OoV heroway
MasterSasori
I'm presenting a different necromancer build other than Sabway/Discordway that I think has potential to be pretty good.
Build is designed for physical classes with a party of 4 or greater physical damage dealers.
The three heroes are OoV healer, Command Paragon, and AoTL rupter MM.
OoV Healer - N/Rt Blood 12+1+3, Restoration 10, Soul Reaping 8+1
Order of the Vampire
Strip Enchantment
Mark of Fury
Mend Body and Soul
Spirit Light
Protective was Kaolai
Signet of Lost Souls
Life
Command Paragon - P/W Spear 12+1+2, Leadership 10+1, Command 8+1
Stunning Strike/Soldier's Fury
"Go For The Eyes!"
Vicious Attack
Anthem of Disruption/Envy
Anthem of Weariness
"For Great Justice!"
Aggressive Refrain
Signet of Return
AotL rupter MM - N/Me Death 12+1+3, Soul Reaping 12+1, Domination 3
Aura of the Lich
Bone Minion
Putrid Bile
Power Return
Cry of Frustration
Masochism
Signet of Lost Souls
Death Nova
There are two other builds I want consideration for the OoV. One is the SoS rit as an alternative to MM, and a Earthshaker as an alternative to paragon.
SoS rit - Rt/X Channeling 12+1+3, Restoration 11+1, Spawning 6+1
Signet of Spirits
Bloodsong
Siphon Spirit
Splinter Weapon
Painful Bond
Spirit Light
Life/Recovery
Protective was Kaolai
Earthshaker - W/X Hammer 12+1+2, Strength 12+1, Something 3
Earthshaker
Pulverizing Smash
Crude Swing
Yeti Smash
Flail
Enraging Charge
"For Great Justice!"
Resurrection Signet
There are alot of Pros and Cons whether to use the para or war and the rit or necro. I would like some input on what would function better in terms of survivability/speed/damage output.
The way I see it, skinny version:
MM has reliable rupts, minion wall, can go /Mo for Aegis+PS but SoS rit has splinter, heals, synergy with paragon (anthems). Not sure which has better damage.
Para has affinity with other paras and SoS rits, daze+rupts and dw, support but Earthshaker has AoE KD and probably more damage.
Comments and Criticism are much welcome.
Build is designed for physical classes with a party of 4 or greater physical damage dealers.
The three heroes are OoV healer, Command Paragon, and AoTL rupter MM.
OoV Healer - N/Rt Blood 12+1+3, Restoration 10, Soul Reaping 8+1
Order of the Vampire
Strip Enchantment
Mark of Fury
Mend Body and Soul
Spirit Light
Protective was Kaolai
Signet of Lost Souls
Life
Command Paragon - P/W Spear 12+1+2, Leadership 10+1, Command 8+1
Stunning Strike/Soldier's Fury
"Go For The Eyes!"
Vicious Attack
Anthem of Disruption/Envy
Anthem of Weariness
"For Great Justice!"
Aggressive Refrain
Signet of Return
AotL rupter MM - N/Me Death 12+1+3, Soul Reaping 12+1, Domination 3
Aura of the Lich
Bone Minion
Putrid Bile
Power Return
Cry of Frustration
Masochism
Signet of Lost Souls
Death Nova
There are two other builds I want consideration for the OoV. One is the SoS rit as an alternative to MM, and a Earthshaker as an alternative to paragon.
SoS rit - Rt/X Channeling 12+1+3, Restoration 11+1, Spawning 6+1
Signet of Spirits
Bloodsong
Siphon Spirit
Splinter Weapon
Painful Bond
Spirit Light
Life/Recovery
Protective was Kaolai
Earthshaker - W/X Hammer 12+1+2, Strength 12+1, Something 3
Earthshaker
Pulverizing Smash
Crude Swing
Yeti Smash
Flail
Enraging Charge
"For Great Justice!"
Resurrection Signet
There are alot of Pros and Cons whether to use the para or war and the rit or necro. I would like some input on what would function better in terms of survivability/speed/damage output.
The way I see it, skinny version:
MM has reliable rupts, minion wall, can go /Mo for Aegis+PS but SoS rit has splinter, heals, synergy with paragon (anthems). Not sure which has better damage.
Para has affinity with other paras and SoS rits, daze+rupts and dw, support but Earthshaker has AoE KD and probably more damage.
Comments and Criticism are much welcome.
Shadowphoenix
MMM as far as I see everything is ok, what I will suggest imho three things:
- In the Earthshaker I will replace FGJ! or Yeti Smash for a utility skill like Death Charge (with the new AI they use it correctly now or at least for me) and Grasping Earth even with 3 points in Earth magic is more than enough to help you ball the foes and smash them to the floor or replace the Resurrection Signet for a hard res.
