User:Attackofthecold/Build:N/Mo Tombs OOV

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This build uses Prophecies and Core skills exclusively.

This is an Orders Necromancer build, geared for use in the Ruins of the Tomb of the Primeval Kings. A Barrage/Pet group is recommended, though other combinations are possible. Typically, they will bring one healing Monk, one Minion Master Necromancer, one Orders Necromancer, and five B/P Rangers. It is a Tombs OOV Necro's job to keep Order of the Vampire up on the Rangers and to assist the Monk with heals, hex removal, and energy regeneration.

[edit] Skills and Attributes

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

Blood Renewal

Order of the Vampire

Order of the Vampire

Heal Party

Heal Party

Remove Hex

Remove Hex

Optional

Optional

Blood Ritual

Blood Ritual

Mending

Mending

Rebirth

Rebirth

[edit] Equipment

  • Armor: Any armor with Radiant Insignias (or purchased Scar Pattern Armor with no Insignia slots)
  • Weapon: Staff/Combo: +1 Blood Magic (20%), HCT Blood Magic (20%), +20% Enchantment duration (for +1 sec to OOV)
  • Runes: Superior Blood Magic (+3), Superior Soul Reaping (+3), Attunement x 3 (+2 en)
    • More Superior runes are optional for lowering your maximum health.

[edit] Usage

[edit] Preface

The OOV Necromancer's job is to stay out of combat whenever possible and maintain the Orders enchantment on his party. You are constantly sacrificing and regenerating your health, and because of this, you will be an easy target for enemy AI.

[edit] Combat Cycle

  • Upon entering Tombs, immediately cast Mending on yourself. This will provide you with a constant 3 pips of health regeneration.
  • Once the enemies are near the party, cast Order of the Vampire and Blood Renewal.
  • Keep OOV and Blood Renewal going at all times. This will result in a serious damage increase to your Rangers' Barrage as well as a fair amount of healing.
  • Use Heal Party whenever 3 or more people are taking damage to supplement your OOV and take some weight off of the Monk.
  • Remove Hex should be used to remove hexes like Empathy from the Rangers and hexes like Backfire from the casters. For the sake of your cycle, it is usually best if the hexed ally calls a potentially crippling hex rather than removing all hexes out of habit.
  • Use Blood Ritual on your Monk if he asks for it, but make sure that the Monk is a safe distance from enemies.

[edit] Skill Replacements

[edit] Self-healing options

  • Using Live Vicariously on a Ranger who is spamming Barrage may sometimes prove to be a more effective method of regeneration than the 3 pips from Mending, since you only need to sacrifice health while your party is engaged in combat. See the Notes section for more details.
  • Healing Breeze may be substituted for Blood Renewal if you are uncomfortable with a 25% health sacrifice, though it is considerably less effective due to the lack of a spike heal upon its completion or removal. It also costs 5 more energy to cast.

[edit] Remove Hex

  • Smite Hex maybe used in its place for a faster-casting removal, but with a longer recharge time.
  • Some people vouch for Holy Veil rather than Remove Hex, but the mechanics require that you cancel the maintained enchantment to remove a hex. HV also has a longer recharge.
  • Purge Signet can also be used to remove all hexes and conditions on one ally. Again, longer recharge time.

[edit] Optional Slot

  • Succor may be brought along to benefit the Monk or the MM Necro if your team can keep bodies dropping often enough to allow Soul Reaping to work its magic.
  • Add Smite Hex to get Empathy off more than one Ranger at a time, and also to completely free the Monk from the responsibility of Hex removal. Along with Remove Hex, this makes an effective combo for digging through cover hexes.
  • Awaken the Blood can give you +2 to Blood Magic, but at a rather serious cost in terms of health sacrifice.
  • Order of Pain can be cast inbetween Order of the Vampire to ensure constant Orders coverage.

[edit] Variations

[edit] N/Mo Tombs OOP

Blood Renewal

Blood Renewal

Order of Pain

Order of Pain

Heal Party

Heal Party

Remove Hex

Remove Hex

Optional

Optional

Blood is Power

Blood is Power

Mending

Mending

Rebirth

Rebirth

  • This build can be used for constant coverage of your Orders spell, with a greater energy regeneration boost to your Monk to make up for the lack of vampiric Barrages.
  • Blood is Power may also be cast from a distance, freeing the Monk up to move about as they please (Fingers of Chaos notwithstanding).
  • BIP may also be used to supply non-standard B/P Rangers (for instance, Elementalist primary) with more energy.
  • Additional 20% Enchantment duration is not as big of a deal with this build, so your equipment options are more flexible.

[edit] Counters

  • Being involved in combat
  • Enchantment removal on the Rangers (see Fingers of Chaos for more info)
  • Diversion is an easily-avoidable hex that can cripple your build entirely. Learn to recognize it and either get it removed or burn Mending rather than risk part of your cycle being disabled. This is a skill equipped by The Darknesses at the end of the Tombs levels.

[edit] Notes

  • If you choose to bring Live Vicariously, the burden to supplement your Blood Renewal now lies on the effectiveness of your chosen Ranger(s). Another caveat to this approach is that your chosen Rangers should not also be Monks (R/Mo, for instance) or you run the risk of the enchantment being removed (see Fingers of Chaos). If you are not grouped with at least one non-standard B/P Ranger, then you should not bring Live Vicariously since you may have to recast it more often than is efficient. It is also possible that LV could be stripped from your Ranger at an inopportune time, leaving you with only BR to keep you alive.
  • Lowering your maximum health makes you more vulnerable to spike damage, but it also exponentially increases the effectiveness of all health sacrifice skills and health regeneration (most notably Blood Renewal).
  • If you are adept at energy management with the build, you may consider maintaining Mending on the MM (assuming the MM uses Blood of the Master to heal his minions).
  • This build uses a Monk as its secondary class. Because of this, being involved in combat is not only a detriment to this build because of the health fluctuations, but also due to creatures stripping the Necromancer of his Enchantments. Again, see Fingers of Chaos.
  • This build can be used with similar groups in many different areas, but the suggestions for hex removal are particular to Tombs.

[edit] See Also

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