Difference between revisions of "Eddietheman's Necro/Mes (PVE/PVP)"

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Overview
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== Overview ==
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My Necro Mesmer is a Blood and Domination char that uses the Necro Soul Reaping to regain mana and Blood Skills to help self heal. It heals wonderfully, destroys casters and can steal a skill from the other teams build. The build was developed for PvE but works very well in GVG.
  
My Necro Mesmer is a Blood and Domination char that uses the Necro Soul Reaping to regain mana and Blood Skills to help self heal. It heals wonderfully, destroys casters and can steal a skill from the other teams build. The build was developed for PvE but works very well in GVG.
 
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Strengths
 
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Weaknesses
 
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Playstyle
 
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Attributes
 
  
10 Inspiration Magic
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== Attributes ==
11 Protection Prayers [10 levels, Minor Rune]
 
15 Divine Favor [11 levels, Superior Rune, ]
 
[edit]
 
Skills
 
  
The number after the skill is what the critical portion of the spell will do at the specified attribute level.
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12 Domination Magic
  
    * 1. Reversal of Fortune [63 Reversal]
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12 Blood Magic [10 levels, Major Rune]
    * 2. Mend Ailment [53 Heal]
 
    * 3. Mend Condition [53 Heal]
 
    * 4. Smite Hex
 
    * 5. Channeling [40s duration]
 
    * 6. Energy Drain* [16 steal]
 
    * 7. Mantra of Lightning [70s duration 42% prevention]
 
    * 8. Divine Boon [70 Heal]  
 
  
Skills Rationale
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12 Soul Reaping [8 levels, Superior Rune]
  
    * 1. Reversal of Fortune [63 reverse]
 
  
Reversal is the standard heal spell if the target has no conditions. It's an extremly fast cast, and when the target is hit for a large (30+) attack after the cast, extremely effective
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== Skills ==
  
Min: 70+48+1+1 = 120 | 17 hp/E
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The number after the skill is what the critical portion of the spell will do at the specified attribute level.
Med: 70+48+31+31 = 180 | 25 hp/E
 
Max: 70+48+63+63 = 224 | 32 hp/E
 
  
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# Awaken the Blood [Plus 2 to Blood and Curses]
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# Life Transfer [12 seconds health degen of -8 (after using skill 1)you gain that as regen]
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# Vampiric Gaze [steal 57 health (after using skill 1)]
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# Backfire [10 seconds caster take 119 damage everytime they cast a spell]
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# Blackout [6 seconds all skills are disabled and yours as well]
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# Arcane thievery [Steal a skill for 29 seconds]
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# Diversion [for 6 seconds the next time the foe uses a skill it takes 47 seconds to recharge  ]
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# Power Leak [if target is casting a spell that spell is interupted and the foe loses 22 energy]
  
    * 2. Mend Ailment [53 heal]
 
  
A heal for targets under 2 or more conditions. It's only better than Mend Condition when the target has 3 or more conditions, but it can do a thing Mend cannot - target yourself. Excellent self-healing - especially in the arenas where condition-inflicting warriors are common.
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== Skills Rationale ==
  
Min: 70+48 = 118 | 17 hp/E
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1. Awaken the Blood [Plus 2 to Blood and Curses]
Med: 70+48+53 = 171 | 24 hp/E [2 conditions is very common]
 
Max: 70+48+53+53+53+53 = 330 | 47 hp/E [5 conditions is not maximum, but more than 5 is extremely rare]
 
  
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:This will give you a bonus to all blood magic skills...really kick it up a notch
  
    * 3. Mend Condition [53 heal]  
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2. Life Transfer [12 seconds health degen of -8 (after using skill 1)you gain that as regen]
  
If your teammate has a condition, this is one of the most efficent spells in the game. It casts and recharges faster than Orison of Healing, removes the condition, and makes your bed.
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:Hit the caster with this either before or after backfire...it will keep your health up and allow you to move on to the other skills on the bar.
  
Min: 70+48 = 118 | 17 hp/E
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3. Vampiric Gaze [steal 57 health (after using skill 1)]
Max: 70+48+53 = 171 | 24 hp/E
 
  
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:Quick healing when needed...fairly spammable and great in a crunch to add that little bit of hurt to a dieing target.
  
