domination mes / prot monk secondaries are the most attractive . What do you think ? I've ran the same basic MB build with most of these options dependant on area although my most perferred one is probably the Resto Rit with Mend/Pure was Li ming/Flesh.

The prot version was used alot until i started running an ER protter , but i didnt see any huge extra benefit in doubling up so i just stick with my prots on the Ele and use the MB for something else.

I have been trying the /P fallback build recently and i find the extra speedboost makes a very nice difference. seemed to really speed up a few vanquishes so i might stick with it for a bit , unless im in a real condi/hex heavy area.

The only other option i was looking at was a /Monk version for bonding SoH on a physical or 2 but i havent been arsed to see if thats worth it yet

/P for speed, /Rit for heals and condi removal or /Me for interupts would be my preference

mage767

mage767

Desert Nomad

Join Date: Oct 2006

USA

LOVE

Me/E

Quote:
Originally Posted by HigherMinion
View Post
Screens/ builds, in that case? Only way to prove it ;-P
Besides, I could deal that amount of damage with barbs+BuH and 3 sins spamming with LF on the Master of Damage. I assume. I doubt you can keep up the damage using 3 sin support over 3 minutes...

P.S. Pm'ed you the screenshot, check it out.

Lusciious

Lusciious

Krytan Explorer

Join Date: Jan 2009

I'm from Singapore but i live in Shanghai ATM

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Quote:
Originally Posted by mage767
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I doubt you can keep up the damage using 3 sin support over 3 minutes...

P.S. Pm'ed you the screenshot, check it out. i think he said BuH and not EVAS .

@aldric, paragons have actually pretty good utilities in the command line . like anthem of disruption . its only 10 energy which is nothing for a nec .

don't forget rit for splinter weapon . splinter weapon + mops + aoe = very nice!

i wanted triple aegis ! but then when i think about it again, i don't think i need that much .

in HM, i'd take spirit bond over prot spirit . if the enemy does not deal above 60 damage, spirit bond does not work however if the enemy does not deal over 60 damage, prot spirit does not work either .

spirit bond on the other hand heals . but of course, it's better to have both

edit: i have tried the ER orders . it worked way better than an orders nec . the build is a few posts above .

MasterSasori

MasterSasori

Desert Nomad

Join Date: Dec 2007

USA

[Thay]

R/Mo

Quote:
Originally Posted by Lusciious View Post
i think he said BuH and not EVAS .

@aldric, paragons have actually pretty good utilities in the command line . like anthem of disruption . its only 10 energy which is nothing for a nec .
I don't see anything other than Fallback or We shall return that a para has that another class can do better.

Quote: Originally Posted by Lusciious View Post i wanted triple aegis ! but then when i think about it again, i don't think i need that much . You don't. Double Aegis may not even be necessary.

Quote: Originally Posted by Lusciious View Post
in HM, i'd take spirit bond over prot spirit . if the enemy does not deal above 60 damage, spirit bond does not work however if the enemy does not deal over 60 damage, prot spirit does not work either .

spirit bond on the other hand heals . but of course, it's better to have both Prot Spirit>Spirit Bond in PvE. It's too short and the damage spike you are worried about in PvE aren't enough for SB to compensate compared to PS.

Quote:
Originally Posted by Lusciious View Post
edit: i have tried the ER orders . it worked way better than an orders nec . the build is a few posts above . And what did you use for the filler slots? I don't see anything that blood/energy storage can do that is useful enough to compensate for N/X Orders.

Lusciious

Lusciious

Krytan Explorer

Join Date: Jan 2009

I'm from Singapore but i live in Shanghai ATM

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there are a few more paragon skills that is still worthy of usage in PvE . Think out of the box .

"Find Their Weakness!" for more damage + DW.
"Stand Your Ground!" for extra armor while fighting.
"Fall Back!" for movement support.
Anthem of Weariness for added Weakness.
Anthem of Disruption to interrupt.
"Never Surrender!" to save dying allies.

Aegis helps to remove alot of pressure off the monk's blue bar .

Quote:
Prot Spirit>Spirit Bond in PvE. It's too short and the damage spike you are worried about in PvE aren't enough for SB to compensate compared to PS. You managed to shut me up on this point . i guess what you said made more sense then what i said >.>

For the ER Orders, there is ER, Aura of Restoration, Order of pain, dark fury, awaken the blood .

3 more optionals . the ER can afford awaken the blood because his hp regen can counter the hp sacrificed .

the 3 optionals can be strip enchant (which is usually in my bar) and ward against foe / melee / eruption / earthquake from earth magic or we can go curses for barbs, mop, enfeebling blood.

First things first, D/N is out because it just doesn't do as well as either builds .

Yes a N/X Orders can go curses and even be better than the ER Orders in some cases, but remember, the N/X Orders (Order of Pain + Fury or OotV) cannot sustain his own hp .

17+17 = 34% hp sacrificed is alot .

infact, 17 is already alot . the hp gained from the physicals can sometimes be lower than the hp sacrificed by N/X orders. Your healers would have to focus on you also . when your party is under pressure, you don't want that to happen .

Yes you would have more variety in your optionals if you went N/X but you will have energy problems if nothing dies / low corpse areas . but what more optionals do you want ? how much of a spread of attribute can your nec do ?

Maximum 3 ? Blood and SR are a must . so what are you left with ? one last attribute .

Like mentioned earlier, you have more variety e.g. channeling, restoration (no pwk btw since you want to be wielding a spear), smite, curses, command, domination, protection .

But tell me, what can you fill with all those slots ?

I'm 100% sure that if you were a N/X Order, you won't go Order of Pain + Dark fury because it sacrifices too much hp . So OotV . What other blood skills are viable ?

OotV, Strip Enchant, SoLS. 5 optionals

How many good optionals can you use ? Yeah get protection, aegis, prot spirit, spirit bond, soa, dismiss condition ? how energy intensive is that ? o.o and you're also spamming OotV .

come to think of it .. i kinda like having more varieties . i shall try to make another N/X OotV build .

Care to help ?

I think mark of fury can replace dark fury as long as you start calling . and OotV is always better than Order of Pain .

