Key with this PvE build is to set spirits well away from group you want to attack, move in front of spirits so they don't draw the aggro, then pull enemy mob to you with a longbow. Keep yourself under the effects of brutal weapon (increases bow damage, as does favorable winds) the hit barrage when you want to take down mobs fast. When mobs get closer, I switch to a sundering bow for armor penetration, and keep casters and bosses interrupted with attacks 3 and 4.
My energy is only 25 on this build, but because expertise is so high, I rarely run out of it.
One final thought: Brutal weapon is a spell I can use on teammates to buff their weapon damage, too. Damage output fom this build (when both Pain and Bloodsong are attacking same target I am) + Favorable Winds + Barrage:
60+ (add 6 using Fav Winds) per bow attack with Barrage on level 24 casters, 35-55+ (add 6 with Fav Winds) per bow attack with Barrage on warriors and rangers. 17 per each attack from Pain, 17 per each attack from Bloodsong (total of 34 when hitting same target). I'll let you guys figure the rest of the math.
Again, this is my own experimental build. Feel free to try it if you wish.
P.S. For those of you who know the missions, this build helped my ranger beat both Arborstone and Eternal Grove missions using only all-henchie teams. Some have suggested that Barrage doesn't stack with Brutal Weapon. It does.
Comments: Um yes these are most noob skills everyone gets in the start but I enjoy running around knocking down all warriors chasing me with Gale and then eat all corpses nearby to almost fully heal all the time
$OE lies list http://www.rlmmo.com/viewtopic.php?t=424&start=0 " And I don't want to hear anything about "I don't believe in vampires" because *I* don't believe in vampires, but I believe in my own two eyes, and what *I* saw is ******* vampires! "
This is PvE assasin build, which uses assasins critical strikes and ranger's elite Barrage to deal a lot of AoE damage. And becouse of criticals it never runs out of energy.
I was actually helpful in beating Shiro with this build. Not to mention the previous mission. But, it's 90% "Fun to play" and 5% "Piss off idiot whammos". The last 5% is "pure ownage".
go to agury rock and just step out of the place and enter skyway reach. Cast live vicariously and keep it on u for all ur run.Wen u attack ur first hydra make sure u cast dolyak signet so wen casting vigoursly spirit u can not be knocked down.Now cast Vigously spirt and start hacking away till you can use watch urself if theres more than 3 hydras spam ur Cyclone axe as much as u can but make sure u have 5 energy to cast vigoursly spirit.Also use pentrating axe pentrateing chop and Eviscerate .Also make sure u are fully buff up with dolyaksignet watch yourself live vicariously and vigours spirit.
W/MO Verming Farming
Equipment
Axe and Shield. prefer Totem Axe
Stats
Healing Prayers= 8
Strenght =13
Axe Mastery =10
skills
slot.1Tripple Chop (elite)
slot.2 Cyclone Axe
slot.3 Penatrating Blow
slot.4 Dolyak's Signet
slot.5 Judge's Insight
slot.6 Vigorous Spirit
slot.7 mending
slot.8 Balthazar's Spirit
Step out of Senji's Corner. Cast Balthazar's Spirit. After you've got full Energy again, cast Live Vicarously. Walk to the Vermins. When you see them, cast Vigorous Spirit and ATTACK !! Use Dolyaks Signet before they strike their first blow. Cast Judge Insight if you feel like it and use Tripple Chop. By doing this you'll get enough adrenaline to use Penatrating Blow. Then use Cyclone Axe and spam Penatrating Blow again. Keep on doing this untill you killed them all (and keep up Dolyak's Signet
The Boss aint very hard. Just make sure to target him and keep on spamming you're skills. Who knows, maybe you'll get lucky and you'll get those awsum green daggers
1. {E}Blood is Power (of course) 2. Blood Ritual (again of course) 3. Strip Enchantment 4. Well of Blood 5. Reversal of Fortune 6. Healing Circle 7. Heal Area 8. Rebirth
This build is fairly easy to play, but it can be really useful because, if the build is used correctly, the monks will never run out of energy. It also helps when your nukers, trappers, or mesmers need that extra energy boost.
