Class: Necromancer / Ranger
Assumed items:
+1 to Soul Reaping
+3 to Death Magic
Attributes: (cost)
Soul Reaping: 10+1 (61)
Death Magic: 11+3 (77)
Wilderness Survival: 10 (61)
Total attribute points used: 199/200
Skills:
1) Well of Suffering (availability) - (15,2,10) Exploit target corpse to create a well of suffering at its location. For 20 seconds, enemies in that area suffer health degeneration of -5.
2) Well of the Profane (availability) - (25,3,10) Exploit target corpse to create a well of the profane at its location. For 20 seconds, enemies in that area are stripped of all enchantments and cannot be the target of further enchantments. (50% failure chance with Death Magic 4 or less.)
3) Verata's Aura (availability) - (15,2,30) Sacrifice 33% max health. All hostile animated undead in the area become bound to you. Verata's Aura ends after 288 seconds. When Verata's Aura ends, you lose your bond with any undead bound to you. (50% failure chance with Death Magic attribute of 4 or less)
4) Barbed Trap (availability) - (15,2,20) When Barbed Trap is triggered, all foes in the area take 65 piercing damage, become crippled, and begin bleeding for 18 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
5) Healing Spring (availability) - (10,2,20) For 10 seconds, all allies in the area are healed for 45 health every 2 seconds. While activating this skill, you are easily interrupted.
6) Frozen Soil (availability) - (5,5,30) Create a level 7 Spirit. For creatures within its range, dead creatures cannot be resurrected. This Spirit dies after 70 seconds.
7) Winnowing (availability) - (5,5,60) Create a level 7 Spirit. For creatures within its range, creatures take 4 additional damage whenever they take physical damage. This Spirit dies after 110 seconds.
8) Troll Unguent (availability) - (5,3,10) For 10 seconds, you gain health regeneration +8.
yes i know its a strange mix of skills. and im prolly going to have a energy problem so i may have to tweek this build out some.
the object here is to stay out of the way during battle.
when things start to die off, thats when my time comes to shine.
while nothing is dead i will be using healing spring to help out my team.
and cast barbed trap near my monk so if he becomes a target, then the foes get a suprise. (become crippled and begin bleeding) so my monk can just walk away. after some of the enemies start to die, i will cast Well of the Profane if there are enemies in that area of the corpse, this should get rid of some enchants, then my next step is to cast frozen soil, so that dead enemy cant be rez'd for a while.
Verata's Aura is just there just incase there is a enemy summon necro, i will just steal his minions from him and let them die off before they become hostile to everyone.
the real role of this character is to help defend in king of the hill battles.
thats what the other spirit is for. cast widowing right smack in the center of the hill while my team has control of it and then just to make things worse for the other team, cast frozen soil to really take up some space encaging our hero so the melee cant get to him easy. now nobody can be rez'd near the hill because i will make sure i keep it up while my team has more bodies then the opposing team(s) this is also a great way to steal the hill from the oposing team. if they cant rez their hero, then they cant take over the hill.
keeping enchants off their hero with well of profane if they do have control would make it very easy to kill it so i could cast frozen soil and let my team take over.
now i would have to rely alot on not getting hit and not becoming a target to stay alive, so im not sure how well this would work.
it would be fun to try it out.
questions and comments allways welcome.
~superj24
necro / ranger
tastegw
Kha
Well of the Profane is very powerful in PvP, as I used it with my E/N a lot. But my experience with it is, once they realize it is you casting it, you will easily become their next target. Same with Maelstrom, which using them both got a lot of people mad
Verata's Aura and Winnowing are the only two skills I am questioning here. I think Verata's Aura could be really helpful, I'm just not sure if the fact it is very situational (a wasted spot if there are no minions) should suggest another skill, maybe one that helps conserve energy (not sure of one for your build though.) And Winnowing... I just think there is a better skill out there that will help your build/team out a lot more than that one. Maybe find a direct damage spell/skill to have just in case.
Interesting build, though. I think it could be very successful if used properly (and as you said, maybe tweaked a bit).
Verata's Aura and Winnowing are the only two skills I am questioning here. I think Verata's Aura could be really helpful, I'm just not sure if the fact it is very situational (a wasted spot if there are no minions) should suggest another skill, maybe one that helps conserve energy (not sure of one for your build though.) And Winnowing... I just think there is a better skill out there that will help your build/team out a lot more than that one. Maybe find a direct damage spell/skill to have just in case.
Interesting build, though. I think it could be very successful if used properly (and as you said, maybe tweaked a bit).
Shrapnel_Magnet
Ok... I'm not sure where to start.
Winnowing? This won't HELP or HURT your team or any other team. 4 damage more per hit? That not only affects your team but anyone else in range.
Frozen Soil? That's a gamble of a skill. If your Hero dies (or anyone else on your team, for that matter), you're also affected by the No-Rez situation... and the other team can quickly kill such a spirit. Trust me, they're weak... weaker than weak. In a king of the hill match, don't expect your rituals to stay up if the enemy is not enjoying its effect.