Well it has to do something with it's own HP . It was meant to be a support yet it can't support itself ?

Lusciious

Lusciious

Krytan Explorer

Join Date: Jan 2009

I'm from Singapore but i live in Shanghai ATM

Order of [Thay]

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i know i'm contradicting what i said in the earlier post but i'll give it a go .

seeing how i don't want my orders nec to be spamming well of blood, i decided to go with well of power .

heres my orders build .

Well of Power, Order of Pain, Mark of Fury / Dark Fury, Strip Enchantment, Splinter Weapon, Nightmare Weapon, Ancestor's rage, Awaken the Blood.

Well of Power provides better support than Order of the vampire and i have replaced well of blood (no more fighting with MM for corpses)

We use order builds for physical buffs . OotV is a + because it has health stealing however it does not work with other nec enchants . Order of Pain deals as much damage as OotV and it works with nec enchants .

What do you think of it ?

also, i can't decide on a minor blood rune or superior .

with awaken the blood and major, you get 17 blood magic which = +7 hp regen from well of blood . also, it reduces hp sacced since now your overall hp is lower .

or maybe a major rune since all we need is 17 blood magic.

edit: however, do remember that OotV is armour ignoring since it's life steal. Idk if its possible to make a good build with OotV as the elite .

am open for ideas .

also, heroes do not use unholy feast well .

MasterSasori

MasterSasori

Desert Nomad

Join Date: Dec 2007

USA

[Thay]

R/Mo

Quote:
Originally Posted by Lusciious View Post
there are a few more paragon skills that is still worthy of usage in PvE . Think out of the box .

"Find Their Weakness!" for more damage + DW.
"Stand Your Ground!" for extra armor while fighting.
"Fall Back!" for movement support.
Anthem of Weariness for added Weakness.
Anthem of Disruption to interrupt.
"Never Surrender!" to save dying allies.

Aegis helps to remove alot of pressure off the monk's blue bar .
I don't think there is anything I haven't tried on a Paragon bar unless it's really out of the box. I use them all to some extent except Never Surrender, which blows.


Quote:
Originally Posted by Lusciious View Post
3 more optionals . the ER can afford awaken the blood because his hp regen can counter the hp sacrificed .

the 3 optionals can be strip enchant (which is usually in my bar) and ward against foe / melee / eruption / earthquake from earth magic or we can go curses for barbs, mop, enfeebling blood. ER can afford it but unless you spec to a third att, everything else in energy storage/blood magic isn't too useful. Using Earth magic is creative, but earth magic sucks in HM as it is. Eruption/Ward is decent with some damage mitigation but no where as useful as the N/X healer. Besides N/X can reach higher Blood Magic.



Quote: Originally Posted by Lusciious View Post First things first, D/N is out because it just doesn't do as well as either builds . D/N was probably the worst hero mistake I've made since ZB monk.

Quote: Originally Posted by Lusciious View Post Yes a N/X Orders can go curses and even be better than the ER Orders in some cases, but remember, the N/X Orders (Order of Pain + Fury or OotV) cannot sustain his own hp .

17+17 = 34% hp sacrificed is alot . Why on earth would you run Awaken the Blood on the necro unless you want to die?

[QUOTE=Lusciious;5040532]Yes you would have more variety in your optionals if you went N/X but you will have energy problems if nothing dies / low corpse areas . but what more optionals do you want ? how much of a spread of attribute can your nec do ?....

Quote:
Originally Posted by Lusciious View Post
Maximum 3 ? Blood and SR are a must . so what are you left with ? one last attribute . There are some skills that can be used that require no/little atts to be effective. The same problems about att spread can be attributed to ER as well. Except the N/X at least has a free secondary for something useful.


Quote:
Originally Posted by Lusciious View Post
Like mentioned earlier, you have more variety e.g. channeling, restoration (no pwk btw since you want to be wielding a spear), smite, curses, command, domination, protection.....

How many good optionals can you use ? Yeah get protection, aegis, prot spirit, spirit bond, soa, dismiss condition ? how energy intensive is that ? o.o and you're also spamming OotV ....

Care to help ? Where should I begin?

SOH, Smite Hex/Condition, Fallback, We Shall Return, Anthem of Weariness, disruption ect, Cry of Frustration, Power Return (Fast Cast but wutever), Remove Hex, Aegis, PS, Convert Hexes, Warmonger's Weapon, Splinter Weapon, Barbs, Enfeebling blood, Shadow of Fear, Life, Recovery, Rejuvenation, MBAS, Spirit Light, Ghostmirror light, Death Pact Sig, FoF.

SB sucks. Thought I mentioned that earlier. SoA is not OP enough to make it on the bar.

Having problems spamming OoV? Soul reaping 10+1 instead of 8+1. /Me Inspiration for Power Drain, Leech Sig, Inspire crap

OoV and to an extent, Strip Enchantment and Mark of Fury (MAYBE blood rit) are the only things truly worth carrying on the bar in terms of blood. With 8+1 or 10+1 soul reaping, you have a free 8 or 10 for another necro line or a secondary line. Customization and freedom of secondary w/ atts is one of the strongest pros for a N/X OoV. How often can you say that of other hero lines? To have like 5-6 free slots?

Quote:
Originally Posted by Lusciious View Post
Well it has to do something with it's own HP . It was meant to be a support yet it can't support itself? That is subjective. Same principle as almost all hero builds: Team effort. If OoV needs heals, use a ER infuser or something to make it up for continual life loss.

I don't see many options better than N/Rt anyway.

Lusciious

Lusciious

Krytan Explorer

Join Date: Jan 2009

I'm from Singapore but i live in Shanghai ATM

Order of [Thay]

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i have no energy problems spamming OotV . i meant spamming prot spells

Quote:
Why on earth would you run Awaken the Blood on the necro unless you want to die? that's why we use infuse like you said earlier .

In the previous post, my nec can sustain itself and support the party with well of power + order of pain + awaken the blood . it might even work with dark fury . I didn't say to use awaken the blood with OotV

Here's how i think it ranks .