The only spells you will be using constently are BiP and blood ritual (and occasionally rebirth maybe). For the other 5 spell slots you can pretty much use anything. I use strip enchantment because it can help your team a little if you can take an enemy's enchantment away plus it gives you 124hp with this much blood magic. I use well of blood just because it can help monks if u can get your warriors inside it because it gives +6 health regen for 22 sec with 16 blood. The two area healing spells I just use to make things easier on the monks so they dont have to heal me every 5 seconds due to all the saccing I do. Reversal of fortune I dont ever use because I use my attributes in healing instead of protection (the 2 in protection was just 3 of 5 att points i hadn't used).
With this build weapons don't have much use. Max dmg doesn't really matter because most of the time you won't be close enough to attack. 20/20 blood magic mods don't really matter because BiP has a 3/4 cast time and 0 recharge and blood ritual has 2 for both cast and recharge(I think). So really the only things weapons are useful for is energy and hp mods(also not really neccesary because the only dmg you should be taking is from your sacs). So all you really need is a max energy wand and focus. Although I only have 40 energy and I almost never run out.
The nice thing about this build is you rarely die because most of the time you are behind the other casters. And if you do die it's usually because the rest of your team is already dead and you couldn't escape the mob of enemies that killed them.
Also, if you get in a group with a monk that has never had a battery on their team, when they see what you do they praise you
Lightning Orb - Gale - Fetid Ground - Second Wind* - Air Attunement - Well of Suffering - Windbourne Speed - Resurrection Signet
*: Elite skill
Purpose: An annoying bastard necromancer that runs fast from the warriors (windbourne speed) and avoiding any pushed situations.
Harrassing with Gale to interrupt people and then cast Fetid Ground to poison them. Using gale will give you some energy with Second Wind* and if you combine it with Air Attunement you can start spamming Lightning Orb on your foes! Which does some fair damage.
What do you think?
$OE lies list http://www.rlmmo.com/viewtopic.php?t=424&start=0 " And I don't want to hear anything about "I don't believe in vampires" because *I* don't believe in vampires, but I believe in my own two eyes, and what *I* saw is ******* vampires! "
DuraheLL, you forgot to save your build at that site, but I went ahead and copied it over here. I also put it up in front of the GWGuru guys to see what they thougth, and we brainstormed a bit on it. Much props to LoneDust and Warskull on the GWG IRC channel.
Anyway, what we came up with is that this build, as is, isn't anywhere nearly effective enough. But, I think it's a good start at least.
First thing, swap to E/N. For Second Wind to have much of a use, you really should have a larger energy pool. This also helps with some other problems, like you have way too much speced into Death for only 2 skills, and not nearly enough in Air for your primary sources of hurt.
Then, swap out some of those skills. Take along Blinding Flash and Ether Prodogy{E} in place of Fetid Ground and Second Wind. This will take away a lot of your damage potential, but it will make you a bit more useful for this particular role, which is "utility". Wells don't help very much outside of HoH, so keep that skill slot open for further utility, or put in Enervating Charge to cover the blind from Flash.
Beyond that, I personally would be very weary of using a Sup and Major rune at the same time. If you get that much out of the build, then that's fine, but it REALLY eats up your health and that's just not very good for a soft target like you would be. A well equiped Mesmer would really tear you appart, so you gotta ask "Is 30 HP for one more point really that worth it?"
Also, I see a general problem with your intended victim. You expect a Warrior to chase you, but a good Warrior (or any good Melee'er for that matter) knows better than to chase one target until they die from it. That could work in RA/TA, but I still wouldn't count on it. Plan for smart opponents, then the dumb ones won't stand a chance anyway.
I agree with much of what VGJustice wrote. Gale causes exhaustion. As a Necro, you already have less potential energy reserves from which to draw than an elementalist does, so you can't afford exhausting your energy potential. The only excepetion I make to this rule is on my fast-casting Me/E and then only because echo allows me to kill mobs with meteor shower quickly. Spamming exhausting spells, however, especially one that only knocks a foe down (but doesn't damage him) means you're in for a long fight. Long fights and exhausting spells are not a good mix.
