Good Necro/Mes build plz help me
nooby nooby
blood mage?or death mage?i dont know waaaa and as if for mesmers donno can anyone help me with attributes and guides and skills?
Nightsorrow
How would you like to play? Necromancers can be pretty versatile so basically pick what sort of a character you want to play. A support character? Minion Master? Damage dealer (those who laugh, I don't care - Blood spells that ignore armour have worked well enough for me).
Thanas
I use a conditins build which is pretty tight on energy. I'm still try to perfect it. I use:
Fragilty
Phantom pain
Shatter delusions
Virulence (E)
Energy tap/Channeling/Ether lord......
inspired hex
Diversion
Energy Burn
My attrib layout is something like this
Dom: 9
Illusion: 12
Inspiration: 9
Death: 3 or 4
Soul reaping: whatevers left
I have to play with this build. The tactic is to target character and cast in the following order:
Fragility, Phantom pain, shatter delusions and virulence. This is the first part of the build, which should hopefully deal a whole lot of dmg. I shall explain how this works. Firstly fragility will damage a player every time he or she suffers from or recovers from a condition. The damage dealth is 28 for each condition. We cast this and then we cast phantom pain which does 1-3 health degen and ends in deep wound. We are not really interested in the degen but the condition. So we cast shatter delusions to end the last hex cast, whilst doing damage. The player now suffers from deep wound which takes their max health down by 20%, this deals that player 28 dmage and another 55 from shatter delusions. The next stage is to cast virulence. The skill description for this is along the lines of 'if foe already has condition foe now suffers from disease and weakness'. However they forgot to include poison in this. Since the enemy now has deep wound on them i.e a condition they now suffer from the 3 conditions mentioned above, in conjunction with fragilty this does 84 damage. Hopefully some of the enemy players will be diseased in this process. Now the reason we have such a small amount of points on death magic is so that the virulence duration is short. With a player slow to react, this will mean another 84 points of damage when virulence ends. The next stage in this setup is to cast diversion. This works especially well with monks. The skill description goes along the lines, 'if target foe cast skill in next 6 seconds that skill takes an extra 10-47 to recharge'. With a monk the next skill they use will most likely be healing. So this reduces their healing capability. This skill can be replaced with energy burn which will steal 8 mana and with the setup i have do 64dmg. It depends on the situation. The next step is energy regen so we use one of the energy skills. This is what I'm currently experimenting with. I want a way to gain energy fast. Inspired hex is there to remove hexes from yourself or allies. This is especially useful if you face another mesmer using backfire. Since you can send it back at them. This should be rinsed and repeated. I find that if I face an average team I can take out a charcter on my own. Of course it helps to have the co-op of the team though. Hope this helps.
By the way this build is more PvP orientated simply becasue you can always rely and fleshy creatures in PvP. Facing undead with this build is a nightmare mainly because they are immune to most of the conditions. It also has some bad points. That is to say it relies heavily on fragility. A good player will recognize this and remove it.
Fragilty
Phantom pain
Shatter delusions
Virulence (E)
Energy tap/Channeling/Ether lord......
inspired hex
Diversion
Energy Burn
My attrib layout is something like this
Dom: 9
Illusion: 12
Inspiration: 9
Death: 3 or 4
Soul reaping: whatevers left
I have to play with this build. The tactic is to target character and cast in the following order:
Fragility, Phantom pain, shatter delusions and virulence. This is the first part of the build, which should hopefully deal a whole lot of dmg. I shall explain how this works. Firstly fragility will damage a player every time he or she suffers from or recovers from a condition. The damage dealth is 28 for each condition. We cast this and then we cast phantom pain which does 1-3 health degen and ends in deep wound. We are not really interested in the degen but the condition. So we cast shatter delusions to end the last hex cast, whilst doing damage. The player now suffers from deep wound which takes their max health down by 20%, this deals that player 28 dmage and another 55 from shatter delusions. The next stage is to cast virulence. The skill description for this is along the lines of 'if foe already has condition foe now suffers from disease and weakness'. However they forgot to include poison in this. Since the enemy now has deep wound on them i.e a condition they now suffer from the 3 conditions mentioned above, in conjunction with fragilty this does 84 damage. Hopefully some of the enemy players will be diseased in this process. Now the reason we have such a small amount of points on death magic is so that the virulence duration is short. With a player slow to react, this will mean another 84 points of damage when virulence ends. The next stage in this setup is to cast diversion. This works especially well with monks. The skill description goes along the lines, 'if target foe cast skill in next 6 seconds that skill takes an extra 10-47 to recharge'. With a monk the next skill they use will most likely be healing. So this reduces their healing capability. This skill can be replaced with energy burn which will steal 8 mana and with the setup i have do 64dmg. It depends on the situation. The next step is energy regen so we use one of the energy skills. This is what I'm currently experimenting with. I want a way to gain energy fast. Inspired hex is there to remove hexes from yourself or allies. This is especially useful if you face another mesmer using backfire. Since you can send it back at them. This should be rinsed and repeated. I find that if I face an average team I can take out a charcter on my own. Of course it helps to have the co-op of the team though. Hope this helps.
By the way this build is more PvP orientated simply becasue you can always rely and fleshy creatures in PvP. Facing undead with this build is a nightmare mainly because they are immune to most of the conditions. It also has some bad points. That is to say it relies heavily on fragility. A good player will recognize this and remove it.