OotV Nec = SoS Restoration Support Rit > Order of Pain Nec > Others

The only reason why Order of Pain would be dealing less than it's stated damage is against high AL bosses . since Order of Pain = Physical damage like barbs . However a spirit's attack is armour ignoring and added together with Painful Bond, you would see up to 50 damage per spirit . But remember that even though it's armour ignoring, it does not by pass prots so prots like shielding hands would reduce its damage . But also, don't forget that the spirit's attack aren't 200 and that it has to be blocked by prot spirit . they do small damage packs which is good and bad .

there aren't many prots that prevent a spirit from attacking . there is SH, SoA, Prot Spirit (but mostly it doesn't work since spirits usually attack for <30 and the enemies usually have more than 300 hp), prot bond (i don't think AI uses this well), RoF (this blocks OotV as well), LS (this blocks OotV as well), life bond (look at prot bond), guardian (this goes against OotV as well) and Aegis.

Look at it . the most harmful prots e.g. RoF, LS, Guardian, Aegis and against spirit attacks also affect OotV .

Because of the fact that OotV bypasses most prots and is armour ignoring like spirit attacks and spirits have low hp, therefore OotV > Spirits . But an OotV has to sacrifice it's hp . but an SoS Rit doesn't .

But yeah .. OotV + Channeling > SoS + Restoration > Others ...

so far i like Well of Power + Order of Pain . The support is good . and i get to use (+ a major and awaken the blood for 17 blood for +7 hp regen from well of power) and of course higher damage from order of pain . no life steal is bad but w.e .. i can't make a good build with OotV -.-

edit: this is just retarded .

a SoS Restoration Rit is the best . Sorry . Just proven it over and over again .

SoS + Painful Bond + 47 damage x 5 splinter weapon + Heals > OotV

Look . with a hybrid SoS Rit, you don't have to get another healer . that means you get to bring 4 physicals . and this means that SoS wins We want to make the most out of mark of pain . not OotV . Against high AL foes mainly bosses, we have painful bond + 3 spirits . against normal foes, we have a very strong splinter weapon . and henchmen don't always have 25/33% ias . neither do casters with spears .

Lusciious

Lusciious

Krytan Explorer

Join Date: Jan 2009

I'm from Singapore but i live in Shanghai ATM

Order of [Thay]

N/

funny i'm contradicting myself again .

both works i guess

i have a few questions though ...

Quote:
N/Rt OoV/Weapon

Order Of The Vampire, Mark Of Fury, Well Of Blood/Strip Enchantment(depends), Nightmare, splinter and Warmonger weapons, SoLS, Flesh of My Flesh. Do heroes stack weapon spells on the same person ?

Do you micro well of blood ?

I wouldn't bring Flesh for my Flesh . I like the other one more .

Do you use a minor rune or sup rune of blood magic ?

Lusciious

Lusciious

Krytan Explorer

Join Date: Jan 2009

I'm from Singapore but i live in Shanghai ATM

Order of [Thay]

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no no . what i mean by the weapon spells question is that if he casted splinter on you, would he cast another weapon spell on you for no apparent reason ?

Here's what i'm having a dilemma about .

OotV Channelling + 1 healer hench + 3 physical hench

OotV Restoration + 4 physical hench

SoS Channelling + 4 physical hench .

Which one is better ?

Edit: How would Well of Blood be good when it's fighting for corpses against the MM ? I don't like micro-ing so yeah ..
Necros shouldn't be spamming Prot. They should be busy keeping OoV up. ER Infuser is for the prot spamming.

Quote:
Originally Posted by Lusciious View Post
that's why we use infuse like you said earlier .
Just because a ER Infuser CAN keep the HP up doesn't mean it should. Losing a third of HP from Awaken and OoV is unnecessary and puts the necro at risk.

OotV Nec = SoS Restoration Support Rit > Order of Pain Nec > Others


Quote:
Originally Posted by Lusciious View Post
The only reason why Order of Pain would be dealing less than it's stated damage is against high AL bosses . since Order of Pain = Physical damage like barbs . However a spirit's attack is armour ignoring and added together with Painful Bond, you would see up to 50 damage per spirit . But remember that even though it's armour ignoring, it does not by pass prots so prots like shielding hands would reduce its damage . But also, don't forget that the spirit's attack aren't 200 and that it has to be blocked by prot spirit . they do small damage packs which is good and bad .
I don't recall Shielding Hands to be a real problem in PvE. OoV is armor ignoring so that can't be used in the argument for SoS rit v. OoV. I'm not mentioning any thing about OoP Fury because I don't support it.


Quote:
Originally Posted by Lusciious View Post Look at it . the most harmful prots e.g. RoF, LS, Guardian, Aegis and against spirit attacks also affect OotV .
Quote:
Originally Posted by Lusciious View Post
so far i like Well of Power + Order of Pain . The support is good . and i get to use (+ a major and awaken the blood for 17 blood for +7 hp regen from well of power) and of course higher damage from order of pain . no life steal is bad but w.e .. i can't make a good build with OotV -.- I am not seeing why you're having a problem running both.


Quote:
Originally Posted by Lusciious View Post
a SoS Restoration Rit is the best . Sorry . Just proven it over and over again ...

SoS + Painful Bond + 47 damage x 5 splinter weapon + Heals > OotV OoV has huge potential as well. Mass physical AoE attacks such as Barrage/Whirlwind/Scythes trigger OoV multiple times.

OoV also heals and the life becomes significant when there is heavy pressure.

It is also not as if OoV cannot run splinter or any of the other rit weapon spells. They are easily one of the most customizable heroes.


That's single aoe attack . yes i know OoV triggers more than once but you're still hitting each foe for 1 time . My 14 channelling splinter > your 10 channelling splinter .

damage difference ? 12 ? OotV takes a longer time to cast than Splinter .

And i have 3 x 50 armour ignoring damage every 2 seconds that is only affected by prots . Can a party of 8 physicals do that high ? you might say that all of them have IAS but how can healers have IAS ? Bows with IAS don't attack much faster than normal .

150 / 8 = roughly 20. yes swords, axes, spears can attack faster than spirits .