Windborne speed is another problem. You have to stop to cast it, it has a 1 second cast time and only lasts for 10 seconds. It's only advantage is you can cast it on an ally. In the one second it can take to cast it, a warrior could hit you with hamstring or a ranger could nail you with crippling shot, and effectively negate it.
Lightning Orb is a single-target attack spell, costs 15 energy to cast and with 12 aps on air only does 82 damage. Fireball, on the other hand, costs only 10 to cast, hits multiple clustered targets, and strikes for 91 fire damage with 12 aps on fire.
If I were going to go N/E, I'd go fire for damage (and put a few more aps into soul reaping) or go water and take armor of mist (for speed + armor: you don't have to stop to cast it) and blurred vision with deep freeze or ice prison (to keep foes in your wells longer).
Go earth for total team support if you want to use wards and wells together.
But take it all for what you paid for it and remember: it's your character. Build, experiment and play him the way you want to.
Although the main intention with my build is to have N/E and Death + Air as your main attributes.
This can show quite a shallenge since so many say Death ain't that good for PvP and combined with air you have one hell of a weird mix.. anyway thanks a bunch. Will try all tips out and report em back here.
$OE lies list http://www.rlmmo.com/viewtopic.php?t=424&start=0 " And I don't want to hear anything about "I don't believe in vampires" because *I* don't believe in vampires, but I believe in my own two eyes, and what *I* saw is ******* vampires! "
I'm still a newbie when it comes to combining skills, but I don't really mind since I have little time to be playing as a hardcore fan. As long as I enjoy doing the quests, sometimes participating in PvP battles and factions battles and fairly hold my ground I like the game.
Whenever I can, I do look on forums for help with improving my ability and knowledge of skill combining but not much time for that either.
Comments
Tried this one and like it: an all-out damage/interrupt build with no self-defense or self healing. Not for the faint of heart!
Ranger/Ritualist with major runes on marksmanship and expertise. APs spread like this:
11 on expertise
12 on marksmanship
12 on communing
Skills:
1. Brutal Weapon (Communing)
2. Barrage (Elite: Marksmanship)
3. Savage Shot (Marksmanship)
4. Dsitracting Shot (Expertise)
5. Bloodsong (Communing)
6. Pain (Communing)
7. Favorable Winds (Marksmanship)
8. Flesh of My Flesh (Restoration)
Key with this PvE build is to set spirits well away from group you want to attack, move in front of spirits so they don't draw the aggro, then pull enemy mob to you with a longbow. Keep yourself under the effects of brutal weapon (increases bow damage, as does favorable winds) the hit barrage when you want to take down mobs fast. When mobs get closer, I switch to a sundering bow for armor penetration, and keep casters and bosses interrupted with attacks 3 and 4.
My energy is only 25 on this build, but because expertise is so high, I rarely run out of it.
One final thought: Brutal weapon is a spell I can use on teammates to buff their weapon damage, too. Damage output fom this build (when both Pain and Bloodsong are attacking same target I am) + Favorable Winds + Barrage:
60+ (add 6 using Fav Winds) per bow attack with Barrage on level 24 casters, 35-55+ (add 6 with Fav Winds) per bow attack with Barrage on warriors and rangers. 17 per each attack from Pain, 17 per each attack from Bloodsong (total of 34 when hitting same target). I'll let you guys figure the rest of the math.
Again, this is my own experimental build. Feel free to try it if you wish.
P.S. For those of you who know the missions, this build helped my ranger beat both Arborstone and Eternal Grove missions using only all-henchie teams. Some have suggested that Barrage doesn't stack with Brutal Weapon. It does.
Enjoy.
