I had this idea for some time, but didnt know it would work. Since I dont have a computer at home at the moment, i cant test this build. can someone test it for me and let me know how it goes? its kinda weird build because the only thing ur doing is helping keeping the monk or some spellcaster alive.
Necro/Monk
-Smite Hex
-Retribution (on the monk)
-Blood Ritual
-Blood is Power {E}
-Convert Hexes
-Rez Sig
-Shielding Hands
-Reversal of Fortune
Attribute Points:
-9 Blood
-12 Protection
-9 Smiting
-3 Soul Reaping
That was Version #1 of the build. Here's Version #2.
-Blood Ritual
-Blood is Power {E}
-Vampiric Gaze
-Barbed Signet
-Rez Sig
-Retribution (on the monk)
-Bane Signet
Attribute Points:
-16 Blood
-12 Smiting
-3 Soul Reaping
Of course the attirbute points u can bump up a lil with necro runes.
Version #1 is supopsed to completely try to protect/help the monk, and Version #2 is supposed to kinda do the same but with some offense.
the base of spells i have now probably sucks, and i dont know if this build will work cuz i used to try a warrior's enchanter and that was stupid. sure it helped the warrior gain energy and ad. along with doing a lil more damage, but when that warrior died, i was f***ed
so im trying a monk enchanter if u prefer to word it that way
Monk's Best Friend
Wretchman Drake
Jetdoc
Monks are normally good in providing their own protection...that's the cardinal rule of being a monk anyways - protect/heal thyself first, and others next.
Kind of like being on a plane when the air masks fall, eh?
Seriously - where you can help a Monk is to provide a bit more energy to him instead of trying to heal him. Amending the build to include Succor any maybe another item or two may boost that.
Kind of like being on a plane when the air masks fall, eh?
Seriously - where you can help a Monk is to provide a bit more energy to him instead of trying to heal him. Amending the build to include Succor any maybe another item or two may boost that.
Wretchman Drake
succor, thats a good idea. wat about balth. spirit, will that help the monk? they always get pounded on anyways.
Racthoh
If the monk is getting pounded then the warriors are doing something wrong. Enemies shouldn't be reaching the backlines if your warriors know what they're doing.
Manfred
In pvp that's a problem though...
OMG i know what you can do: a signet-based build that has no mana use except for Blood Is Power. So, like bane signet and barbed signet and purge signet, so you throw succor on monks, then sit back and signet away, BiPing when necessary.
OMG i know what you can do: a signet-based build that has no mana use except for Blood Is Power. So, like bane signet and barbed signet and purge signet, so you throw succor on monks, then sit back and signet away, BiPing when necessary.
imaginary friend
Quote:
Originally Posted by Manfred
In pvp that's a problem though...
OMG i know what you can do: a signet-based build that has no mana use except for Blood Is Power. So, like bane signet and barbed signet and purge signet, so you throw succor on monks, then sit back and signet away, BiPing when necessary. purge signet costs 10 energy per condition... i think
OMG i know what you can do: a signet-based build that has no mana use except for Blood Is Power. So, like bane signet and barbed signet and purge signet, so you throw succor on monks, then sit back and signet away, BiPing when necessary. purge signet costs 10 energy per condition... i think
Dmitri3
for pvp or pve?
anyway, BiP+Protective Spirit+Blood Renewal+low hp
beware life steal. and ask monks to keep you off conditions/hexes or just healing breeze+protective spirit from real prot and healer.
anyway, BiP+Protective Spirit+Blood Renewal+low hp
beware life steal. and ask monks to keep you off conditions/hexes or just healing breeze+protective spirit from real prot and healer.
Red Locust
A couple of comments:
Blood ritual and BiP on one necro is a bit of a waste. Just pick one or the other, you don't need 2 spells for the same thing.
Retribution will do an insignificant amount of damage, so just scrap that idea. Succor will drain your energy, making you unable to keep the rituals going and thus being counter-productive. So skip that as well.
Otherwise, a BiP/Blood ritual necro is a fine addition to a team, provided you put the energy to use. I'd go with blood ritual and offering of blood as your elite, since you'll need the energy to keep the rituals going, as well as the convert hexes.
Blood ritual and BiP on one necro is a bit of a waste. Just pick one or the other, you don't need 2 spells for the same thing.
Retribution will do an insignificant amount of damage, so just scrap that idea. Succor will drain your energy, making you unable to keep the rituals going and thus being counter-productive. So skip that as well.
Otherwise, a BiP/Blood ritual necro is a fine addition to a team, provided you put the energy to use. I'd go with blood ritual and offering of blood as your elite, since you'll need the energy to keep the rituals going, as well as the convert hexes.
judge1121
I made my build as a wa/mo. and no im not those others that dont do any dmg. but with the build i have succor to have the monk safe and with nice energy regen and i have pure adrenaline skills. also just an i will survive or endure pain just in case the monk needs to heal himself more.
Hiryu
As a monk, I was very impressed by a Necromancer who was running this build. He pretty much kept all (4) of the casters BiP'ed throughout every battle and more. This was the first time I ever saw a battery necro that was useful enough to merit being on the team.