Lets say you have 2 physical heroes + you + a healer hero and my team of 4 casters (MoP Nuker, ER Renewal, OoV Channelling Nec, MM) = 8 physicals

Chances are your heroes would have to constantly be on IAS + no blind to beat 150 additional damage. And your heroes would have to be warriors in order to achieve this . Rangers with 33% IAS cannot attack twice in 2 seconds. Don't forget that my splinter does higher damage and your warriors have to run around when changing targets. my spirits don't .

You keep talking about higher PvE yet you don't know the importance of HP ?

Quote:
ust because a ER Infuser CAN keep the HP up doesn't mean it should. Losing a third of HP from Awaken and OoV is unnecessary and puts the necro at risk Alright then . We shall not use Awaken the blood and the nec shall only use OoV when it is at full hp . and my ER infuser will not help . That would reduce your DPS by how much ? How long does it take to regen 17% of your life back ? Okay maybe you don't have to wait till your full hp . just let the nec sacrifice itself to death ?

Another problem is ER protters don't spam as fast as human ER healers . Infuse someone and if was a target of the spike then good bye . I've seen my ER protter do nothing after an infuse . why ? and even if he did something, there would be a time when he would not have ER up . or maybe ER was stripped . How is he gonna get his own hp back ?

The purpose of Infuse is to catch spikes ? Do heroes know that ? They'd rather infuse a minion then to keep their own hp up -.-

Quote:
OotV Nec = SoS Restoration Support Rit > Order of Pain Nec > Others i agree with this . however i find SoS rits to be at the top .

The SoS Restoration Rit have 2 wide party heals which adds up to 200 hp . 172 hp spike heal and a 100+ condition heal . I think that is more than enough to survive any form of pressure whatsoever and that it can replace a dedicated healer .

IMO, an ER protter = 1 1/3 healer . so i just need another 2/3 healer would suffice . you only need 2 healers .

3/3 healers = dedicated healers .

2/3 healers = hybrid but leans more to the healing side .

4/3 or 1 1/3 = very strong healer .

Besides, how long do you plan on taking to kill ? Pull properly and you wouldn't have a problem . And you have spirits helping to boost your damage . You don't take 10 mins to kill a balanced group of 8 . Cast enfeebling blood on physicals and target the castor in the middle .

Yes i do not deny the fact that spirits have low hp . but get spirit leech aura and armour of unfeeling and your problems is solved .

please correct my mistakes if you find any .

MasterSasori

MasterSasori

Desert Nomad

Join Date: Dec 2007

USA

[Thay]

R/Mo

Quote:
Originally Posted by Lusciious View Post
That's single aoe attack . yes i know OoV triggers more than once but you're still hitting each foe for 1 time . My 14 channelling splinter > your 10 channelling splinter .
Multiple hits = large life steal chunk. If you are running a Rit primary for SoS, it should be at 16. My GDW> your lvl 16 splinter weapon.

Quote:
Originally Posted by Lusciious View Post
damage difference ? 12 ? OotV takes a longer time to cast than Splinter .
Splinter goes on one person. OoV goes on 8.

Quote:
Originally Posted by Lusciious View Post
And i have 3 x 50 armour ignoring damage every 2 seconds that is only affected by prots . Can a party of 8 physicals do that high ? you might say that all of them have IAS but how can healers have IAS ? Bows with IAS don't attack much faster than normal .
That's assuming that the spirits are placed correctly and aren't on recharge and aren't dead. Heroes don't do as much damage with their spirits as people do because they position it horribly so damage isn't always being dealt. They also die easier because the spirits can't be moved, the hero casts the spirits in a dangerous area, and their spawning is lower due to the att split into restoration. If humans aren't using their split into restoration, which is very frequent, it's into communing with AoU or at least more spirits.

I also don't know what retard would bring a party of 8 physical to a team unless its paragons. But yes, physicals using AoE can do higher and they can also add in KD, either from themselves or GDW. An example - 100lolz

Quote:
Originally Posted by Lusciious View Post Lets say you have 2 physical heroes + you + a healer hero and my team of 4 casters (MoP Nuker, ER Renewal, OoV Channelling Nec, MM) = 8 physicals You do realize that the build of "your team" is what Higher Minion and I have been using for a while right? And wait a minute - where is your SoS rit in this group? Would you mind explaining why I would be bringing 8 physicals?

Quote: Originally Posted by Lusciious View Post Chances are your heroes would have to constantly be on IAS + no blind to beat 150 additional damage. And your heroes would have to be warriors in order to achieve this . Rangers with 33% IAS cannot attack twice in 2 seconds. Don't forget that my splinter does higher damage and your warriors have to run around when changing targets. my spirits don't . My heroes aren't physical. I've never tried running all physicals with 1 OoV and I do not intent to do so either. You also didn't mention where your SoS rits fit into your team.

Quote:
Originally Posted by Lusciious View Post
You keep talking about higher PvE yet you don't know the importance of HP ? No you don't know the importance of HP or you wouldn't be suggesting a minor on the rit. It is easy to run a superior rune in PvE because there are no true, targeted spikes. The vast majority of damage can be easily protected and thus, running a minor rune is a waste.

Quote:
Originally Posted by Lusciious View Post
Alright then . We shall not use Awaken the blood and the nec shall only use OoV when it is at full hp . and my ER infuser will not help . That would reduce your DPS by how much ? How long does it take to regen 17% of your life back ? Okay maybe you don't have to wait till your full hp . just let the nec sacrifice itself to death ? I'm not saying that the necro shouldn't use OoV when the life isn't full and it's not as if it does it anyway - the hero consistently uses OoV, often when the health is dangerously low. However, the 17% and 33% is a huge difference when saccing life and the extra life steal from OoV at 18 instead of 16 isn't worth it. If the pressure steps in, the ER can't always save the necro's ass. If the OoV kicks the bucket, then you've just lost your Red Bar Up right there.

Quote:
Originally Posted by Lusciious View Post
i agree with this . however i find SoS rits to be at the top .

The SoS Restoration Rit have 2 wide party heals which adds up to 200 hp . 172 hp spike heal and a 100+ condition heal . I think that is more than enough to survive any form of pressure whatsoever and that it can replace a dedicated healer . People don't use restoration SoS rits because N/Rt restores just fine and the typical hero SoS is a dedicated damage dealer with decent secondary heals. Is it strong enough to survive any form of pressure? No. They're hardy but there is little to no difference between that and the N/Rt. What N/Rt lacks in stronger heals, the necro makes up in energy. Since your rit is probably also using PwK, the energy bar is even smaller and after a single painful bond and a splinter, energy is almost up.