Behold my new noob main char:
Level 15
Necro/Ele: Death 10 - Air 5
Purpose: PvE + PvP
Skills:
1. Vile Touch
2. Dark Swarm
3. Animate Bone Horror
4. Gale
5. Enervating Charge / Lightning Strike
6. Putrid Explotion / Necrotic Traversal
7. Soul Feast
8. Resurrection Signet
Comments: Um yes these are most noob skills everyone gets in the start but I enjoy running around knocking down all warriors chasing me with Gale and then eat all corpses nearby to almost fully heal all the time
$OE lies list
http://www.rlmmo.com/viewtopic.php?t=424&start=0
"
And I don't want to hear anything about "I don't believe in vampires" because *I* don't believe in vampires, but I believe in my own two eyes, and what *I* saw is ******* vampires! "
Assassin/Ranger
Level: 20
Critical Strikes: 13 (12+4)
Shadow Arts: 3
Marksmanship: 12
- Barrage [Elite] (Marksmanship)
- Critical Defenses (Critical Strikes)
- Way of Perfection (Shadow Arts)
- Caltrops (Shadow Arts)
- Shadow Refuge (Shadow Arts)
- Sharpen Daggers (Critical Strikes)
- Critical Eye (Critical Strikes)
- Resurrection Signet ()
For PvP I use this build to solo enemy's base, so to kill archers and bodyguards. Can also kill enemy's flagrunner unless he's Mesmer with Distortion.
NPC Killer
Assassin/Elementalist
Level: 20
Critical Strikes: 13 (12+1)
Dagger Mastery: 13 (12+1)
Shadow Arts: 4 (3+1)
- Disrupting Stab (Dagger Mastery)
- Shock (Air Magic)
- Falling Spider (Dagger Mastery)
- Twisting Fangs (Critical Strikes)
- Shadow Refuge (Shadow Arts)
- Aura of Displacement [Elite] (Assassin None)
- Dark Escape (Shadow Arts)
- Resurrection Signet ()
Yeah, I've posted this before, but it couldn't hurt to post it again.
Behold! My Sword Ranger!
I was actually helpful in beating Shiro with this build. Not to mention the previous mission. But, it's 90% "Fun to play" and 5% "Piss off idiot whammos". The last 5% is "pure ownage".
--~~--
Play Guild Wars? Go here - http://gw.gamewikis.org/wiki/Main_Page
And go here for the new official Guild Wars Wiki! http://wiki.guildwars.com/wiki/Main_Page
Monk/Rit
Divine 15
Healing 15
Healing Touch
Orison of Healing
Jamei's Gaze
Remove Hex
Mend Ailment
Heal Party
Resurrection Chant
Peace and Harmony
W/Mo hydra Farming
Stats
Axe mastery=12
Strength=10
healing=8
Equipment
Totem Axe Malions sheild
Skills
slot 1 Eviscerate(elite)
slot 2 Penetating blow
slot 3 Penetrating Chop
slot 4 Cyclone axe
slot 5 Dolyake signet
slot 6 Watch yourself
slot 7 vigoursly spirit
slot 8 live vicariously
go to agury rock and just step out of the place and enter skyway reach. Cast live vicariously and keep it on u for all ur run.Wen u attack ur first hydra make sure u cast dolyak signet so wen casting vigoursly spirit u can not be knocked down.Now cast Vigously spirt and start hacking away till you can use watch urself if theres more than 3 hydras spam ur Cyclone axe as much as u can but make sure u have 5 energy to cast vigoursly spirit.Also use pentrating axe pentrateing chop and Eviscerate .Also make sure u are fully buff up with dolyaksignet watch yourself live vicariously and vigours spirit.
W/MO Verming Farming
Equipment
Axe and Shield. prefer Totem Axe
Stats
Healing Prayers= 8
Strenght =13
Axe Mastery =10
skills
slot.1Tripple Chop (elite)
slot.2 Cyclone Axe
slot.3 Penatrating Blow
slot.4 Dolyak's Signet
slot.5 Judge's Insight
slot.6 Vigorous Spirit
slot.7 mending
slot.8 Balthazar's Spirit
Step out of Senji's Corner. Cast Balthazar's Spirit. After you've got full Energy again, cast Live Vicarously. Walk to the Vermins. When you see them, cast Vigorous Spirit and ATTACK !!
Use Dolyaks Signet before they strike their first blow. Cast Judge Insight if you feel like it and use Tripple Chop. By doing this you'll get enough adrenaline to use Penatrating Blow. Then use Cyclone Axe and spam Penatrating Blow again. Keep on doing this untill you killed them all (and keep up Dolyak's Signet
The Boss aint very hard. Just make sure to target him and keep on spamming you're skills.
