OoV heroway

MasterSasori

MasterSasori

Desert Nomad

Join Date: Dec 2007

USA

[Thay]

R/Mo

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.

Shadowphoenix

Shadowphoenix

Academy Page

Join Date: Mar 2008

W/

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

Elon's Rose

Academy Page

Join Date: Jan 2010

Forever Knights [FK]

P/Me

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.

Shadowphoenix

Shadowphoenix

Academy Page

Join Date: Mar 2008

W/

Quote:
Originally Posted by Elon's Rose View Post
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.
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

MasterSasori

Desert Nomad

Join Date: Dec 2007

USA

[Thay]

R/Mo

Quote:
Originally Posted by Elon's Rose View Post
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.
I'm really not understanding this post because if you take a look at the set up, OoP and Dark Fury are nowhere present.

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 View Post - 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...

Quote: Originally Posted by Shadowphoenix View Post
- 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.

Quote:
Originally Posted by Shadowphoenix View Post
- 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.) Death Nova is meant for the minions and heroes rarely cast it on people. If it is cast on someone, it meant that person was about to kick the bucket and the hero applied the Death Nova in anticipation of the person dying.

Dabineh Deathbringer

Ascalonian Squire

Join Date: Jan 2010

N/A

W/

They look good to me. I'll try testing them tonight.

Nechrond

Lion's Arch Merchant

Join Date: Oct 2009

Netherlands

Utrecht Usurpators

D/

My survivor (Dervish) uses a hero with Order of the Vampire. OotV rules for Dervishes.

Batteries

Pre-Searing Cadet

Join Date: Aug 2009

[Rush]

Mo/

This looks great.
Getting my heros sorted with it and trying it out.
Thanks!

Crassus Praetor

Crassus Praetor

Academy Page

Join Date: Dec 2007

England

Jade Reapers [JD]

W/

OoP affects all party members too... anyway, I'll give it a go

EDIT: The atts don't seem to work on the SoS with a base of 12, 11, 7

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

There's a problem I have with melee range players using caster heroes; They run in with you and get killed fast. It's happened alot in vqs when my assassin friend insists on bringing an OoV hero.

I have actually been using an OoV/resto build very similar to this for a long while; It's very strong healing in a heavy-phys damage team and with caster spears.

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

Quote:
Originally Posted by Improvavel View Post
You need to flag at a certain distance, which will get annoying fast.

Alternatively, you can use an individual speed boost to increase distance before engaging (not that useful if you using party wide speed buffs).
. I can tell that statement's being aimed at me, lol.
You could give all your heroes longbows!

Athrun Feya

Athrun Feya

Frost Gate Guardian

Join Date: Feb 2007

Oxford, UK

Hiding From Shi Tters [Shh]

Quote:
Originally Posted by Improvavel View Post
Alternatively, you can use an individual speed boost to increase distance before engaging (not that useful if you using party wide speed buffs). Something like Death's Charge should pretty much be staple in melee builds.

MasterSasori

MasterSasori

Desert Nomad

Join Date: Dec 2007

USA

[Thay]

R/Mo

Quote:
Originally Posted by HigherMinion
View Post
It's funny you should ask, as my N/Me Interrupt MB looks identical to that aswell. But I also use another build sometimes:

15 Death, 5 Blood, 9 SR, 9 Protection.
Signet of Removal
Animate Bone Minions
Dark Fury
Death Nova
Dwayna's Sorrow
Remove Hex
Aegis.
Signet of Lost Souls

Only difference I see in our hero builds is the E/Mo which I run does not appear. I only use my OoV hero in a team of atleast one other human.

Protective Spirit is always nice to have on a team, if you have no other prots, then bring PS on that MB; removing Dwayna's Sorrow probably for extra attributes. I don't like Dwayna's sorrow as I don't find the extra heal really to be necessary. OoV is enough keep red bars up. What I feel missing is the PS and to an extent Aegis. I don't feel Aegis too much because of Minion Wall + the OoV, but a widespread AoE from a boss - I still feel that.

I also find Remove Hex to be subpar to Convert Hexes. CH is just so much better because when hexes are cast in PvE, they are piled on and in general, hexes aren't really much of a problem. It's stuff like Soothing that is really dangerous. SoR is also good but I question its use as an elite. Seems superfluous in alot of cases and I'm still looking for the elite that fits my MM best. Choices choices...

As you stated, Dark Fury doesn't work with OoV and I don't find the extra adren to be that necessary. SY can be kept up to a reasonable degree with good mobility.

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

Quote:
Originally Posted by MasterSasori
View Post
I don't like Dwayna's sorrow as I don't find the extra heal really to be necessary. OoV is enough keep red bars up. What I feel missing is the PS and to an extent Aegis. I don't feel Aegis too much because of Minion Wall + the OoV, but a widespread AoE from a boss - I still feel that.

I also find Remove Hex to be subpar to Convert Hexes. CH is just so much better because when hexes are cast in PvE, they are piled on and in general, hexes aren't really much of a problem. It's stuff like Soothing that is really dangerous. SoR is also good but I question its use as an elite. Seems superfluous in alot of cases and I'm still looking for the elite that fits my MM best. Choices choices...

As you stated, Dark Fury doesn't work with OoV and I don't find the extra adren to be that necessary. SY can be kept up to a reasonable degree with good mobility. Oops, I forgot to change DF. Well, you can remove those two and put in spirit bond and PS, possibly. Although you may encounter e-problems.

Signet of Removal is a great skill when you will have enchants flying around your team. Free condition/hex removal every 5 seconds for no added attribute cost!?1? yes please. This is even more so effective with Mantra of Inscriptions, then you'll see how great it is.

When playing in PUG teams, we often have either a Me/Mo or Mo/Me Cleaner/SoH maintainer (as my pug teams are physical heavy.) with 16 smiting or 12 depending on profession;

Signet of Removal, Hex Eater Signet, Power Drain, Draw Conditions, Leech signet, Mantra of Inscriptions and Strength of Honour.

If you count the damage from SoH being maintained as this build's damage output; it can be quite useful on melee-range heavy teams.