Necro/Monk Build

Ahad

Ascalonian Squire

Join Date: Apr 2005

Has anyone tried a death necro with smiting and is it any good. At the moment i'm lvl 10 and was thinking of going with: -

Death Magic - 12 (+4)
Soul Reaping - 8 (+1)
Smiting - 10

This will be mainly for PvE as i have a Mo/Me which i use for PvP.

If anyone has tried this before anytips would be appreciated.

Thanks

Alodarn

Alodarn

Academy Page

Join Date: Jun 2005

E/Me

Granted my Necro is mesmer secondary, with points in blood/death/insperation.

But two things I've noticed about necro's:

1) with the various sacrifice abilities, you need some way of healing, even if you have a monk to do it for you, it's still a good idea to have a way to offset it yourself. I recommend blood. And even if you don't have any sac abilities, if you gain the enemies ire having (blood or healing) may save your neck.

2) Death (pets) are very energy steep, I offset this with the energy tap/soul reaping. I also run price of failure and spirit of failure for additional energy.

Granted, as monk secondary, you could keep your pets alive with heal area, but I like expecting my pets to die, and nova'ing em

toastgodsupreme

toastgodsupreme

Wilds Pathfinder

Join Date: May 2005

United States

Me/

N/Mo here.

Here's the thing... smiting... not all that hot. Yeah it ignores armor, but honestly, there are other places I'd rather have those 10 points.

Healing = You can heal yourself, your party, your minions (if you get them). With just healing breeze and word of healing equiped (I usually have heal area too, but my signet of capture is taking that up), I turn into an assisted healer if shit hits the fan.

Curses = Oh, I wish I found curses earlier in the game. I wish I realized the potential they have. Mark of Pain, Enfeebling Blood, Shadow of Fear. Monks get a little confused when they are partied with me and suddenly the party stops taking damage. Call MoP when you use it.


Smiting has always just been less useful in my opinon because there are others there who are going to be dealing out big heavy damage. I protect my team. Be it with my meat shields (minions), slowing the damage output of the enemies (shadow and enfeebling), or assistant healer.

I bring along MoP because you can do a shit ton of damage if your warriors get a decent mob together (basically turns a warrior's attack into a PBAOE attack each time he hits... 30 damage per hit starts to hurt over time). And I think the other I carry is Rotting Flesh (the one that diseases opponents for 26 seconds).

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

Gotta say, I play a blood/curses necro as one character, and I have to agree. Monks are stunned at how little healing the group needs with me along - Shadow of Fear, Enfeebling Blood an a nice big Well of Blood (+6 right now, got the rune to go to +7 today ) to stand in really helps our tanks out. I can throw a bit of damage in with some blood spells to help with the focus fire, but really it is the damage mitigating that matters. I am actually thinking of picking up protection magic to complement the curses, as currently I am not using any of my monk abilities.

Casonetto

Frost Gate Guardian

Join Date: Jun 2005

The Heron Guard

W/E

Should you still carry along Blood points as well as healing and curses?