Who knows, maybe you'll get lucky and you'll get those awsum green daggers
PVE
resolve/glyph/echo nuker
fire 16
energy 15
mantra of resolve
arcane echo
meteor shower
glyph of energy
rodgor invocation
meteor
fireball
rez sig
Guild - http://lightness.goodforum.net/
Blog - http://www.pierrecarlier.com/
SS/SV Necro UW farm build, not the most fun but it makes me the most money. For PvP I have to say the R/Me Rspike build.
16 blood magic (scar + sup rune)
9 soul reaping (minor rune)
10 healing prayers
2 protection
Skills:
1. {E}Blood is Power (of course)
2. Blood Ritual (again of course)
3. Strip Enchantment
4. Well of Blood
5. Reversal of Fortune
6. Healing Circle
7. Heal Area
8. Rebirth
This build is fairly easy to play, but it can be really useful because, if the build is used correctly, the monks will never run out of energy. It also helps when your nukers, trappers, or mesmers need that extra energy boost.
The only spells you will be using constently are BiP and blood ritual (and occasionally rebirth maybe). For the other 5 spell slots you can pretty much use anything. I use strip enchantment because it can help your team a little if you can take an enemy's enchantment away plus it gives you 124hp with this much blood magic. I use well of blood just because it can help monks if u can get your warriors inside it because it gives +6 health regen for 22 sec with 16 blood. The two area healing spells I just use to make things easier on the monks so they dont have to heal me every 5 seconds due to all the saccing I do. Reversal of fortune I dont ever use because I use my attributes in healing instead of protection (the 2 in protection was just 3 of 5 att points i hadn't used).
With this build weapons don't have much use. Max dmg doesn't really matter because most of the time you won't be close enough to attack. 20/20 blood magic mods don't really matter because BiP has a 3/4 cast time and 0 recharge and blood ritual has 2 for both cast and recharge(I think). So really the only things weapons are useful for is energy and hp mods(also not really neccesary because the only dmg you should be taking is from your sacs). So all you really need is a max energy wand and focus. Although I only have 40 energy and I almost never run out.
The nice thing about this build is you rarely die because most of the time you are behind the other casters. And if you do die it's usually because the rest of your team is already dead and you couldn't escape the mob of enemies that killed them.
Also, if you get in a group with a monk that has never had a battery on their team, when they see what you do they praise you
lol anyway thats my favorite build
Umh, can someone please comment this build:
http://www.curse-gaming.com/en/guildwars/build-necromancer_elementalist.html
What would you fix/change?
Necromancer/Elementarist (Death + Air)
Death Magic: 16 (12 +1 +3)
Air Magic: 12
Soul Reaping: 5 (3 +2)
Skills:
Lightning Orb - Gale - Fetid Ground - Second Wind* - Air Attunement - Well of Suffering - Windbourne Speed - Resurrection Signet
*: Elite skill
Purpose: An annoying bastard necromancer that runs fast from the warriors (windbourne speed) and avoiding any pushed situations.
Harrassing with Gale to interrupt people and then cast Fetid Ground to poison them. Using gale will give you some energy with Second Wind* and if you combine it with Air Attunement you can start spamming Lightning Orb on your foes! Which does some fair damage.
What do you think?
$OE lies list
http://www.rlmmo.com/viewtopic.php?t=424&start=0
"
And I don't want to hear anything about "I don't believe in vampires" because *I* don't believe in vampires, but I believe in my own two eyes, and what *I* saw is ******* vampires! "
DuraheLL, you forgot to save your build at that site, but I went ahead and copied it over here. I also put it up in front of the GWGuru guys to see what they thougth, and we brainstormed a bit on it. Much props to LoneDust and Warskull on the GWG IRC channel.
Anyway, what we came up with is that this build, as is, isn't anywhere nearly effective enough. But, I think it's a good start at least.
First thing, swap to E/N. For Second Wind to have much of a use, you really should have a larger energy pool. This also helps with some other problems, like you have way too much speced into Death for only 2 skills, and not nearly enough in Air for your primary sources of hurt.
