Help Me Design an Order of the Vampire Hero Build
ashes
Im thinking maybe Ghostmirror Light as a "self-heal" ??
Heroes tend to spam OoV alot, and that rly hurt their redbar
Heroes tend to spam OoV alot, and that rly hurt their redbar
Daesu
Quote:
Originally Posted by ashes
Im thinking maybe Ghostmirror Light as a "self-heal" ??
Heroes tend to spam OoV alot, and that rly hurt their redbar I hardly use one, but here is my go:
N/Rt
Blood 12+1+1
Soul Reaping 8+1
Communing 10
OOV
Blood Bond
Mark of Fury
Disenchantment
Pain
Signet of Lost Souls
Shadow Song
Flesh of my Flesh
Heroes tend to spam OoV alot, and that rly hurt their redbar I hardly use one, but here is my go:
N/Rt
Blood 12+1+1
Soul Reaping 8+1
Communing 10
OOV
Blood Bond
Mark of Fury
Disenchantment
Pain
Signet of Lost Souls
Shadow Song
Flesh of my Flesh
Myotheraccount
N/Rt OoV Hybrid
Fill optional with Mark of Fury, Weapon of Warding, Strip Enchantment, SoLS, DPS, Recup, Rejuv or anything you like, really. Main idea: OoV that uses a solid N/Rt backbone to support party (which should include a physical, obviously) with heals and physical buffs while also countering it's sac. Ghostmirror eats pressure for breakfast and also counters OoV sac. This build has an optional slot which makes it pretty flexible.
I don't use OoV often either btw. :P
Fill optional with Mark of Fury, Weapon of Warding, Strip Enchantment, SoLS, DPS, Recup, Rejuv or anything you like, really. Main idea: OoV that uses a solid N/Rt backbone to support party (which should include a physical, obviously) with heals and physical buffs while also countering it's sac. Ghostmirror eats pressure for breakfast and also counters OoV sac. This build has an optional slot which makes it pretty flexible.
I don't use OoV often either btw. :P
Chthon
12+1+3 Blood, 10 Smite, 8+1 SR
+5e (or 10HCT), 20%enchant spear | 20/20 blood focus
OoV
Blood Bond
Mark of Fury/Well of Blood
SoLS
SoH
Smite Hex
Smite Condition/Foul Feast
Monk rez of choice
Get an ER healer instead of wasting skillslots and attributes on a crappy, inefficient self-heal.
Also, putting spot heals on a guy whose job is to cast a spell with a 2sec cast every 6 sec is a dumb idea. There's a 1 in 3 chance he's not going to be timely with the heal because he's mid-cast on OoV.
+5e (or 10HCT), 20%enchant spear | 20/20 blood focus
OoV
Blood Bond
Mark of Fury/Well of Blood
SoLS
SoH
Smite Hex
Smite Condition/Foul Feast
Monk rez of choice
Get an ER healer instead of wasting skillslots and attributes on a crappy, inefficient self-heal.
Also, putting spot heals on a guy whose job is to cast a spell with a 2sec cast every 6 sec is a dumb idea. There's a 1 in 3 chance he's not going to be timely with the heal because he's mid-cast on OoV.
Daesu
Quote:
Originally Posted by Chthon
+5e (or 10HCT), 20%enchant spear | 20/20 blood focus
OoV
Blood Bond
Mark of Fury/Well of Blood
SoLS
SoH
Smite Hex
Smite Condition/Foul Feast
Monk rez of choice
Get an ER healer instead of wasting skillslots and attributes on a crappy, inefficient self-heal.
Also, putting spot heals on a guy whose job is to cast a spell with a 2sec cast every 6 sec is a dumb idea. There's a 1 in 3 chance he's not going to be timely with the heal because he's mid-cast on OoV.
Quote:
Originally Posted by Myotheraccount
N/Rt 14 Blood, 10 SR, 9 Resto. OoV, Blood Bond, Optional, Ghostmirror Light, Mend Body and Soul, Protective was Kaolai, Life, FoMf. Fill optional with Mark of Fury, Weapon of Warding, Strip Enchantment, FoMF, DPS or anything you like, really. Main idea: OoV that uses a solid N/Rt backbone to support party (which should include a physical, obviously) with heals and physical buffs while also countering it's sac. Ghostmirror eats pressure for breakfast and also counters OoV sac. This build has an optional slot which makes it pretty flexible.
