Necro Builds

Lab Monke

Academy Page

Join Date: Sep 2005

KR

N/Mo

I'd like to get suggestions on this build as well as another build I've been thinking about.

I'm used to using a Blood Necro w/ this build :

16 Blood
13 Soul

w/ Fleshweaver I have 515HP and 47E , I use the scar pattern Drox armor w/ Superior Vigor , Superior Blood, +1 Blood Scalp

1) Life Siphon 2) Shadow Strike 3) V.Gaze 4) V. Touch 5) Barb Signet 6) Dark Pact 7) Well of Power 8) Rebirth

Let me say I love this build. It does ALOT of damage & it reduces strain on the healer b/c you steal so much health w/ those spells. If the enemy is over 50%H you do 100 damage using SS, Gaze does 63, and Touch does 77. It's a sweet build.

Been tinkering w/ another build as a MM, so I got the +1 Death Scalp & put a Superior Death on it. Now, I can switch from a godly Blood Necro to a MM on the fly. However, I'd have to say I'm displeased w/ the damage those Death spells do. If I don't have fiends, minions, or horrors it's weak. So what does everybody think of this build :

16 Death
10 Blood
10 Soul (maybe I won't need as much here w/ minions dropping)

1) Life Siphon 2) Shadow Strike 3) Gaze 4) Barb Signet 5) Blood of Master 6) V. Sac 7) Fiends 8) Rebirth

I could still raise lvl 18 fiends and attack w/ some Blood spells. I wouldn't get the same damage, but at least SS would do 72 and Gaze would do 45. Plus the bonus is they heal me.

Anyway, what does everyone think of these builds.

imaginary friend

imaginary friend

Lion's Arch Merchant

Join Date: Nov 2005

marhans grottoooo

Empires of Underworld [EoU]

R/Me

for your blood build try adding well of blood for vampiric touch, it stacks very nicely with well of power. I run a similar build with my necro as well. Just spam well of blood and well of power, should keep those warriors healed. with 16 blood, you get +12 regen from well of power and well of blood

DeanBB

DeanBB

Forge Runner

Join Date: Jul 2005

Arizona

Wizardry Players Guild, http://4guildwars.7.forumer.com

For the Blood build I prefer Offering of Blood instead of Well of Power and Well of Blood instead of Vampiric touch - I want to stay at range. This provides benefit for the team still and lets me keep energy up if things aren't getting killed fast enough.

I also like Rend Enchantments if I know there will be tough monk or elementalists with enchants. I take this in place of life siphon. SO my build looks more like this (export from GWfreaks):

Necromancer/Monk Level: 20

Soul Reaping: 13 (12+1)
Curses: 4 (3+1)
Blood Magic: 16 (12+4)

- Dark Pact (Blood Magic)
Sacrifice 10% Health and deal 51 shadow damage to target foe.
Energy:5 Cast:1 Recharge:2

- Shadow Strike (Blood Magic)
Target foe takes 50 shadow damage. If that foe's Health is above 50%, you steal 50 Health.
Energy:10 Cast:2 Recharge:8

- Vampiric Gaze (Blood Magic)
Steal 63 Health from target foe.
Energy:10 Cast:1 Recharge:5

- Rend Enchantments (Curses)
Remove 6 Enchantments from target foe. For each Monk Enchantment removed, you take 47 damage.
Energy:10 Cast:3 Recharge:30

- Well of Blood (Blood Magic)
Exploit nearest corpse to create a Well of Blood at its location. For 21 seconds, allies in that area receive +6 Health regeneration.
Energy:15 Cast:2 Recharge:2

- Offering of Blood [Elite] (Blood Magic)
Sacrifice 10% maximum Health. You gain 21 Energy.
Energy:5 Cast:0.25 Recharge:15

- Awaken the Blood (Blood Magic)
For 46 seconds, you gain +2 Blood Magic and +2 Curses, but whenever you sacrifice Health, you sacrifice 50% more than the normal amount.
Energy:10 Cast:1 Recharge:45

- Resurrect (Monk other)
Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy.
Energy:10 Cast:8 Recharge:0

[edit - forgot you had a minion build]

Yours is OK, here's what I've used:

Necromancer/Monk Level: 20

Soul Reaping: 9 (8+1)
Curses: 3 (2+1)
Blood Magic: 11 (10+1)
Death Magic: 16 (12+4)

- Dark Pact (Blood Magic)
Sacrifice 10% Health and deal 38 shadow damage to target foe.
Energy:5 Cast:1 Recharge:2

- Vampiric Gaze (Blood Magic)
Steal 49 Health from target foe.
Energy:10 Cast:1 Recharge:5

- Offering of Blood [Elite] (Blood Magic)
Sacrifice 10% maximum Health. You gain 17 Energy.
Energy:5 Cast:0.25 Recharge:15

- Dark Bond (Blood Magic)
For 52 seconds, whenever you receive damage, your closest minion suffers 75% of that damage for you.
Energy:5 Cast:2 Recharge:20

- Animate Bone Fiend (Death Magic)
Exploit nearest corpse to animate a level 18 bone fiend. Bone Fiends can attack at range.
Energy:25 Cast:3 Recharge:5

- Blood of the Master (Death Magic)
Sacrifice 10% max Health. All adjacent undead allies are healed for 122.
Energy:10 Cast:1 Recharge:5

- Verata's Sacrifice (Death Magic)
Sacrifice 15% max Health. For 21 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

- Resurrect (Monk other)
Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy.
Energy:10 Cast:8 Recharge:0