Build:N/Mo Orders Necromancer
From GuildWiki
![]() |
On May 1, 2007, all articles in the GuildWiki build namespace
will be deleted. After that date, no build articles may be posted
to the GuildWiki in either the main or build namespaces before a
new policy is decided on. Find the reasoning and the details behind
this at GuildWiki:Builds wipe. |
![]() |
This build is not favored by the
GuildWiki community.
The general consensus among users of GuildWiki is that this build is not viable. |
|
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
![]() ![]() |
Attribute Rank |
---|---|
Blood Magic | 12 + 3 + 1 |
Soul Reaping | 10 + 3 |
Healing Prayers | 8 |
[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.
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
- Watchful Spirit for an additional constant +2 health regeneration.
- Well of Blood for combat healing when not partied with a minion master.
- Heal Area or Heal Party to keep monks and other rear line casters healthy.
- Signet of Agony for additional damage in emergency situations.
[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
![]() ![]() |
Attribute Rank |
---|---|
Blood Magic | 12 + 3 + 1 |
Soul Reaping | 5 + 3 |
Healing Prayers | 12 |
Protection Prayers | 4 |
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.