Ultimate Farming Build 5-man
saphir
Quote:
Originally Posted by Lorien of Mandos
I I can't believe that only one reply in this thread has mentioned minion master necros.
hehe,
that's because not a lot of players realize that a minion necro w/ lvl 16/17 death magic functions simlar to a tank,prot monk and nuker all rolled into one. for each enemy that falls in a battle, the mobs lose one dmg dealer/support caster while your teammates gain one lvl 18/19 dmg dealer. in a large battle, the tide, once it starts to turn, can change very quickly.
aside from purely numbers, minions are loved by the mobs and keep the dmg off the rest of the party (rather like aegis), minions crowd around the mobs, blocking them and keeping them packed for the nukers (similar to a tank), and minions do quite a bit of dmg when they focus fire one target. nothing is lovlier than watching the -20's popping up as an enemy dwarf comes under fire from a pack of bone horrors and minions.
the only draw back is that the necro is required to keep a close watch on keeping the minions alive as long as possible, which sometimes will require running up to the melee and casting a blood of the master to keep those bone horrors going.
of the top of my head, i believe my n/mo build is:
16 death (20% for 17 death w/ +1 mod)
10 sreap
9 healing
whatever leftover in blood or whatever
deathly swarm?, heal area, vengence, taste of death, bone horror, bone fiend, BoM, VS
taste of death can be swapped w/ WoP, vengence w/ rebirth, deathly swarm w/ anything depending on what i'm doing. but i use the above specifically for sf farming.
going /me for cry of frustration definitely sounds intersting though for the occasional WoS, but generally i do not have a problem outcasting any of the binders unless they get a fast cast. i always cast as soon as i see the +XP numbers go up. WoS can be hard to outcast when there are 3 or more binders or if 2 or more corpses fall at the same time.
hehe,
that's because not a lot of players realize that a minion necro w/ lvl 16/17 death magic functions simlar to a tank,prot monk and nuker all rolled into one. for each enemy that falls in a battle, the mobs lose one dmg dealer/support caster while your teammates gain one lvl 18/19 dmg dealer. in a large battle, the tide, once it starts to turn, can change very quickly.
aside from purely numbers, minions are loved by the mobs and keep the dmg off the rest of the party (rather like aegis), minions crowd around the mobs, blocking them and keeping them packed for the nukers (similar to a tank), and minions do quite a bit of dmg when they focus fire one target. nothing is lovlier than watching the -20's popping up as an enemy dwarf comes under fire from a pack of bone horrors and minions.
the only draw back is that the necro is required to keep a close watch on keeping the minions alive as long as possible, which sometimes will require running up to the melee and casting a blood of the master to keep those bone horrors going.
of the top of my head, i believe my n/mo build is:
16 death (20% for 17 death w/ +1 mod)
10 sreap
9 healing
whatever leftover in blood or whatever
deathly swarm?, heal area, vengence, taste of death, bone horror, bone fiend, BoM, VS
taste of death can be swapped w/ WoP, vengence w/ rebirth, deathly swarm w/ anything depending on what i'm doing. but i use the above specifically for sf farming.
going /me for cry of frustration definitely sounds intersting though for the occasional WoS, but generally i do not have a problem outcasting any of the binders unless they get a fast cast. i always cast as soon as i see the +XP numbers go up. WoS can be hard to outcast when there are 3 or more binders or if 2 or more corpses fall at the same time.
2_fingers
LOL the brilliant update that anet did just put a road block on so many ele.
I wonder now... would the idea team consist of
1 MM
1 Tank
1 Healer
1/2 Curser/Death (thinking FoC/SS)
yeah yeah. heard about water ele's and such but i wonder how many people actually have the skills for it lol. Both in terms of actuall skills set as well as the skill to use it.
I wonder now... would the idea team consist of
1 MM
1 Tank
1 Healer
1/2 Curser/Death (thinking FoC/SS)
yeah yeah. heard about water ele's and such but i wonder how many people actually have the skills for it lol. Both in terms of actuall skills set as well as the skill to use it.
ange1
1 monk
1 tank
1 necro
1 ranger =D
1 tank
1 necro
1 ranger =D
Kabale
Does the gear trick still work to keep aggro?
2_fingers
the gear trick works, provided no one smites off the tank. at least that's what i've been noticing
ChoKILLate[FDG]
We did pretty well with a modifed 6 person group. It consisted of:
2 monks
2 ele (one fire, one air)
2 warriors (one stance, one full damage)
Before you get into SF the protection monk casts on both warriors. The stance warrior rushes in to agro. The other warrior acts as shield between the monks and the enemy. If a caster becomes target, it is still easy to heal them as long as the caster stands still and keeps his ground. The full damage warrior can then go in and finish them off. If you come under attack try to lure the enemy to the meteor shower/firestorm.
Once inside the gear works, but the other warrior can rush in and cyclone axe/hundred blade the group as well.
STILL SUCKS THAT THEY PRACTICALLY NERFED THE SMITER AND FIRE ELE BUILDS THOUGH!!!
2 monks
2 ele (one fire, one air)
2 warriors (one stance, one full damage)
Before you get into SF the protection monk casts on both warriors. The stance warrior rushes in to agro. The other warrior acts as shield between the monks and the enemy. If a caster becomes target, it is still easy to heal them as long as the caster stands still and keeps his ground. The full damage warrior can then go in and finish them off. If you come under attack try to lure the enemy to the meteor shower/firestorm.
Once inside the gear works, but the other warrior can rush in and cyclone axe/hundred blade the group as well.
STILL SUCKS THAT THEY PRACTICALLY NERFED THE SMITER AND FIRE ELE BUILDS THOUGH!!!
drunk_baron
Stance (Minion) Master
Warrior/Necromancer
Level: 20
Axe Mastery: 7 (6+1)
Tactics: 15 (11+4)
Death Magic: 12
Gladiator's Defense [Elite] (Tactics)
For 11 seconds, you have a 75% chance to block incoming attacks. Whenever you block a melee attack this way, the attacker suffers 35 damage.
Energy:5 Cast:0 Recharge:30
Defensive Stance (Tactics)
For 11 seconds, you have +24 armor and you have a 75% chance to evade melee attacks. Defensive Stance ends if you use a skill.
Energy:5 Cast:0 Recharge:45
Shield Stance (Tactics)
For 20 seconds, while wielding a shield, you have a 75% chance to "block" incoming attacks, but you move 33% slower.
Energy:5 Cast:0 Recharge:60
Bonetti's Defense (Tactics)
For 11 seconds, you have a 75% chance to "block" incoming melee attacks and arrows. You gain 5 Energy for each successful melee attack blocked. Bonetti's Defense ends if you use a skill.
Adrenaline:8
Animate Bone Horror (Death Magic)
Exploit nearest corpse to animate a level 14 Bone Horror.
Energy:15 Cast:3 Recharge:5
Blood of the Master (Death Magic)
Sacrifice 10% max Health. All adjacent undead allies are healed for 99.
Energy:10 Cast:1 Recharge:5
Verata's Sacrifice (Death Magic)
Sacrifice 15% max Health. For 18 seconds, all undead allies gain 10 Health regeneration. All Conditions are removed from those allies and transferred to you.
Energy:10 Cast:2 Recharge:30
Healing Signet (Tactics)
You gain 152 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4