- In the SoS Rit again imho I will up Restoration Magic to 12+1 or 12+2 (whichever you like it, if you choose the second one put him/her an +60HP staff or spear/shield for not making the first target and easy target to the foes) and putting the spawning power in 3+1 just to putting more efficiency in resto and channeling than survival of the spirits is just a matter of opinion (plz don't bash me in this one )
- Almost forgot in the MM if the main focus is the use of OoV you need to drop Death Nova because is a necromancer enchantment and OoV will not work (just a reminder of the OoV: Full: For 5 seconds, whenever a party member who is not under the effects of another Necromancer enchantment hits a foe with physical damage, that party member steals up to 3...13 Health.)
I hope this suggestion will help you Master Sasori
- In the Earthshaker I will replace FGJ! or Yeti Smash for a utility skill like Death Charge (with the new AI they use it correctly now or at least for me) and Grasping Earth even with 3 points in Earth magic is more than enough to help you ball the foes and smash them to the floor or replace the Resurrection Signet for a hard res.
- In the SoS Rit again imho I will up Restoration Magic to 12+1 or 12+2 (whichever you like it, if you choose the second one put him/her an +60HP staff or spear/shield for not making the first target and easy target to the foes) and putting the spawning power in 3+1 just to putting more efficiency in resto and channeling than survival of the spirits is just a matter of opinion (plz don't bash me in this one )
- Almost forgot in the MM if the main focus is the use of OoV you need to drop Death Nova because is a necromancer enchantment and OoV will not work (just a reminder of the OoV: Full: For 5 seconds, whenever a party member who is not under the effects of another Necromancer enchantment hits a foe with physical damage, that party member steals up to 3...13 Health.)
I hope this suggestion will help you Master Sasori
Elon's Rose
Really, to me this looks just like Racway but with an MM or SoS instead of a Motigon. That said, I don't like the Motigon in Racway and typically ran an MM anyway.
Your OotV build doesn't work because of Dark Fury. "For 5 seconds, whenever a party member who is not under the effects of another Necromancer enchantment hits a foe with physical damage, that party member steals up to 3...13 Health" which is why, on a team build requiring heavy adrenaline, OotV doesn't work and Order of Pain is generally superior.
Your OotV build doesn't work because of Dark Fury. "For 5 seconds, whenever a party member who is not under the effects of another Necromancer enchantment hits a foe with physical damage, that party member steals up to 3...13 Health" which is why, on a team build requiring heavy adrenaline, OotV doesn't work and Order of Pain is generally superior.
Shadowphoenix
Quote:
Originally Posted by Elon's Rose
Your OotV build doesn't work because of Dark Fury. "For 5 seconds, whenever a party member who is not under the effects of another Necromancer enchantment hits a foe with physical damage, that party member steals up to 3...13 Health" which is why, on a team build requiring heavy adrenaline, OotV doesn't work and Order of Pain is generally superior.
In Sasori OoV build he is not using Dark Fury he is using Mark of Fury instead which the last one (Mark of Fury) is a Hex spell and is ok the problem that I suggest before is Death Nova, if the the main use or main attraction of OoV is combining with minions it won't work because of Death Nova since the MM is putting Death Nova on all minions and when the orders will apply the Order of the Vampire will be useless because minions have Death Nova on it.
MasterSasori
Quote:
Originally Posted by Elon's Rose
Care to explain how OoP is superior to OotV? OotV is life steal, not damage. Dark Fury is good but unnecessary on Paragons to keep up SY, and not useful enough on other physicals to outweight OotV. In addition, it's another source of life sac that makes the delicate build even more frail.
Yes this is similar to Racway because they both pursue damage output via necromancer enchantments and physical mediums.
EDIT: Retract OoP statement
Quote: Originally Posted by Shadowphoenix - In the Earthshaker I will replace FGJ! or Yeti Smash for a utility skill like Death Charge (with the new AI they use it correctly now or at least for me) and Grasping Earth even with 3 points in Earth magic is more than enough to help you ball the foes and smash them to the floor or replace the Resurrection Signet for a hard res. Grasping earth has been a favorite of mine for hammers for a while. I just don't know what to take out for it. Yeti Smash is good because the AoE damage and FGJ! dishes out good adrenaline. Choices choices...
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- In the SoS Rit again imho I will up Restoration Magic to 12+1 or 12+2 (whichever you like it, if you choose the second one put him/her an +60HP staff or spear/shield for not making the first target and easy target to the foes) and putting the spawning power in 3+1 just to putting more efficiency in resto and channeling than survival of the spirits is just a matter of opinion (plz don't bash me in this one )
Having a superior rune on my rit already brings down the health by 75 HP. Adding a major rune is overkill IMO. The difference between 11+1 and 12+1 isn't enough to sac the extra spawning power needed for durability of spirits. In HM this is important.
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