My first 2 builds, Nec/Elem and Nec/Mes

Jarell

Ascalonian Squire

Join Date: Apr 2005

I don't have the numbers of the different magic schools that I've seen people use cause I'm not entirely sure what the max is or what the + things are (I know its from items, but I'm not gonna guess what + items there are or how many you can have or something). I'll just list the 8 spells in use

Nec/Elem

Life Siphon (availability)
Description: For 12-22 seconds, target suffers health degeneration of 1-3, and you gain health regeneration of 1-3.

Wither (availability)
Description: For 5-29 seconds, target foe suffers health degeneration of 2 and energy degeneration of 2. Wither ends if target foe's energy reaches 0. This is an elite skill.

Suffering (availability)
Description: For 6-25 seconds, target foe and all nearby foes suffer health degeneration of 2.

Gale (availability)
Description: Knock down target foe for 3 seconds. This spell causes exhaustion. (50% failure chance with Air Magic 4 or less.)

Shock (availability)
Description: Target touched foe is struck for 15-51 lightning damage and is knocked down. This spell has 25% armor penetration.

Lightning Surge (availability)
Description: After 3 seconds, target foe is knocked down and struck for 14-83 lightning damage. This spell causes exhaustion. This is an elite skill.

Glyph of Lesser Energy (availability)
Description: Your next spell cost 15 less energy to cast.

The idea here is to DoT people while trying to keep them knocked down for as much of the fight as possible. I don't know how much of a problem the exhaustion will be.


Nec/Mes

Phantom Pain (availability)
Description: For 10 seconds, target foe suffers health degeneration of 1-3. When Phantom Pain ends, that foe suffers a deep wound, lowering that foe's maximum health by 20% for 5-17 seconds.
Energy Cost: 10
Activation Time: 2 Seconds.
Recharge Time: 15 Seconds.
Linked Attribute: Illusion Magic. Increases health degeneration and duration.
Skill Type: Hex Spell.

Conjure Phantasm (availability)
Description: For 2-12 seconds, target foe experiences health degeneration of 5.
Energy Cost: 10
Activation Time: 1 Second.
Recharge Time: 5 Seconds.
Linked Attribute: Illusion Magic. Increases duration.
Skill Type: Hex Spell.

Life Siphon (availability)
Description: For 12-22 seconds, target suffers health degeneration of 1-3, and you gain health regeneration of 1-3.
Energy Cost: 10
Activation Time: 2 Seconds.
Recharge Time: 2 Seconds.
Linked Attribute: Blood Magic. Increases duration and health degeneration/regeneration.
Skill Type: Hex Spell.

Faintheartedness (availability)
Description: For the next 8-37 seconds, target foe's attack speed is reduced and that foe suffers health degeneration of 1-3.
Energy Cost: 10
Activation Time: 1 Second.
Recharge Time: 5 Seconds.
Linked Attribute: Curses. Increases duration and health degeneration.
Skill Type: Hex Spell.

Parasitic Bond (availability)
Description: For 20 seconds, target foe suffers health degeneration of 1. You are healed for 30-102 health when Parasitic Bond ends.
Energy Cost: 10
Activation Time: 1 Second.
Recharge Time: 2 seconds.
Linked Attribute: Curses. Increases health recovered.
Skill Type: Hex Spell.

Suffering (availability)
Description: For 6-25 seconds, target foe and all nearby foes suffer health degeneration of 2.
Energy Cost: 15
Activation Time: 2 Seconds.
Recharge Time: 20 Seconds.
Linked Attribute: Curses. Increases duration.
Skill Type: Hex Spell.

Soul Leech (availability)
Description: For 10 seconds, whenever target foe casts a spell you steal 16-67 health from that foe. This is an elite skill.
Energy Cost: 10
Activation Time: 2 Seconds.
Recharge Time: 15 Seconds.
Linked Attribute: Blood Magic. Increases health stolen.
Skill Type: Hex Spell.

Enfeeble (availability)
Description: Target suffers from weakness for 5-17 seconds.
Energy Cost: 5
Activation Time: 1 Second.
Recharge Time: 5 Seconds.
Linked Attribute: Curses. Increases duration.
Skill Type: Spell.

As you can see I like health degeneration :P
This build I try to degenerate the enemy while making it so that if they try to attack or spell me it's less effective because I steal life from them. I don't know if this build will have energy problems as I don't know what the typical energy pool is for someone.

If both of these builds suck can someone tell me a good health degeneration build that uses Necromancer as primary? (Love the Necros)

Virtuoso

Virtuoso

Krytan Explorer

Join Date: Mar 2005

(in regards to your second build)

Personally, I think you have too many health degregation skills. You know the cap is 9 pips negative, right? I think it would be better for you to throw in a few more flexible skills in there or you will find yourself having trouble adapting to situations. Also, I don't understand why you would take soul leach instead of transfer life. Soul leach seems like a pretty shitty skill and transfer life seems like it fits your build perfectly.

-Virt

Jarell

Ascalonian Squire

Join Date: Apr 2005

I was trying to have one skill that would be good against casters as well as other skills against melee.

Can you suggest spells that I could take away, and what ones to replace them with so that I would have more versitility?