You also mention that you are waiting for people to die... let's just hope that it's not your team. Either way, if your build is standing around waiting for something to happen, he's being wasted. Sure, you can cast your healing Spring and such... maybe even do some trapping... but I'm still not seeing anything useful being done that couldn't be done with any other Ranger who was actually trying to deal damage. Leave the healing to the Monks and the Trapping to the trappers... your build seems like it's trying to do too much, when it does nothing that you suggest very well.
Also, if they other team is using minions.. you've already won half the battle. There's no need to "convert" them.
The only spell that jumps out to me as being somewhat useful is the Well of the Profane... However, the 25 energy cost and the 3 second casting time... that's pretty hefty. Not only that, you have to hope that anyone you want to "unenchant" is standing near someone dead.
I'm not going to comment on Troll Unguent. That's a PvE skill... or a "I have a total lack of faith in my monks" skill.
Overall, I think it's a nice try... but you need to re-evaluate what you actually want to do out there. You need to spend more time being useful on the battlefield, rather than waiting to be useful.
Winnowing? This won't HELP or HURT your team or any other team. 4 damage more per hit? That not only affects your team but anyone else in range.
Frozen Soil? That's a gamble of a skill. If your Hero dies (or anyone else on your team, for that matter), you're also affected by the No-Rez situation... and the other team can quickly kill such a spirit. Trust me, they're weak... weaker than weak. In a king of the hill match, don't expect your rituals to stay up if the enemy is not enjoying its effect.
You also mention that you are waiting for people to die... let's just hope that it's not your team. Either way, if your build is standing around waiting for something to happen, he's being wasted. Sure, you can cast your healing Spring and such... maybe even do some trapping... but I'm still not seeing anything useful being done that couldn't be done with any other Ranger who was actually trying to deal damage. Leave the healing to the Monks and the Trapping to the trappers... your build seems like it's trying to do too much, when it does nothing that you suggest very well.
Also, if they other team is using minions.. you've already won half the battle. There's no need to "convert" them.
The only spell that jumps out to me as being somewhat useful is the Well of the Profane... However, the 25 energy cost and the 3 second casting time... that's pretty hefty. Not only that, you have to hope that anyone you want to "unenchant" is standing near someone dead.
I'm not going to comment on Troll Unguent. That's a PvE skill... or a "I have a total lack of faith in my monks" skill.
Overall, I think it's a nice try... but you need to re-evaluate what you actually want to do out there. You need to spend more time being useful on the battlefield, rather than waiting to be useful.
tastegw
Quote:
Originally Posted by Kha
Well of the Profane is very powerful in PvP, as I used it with my E/N a lot. But my experience with it is, once they realize it is you casting it, you will easily become their next target. Same with Maelstrom, which using them both got a lot of people mad
Verata's Aura and Winnowing are the only two skills I am questioning here. I think Verata's Aura could be really helpful, I'm just not sure if the fact it is very situational (a wasted spot if there are no minions) should suggest another skill, maybe one that helps conserve energy (not sure of one for your build though.) And Winnowing... I just think there is a better skill out there that will help your build/team out a lot more than that one. Maybe find a direct damage spell/skill to have just in case.
Interesting build, though. I think it could be very successful if used properly (and as you said, maybe tweaked a bit). yes i was questioning winnowing myself, i would like to replace it with another spirit tho, witch one would you suggest? i want another spirit so i cant take up space in the middle of the hill to be a major pain for the other team.
thx for the comment and suggestions, i will consider them well.
Verata's Aura and Winnowing are the only two skills I am questioning here. I think Verata's Aura could be really helpful, I'm just not sure if the fact it is very situational (a wasted spot if there are no minions) should suggest another skill, maybe one that helps conserve energy (not sure of one for your build though.) And Winnowing... I just think there is a better skill out there that will help your build/team out a lot more than that one. Maybe find a direct damage spell/skill to have just in case.
Interesting build, though. I think it could be very successful if used properly (and as you said, maybe tweaked a bit). yes i was questioning winnowing myself, i would like to replace it with another spirit tho, witch one would you suggest? i want another spirit so i cant take up space in the middle of the hill to be a major pain for the other team.
thx for the comment and suggestions, i will consider them well.
Kha
Quote:
Originally Posted by Shrapnel_Magnet
Quote: Also, if they other team is using minions.. you've already won half the battle. There's no need to "convert" them. I don't see the logic here. So what if the enemy necromancer is raising minions? That doesn't mean they are losing. I raised plenty of minions with my E/N and we still were kicking butt with a full team.
Quote:
The only spell that jumps out to me as being somewhat useful is the Well of the Profane... However, the 25 energy cost and the 3 second casting time... that's pretty hefty. Not only that, you have to hope that anyone you want to "unenchant" is standing near someone dead.
As someone who used Well of the Profane a lot last beta weekend, I must say the 25 energy and 3 second casting is worth it. And the chances that they will be standing near someone dead in a PvP map are REALLY, REALLY good. People don't die and the team is like "let's go fight over here away from the dead body." This is also great for the King of the Hill battles where people MUST fight in the center over many dead corpses. Quote:
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