Blood or Curses for a PvP Warrior/Nec?

Deuce_Hunter

Pre-Searing Cadet

Join Date: Aug 2005

W/N

I'm working on a PvP Warrior/Necro and I just wanted so hear some veteran's opinions or the subject of Curses vs Blood magic. My impressions of the two lines are that Blood magic might help the party out more, but Curses are better at debilitating Warriors and Monks. Am I on the right track? Any comments would be welcome.

BTW, I planned on the following stats:
12 Axe
10 Str
8 Curses/Blood

Would the 11/10/10 ratio be better?

Thanks

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Those stats don't make sense. You need to use more runes.

If you get points in tactics, the shouts can help teammates or feed Victory is Mine! {E} if you so choose to use it. It also gives you access to the max effective Fear Me! that people sometimes talk about.

10+2 weapon mastery
9+1 strength
7+1 tactics
10 curses / blood

Blood is more self interest appealing since blood magic's only helpful teammate skills are the blood sacrifice skills that give teammates mana, or the Wells of Blood.

Warrior Shouts affect almost everyone on your team to a good extent. I will Avenge You! and Watch Yourself! are too examples, Watch Yourself! is probably the super favorite of warriors helping teammates but that needs no tactics to be efficient in any case.

If you want to be at maximum efficiency, then you'll run this build:

10+2 weapon mastery
10+1 strength
11 blood/curses

You'll be doing damage with this build easily. Your 2ndary stat will augment your build beautifully.

edit*

THE reason to go Curses line is Rend Enchantments. I can't tell you how many monks who use the 105hp enchant tanker builds fight me and start cursing my name...

Kishin

Krytan Explorer

Join Date: May 2005

The Twilight Vanguard [TTV]

R/

Curses is the better choice under normal conditions, but since you're going to encounter Nature's Renewal everywhere you go ib PvP outside of Random Arena, why bother? Blood is alright, but selfish. The Wells are never going to get off against a Putrid spammer, so your options are pretty shot.

Enigmatics

Enigmatics

Jungle Guide

Join Date: Jun 2005

Tenafly, NJ

Defenders of Rillanon

W/Mo

Correct me if i'm wrong, but I was under the impression that Nature's Renewal didn't affect Curses at all.

Hooshang

Academy Page

Join Date: Feb 2005

Tehran, Iran

W/

why wouldnt it? they're hexes.

Limp Wrist

Pre-Searing Cadet

Join Date: Aug 2005

Me/W

Something I've noticed on these forums, people neglect to consider PvP isn't universal really. In fact, you need a different build for each PvP format (IE: random arena, team arena, HoH/GvG).

If you plan to play primarily in the Competition Arena (random arena) go for a selfish build. This arena is pretty much "out for youself" sort of game play with few team tactics involving anything more then hitting the same target. I live in this arena myself and most all W/N or N/W builds I've seen involved Blood magic for obvious reasons. You can lifetap your target as well as siphon health from every enemy around you to keep you going strong.

In the Team Arena, I only dabble there, most W/N or N/W builds use Curse magic since it's more team oriented. Although you cannot keep yourself alive thru Curses you can bring Healing Signet as well as depend on a monk healer in your group. Team builds usually involve spells such as Spinal Shivers (make sure you have groupmates with cold damage or a R/? with cold spirit), Rigor Mortis to prevent stances from being used, Barbs to do more damage to your own target or other melee's target, well... I can go on and on since Curses has a lot of potential for team play.

In HoH/GvG Arenas you can use either Curse or Death depending on your group's needs with great effect. As previously mentioned Blood doesn't really do much for the team.

Enigmatics

Enigmatics

Jungle Guide

Join Date: Jun 2005

Tenafly, NJ

Defenders of Rillanon

W/Mo

Quote:
Originally Posted by Hooshang
why wouldnt it? they're hexes. Thanks. Brain fart from me.

Deuce_Hunter

Pre-Searing Cadet

Join Date: Aug 2005

W/N

Thanks everybody for the posts. I guess each has its own application, so I'll just go with what I find more entertaining - Curses. I rather like the idea of knocking my foes down a notch or two before I wail on them.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Quote:
Originally Posted by Enigmatics
Thanks. Brain fart from me. Enfeebling Blood
Rend Enchantments
Desecrate Enchantments

Non-hexes that make the curses line one of the best in the game.

DarkAynjil

Frost Gate Guardian

Join Date: May 2005

Quote:
Originally Posted by Yukito Kunisaki
Those stats don't make sense. You need to use more runes.

If you get points in tactics, the shouts can help teammates or feed Victory is Mine! {E} if you so choose to use it. It also gives you access to the max effective Fear Me! that people sometimes talk about.

10+2 weapon mastery
9+1 strength
7+1 tactics
10 curses / blood

Blood is more self interest appealing since blood magic's only helpful teammate skills are the blood sacrifice skills that give teammates mana, or the Wells of Blood.

Warrior Shouts affect almost everyone on your team to a good extent. I will Avenge You! and Watch Yourself! are too examples, Watch Yourself! is probably the super favorite of warriors helping teammates but that needs no tactics to be efficient in any case.

If you want to be at maximum efficiency, then you'll run this build:

10+2 weapon mastery
10+1 strength
11 blood/curses

You'll be doing damage with this build easily. Your 2ndary stat will augment your build beautifully.

edit*

[B]THE reason to go Curses line is Rend Enchantments. I can't tell you how many monks who use the 105hp enchant tanker builds fight me and start cursing my name... [/B] Monks like me -
5 enchants up with Blessed Signet and Inspired Hex/Enchantment to steal energy. My build is almost useless after a Rend Enchantments. Nature's Renewal can hurt too. But aren't you also forgetting the {E} Lingering Curse?