Since the hero is spamming OoV every 5 to 6s, then that would compete with cast time and energy for healing spells. He is either going to be a poor OoVer or a poor healer.
If you really want to bring heals with orders, you should bring spirit heals like Rejuvenation and/or Recuperation. majoho
I don't have a specific build for you also you didn't really say what how your and your other were setup so it's hard to give a definitive build.
One thing that comes to mind that could help with the health sacrifice would be to use a primary ele with "Aura of Restoration" / "Glyph of Restoration". Maybe you could use a water ele for snares or something. The main problem is that for the hero to work optimal he will be spamming the OoV all the time so it would give the best synergy with 15+ energy spells with a 10+ secs recharge. (or the obvious have him use life stealing skills). ac1inferno
http://pvx.wikia.com/wiki/Build:N/an...rs_Necromancer
Myotheraccount
Quote:
Originally Posted by Daesu
Since the hero is spamming OoV every 5 to 6s, then that would compete with cast time and energy for healing spells. He is either going to be a poor OoVer or a poor healer.
If you really want to bring heals with orders, you should bring spirit heals like Rejuvenation and/or Recuperation. What sense does it make to run Recuperation or Rejuvenation instead of Life on 9 resto? Recup will give you measly +2 regen on 9 resto for huge 25e cost. Rejuv is pretty meh unless you run it with more resto and Spirit Lord. Life is much better, it gives you massive partyheals and also helps sustain your minion wall when you run from mob to mob. Think before you post. Also, my build performs both jobs well. Just what OP asked for; OoV with resto spells to help compensate for the sac. Default N/Rt bar has a few open skill slots anyway, one of which is Elite. Besides, by your logic you should bash your own build as well because it it neither OoV or a spirit spammer. maxxfury
Thats the old regen vs spike heal debate.
Daesu Myotheraccount
Quote:
Originally Posted by Daesu
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I wrote this build with breakpoints in mind and 9 Resto is 5hp/sec breakpoint for Life. Best attribute spread is actually 10+1+2 Blood, 8+1 SR and 12 Resto. So I will change it to that..
Quote: You can bring Life too if you like. +2 hp regen over 35s from Recuperation is not inferior to Life's 5hp/sec over 20s, neither is rejuvenation's 8hp/sec over 70s inferior to Life's. If we only take health gain into consideration, Recuperation and Rajuvenation are not inferior to Life. But consider other factors; Life costs 15 less energy than Recuperation and helps sustain your Minion wall, doesn't lose health Like Rejuvenation does (you should know what happens to Rejuv after several party members have taken damage) and has considerably shorter cd. That is why Life is better than Rejuvenation or Recuperation and should stay mainbarred.
Anyway, you can easily take Rejuv and/or Recup with Life on that bar. Like I said. optional slots are there for a reason. You can fill them in with anything you like. (FoMF should be an optional too, lolres)
Life has a tendency to die in the middle of a fight thanks to the nature of Hero AI that spams it on recharge. At this point, a large party heal will either be needed most or not at all.
Other advantages of life are that it has relatively low energy cost, shortest recharge out of the three, doesnt lose health and helps sustain your minion wall.
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Other advantages of life are that it has relatively low energy cost, shortest recharge out of the three, doesnt lose health and helps sustain your minion wall.
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And I actually want my minions to die during battle so they can cause more damage. You can bring all 3 spirits if you want to, so I dont see the problem and I usually bring Life if I go restore.
That's what I been telling you all along. Also, Life won't effect the performance of your bombs but it will help you get your minion wall from a mob to a mob. I hope you won't deny that engaging into a fight with a bunch of pre-made bombs is better than doing so without them. As a result, it actually enhances bombing. Quote:
Quote:
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Your original post was:
Quote: Originally Posted by Myotheraccount
N/Rt 14 Blood, 10 SR, 9 Resto. OoV, Blood Bond, Optional, Ghostmirror Light, Mend Body and Soul, Protective was Kaolai, Life, FoMf. Fill optional with Mark of Fury, Weapon of Warding, Strip Enchantment, FoMF, DPS or anything you like, really. Main idea: OoV that uses a solid N/Rt backbone to support party (which should include a physical, obviously) with heals and physical buffs while also countering it's sac. Ghostmirror eats pressure for breakfast and also counters OoV sac. This build has an optional slot which makes it pretty flexible.