N/Mo - The Monk's Bestest Friend
Attributes points allocated in this priority: Blood, Protection/Curses
Equipment notes: 5 Superior Necromancer Runes (at least 1 Blood, 1 Curses, and 1 Soul Reaping for the fun of it), +% longer enchantments staff
Other notes: Watch your DP! You may have to strip parts of your armor off yourself when your DP starts to accumulate.
Core Spells
- Blood is Power {E} - Primary energy management spell for your team. Because you have only 105 max HP, you will only take 34 damage. (BiP gives +10 Energy regen to casters meaning: 0.33*10 = 3.33 energy per second to casters... that's a lot of energy)
- Blood Renewal - Use this to keep your HP regenerating quickly so you can continually use Blood is Power. With +6 regen, you'll be regaining 12HP per second, quickly making up for all that health that you've been sacrificing. (If you were using Blood is Power with 480, the base max health, you would be sacrificing 158HP per BiP, making it so that your monk will have to waste energy healing you, and you would have sacrificed too much health for the regen from Blood Renewal to be very effective. This is the reason you need 5 Superior Necromancer Runes to drop your max health to 105HP.)
- Protective Spirit - This will help kill you alive even though you have a low max 105 HP. Enemies will only be doing 10 damage a hit on you. Aim to keep this up on yourself at all times.
"Offensive" Spell
- Life Siphon - this helps to add a little bit of damage to the front lines, but even better, it increases your own health regen to patch up for all that health sacrificing from your consistent castings of Blood is Power.
Debuff Spell
- Enfeeble or Shadow of Fear - debuffing your enemies is sort of like Protecting your allies. Both are forms of damage reduction.
Monk Utility Spells
- Convert Hexes - Mass hex removal with +armor vs Necro hexes. OR Any other hex-removal spell -- To help your monk free up a skill slot
- Mend Ailment - To help your monk free up a skill slot
- Rebirth - aggro-friendly ressurection spell
Notes: You can replace the Monk Utility Spells for more Debuffing if you still want to be the Monk's Bestest Friend, or some Offensive Blood Spells if you just want to be the Monk's Best Friend.
Additional Notes: Shatter Enchantments will smash you to tiny bits. That's why Blood is Power was designed to be ranged! (not really, but hey.) Since Blood is Power is ranged, you can stay very very far away from the battle and still BiP your teammates. Here's a little diagram: (M = Monster, F = your team's Front Line, B = your teams Back Line, - are spaceholders, = You)
M------F-----B-----
M------F-----B----
M------F-----B-----
Since Blood is Power is ranged, is far away from the Ms' spell ranges, yet can still cast BiP on the B's which (hopefully) is where your casters are standing!
N/Mo - The Monk's Bestest Friend
Attributes points allocated in this priority: Blood, Protection/Curses
Equipment notes: 5 Superior Necromancer Runes (at least 1 Blood, 1 Curses, and 1 Soul Reaping for the fun of it), +% longer enchantments staff
Other notes: Watch your DP! You may have to strip parts of your armor off yourself when your DP starts to accumulate.
Core Spells
- Blood is Power {E} - Primary energy management spell for your team. Because you have only 105 max HP, you will only take 34 damage. (BiP gives +10 Energy regen to casters meaning: 0.33*10 = 3.33 energy per second to casters... that's a lot of energy)
- Blood Renewal - Use this to keep your HP regenerating quickly so you can continually use Blood is Power. With +6 regen, you'll be regaining 12HP per second, quickly making up for all that health that you've been sacrificing. (If you were using Blood is Power with 480, the base max health, you would be sacrificing 158HP per BiP, making it so that your monk will have to waste energy healing you, and you would have sacrificed too much health for the regen from Blood Renewal to be very effective. This is the reason you need 5 Superior Necromancer Runes to drop your max health to 105HP.)
- Protective Spirit - This will help kill you alive even though you have a low max 105 HP. Enemies will only be doing 10 damage a hit on you. Aim to keep this up on yourself at all times.
"Offensive" Spell
- Life Siphon - this helps to add a little bit of damage to the front lines, but even better, it increases your own health regen to patch up for all that health sacrificing from your consistent castings of Blood is Power.
Debuff Spell
- Enfeeble or Shadow of Fear - debuffing your enemies is sort of like Protecting your allies. Both are forms of damage reduction.
Monk Utility Spells
- Convert Hexes - Mass hex removal with +armor vs Necro hexes. OR Any other hex-removal spell -- To help your monk free up a skill slot
- Mend Ailment - To help your monk free up a skill slot
- Rebirth - aggro-friendly ressurection spell
Notes: You can replace the Monk Utility Spells for more Debuffing if you still want to be the Monk's Bestest Friend, or some Offensive Blood Spells if you just want to be the Monk's Best Friend.
Additional Notes: Shatter Enchantments will smash you to tiny bits. That's why Blood is Power was designed to be ranged! (not really, but hey.) Since Blood is Power is ranged, you can stay very very far away from the battle and still BiP your teammates. Here's a little diagram: (M = Monster, F = your team's Front Line, B = your teams Back Line, - are spaceholders, = You)
M------F-----B-----
M------F-----B----
M------F-----B-----
Since Blood is Power is ranged, is far away from the Ms' spell ranges, yet can still cast BiP on the B's which (hopefully) is where your casters are standing!