Your GDW does not do AOE attack . Neither does GDW work on yourself .

Quote:
Splinter goes on one person. OoV goes on 8.
Dont forget you're comparing an elite with a non elite .

How bout SoS + Painful Bond + Splinter (14 channelling) against OoV (16 blood) + Splinter (10 channelling)?

Quote:
You do realize that the build of "your team" is what Higher Minion and I are using right? And wait a minute - where is your SoS rit in this group? Would you mind explaining why I would be bringing 8 physicals?
The SoS Rit would replace an OoV Nec .

Shouldn't a team with a lot of physical support be filled with physicals ? and by 8 physicals, i also mean casters + spears . you probably misunderstood what i meant .

anyway,

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No you don't know the importance of HP or you wouldn't be suggesting a minor on the rit. It is easy to run a superior rune in PvE because there are no true, targeted spikes. The vast majority of damage can be easily protected and thus, running a minor rune is a waste.
Why do they suggest you to get as high hp as possible in the survivor talk page of GWW ? I quote ...

Quote: . A high health not only improves your general survivability, but also makes you a less desirable target for the monster AI. I guess if what you're saying .. that there are no true, targeted spike then what i've bolded is complete BS ? And how would a single prot spirit be able to save your team from wide party AoE damage from an Ele boss ?

Proper positioning ? Yeah . So what is proper positioning ?

Quote: My point I was arguing with you is that it won't matter much if there is a 17% sac in life, but a heavy 33% sac is too high, even with an Infuser. There may not be much of a problem for some places but if the pressure is relatively high, the ER can't always save the necro's ass. If the OoV kicks the bucket, then you've just lost your Red Bar Up right there. where did 33% sac come from ? just so you know, awaken the blood just increases sacrifice by 50% . 17 x 1.5 = 26% an infuser has a 50% loss of current hp from infuse .

Quote:
I didn't quote the rest of your response on ER infusers because it doesn't pertain to anything I'm talking about and I have no idea why you added it in. Apparently neither do i . I was probably thinking about 50% sac and how humans can catch spikes better than heroes . since the 50% sac is i guess considered a spike .

Quote:
I'm not saying that the necro shouldn't use OoV when the life isn't full and it's not as if it does it anyway - the hero consistently uses OoV, often when the health is dangerously low. However, the 17% and 33% is a huge difference when saccing life and the extra life steal from OoV at 18 instead of 16 isn't worth it. You state that the extra life steal from OoV at 18 and 16 (sup runes) or even from 16 and 14 (minor runes) isn't worth it since it's only 2 more right ? And health sacrificed increased from 17 to 26. an additional 9% . How much is 9% ? if you had 600 hp, 9% would be 54 hp. a total of 156 hp (600 * 0.26) .

Now tell me . A superior rune increases blood magic from 14 to 16 . An additional of 2 more life steal . How much hp do you lose from using a superior rune ? 75 . That is constant life gone . Your maximum hp is reduced . so 525 left . and if you used OoV (17% sac), you lose another 89 hp (525 * 0.17). 75 + 89 = ? 164 hp .

You lose even more hp than i do with a constant loss of 75 hp . And you find that better ? So my minor blood nec + awaken the blood ( 16 blood ) loses less health than your superior blood nec w/o awaken the blood . Care to explain ? whats more, You say that 9% extra health sac is not worth it for that 2 more life steal . so why would you want constant 75 hp loss from using that sup rune ?

Quote:
People don't use restoration SoS rits because N/Rt restores just fine and the typical hero SoS is a dedicated damage dealer with decent secondary heals. Is it strong enough to survive any form of pressure? No. They're hardy but there is little to no difference between that and the N/Rt. What N/Rt lacks in stronger heals, the necro makes up in energy. Since your rit is probably also using PwK, the energy bar is even smaller and after a single painful bond and a splinter, energy is almost up. Don't forget that an SoS rit damages whereas N/Rt doesn't . No i don't use PwK . and even if i did, i have spirit siphon . That's rits new energy management skill .

Quote:
Heroes don't do as much damage with their spirits as people do because they position it horribly so damage isn't always being dealt. Apparently, i don't prot myself and go into a group . I let them come to me . With the attack radius of spirits, bad positioning doesn't always mean it's a bad thing .

Edit: Yes, I've finally come to the conclusion, due to you countering everything i say about SoS Rits, that an OoV is better than an SoS Restoration Rit . However, i still feel that a 14 BM OoV is better than a 16 BM OoV . unless you can prove my calculations wrong .

MasterSasori

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Quote:
Originally Posted by Lusciious View Post
It looks like this is going to lead into a very big argument so firstly.. let me clarify something.

If i have offended you in whatsoever way, do accept my sincere apologies. I happen to be ignorant .
I'm not offended by anything but the hp comment. Consider it dropped since there is no point arguing about it.

Quote:
Originally Posted by Lusciious View Post Your GDW does not do AOE attack . Neither does GDW work on yourself .
The purpose of using GDW with physicals is to let the Physicals with the AoE abuse it to the greatest possibility. 100 blades, whirlwind, scythe attacks, barrage are all begging for GDW to be used. Splinter is incredibly powerful and is one of the biggest pros for any channeling user, but GDW still beats it out despite its drawbacks when abused.

Quote:
Originally Posted by Lusciious View Post How bout SoS + Painful Bond + Splinter (14 channelling) against OoV (16 blood) + Splinter (10 channelling)?

The SoS Rit would replace an OoV Nec .
OoV is customizable to anything you want, but switching it out with SoS can change the team significantly despite having similar properties.

Quote:
Originally Posted by Lusciious View Post Shouldn't a team with a lot of physical support be filled with physicals ? and by 8 physicals, i also mean casters + spears . you probably misunderstood what i meant .
In that case, every team in gw should be 8 physicals because spear+shield set is incredibly useful for armor, hp, and adren gaining purposes.