Then, swap out some of those skills. Take along Blinding Flash and Ether Prodogy{E} in place of Fetid Ground and Second Wind. This will take away a lot of your damage potential, but it will make you a bit more useful for this particular role, which is "utility". Wells don't help very much outside of HoH, so keep that skill slot open for further utility, or put in Enervating Charge to cover the blind from Flash.
Beyond that, I personally would be very weary of using a Sup and Major rune at the same time. If you get that much out of the build, then that's fine, but it REALLY eats up your health and that's just not very good for a soft target like you would be. A well equiped Mesmer would really tear you appart, so you gotta ask "Is 30 HP for one more point really that worth it?"
Also, I see a general problem with your intended victim. You expect a Warrior to chase you, but a good Warrior (or any good Melee'er for that matter) knows better than to chase one target until they die from it. That could work in RA/TA, but I still wouldn't count on it. Plan for smart opponents, then the dumb ones won't stand a chance anyway.
--~~--
Play Guild Wars? Go here - http://gw.gamewikis.org/wiki/Main_Page
And go here for the new official Guild Wars Wiki! http://wiki.guildwars.com/wiki/Main_Page
I agree with much of what VGJustice wrote. Gale causes exhaustion. As a Necro, you already have less potential energy reserves from which to draw than an elementalist does, so you can't afford exhausting your energy potential. The only excepetion I make to this rule is on my fast-casting Me/E and then only because echo allows me to kill mobs with meteor shower quickly. Spamming exhausting spells, however, especially one that only knocks a foe down (but doesn't damage him) means you're in for a long fight. Long fights and exhausting spells are not a good mix.
Windborne speed is another problem. You have to stop to cast it, it has a 1 second cast time and only lasts for 10 seconds. It's only advantage is you can cast it on an ally. In the one second it can take to cast it, a warrior could hit you with hamstring or a ranger could nail you with crippling shot, and effectively negate it.
Lightning Orb is a single-target attack spell, costs 15 energy to cast and with 12 aps on air only does 82 damage. Fireball, on the other hand, costs only 10 to cast, hits multiple clustered targets, and strikes for 91 fire damage with 12 aps on fire.
If I were going to go N/E, I'd go fire for damage (and put a few more aps into soul reaping) or go water and take armor of mist (for speed + armor: you don't have to stop to cast it) and blurred vision with deep freeze or ice prison (to keep foes in your wells longer).
Go earth for total team support if you want to use wards and wells together.
But take it all for what you paid for it and remember: it's your character. Build, experiment and play him the way you want to.
Wow thanks for the support.
Although the main intention with my build is to have N/E and Death + Air as your main attributes.
This can show quite a shallenge since so many say Death ain't that good for PvP and combined with air you have one hell of a weird mix.. anyway thanks a bunch. Will try all tips out and report em back here.
$OE lies list
http://www.rlmmo.com/viewtopic.php?t=424&start=0
"
And I don't want to hear anything about "I don't believe in vampires" because *I* don't believe in vampires, but I believe in my own two eyes, and what *I* saw is ******* vampires! "
Spell Thief Build (Monks really hate me)
=======================
Domination: max
Inspiration: max (if possible)
Fast cast: whatever points left
Diversion
Signet of Humility
Arcane Thievery
Arcane Larceny
Arcane Echo
Distortion
Energy Drain
Signet of Rez
=========================
Most of the skills are not hex so they cannot be removed.
Here is the casting steps:
1. cast diversion
2. cast arc echo
3. cast thievery
4. cast thievery
5. cast larceny
6. humility
Cast e-drain when you are low on energy.
More than often, I can successfully disable 4 monk skills.
1. distracting shot
2. savage shot
3. apply poison
4. power spike
5. empathy
6. troll ungent (just in case)
7. ether feast (ditto)
8. (ressurection signet?)
Still under developement, obviously, but been fun to play around with in PVE. Any thoughts/suggestions?
I have two characters.
Primary is E/N lvl 20
Secondary A/Rt lvl 19
I'm still a newbie when it comes to combining skills, but I don't really mind since I have little time to be playing as a hardcore fan. As long as I enjoy doing the quests, sometimes participating in PvP battles and factions battles and fairly hold my ground I like the game.
Whenever I can, I do look on forums for help with improving my ability and knowledge of skill combining but not much time for that either.