Warrior/Necromancer
Level: 20
Axe Mastery: 7 (6+1)
Tactics: 15 (11+4)
Death Magic: 12
Gladiator's Defense [Elite] (Tactics)
For 11 seconds, you have a 75% chance to block incoming attacks. Whenever you block a melee attack this way, the attacker suffers 35 damage.
Energy:5 Cast:0 Recharge:30
Defensive Stance (Tactics)
For 11 seconds, you have +24 armor and you have a 75% chance to evade melee attacks. Defensive Stance ends if you use a skill.
Energy:5 Cast:0 Recharge:45
Shield Stance (Tactics)
For 20 seconds, while wielding a shield, you have a 75% chance to "block" incoming attacks, but you move 33% slower.
Energy:5 Cast:0 Recharge:60
Bonetti's Defense (Tactics)
For 11 seconds, you have a 75% chance to "block" incoming melee attacks and arrows. You gain 5 Energy for each successful melee attack blocked. Bonetti's Defense ends if you use a skill.
Adrenaline:8
Animate Bone Horror (Death Magic)
Exploit nearest corpse to animate a level 14 Bone Horror.
Energy:15 Cast:3 Recharge:5
Blood of the Master (Death Magic)
Sacrifice 10% max Health. All adjacent undead allies are healed for 99.
Energy:10 Cast:1 Recharge:5
Verata's Sacrifice (Death Magic)
Sacrifice 15% max Health. For 18 seconds, all undead allies gain 10 Health regeneration. All Conditions are removed from those allies and transferred to you.
Energy:10 Cast:2 Recharge:30
Healing Signet (Tactics)
You gain 152 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4

2_fingers
FoC Spike + SS builds seems do deal much more dmg then the ele nukes atm. Probably need more experiments. At least with these AoE, Necs seem to be the one who are doing the "nukes"
Numa Pompilius
The Ultimate 5-Man Farming Build:
Quote:
Quote:
1 tank
3 nukers (prefer Echo Nukers)
(ultra fast SF farming)

Edit: Sorry, that just struck me as funny, as it illustrated how broken the AI used to be.
2_fingers
Hmmm... Some suprising results
Its much easier to kill a mob with the current patch with a SS necro who uses Arcane echo.
Ult Farming build? IMHO
Nec (SS + remove enchantment + MoP + Suffering)
Minion Nec
Prot Monk
Healing monk with Spell Breaker
Stance Warrior
Provided the Warrior aggros everything, SS takes care of the rest. Comparing with FoC, FoC deals alot of dmg but requires more effort as some of the priests smite the hex away. Not to mention its incredibly funny to see the mobs kill themselves.
Its much easier to kill a mob with the current patch with a SS necro who uses Arcane echo.
Ult Farming build? IMHO
Nec (SS + remove enchantment + MoP + Suffering)
Minion Nec
Prot Monk
Healing monk with Spell Breaker
Stance Warrior
Provided the Warrior aggros everything, SS takes care of the rest. Comparing with FoC, FoC deals alot of dmg but requires more effort as some of the priests smite the hex away. Not to mention its incredibly funny to see the mobs kill themselves.