Quote:
Originally Posted by Lusciious View Post Why do they suggest you to get as high hp as possible in the survivor talk page of GWW ? I quote ... If you are going for survivors, you should get to r3 before doing any high end PvE. Otherwise you're asking for trouble because it don't matter if you have the best team in gw, you're still going to die if your dog trips over your router and you dc.

Quote: Originally Posted by Lusciious View Post I guess if what you're saying .. that there are no true, targeted spike then what i've bolded is complete BS ? And how would a single prot spirit be able to save your team from wide party AoE damage from an Ele boss ? What you highlighted is not BS but it can be misleading.

I'm not sure whether or not you are referring to survivability as in not wanting to wipe or the title. If its the title, you should probably have your hero's HP lower than yours.

Otherwise if you're talking about team survival, then know that the general behavior of the AI is to attack those with not only least hp but weakest armor and closest proximity. The AI does not automatically switch and all target the character with the least hp. So although there is no spike, there is still large general damage swinging in your direction and the party member with the least hp or armor is most prone to death.

Quote: Originally Posted by Lusciious View Post Proper positioning ? Yeah . So what is proper positioning ? Proper positioning is something as simple as common sense such as not setting up SoS down a hill or behind a rock. Unfortunately heroes, don't always get wind of that. People don't realize how important it is because they just Summon Spirit the spirits away when the area is inconvenient for them. Otherwise they'd realize how much putting a spirit in a certain position matters. Unless you flag them back or have a spear/shield set, they tend to come into the fray of battle if you get too close to the monsters and they begin summoning them there where every monster and its mother can start trampling the hell out of the spirit. Spirits automatically attack the creature thats endangering it and does not leave you enough time to call out a target for the spirits to follow.

Quote:
Originally Posted by Lusciious View Post
where did 33% sac come from ? just so you know, awaken the blood just increases sacrifice by 50% . 17 x 1.5 = 26% an infuser has a 50% loss of current hp from infuse . Yes I meant 26%. I don't know where the 33% came from. A 17% cut in life is significant but a larger increase starts to become dangerous and the infuser is more inclined to infuse the necro. In all, this risk is unnecessary as the benefits do not outweigh the risks.


Quote:
Originally Posted by Lusciious View Post
You lose even more hp than i do with a constant loss of 75 hp . And you find that better ? So my minor blood nec + awaken the blood ( 16 blood ) loses less health than your superior blood nec w/o awaken the blood . Care to explain ? whats more, You say that 9% extra health sac is not worth it for that 2 more life steal . so why would you want constant 75 hp loss from using that sup rune ? A 14 with awaken =/=16 blood magic because it take up a slot unnecessarily and as an enchantment, it can be removed. The constant 75 hp loss isn't as important because the real danger comes from the sudden fluctuation in life loss. Though it is obvious that 25%>17%, you have to consider that you are actually losing more than that percentage with awaken the blood because max hp are not the same as 14 should have 75 hp higher. Every use of OoV is a risk and a 25% change from an even higher hp will require more heal and time from a healer and closer attention. In addition, it is likely that OoV necro is probably going to be under PS so the lower hp isn't as significant as the majority of the dangerous damage will be over the 10% anyway.

Quote: i never really thought of it that way . that's for enlightening me in that area .

Quote:
Originally Posted by Lusciious View Post
Don't forget that an SoS rit damages whereas N/Rt doesn't . No i don't use PwK . and even if i did, i have spirit siphon . That's rits new energy management skill . It depends on what the N/Rt does. Although the SoS rit does damage, it is still primarily a damage dealer and thus, will not focus its entire attention to healing. The bigger problem is that SoS rit, like all heroes, run out of energy. SS is a godsend, but I've caught the rits using SS too often to net less energy than what they started off with before casting the spell.

Quote:
Originally Posted by Lusciious View Post
Apparently, i don't prot myself and go into a group . I let them come to me . With the attack radius of spirits, bad positioning doesn't always mean it's a bad thing . Be nice to your monk and to yourself and let preprotting be easy and give them a target. When you let the monsters come to you, you let them choose their targets and it makes things a bit of a mess. It's also harder to AP-MoP if you don't get them into a tight bunch and usually a bait sends them all swarming into the middle.


Like you said in one of the posts in pages 2-3, an OoV nec would have OoV, Mark of Fury and Strip Enchantment . 5 optionals . Which secondary class can fill in all those optionals ?

Quote:
Though it is obvious that 25%>17%, you have to consider that you are actually losing more than that percentage with awaken the blood because max hp are not the same as 14 should have 75 hp higher
yes i have taken that into my consideration that's why i did 600 * 0.25 = health sacced by a nec with a minor using awaken and 525 * 0.17 = health sacced by a nec with a sup .

Quote:
the real danger comes from the sudden fluctuation in life loss.
Be nice to your monk and to yourself and let preprotting be easy and give them a target. my monks have no feelings . heroes

Quote: That's not selfishness, that's greed. GDW works perfectly for taking down large groups of monks and outputting a little more damage. It can also be maintained on more than one ally. ALLY=Party-member, summon skill, pet, minion.

Quote:
No this is not what I am trying to get to. In fact, there are many times I rather than the SoS rit over the OoV. But that's what got me to that conclusion .

OoP + Dark Fury is vastly inferior to OoV + Mark of Fury so i have to decline your suggestion .

I have myself decided to try out a sup rune on my OoV nec .

In areas where there is a vast area of land e.g. no hills etc, i would bring SoS Rit because their attacks won't be blocked .

Sometimes OoV > SoS . vice versa .

edit: i just played with an OoU MM instead of AotL MB . When you have 10 minions with a MM and OoU, nothing lasts for more than 5 seconds . xD

Your party has extra armour ignoring damage via OoV and the minions have OoU xD

I've decided to replace my AotL MB with OoU MM .

HigherMinion

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Quote:
Originally Posted by Lusciious View Post
I'm selfish . I like GDW on myself but sadly i'm a caster and GDW isn't maximized if casted on me . I won't bring GDW unless i have a hero who has an AoE attack e.g. barrage .
edit: i just played with an OoU MM instead of AotL MB . When you have 10 minions with a MM and OoU, nothing lasts for more than 5 seconds . xD

Your party has extra armour ignoring damage via OoV and the minions have OoU xD

I've decided to replace my AotL MB with OoU MM . I had been using OoU on my MM for a long time, it does work alot better than people say. Sometimes I still switch to it, but I haven't been using h/h recently.

