Necro PvP build
16 Curses
13 Blood Magic
4 Soul Reaping
Wither + Malaise (Anti Caster)
Enfeeble + Faintheartedness (Anti Physical)
Life Siphon, Vampiric Gaze, Blood Renewal (HP management)
Rez Signet
Usage:
Wither and Malaise on all casters since they are both highly spammable. Use Life Siphon to compensate for Malaise.
Enfeeble and Faintheartedness so warriors do absolutely no damage.
Vampiric Gaze as a finishing spike move, Blood Renewal for heals.
A Necromancer Build that Counters every build
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Because when smart people have SS on them they'll do hex removal or not do anything at all. And to answer Holden's question, yeah go for it if you're facing lots of foes in a situation such as GvG or HA. Vamp Gaze isn't for damage, it's for HP management and also for a finishing move. And there really aren't that many CoP wammos around and Faintheartedness Enfeeble can easily be spammed.
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This is a bad build. You have no energy management at ALL, and your two of your skills (one of them is your elite) can be ended with a simple focus swap. For starters, swap in Offering of Blood so that you won't be useless in the face of an energy denial mesmer or a long period of sustained fighting.
This is pretty close to what I run in RA when I do go there, except I take barbed signet for blood renewal for use when energy runs out. I only have 12 in blood, just to get -8 degen on an opponent.
I only ran it a few times in HA but with Natures Renewal in IWAY, those 2 sec cast times become 4 sec :S, and thought there were better for 8v8. And I thought it was more a shock build to catch those not familiar with Malaise and Wither.
I only ran it a few times in HA but with Natures Renewal in IWAY, those 2 sec cast times become 4 sec :S, and thought there were better for 8v8. And I thought it was more a shock build to catch those not familiar with Malaise and Wither.
X
this is my wither/malaise build. it does 10 health and 4 energy degen and has health and energy management too. i find it very complete-ish.
n/me
curse: 10+3+1
illusion: 10
inspiration: 11
soul: 1+1
1. malaise: 2 energy degen on target, 2 health degen on you. only for monks.
2. wither: 2 health and 2 energy degen on target.
3. conjure phantasm: 5 health degen. cast right away to cover wither.
4. faintheartedness: 3 health degen and reduce attack speed.
5. ether feast: e-denial and self heal
6. drain enchantment: enchantment removal and e-management.
7. distortion: evade rangers and warriors
8. res
sure, hexes are removable but just put them back on. they are cheap and spammable. if you also have spikers on your team the enemy monks will be scared shitless.
n/me
curse: 10+3+1
illusion: 10
inspiration: 11
soul: 1+1
1. malaise: 2 energy degen on target, 2 health degen on you. only for monks.
2. wither: 2 health and 2 energy degen on target.
3. conjure phantasm: 5 health degen. cast right away to cover wither.
4. faintheartedness: 3 health degen and reduce attack speed.
5. ether feast: e-denial and self heal
6. drain enchantment: enchantment removal and e-management.
7. distortion: evade rangers and warriors
8. res
sure, hexes are removable but just put them back on. they are cheap and spammable. if you also have spikers on your team the enemy monks will be scared shitless.
d
Quote:
Originally Posted by wheel
This is a bad build. You have no energy management at ALL, and your two of your skills (one of them is your elite) can be ended with a simple focus swap. For starters, swap in Offering of Blood so that you won't be useless in the face of an energy denial mesmer or a long period of sustained fighting.
Energy management is quite easy actually since you don't have to cast at the same rate as say... a monk. There's ample time to get energy. And Malaise is as spammable as a prot monk skill which is used to be spammed. Infact all 4 of the counter skills are highly spammable and I've been able to destroy anti-hex monks simply by spamming them on repeatedly. Those monks can do nothing else but keep trying to remove my hexes and not heal the team.
Hex heavy builds drain a lot of nrg really fast, so you do need nrg management. The most sustainable version is Life Siphon + OoB. You can also use Tap, Drain Chant, and the likes.
As for Malaise, it's a cheap, easy spam hex... it's not going to be much effort on you to recast it when its removed.
As for Malaise, it's a cheap, easy spam hex... it's not going to be much effort on you to recast it when its removed.
Quote:
Originally Posted by d3kst3r
Energy management is quite easy actually since you don't have to cast at the same rate as say... a monk. There's ample time to get energy.
so you just stand there and wait to regen energy? hurt people with your wand. i guess that's why mesmers bring spirit shackles.
Quote:
Quote:
|
Originally Posted by d3kst3r
Those monks can do nothing else but keep trying to remove my hexes and not heal the team.
he'll whisper to the team that he needs you dead. and since all you have is enfeeble, faintheartedness and no energy management it shouldn't take too long. mesmers and rangers love 2 second casts. |
LOL i find the title of this thread to be hilarious...
well since I should offer something constructive:
-Add Mantra of Resolve to your build because interrupts are going to be the death of you.
-Next you will most likely run out of energy, add a mesmer skill to help alleviate your energy problem. There are many.
well since I should offer something constructive:
-Add Mantra of Resolve to your build because interrupts are going to be the death of you.
-Next you will most likely run out of energy, add a mesmer skill to help alleviate your energy problem. There are many.
Quote:
Originally Posted by d3kst3r
Energy management is quite easy actually since you don't have to cast at the same rate as say... a monk. There's ample time to get energy. And Malaise is as spammable as a prot monk skill which is used to be spammed. Infact all 4 of the counter skills are highly spammable and I've been able to destroy anti-hex monks simply by spamming them on repeatedly. Those monks can do nothing else but keep trying to remove my hexes and not heal the team.
Wither & Malaise will only destroy monks who do not know how to focus swap. Oh wait, were you planning on simply rolling over and quitting against good monks? Sorry for the harshness, but the Wither/Malaise are terrible skills versus skilled monks since they can be ended with a simple weapon swap. Nothing more. Zero energy, no skill bar investment, no attribute point investment. That's a losing battle, and your character has no redeeming qualities in the way of energy management at all. Even if you were effective versus monks, you'd get destroyed by the standard edenial dom mesmer the second the monks started feeling the burn. You need energy management.
r
You need verata's gaze to counter minion masters IMO.
Energy management, more reliable/streamlined 'hp management' wouldnt go unnoticed, if its not RA then it could be streamlined down to maybe one skill, and pick an elite which isnt total garbage. Malaise on its own with a backbone of large energy management can be an average harassment tool. Wither lacks the spammability and pales in comparison to more obvious choices. Spiteful spirit, or even lingering curse (which under current conditions is unviable due to lack of energy management) are much more effective.
Energy management, more reliable/streamlined 'hp management' wouldnt go unnoticed, if its not RA then it could be streamlined down to maybe one skill, and pick an elite which isnt total garbage. Malaise on its own with a backbone of large energy management can be an average harassment tool. Wither lacks the spammability and pales in comparison to more obvious choices. Spiteful spirit, or even lingering curse (which under current conditions is unviable due to lack of energy management) are much more effective.