    * 4. Smite Hex
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4. Backfire [10 seconds caster take 119 damage everytime they cast a spell]
  
Fast cast hex removal. The recharge time is a bit long, but if you time the cast right you can remove the nasty hex before it's covered by another. You should only mainly deadly hexes like Backfire, Life Transfer and Spiteful Spirit. It's easy to react to a Lightning Surge being cast on you with this, removing it and evading the knockdown.
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:Cast this on the monk who is trying to heal the party and he will either shut down and not cast for the 10 seconds OR hurt himself a lot, maybe killing himself in the process...in PVE...normally you can hit and forget on casters as they will keep casting
  
Min/Max: 70+48 = 118 | 17 hp/E
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5. Blackout [6 seconds all skills are disabled and yours as well]
  
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:Either cast this at around the 9 second mark to keep that monk shut down...OR...use it on the second monk while the life stealing stuff is working on first...effectively taking down 2 monks at once...at least for a bit...
  
    * 5. Channeling [40 secs]  
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6. Arcane Thievery [Steal a skill for 29 seconds]
  
Cast this just before entering battle - roughly when you're 1 aggro range from the enemy. Channeling, when used with good positioning, gives you enough mana back to cast rather indiscriminately. It's a delight when you're bodyblocked - you can just cast and cast and cast. Keep it shielded by {{Divine Boon]] (cast channeling, THEN boon), as boon is a faster cast that will also heal you and steal mana when removed. Channeling range is roughly 2/5th of your aggro circle.
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:When the backfire and blackout have been used and are recharging...that monk or caster is going to want to jump right back in the frey...steal his skill that he likes the most...b/c it seems that as soon as he is able most people will use the best/favorite skill on their bar...and then..just for good measure...if you like the skill...USE IT...
  
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7. Diversion [for 6 seconds the next time the foe uses a skill it takes 47 seconds to recharge  ]
  
    * 6. Energy Drain* [16 drain]
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:Throw this down next and the second skill they want to use will take FOREVER to recharge...
  
The most dramatic spell in the mana engine. Find a target - either the called target, for more disruption, or one you think to be ripe in mana if you're hurting. Enemy Sprits, Pets, Minions and NPC's will always give you a full load, but avoid wasting casts on them if you can.
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8. Power Leak [if target is casting a spell that spell is interupted and the foe loses 22 energy]
  
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:This can be great...you have stolen a skill, you have then used diversion to stop another skill from being used for a while, and now you have interupted the 3rd on their list...and you make them take a big hit on energy...if this is one monk...they are out of the battle for a bit...
  
    * 7. Mantra of Lightning [70 sec 42%]
 
  
Ele spikers are extremely common these days. Stop them in their tracks using this - a substantial reduction that also gives you energy. If your team uses winter, sub this for Mantra of Frost. It's not integral to the build, but having the stance helps. When playing in the arenas, cast it with 5 seconds left until game starts.
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== Suggested Equipment ==
  
    * 8. Divine Boon [70 heal]
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* Full Scar Set for the energy and regen
 +
* Devilish scar on head for soul reaping
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* Superior Soul Reaping
 +
* Major Blood Magic
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* Superior Vigor Rune
  
The spell that drives the build. Lose 2 mana per monk spell, gain 35 hp/E for those 2. Make sure that Boon is always the 'highest' enchantment on your enchantment stack - the near-instant cast, low cost and no recharge makes it an ideal shield.
 
  
If you find yourself under extremely hard focus you can spam this and RoF on yourself to reach perverse hp/S.
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=== Weapon List ===
  
Min: 48 = 48 | 9 hp/E
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I like the following
Max: 70+48 = 118 | 17 hp/E
 
  
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# Hale Inscribed staff of enchanting which is energy plus 10, Chaos dmg 11-22, with 10 dom, improves casting speed, health plus 22, and enchantments last 10% longer, great for backfire to last longer.
  