Lusciious

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Quote:
That's not selfishness, that's greed. GDW works perfectly for taking down large groups of monks and outputting a little more damage. It can also be maintained on more than one ally. ALLY=Party-member, summon skill, pet, minion. it's a weapon spell . OoV (according to your build) has 3 weapon spells . chances are high that one of them takes over GDW . unless heroes have been programmed not to cast weapon spell on a target who already have a weapon spell .

I just tried OoU . I charged in a mob . I died cause my MM was strolling behind . and when he came, he obliterated everything o.o any only 1 minion died .

Would OoU MM or AotL MB synergize better with MoP ? I'm guessing MB since you want as many minions as possible to proc MoP . But OoU just makes Minions damage so much . and they can even tank !

Edit: Come to think of it, any lv 18-20 minions can tank >.>

testing OoU in low corpse areas .

results : in low corpse areas, OoU doesn't perform alot better than AotL . Kinda like bombing more anyway.

Would you guys use OoU or AotL ?

MasterSasori

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Quote:
Originally Posted by Lusciious View Post
I'm selfish . I like GDW on myself but sadly i'm a caster and GDW isn't maximized if casted on me . I won't bring GDW unless i have a hero who has an AoE attack e.g. barrage .
Look at it this way. By using GDW, you potentially save time. When you save time, you are doing everyone a favor. If you don't bring it when you have humans around, you're actually being selfish and using up people's time. See how I just flipped it all around?

Quote:
Originally Posted by Lusciious View Post Like you said in one of the posts in pages 2-3, an OoV nec would have OoV, Mark of Fury and Strip Enchantment . 5 optionals . Which secondary class can fill in all those optionals ?
Yes but I wouldn't run OoV when my team is majority casters that aren't humans.


Quote:
Originally Posted by Lusciious View Post
yes i have taken that into my consideration that's why i did 600 * 0.25 = health sacced by a nec with a minor using awaken and 525 * 0.17 = health sacced by a nec with a sup .

i never really thought of it that way . that's for enlightening me in that area .
Yes higher health is all the more difference in life loss.

Quote:
Originally Posted by Lusciious
View Post
my monks have no feelings . heroes Tahlkora will remember this when she gets your voltaic spear drop.

Quote:
Originally Posted by Lusciious View Post
OoP + Dark Fury is vastly inferior to OoV + Mark of Fury so i have to decline your suggestion. Vastly inferior is an overstatement. Be wary of using such terms if you have not tested it extensively. I do not like OoP+DF but this combination is good and very usable.

I h/h almost everything . I'll only be wasting my own time .

Quote:
Yes but I wouldn't run OoV when my team is majority casters that aren't humans.
Well .. 5 casters with spears and 3 physicals . I would probably be attacking quite alot to proc mop . so it's 4 casters and 4 physicals . is that too few physicals ?

Quote:
Vastly inferior is an overstatement. Be wary of using such terms if you have not tested it extensively. I do not like OoP+DF but this combination is good and very usable. Yes i've tried it . Well of Power, OoP, DF/Mark of Fury, instead of OoV, Mark of Fury, Well of power (optional).

Similar to barbs, against monster skills such as turtle shell all these extra damage would be reduced . OoV on the other hand bypasses them all/most of them.

okay then . not vastly inferior . but it cannot be compared to an elite version of it .

and wells are not nice to use . you won't know which corpse you'd be exploiting.

a good thing about OoP is that heroes (at least mine does) seem to maintain this since it doesn't have a recharge .

Quote:
Where are you testing this? Minions are too unreliable to activate MoP so really it doesn't matter which one you use - it's only a matter of preference. The reason why people don't use OoU is because the heroes don't always use it right and that humans use OoU more effectively than heroes do. Though I am not sure how significant this difference makes, note that MM heroes are usually thought of being superior to MM humans.

I would, but it depends on what kind of set up I have. I tested this in Eotn in drakkar lake .

Minions do sometimes listen to what you're targeting. feels like it anyway. I've seen on my screen more than 10 x 42 shadow damage on a adjacent foe because of all the physical damage proc-ing mop.

Anyway,

Do you prefer a Minion master (preserving minions with Blood of the master) or Minion bomber ?

Could i use animate bone minions with an OoU MM ? like a hybrid MM / MB . animate bone minions because they spawn minions faster, although their attack speed might be lower than animate bone fiends, and animate vampiric horror to counter life loss .

also, which do you prefer ? OoV + mark of fury + well of blood (optional) or well of power + OoP + mark of fury / dark fury ?

Lusciious

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Quote:
About the OoU build, this is what I ran:

1.Order Of Undeath.
2.Animate Bone Fiend.
3.Animate Bone Minions.
4.Blood Of The Master.
5.Fall Back.
6.We Shall Return.
7.Signet Of Lost Souls.
8.Masochism.

It produces good results, and a LOT of damage. It's like a second barbs+Ebosh for minion clusters.

If there are problems with BotM, either disable it or change it for Putrid Bile for a bit more damage; or maybe more energy management. but you changed to AotL yes ? you mentioned that in the first page of this thread . why ? because it raises minions faster ? what are a few advantages for a hero to use OoU over AotL .

i might just bring EBSoH to make up for some more damage when using AotL on my hero . I have a free pve slot anyway .

Lusciious

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Firstly, I wasn't comparing OoU with AotL. I was just asking why he decided to drop OoU to AotL ?

Has a minion bomber been proven to be better than a minion master ?

In areas where there are not a lot of corpses or even to an extent low corpse areas, would a MM be better than MB ?

I don't like the long recharge of jagged bones. I don't know why people like their heroes to have it other then heroes being able to use them better than humans can .

maxxfury

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Hero's are crap at using OuU, they dont spam it on recharge in a fight, they are stupid..hence they use AotL better, cos its a much easier and less taxing thing for them to do..At least in my past exp, heroes blow with Oud sadly. And dont have access to EBsoH..

