Build:N/Me Dessicator

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Image:Red thumbs down.png This build is not favored by the GuildWiki community.

The general consensus among users of GuildWiki is that this build is not viable.

This build was voted unfavored for the following reasons:

  • Poor energy management

This build is designed to apply continual pressure on an enemy in the form of health and energy degeneration. It is particularly dangerous against warriors.

Contents

[edit] Attributes and Skills

NecromancerMesmerNecromancer / Mesmer Attribute Rank
Blood Magic 10 + 2
Curses 9 + 1 + 2
Illusion Magic 10
Inspiration Magic 5
Soul Reaping 5 + 1
Drain Enchantment

Drain Enchantment

Soothing Images

Soothing Images

Conjure Phantasm

Conjure Phantasm

Life Siphon

Life Siphon

Faintheartedness

Faintheartedness

Malaise

Malaise

Wither

Wither

Resurrection Signet

Resurrection Signet


[edit] Equipment

[edit] Usage

  • It's usually best to concentrate on one enemy at a time, ensuring that the pressure never lets up. Energy management becomes difficult if you spread yourself too thinly.
  • An exception to that rule is Life Siphon - ideally you should try to keep this on two enemies at all times to help with Malaise.
  • Conjure Phantasm is your "spike" degen, it lasts only half as long as Life Siphon and a third as long as the others but it is more powerful than any of them. It's best to apply it after the other hexes due to its short duration. It's also a very useful counter to skills such as Healing Breeze and Troll Unguent.
  • For Warriors cast Faintheartedness, Soothing Images and Wither, then reapply Soothing Images after 13 seconds - this will effectively cripple their combat abilities for over 30 seconds, which is usually enough for them to be finished off.
  • For Rangers apply Faintheartedness and Wither. Malaise can be applied for an active energy degeneration of -1, but remember that once their energy reaches 0 both Wither and Malaise will end. Applying both is a useful counter to Touch Rangers.
  • For spell casters and Assassins apply Malaise, Wither and Faintheartedness (while the -50% attack speed won't hurt the casters, the -3 health degeneration will).
  • Use Drain Enchantment whenever you're targeting an enchanted foe, both to impede their plans and as an energy gain for yourself.

[edit] Counters

Ironically enough energy denial is the best way to deal with this build. The health regeneration from Life Siphon will not help you if you're spiked.

[edit] Variants

  • Swap Soothing Images for Phantom Pain. Phantom Pain will give you another -2 health degeneration, but its real power lies in the delayed Deep Wound.
  • If you have Factions swap Soothing Images for Blood Bond to take a little pressure off your monks, assuming you can keep enough Life Siphons up.
  • Swap Drain Enchantment for Rend Enchantments. Rend Enchantments is a potentially much more dangerous skill to use, but you will run into more energy management problems. If you use Rend Enchantments move the AP from Inspiration Magic into either Soul Reaping (to give you 7 + 1) or Curses (to give you 10 + 1 + 2).


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