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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
[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] 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
- 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.
- 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