Build:N/Mo Orders Necromancer

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

Contents

This variant of Blood Magic necromancers focus on casting and keeping the "Orders" enchantment active on the party. Because of recent changes to Order of the Vampire it is no longer advisable to bring both orders spells.

For tournaments, arenas and guild battles, the Build:Me/N Fast Casting Orders is preferred.

[edit] Attributes and Skills

NecromancerMonkNecromancer / Monk Attribute Rank
Blood Magic 12 + 3 + 1
Soul Reaping 10 + 3
Healing Prayers 8
Healing Breeze

Healing Breeze

Order of the Vampire

Order of the Vampire

Awaken the Blood

Awaken the Blood

Barbed Signet

Barbed Signet

Balthazar's Aura

Balthazar's Aura

Blood Ritual

Blood Ritual

Mending

Mending

Rebirth

Rebirth

[edit] Equipment

[edit] Armor

Any Necromancer armor may be used, however, it is advisable to use Scar Pattern Armor (15k). Due to the high energy usage and high Soul Reaping return, a larger energy buffer will allow better utilization of soul reaping skills.

Because of the high sacrifice costs of the orders skills, the orders necromancer may wish to reduce their total health pool with Superior Runes. the following table shows the increase in effectiveness (by percentage) of Mending and Healing Breeze (totaling 9 regeneration or 180 points per 10 seconds) with lower health.

Runes Total Health Sacrifice(34%) % Gained/10s Net/10s
0 480 163.2 37.5% -146.4
1 405 137.7 44.4% -95.4
2 330 112.2 54.5% -44.4
3 255 86.7 70.6% 6.6
4 180 61.2 100% 57.6
5 105 35.7 171.4% 108.6

[edit] Weapons

Any necromancer weapon may be used, although 20/20 items, such as the ones offered by the collectors John Verado, Karl Jakobs and Brandon Harlin, are beneficial.

A good option is Gordac's Hook Blood with its +1 Blood Magic(20%) and 20% improve skill recharge. also consider the offhands provided by Jefri Whylir and Volsung Stoneketil.

Weapons or staves of Enchanting may be preferred, though the effect of this extension is minor, it does reduce pressure on the necromancer. Enchanting items are particularly useful when using Order of the Vampire, as a 20% increase will extend this enchantment to 6 seconds, leaving only 1 second uncovered between recasts.

In the worst case, 10/10 items such as Morgriff's Staff may be used. note that +30 health from Kole's Torment and similar weapons may be beneficial if using 4 or 5 superior runes.

[edit] Usage

This is a non-combat build.The orders necromancer should stay well clear of combat.

Because of their now infamous position in most, if not all, of the dominating Hall of Heroes teams, orders necromancers (as well as the related Fast-casting Orders Mesmer), are high priority targets for most PvP teams. Additionally, due to low health and armor, orders necromancers are high priority targets for enemy AI.

Click to enlarge and read the legend
Click to enlarge and read the legend

Position yourself so that all allies are within your Selection Range, and all combat is outside your aggro bubble. Instruct healing and protection monks to ignore your health, as you have powerful self healing spells and will not be participating in combat.

Just prior to combat, approximately as the first target is called or the first foe begins moving to attack, cast Awaken the Blood, and prepare to cast and maintain your order and Healing Breeze.

During combat, maintain your chosen order, Healing Breeze, and Awaken the Blood. If possible, respond to energy calls with Blood Ritual, but try to maintain positioning to avoid collecting the attention of foes.

Use Barbed Signet and Balthazar's Aura as a last resort only. The gain from barbed signet will usually outweigh the sacrifice, but is not a sufficient attack skill. Balthazar's Aura may be enough to cause AI to flee, but will cause little or no damage. Remember that this is a non-combat build and these skills are included only as a last resort defense.

[edit] Variations

[edit] Single Skill Replacements

  • Replace Balthazar's Aura or Barbed Signet with

[edit] Order of the Vampire vs Order of Pain

Since the March 2nd, 2006 update, it is not advisable to bring both orders, however which order to bring is a matter of location and preference.