OuD for a human minion MASTER! for damage output.
AotL/Jagged* or some bitch elite for cleaning phys on a Hero minion BOMBER.

*not a big fan of jagged tbh.

In a low corpse area, depending how low, i wouldnt bring any toon thats reliant on minions in the first place

Quote:
Has a minion bomber been proven to be better than a minion master ? A human OuD master will output more damage than any bomber will. ^

Lusciious

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Whats OuU and OuD ? xD OoU ?

Neither am i a big fan of jagged bones . I used to like em a lot but now they are barely comparable to AotL . I love 11 lv 21 minions xD .

Quote:
A human OuD master will output more damage than any bomber will. ^ Hero wise, Would an OoU MM or AotL / Jagged Bones MB have a higher output damage ?

What about a OoU MB Hybrid ? o.o

Order of Undeath, Animate bone minions ( for bombing ), Animate vampiric horror, death nova, masochism, foul feast, plague sending, Fall back! ?

MasterSasori

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Quote:
Originally Posted by Lusciious View Post
Firstly, I wasn't comparing OoU with AotL. I was just asking why he decided to drop OoU to AotL ?

Has a minion bomber been proven to be better than a minion master ?

In areas where there are not a lot of corpses or even to an extent low corpse areas, would a MM be better than MB ?

I don't like the long recharge of jagged bones. I don't know why people like their heroes to have it other then heroes being able to use them better than humans can .
The purpose of my comparison is to show why Minion chose AotL over OoU. There are situations where AotL work better. They are used more efficiently on heroes, you begin a fight with a minion, and you're not prone to danger under pressure from stupidity.

Quote:
Originally Posted by Lusciious View Post
Hero wise, Would an OoU MM or AotL / Jagged Bones MB have a higher output damage ?

What about a OoU MB Hybrid ? o.o

Order of Undeath, Animate bone minions ( for bombing ), Animate vampiric horror, death nova, masochism, foul feast, plague sending, Fall back! ? I never tested OoU well so I wouldn't know but considering all risks and benefits, AotL is the more popular one due to its ease of use.

OoU MB hybrid is a bad idea because OoU and MB are trying to accomplish different things. Either run one or the other.

upier

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Quote:
Originally Posted by maxxfury View Post
Hero's are crap at using OuU, they dont spam it on recharge in a fight, they are stupid..hence they use AotL better, cos its a much easier and less taxing thing for them to do.
Just bitching about this - they do NOT use AotL well.
AotL needs to be spammed on recharge, since that allows you to obtain minions that are 2 levels higher. (You use it once, that raises your Death by one - you use it a second time before it runs out and the game raises your already raised Death by one, raising the level of minions by one once again and increasing the length by a few secs once again.)
Heroes fail at that - which means you end up with +1 level minions instead of +2 levels.

Quote:
Originally Posted by HigherMinion View Post
About the OoU build, this is what I ran:

1.Order Of Undeath.
2.Animate Bone Fiend.
3.Animate Bone Minions.
4.Blood Of The Master.
5.Fall Back.
6.We Shall Return.
7.Signet Of Lost Souls.
8.Masochism. How come Minions and not Horrors?

Lusciious

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that was what i was thinking too .

anyway,

I realise how much I use MoP (shadow/armour ignoring damage) and how often i see 42 damage . However, what i didn't realise is that you don't find a lot of skills which reduces the damage of MoP even though there are a lot of skills which are capable of reducing armour ignoring damage .

Because of the fact that OoV deals extra life steal in small packs, shielding hands / turtle shell can reduce it to 0 . However when i took my SoS Rit to complete eternal grove, siege turtles couldn't reduce the spirits damage because it was too high and i killed it much quicker than what i thought it would take . i could barely touch it with OoV / Barbs . My point is that although life stealing is always better than armour ignoring damage, small packets of life steal cannot beat high armour ignoring damage (even though they add up to the same amount) . but yeah .. you don't encounter a lot of these skills which render small damage packs useless .

So i can come to the conclusion that life steal in large packets > armour ignoring damage in large packets > life steal in small packets > armour ignoring damage in small packets > rest .

Holy / Shadow damage / spirit attacks = Armour ignoring .

Life steal = life steal . Life steal has no damage type .

Although life steal is always better since there are fewer prots that can negate life steal, large armour ignoring damage works just fine . So that means i'm going with an SoS Rit instead of OoV Nec . I have yet to have any problems with my SoS Rit . I almost died in a few occasions with an OoV Nec .

Yes i know how you said that heroes position spirits badly . well .. i don't have a solution for that but i guess it worked fine for me up to now so yeah .. i'll just see how it goes . And i don't have to rely on many physicals for damage dealt by OoV to be up to par with SoS . which means blind doesn't reduce my DPS much but it would affect my DPS a lot if i used OoV .

apparently, i did very badly when our team had to split up in that mish . OoV didn't help my team much since it was 4 casters with spears . and i was the one (with minions) attacking the most .

Also, what kind of damage is the additional damage done by attack skills e.g. death blossom .

at rank 12, it does +40 damage . I don't think any skills can reduce this damage . other than prot spirit / prot bond . Have yet to test it .

edit: Quote:
AotL needs to be spammed on recharge, since that allows you to obtain minions that are 2 levels higher. (You use it once, that raises your Death by one - you use it a second time before it runs out and the game raises your already raised Death by one, raising the level of minions by one once again and increasing the length by a few secs once again.)
Heroes fail at that - which means you end up with +1 level minions instead of +2 levels. that is why i used a minor rune of death magic .

together with masochism, @16 DM, AotL lasts for 48 seconds . You want your hero to be spamming AotL as much as possible but with 18 DM, it's even worst without micro managing.

Since heroes would only cast AotL after it has ended, 15 DM is perfect since it lasts the exact duration it would take to recharge, 45 seconds. but at 15 DM, heroes can only control 9 minions . Might as well go 14 since you know that @14 DM, it wouldn't last as long as it's recharge and heroes, in theory, would spam it since they only cast it when it has expired.

If AotL can only be used to it's maximal potential by humans, it wouldn't be the best elite a human MM would use . a human OoU MM would 100% do more damage than if he were to go AotL and start MB-ing.