ive been playing a build recently in 4vs4 and was wondering if it would work in the tombs (probably not but it would be a laugh)
the tombs build would comprise of 8 yes 8 necromancer/mesmers who would all degen their opposite number eg player 1 degens the enemy player 1 with 8 people on the other team having -10 degen and health sucked off them constantly they wont be lasting long.
So here's the build:
life transfer [E]
life siphon
conjure phantasm
vampiric gaze
shadow strike
strip enchantment
*skill*
ress signet
i usually have arcane echo in the other slot but it's up to you really.
start the match using conjure phantasm and life siphon on your target to give you a 3/4 health regen and them a 8/9 degen for around 10 seconds. then while their health is above 50% use shadow strike for the added damage. By this point your enemy should be around to 40% health if they havent healed at all. Whip on life transfer and start spamming vampiric gaze.
if your low on health find a monk or ele and remove their enchantment for a rough +100 health.
please post the negative feedback for this build.
I usually run it with 3 pips of energy, the +15 energy wand and 20% cast recharge offhand. Soul reaping is a beauty for this build so energy isnt much of a problem.
This build counters smites surprisingly easy with arcane echo+ strip enchantment and if one of the necros has a few points into death as well as blood you can throw a well of suffering for any iways and totally cancel out the regen of i will avenge you
N/Me degen/regen build
Lord Tekster
Lemmy
My thoughts about that:
1) in 8vs8 usually 3 are monks, in good teams one of them has convert hexes and can easli heal -10 degen, also smite builds = smite hex (probably even shatter if they have mes)
2) putting hexes on all 8 takes time (monks are behind, you need to run to them, etc) you won't be able to put hexes on them all in the same time.
3) dead necro = most hexes removed (apart from conjure from your setup)
4) no energy regain (apart from probably soul reaping) - low energy after res
To be honest I would prefer to try mesmer degen team, all illusion/insp (16/13), Mantra of Persistence (fundamental), 4 mes with Migraine+Arcane Conundrum 4 with Crippling Anguish+Imagined Burden, all Conjure Phantasm, maybe even all Me/W with sprint to runaway, it is still funbuild but can be very annoying
And can have some kind of energy regain. But I don't really believe it will be good in practice. (anyway it is all skills of the players that matters)
1) in 8vs8 usually 3 are monks, in good teams one of them has convert hexes and can easli heal -10 degen, also smite builds = smite hex (probably even shatter if they have mes)
2) putting hexes on all 8 takes time (monks are behind, you need to run to them, etc) you won't be able to put hexes on them all in the same time.
3) dead necro = most hexes removed (apart from conjure from your setup)
4) no energy regain (apart from probably soul reaping) - low energy after res
To be honest I would prefer to try mesmer degen team, all illusion/insp (16/13), Mantra of Persistence (fundamental), 4 mes with Migraine+Arcane Conundrum 4 with Crippling Anguish+Imagined Burden, all Conjure Phantasm, maybe even all Me/W with sprint to runaway, it is still funbuild but can be very annoying
And can have some kind of energy regain. But I don't really believe it will be good in practice. (anyway it is all skills of the players that matters)
9th Requiem
Wouldn't really be handy to have all 8 for that. Given that each opponent may only have 1 of each degen type, I'd take 2 n/me's, and two me/x's, and maybe either a r/x or a w/r if you feel like it (for bleeding + poison degen).
That way, you can hit just over half the enemy team with 10 degen for a sizeable enough time, hopefully with enough for the necro's to Mark Of subversion (maybe w/ arcane echo) and the mesmer's to Backfire enemy monks.
As many of the above are long-range, you'll certainly want someone front-line, and then still have space for a pair of monks.
Target selection should start with enemy monks, and so any "Smite Hex" wouldn't deal any extra damage, and with luck will a) Be MoS'ed + backfired b) Take away backfire, and deal some damage (leaving all the lovely degen intact) c) if all that fails, it'll distract them from healing up all the other party members (it's hard for a monk to spread healing effectively).
If you are going for a Degen Team Build, I'd suggest:
N/Me [Blood/Curses] (Desic Ench, Strip Ench, Mark of Sub, Life Trans*, Faintheartedness, Awaken the blood, Arc Echo, ...)
N/Me [Death/Curses] (Wither*, Desic Ench, Mark of Sub, Faintheartedness, Arc Echo, Well of Suff ...)
Me/N [Dom/Ill/FC] (Backfire, Shame, <some energy denial skills>, Conj Phantasm, Epidemic ...)
Me/N [Ill/Isp/FC] (Migraine, Conj Phantasm, ...)
W/R [Swords/Wilderness] (Sever artery, gash, Apply poison, ...)
R/Me [Marksmanship/Wilderness] (Poison Arrow, Serpent's quickness, interupt skills, ...)
Heal monk
Prot monk.
That gives a team centred on degen (inc. energy degen) but still somewhat all-rounded and capable of lasting. Just will need a lot of organisation to make sure no duped hexes.
That way, you can hit just over half the enemy team with 10 degen for a sizeable enough time, hopefully with enough for the necro's to Mark Of subversion (maybe w/ arcane echo) and the mesmer's to Backfire enemy monks.
As many of the above are long-range, you'll certainly want someone front-line, and then still have space for a pair of monks.
Target selection should start with enemy monks, and so any "Smite Hex" wouldn't deal any extra damage, and with luck will a) Be MoS'ed + backfired b) Take away backfire, and deal some damage (leaving all the lovely degen intact) c) if all that fails, it'll distract them from healing up all the other party members (it's hard for a monk to spread healing effectively).
If you are going for a Degen Team Build, I'd suggest:
N/Me [Blood/Curses] (Desic Ench, Strip Ench, Mark of Sub, Life Trans*, Faintheartedness, Awaken the blood, Arc Echo, ...)
N/Me [Death/Curses] (Wither*, Desic Ench, Mark of Sub, Faintheartedness, Arc Echo, Well of Suff ...)
Me/N [Dom/Ill/FC] (Backfire, Shame, <some energy denial skills>, Conj Phantasm, Epidemic ...)
Me/N [Ill/Isp/FC] (Migraine, Conj Phantasm, ...)
W/R [Swords/Wilderness] (Sever artery, gash, Apply poison, ...)
R/Me [Marksmanship/Wilderness] (Poison Arrow, Serpent's quickness, interupt skills, ...)
Heal monk
Prot monk.
That gives a team centred on degen (inc. energy degen) but still somewhat all-rounded and capable of lasting. Just will need a lot of organisation to make sure no duped hexes.