  • Advantages of Order of the Vampire
    • Life Stealing: extra damage is dealt back to the attacking party member as healing, easing the pressure on monks, especially when using multiple attack skills like Cyclone Axe or Barrage.
    • Recycle time: 5 second recycle makes it hard for the necromancer to sacrifice himself to death.
  • Advantages of Order of Pain
    • Stacks with other necromancer enchantments (vampire is ineffective when cast with another necromancer enchantment).
    • No Recycle: Order of pain has no recycle time, and may be cast continually.
    • Not Elite: allows the use of other, possibly more effective elites, such as:
      • Well of Power for additional healing and energy recharge
      • Blood is Power for additional caster support
      • Plague Signet as a protection method. 5 Curses is possible with the remaining points and a superior rune.
      • Aura of the Lich to reduce sacrifice, increase the benefit of regeneration, and as a protection method. 5 Death Magic is possible with the remaining points and a superior rune.

in short, Order of pain is easier to maintain and allows more flexibility for the necromancer, but Order of the Vampire gives more benefit to the party and has some safety to prevent "Casting to Death"

[edit] Blood Renewal vs Healing Breeze

Use of self heal is pivotal to this build, as you will be sacrificing nearly 70% of your health every 10 seconds. here is a small table comparing the gain and loss of these two popular healing spells assuming 4 runes, 16 Blood Magic, and 8 Healing Prayers

Without AtB Energy Cost Total Sacrifice (10s) Gained health (10s) Net
Healing breeze 10+10+10 30.6+30.6 60+120 118.8
Blood Renewal 5+10+10 45+30.6+30.6 60+120+200 273.8
With AtB Energy Cost Total Sacrifice (10s) Gained health (10s) Net
Healing breeze 10+10+10 61.2+61.2 60+120 57.6
Blood Renewal 5+10+10 90+61.2+61.2 60+140+220 207.6

When paired with Mending, both skills have positive health gain over 10s after accounting for sacrifice costs. the deciding factor seems to be the massive 50% sacrifice, 5 energy savings, and the 200+ point spike at the end of blood renewal.

  • If you have 4 or 5 runes, and are in an area with enchantment striping, use Blood Renewal, as removing blood renewal provides a full heal.
  • If you are uncomfortable with the sacrifice cost of blood renewal, use Healing Breeze

[edit] Variant: Vampire Healer

This variation of the Order that use Order of the Vampire is much more of a healer and can keep parties alive from a safe distance. This variation is not recommended for parties smaller than 6 people, nor is it recommended to be the only healer in the party.

[edit] Attributes and Skills

NecromancerMonkNecromancer / Monk Attribute Rank
Blood Magic 12 + 3 + 1
Soul Reaping 5 + 3
Healing Prayers 12
Protection Prayers 4
Heal Party

Heal Party

Order of the Vampire

Order of the Vampire

Awaken the Blood

Awaken the Blood

Heal Other

Heal Other

Blood Renewal

Blood Renewal

Blood Ritual

Blood Ritual

Protective Spirit

Protective Spirit

Rebirth

Rebirth

At least 3 superior runes is required, but up to 5 superior runes and the -50 Grim Cesta is recommended for experienced players.

[edit] Usage

Use Protective Spirit and Blood Renewal (or some other form of self-regeneration, like Healing Breeze) to protect yourself when facing danger, but only for a short while so run away while you can. See the N/Mo 55hp Solo Necromancer build for comparison.

The two main-skills of this variant: Heal Party and Order of the Vampire has extreme range so use that and stay far away from the battle.

You will most likely use Heal Party more often than most other healers, but that does not mean you are a more effective healer. Because of the relative low amount of health you actually heal per time using this skill, it is not essential to wait for several party members to get hurt. When the others are in combat, throw it as often as possible when anybody save yourself is hurt. But if possible, do not let that get in the way of your usage of Order of the Vampire.

This variant will not have the energy to use Awaken the Blood as often as other Orders, but does not have to use Blood Renewal alternate Healing Breeze as often either.

[edit] More variations

All variations, recommended equipment and other relevant information is otherwise the same as for the normal Order build. Awaken the Blood, Heal Other and Blood Ritual can be exchanged in favor of other skills.


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