The N/E GoR MoP for FoWsc
Yignyar Cthulius
For FoWsc, the most commonly desired MoP builds are N/P and N/A. N/P has the option for speed boosts, resurrection, and faster blind removal. If you bring air of superiority it helps with a chance for recharge. N/A however, uses Assassin's promise to recharge MoP for the forge. The N/E build is more neologistic in the fact that I have done over 40 successful runs with it and only encountered two players that have seen it before. The purpose of N/E is the same of N/A except it has some pros over it.
The N/E build:
Mark of Pain
Barbs
Defile Defenses
You move like a dwarf
Finish him
Ebon Vanguard Assassin Support
Glyph of Renewal
Foul Feast
The N/E build:
Mark of Pain
Barbs
Defile Defenses
You move like a dwarf
Finish him
Ebon Vanguard Assassin Support
Glyph of Renewal
Foul Feast
N/A requires the death of an enemy to recharge MoP and other skills, oftentimes with a good Main Team the spike will be over just after MoP is cast, making the Necro have to hurry and cast AP on the target before it dies or cast before mopping which may delay the spike. GoR is still cast before the spike but you do not have to be in aggro range of the enemy. In fact, GoR gives you a good 15 seconds to cast before it runs out. So you can use GoR when the MT is almost done balling then cast MoP.
Now GoR has a 10 second recharge (8 with cons), meaning if you cast GoR early enough it will already be recharged when you use a spell. With this you can send 3 EVAS (Gor--->7 seconds--->EVAS-->GoR-->EVAS--->EVAS) to spike a target such as a shard wolf or infernal wurm (If main team is helping to cover ToS) or simply with recovering from an accident such as an mt dying.
So overall this build is similar to N/A with different pros and cons.
Pros:
1. Any skill on your bar can be double or triple casted.
2. Does not require an enemy to die to recharge skills, only requires 8 seconds to use GoR again.
3. GoR does not require attribute points allowing more to be put into soul reaping increasing health and energy gain from FF and energy from spikes.
4. Only requires prophecies and EOTN, making it an effective N/A alternative to those that do not possess factions.
5. Makes it possible if not less effective with FF and damage for Elementalists to participate with the same or similar build.
Cons:
1. GoR does not give an energy boost when a target falls.
2. GoR only recharges one skill at a time.
It also has similar pros and cons to the N/P build:
Pros:
1. Any skill on your bar can be double or triple casted.
2. N/P cannot spam EVAS unless lucky with Air of superiority (if brought).
3. Faster forge than N/P with recharge and more reliable than Air of superiority on an N/P bar.
4. Only requires prophecies and EOTN, allowing a still effective MoP build if Nightfall is not owned.
Cons:
1.N/E cannot resurrect without scrolls or a rez signet(which is not recommended for your skill bar)
2. N/P has faster condition removal that cannot be interrupted by choking gas.
3. N/P has the option to provide speed boosts to the main team.
Overall with MoP being an easy job the pros and cons don't make too much of a difference in success rate. Experience with the build does obviously, but the purpose of this is release another effective MoP build for use.
1. Any skill on your bar can be double or triple casted.
2. N/P cannot spam EVAS unless lucky with Air of superiority (if brought).
3. Faster forge than N/P with recharge and more reliable than Air of superiority on an N/P bar.
4. Only requires prophecies and EOTN, allowing a still effective MoP build if Nightfall is not owned.
Cons:
1.N/E cannot resurrect without scrolls or a rez signet(which is not recommended for your skill bar)
2. N/P has faster condition removal that cannot be interrupted by choking gas.
3. N/P has the option to provide speed boosts to the main team.
Overall with MoP being an easy job the pros and cons don't make too much of a difference in success rate. Experience with the build does obviously, but the purpose of this is release another effective MoP build for use.
The Superb Killer
I've seen this once before; may have been you running it.
During that one particular run, the N/E didn't seem to perform too different from any MoPs using the N/A bar. Tbh, running this bar won't make much of a difference than running the N/A skills; it's all more so whichever somebody is most comfortable with. For the sake of being different, though, I would like to see more N/E. Same with N/Mo.....

Yignyar Cthulius
Very true, the main ideas to N/A and N/E are almost the same, and MoP being an easy task it's really down to what you're better at. The utility is different though and I feel N/E is actually easier to manage making it steadier. I've also tried running Great Dwarf Weapon with it in place of You Move Like a Dwarf but seeing as YMLD is effective anywhere and GDW is only useful when the EoE isn't splintering I dropped it.
Life Bringing
N/A is still superior on single targets because of the evas-->fh combo. N/A is superior in terms of time taken because you can cast ap after initiating the spike, rather than having to stop for 1.75 seconds while running to the next mob. The reason that theres not much of a difference when running the variety of MoP options is because the MoP role isnt actually necessary for a fast, successful FoWSC, even moreso now that there is VoS
AndrewSX
Nice to see some inventive in builds but honestly...as said in other threads, the mop bar can be reduced to a single skill: Mark of Pain. All other 7 slots are filled with support for it and party, that's all.
[Nika]
The N/E build is sooo old, it was the op build for eles a year ago (E/N).
Windbow
Yignyar Cthulius
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Originally Posted by Windbow

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