[edit]
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Feel free to edit to add links...not sure how to do this...--[[User:Eddietheman|Eddietheman]] 19:46, 27 Jul 2005 (BST)
Suggested Equipment
 
  
Full Wanderer set [+5 armor vs Elemental Damage]
 
Superior Vigor Rune
 
  
Weapon List: 1. Protection Prayers 20/20 staff with 2 +5 def upgrades
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[[Category:Guild Wars]]
2. Protection Prayers 20/20 staff with 2 +30 life upgrades
 
3. +15 Energy -1 Energy Regeneration focus
 
4. 20/20 Inspiration focus
 

Latest revision as of 22:33, 14 February 2012

Overview

My Necro Mesmer is a Blood and Domination char that uses the Necro Soul Reaping to regain mana and Blood Skills to help self heal. It heals wonderfully, destroys casters and can steal a skill from the other teams build. The build was developed for PvE but works very well in GVG.


Attributes

12 Domination Magic

12 Blood Magic [10 levels, Major Rune]

12 Soul Reaping [8 levels, Superior Rune]


Skills

The number after the skill is what the critical portion of the spell will do at the specified attribute level.

  1. Awaken the Blood [Plus 2 to Blood and Curses]
  2. Life Transfer [12 seconds health degen of -8 (after using skill 1)you gain that as regen]
  3. Vampiric Gaze [steal 57 health (after using skill 1)]
  4. Backfire [10 seconds caster take 119 damage everytime they cast a spell]
  5. Blackout [6 seconds all skills are disabled and yours as well]
  6. Arcane thievery [Steal a skill for 29 seconds]
  7. Diversion [for 6 seconds the next time the foe uses a skill it takes 47 seconds to recharge ]
  8. Power Leak [if target is casting a spell that spell is interupted and the foe loses 22 energy]


Skills Rationale

1. Awaken the Blood [Plus 2 to Blood and Curses]

This will give you a bonus to all blood magic skills...really kick it up a notch

2. Life Transfer [12 seconds health degen of -8 (after using skill 1)you gain that as regen]

Hit the caster with this either before or after backfire...it will keep your health up and allow you to move on to the other skills on the bar.

3. Vampiric Gaze [steal 57 health (after using skill 1)]

Quick healing when needed...fairly spammable and great in a crunch to add that little bit of hurt to a dieing target.

4. Backfire [10 seconds caster take 119 damage everytime they cast a spell]

Cast this on the monk who is trying to heal the party and he will either shut down and not cast for the 10 seconds OR hurt himself a lot, maybe killing himself in the process...in PVE...normally you can hit and forget on casters as they will keep casting

5. Blackout [6 seconds all skills are disabled and yours as well]

Either cast this at around the 9 second mark to keep that monk shut down...OR...use it on the second monk while the life stealing stuff is working on first...effectively taking down 2 monks at once...at least for a bit...

6. Arcane Thievery [Steal a skill for 29 seconds]

When the backfire and blackout have been used and are recharging...that monk or caster is going to want to jump right back in the frey...steal his skill that he likes the most...b/c it seems that as soon as he is able most people will use the best/favorite skill on their bar...and then..just for good measure...if you like the skill...USE IT...

7. Diversion [for 6 seconds the next time the foe uses a skill it takes 47 seconds to recharge ]

Throw this down next and the second skill they want to use will take FOREVER to recharge...

8. Power Leak [if target is casting a spell that spell is interupted and the foe loses 22 energy]

This can be great...you have stolen a skill, you have then used diversion to stop another skill from being used for a while, and now you have interupted the 3rd on their list...and you make them take a big hit on energy...if this is one monk...they are out of the battle for a bit...


Suggested Equipment

  • Full Scar Set for the energy and regen
  • Devilish scar on head for soul reaping
  • Superior Soul Reaping
  • Major Blood Magic
  • Superior Vigor Rune


Weapon List

I like the following

  1. Hale Inscribed staff of enchanting which is energy plus 10, Chaos dmg 11-22, with 10 dom, improves casting speed, health plus 22, and enchantments last 10% longer, great for backfire to last longer.

Feel free to edit to add links...not sure how to do this...--Eddietheman 19:46, 27 Jul 2005 (BST)