..edited now to look like this:
Quote:
Originally Posted by Myotheraccount
<link>Fill optional with Mark of Fury, Weapon of Warding, Strip Enchantment, SoLS, DPS, Recup, Rejuv or anything you like, really.
Quote:
I always had "or anything you like really" in my post. Those two skill slots are called Optional for a reason. But, since your reading comprehension is obviously lacking, I had to actually mention the two spirits in order to make you stop whining.
I also didn't remove any mention of spot heals. They are still there. Quote: |
It does. You will see that you retain considerably more minions between fights with Life than without. Or in theorycrafting terms, Life gives your minion up to 12 health regen thus increasing their lifespan.
Originally Posted by ashes
10+1+1 Blood Magic, 8+1 Soul Reaping, 12 Restoration
I presume you have another Hero with condition removal so I like it. Although you should probably use a major Blood Magic rune in order to hit OoV's 14 lifesteal breapoint.
ashes
I think i would prefer the 35hp over the 2hp more lifestealing, now u dont get bonus for ur weapons
AtomicMew
Quote:
Originally Posted by ashes
Daesu
Quote:
Originally Posted by Myotheraccount
I also didn't remove any mention of spot heals. They are still there. |
If that were the case, then there would have been no reason for you to edit out your spot heals from your original post if you stand by your build.
It does. You will see that you retain considerably more minions between fights with Life than without. Or in theorycrafting terms, Life gives your minion up to 12 health regen thus increasing their lifespan.
Life giving health regen? I think you need to re-check your theory crafting logic. Spike heals are just different from regen heals when moving minions from mob to mob. Myotheraccount
Quote:
Originally Posted by Daesu
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Originally Posted by trcvrs
PwK with orders? Two weak spot heals? I think you need to theorycraft harder.
You called MBaS and Ghostmirror weak. Maybe you need to go easy on theorycraft and/or improve your reading comprehension. Lol.
Daesu
Quote:
Originally Posted by Myotheraccount
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My point is, you shouldn't have deleted it from the text of the post.
Heroes don't cast Recup/Rejuv outise battle.
I don't see how that is relevant. If you really need the life regen outside of battle, how difficult is it to activate it outside of battle?
Myotheraccount
Quote:
Originally Posted by Daesu
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Quote:
I don't see how that is relevant. If you really need the life regen outside of battle, how difficult is it to activate it outside of battle?
Lol. You amuse me, Daesu. I thought you feared microing like fire and even criticised me it. Now you are doing the opposite. No, it's not hard at all. By all means go and do it. Point being; Recuperation is inefficient in mantaining Minions because it gets overidden by Minion's negative HP degen and Rejuvenation does not affect minions. Furthermore, due to longer recharge of these spirits it is harder to stay in their range. Therefore, Life is generally superior.
Daesu
Quote:
Originally Posted by Myotheraccount
Point being; Recuperation is inefficient in mantaining Minions because it gets overidden by Minion's negative HP degen and Rejuvenation does not affect minions. Furthermore, due to longer recharge of these spirits it is harder to stay in their range. Therefore, Life is generally superior.
I dont know why you are so hung up on saving your poor poor minions in every post you made. Minions are not suppose to live forever and if you are that worried that they would all die out on you, then bring Blood of the Master and Aura of the Lich.
I usually dont bring Blood of the Master and I have no problems dealing with mobs. If you cannot survive without your minions then how do you deal with your first mob and low corpse areas? So, bringing Life just to ensure minion survival between mobs is far from necessary. Also most mobs are not that far away anyway. Daesu
Quote:
Originally Posted by Myotheraccount
Comparing it to BoTM makes no sense.
With BoTM, you should not have trouble bringing your minions from mob to mob. You dont need to bring Life for that.
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