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N/D Heir to the Master[ | ]

The N/D Heir to the Master is an MM build designed to withstand moderately heavy damage and health degeneration at the same time supporting other MM's. Excellent for Alliance Battles and can work in PvE with a few modifications.

Attributes and Skills[ | ]

NecromancerDervishNecromancer / Dervish Attribute Rank
Death Magic 12 + 1 + 3
Soul Reaping 10 + (1...3)
Earth Prayers 8
Blood Magic 2 + 1
Aura of the Lich

Aura of the Lich

Dark Bond

Dark Bond

Infuse Condition

Infuse Condition

Mystic Regeneration

Mystic Regeneration

Blood of the Master

Blood of the Master

Animate Bone Fiend

Animate Bone Fiend

Animate Bone Horror

Animate Bone Horror

Signet of Lost Souls

Signet of Lost Souls

Equipment[ | ]

  • Armor - Recommend full Radiant Armor, though other set-ups are viable. Equip the best Vigor rune possible.
  • Weapons - Ghial's Staff or something similiar.

Usage[ | ]

  • Maintain Aura of the Lich, Dark Bond, Mystic Regeneration and Infuse Condition
  • When playing as the only MM, animate minions as the situation permits.
  • When playing with other MM's, let them make more minions than you, and tell them that you will be healing their minions as through Blood of the Master spamming. Mystic Regeneration will fill your health back up before Blood of the Master is even recharged.

Counters[ | ]

  • Traditional spell caster counters (Dazed, interruption, etc.) In this case dazed will have almost no effect since its usualy instantly passed on to a minion.
  • Enchantment stripping. However only multiple or mass enchant removal skills are truly dangerous. You can use mystic regeneration as cover for your other enchants, the fast recharge and cast time makes it ideal for this.
  • Life Stealing (with Aura of the Lich, your health will be lower but it cannot reduce life stealing skills such as Vampiric Gaze)
  • Low max health makes degeneration more dangerous. Extremely heavy health degeneration though (more than -12) which is unlikely exept for heavy hex based degen (remember you pass on your conditions). But a significant degen will impede your use of blood of the master.
  • Losing al your minions. This means that you have no damage reduction (from dark bond), are suceptible to conditions and most importantly posses no notable offense. If you lose al of them attempt to create more asap or retreat.

Variants[ | ]

Notes[ | ]

  • This build is excellent at surviving under pressure and can handle severe degen (Ex. Burning)
  • It can easily withstand multiple Assassin attacks (a HUGE threat for MM's) and up to two Searing Flame users
  • This build does well alone, but truly shines when used in sync with another MM (it can spam Blood of the Master without penalty).

N/D Mystic Blood Bonder[ | ]

The Mystic Blood Bonder uses the combination of Mystic Regeneration and Blood Renewal to supply Blood Bonds to teammates. Along with Vital Boon, this combination provides +15 health regeneration. Even though health regeneration is capped at 10, this cap is applied after the degen from your Blood Bonds is subtracted. The combination of Blood Renewal and Mystic Regeneration also provides more stable health management for a Blood is Power energy battery, but other Elite skills could also be used. This build has advantages over a standard BiP energy battery, as it can effectively provide both energy and health battery services to a whole team, as well as spot healing, and a semi-party heal. It also has effective built in methods to counteract BiP's sacrifice costs. The build's effectiveness can be further boosted by a monk using enchantments, especially team enchantments like Aegis that don't require the monk to go out of his way to target you specifically.

Attributes and Skills[ | ]

NecromancerDervishNecromancer / Dervish Attribute Rank
Blood Magic 10 + 1 + 3
Earth Prayers 8
Wind Prayers 10
Soul Reaping 8 + (1...3)
Mystic Healing

Mystic Healing

Blood Bond

Blood Bond

Blood is Power

Blood is Power

Signet of Pious Light

Signet of Pious Light

Vital Boon

Vital Boon

Blood Renewal

Blood Renewal

Mystic Regeneration

Mystic Regeneration

Resurrection Signet

Resurrection Signet

  • Switch the Res Signet for Pious Restoration if it is unneeded or you would like to have hex removal. Otherwise switch it for one of the variant skills listed below.

Equipment[ | ]

Because of the importance of your enchantments, a Blood Staff of Enchanting is required to get the longest possible duration. Armor with Radiant Insignias would probably be best, but Undertaker's Insignias could also be useful.

Usage[ | ]

  • Try to stay back out of the fight and avoid aggro.
  • Keep Blood Renewal, Mystic Regeneration, and Vital Boon up at all times during combat.
  • Apply Blood Bond first to allies heading into combat that you expect to take damage such as the tank(s). Also apply it to other allies who come under attack or are experiencing health degeneration.
  • Apply Blood is Power to all casters in your party. At the beginning of the battle, prioritize damage dealing casters, followed by healers once the battle is underway.
  • Signet of Pious Light can be used to end Vital Boon or Blood Renewal for a large spike heal for yourself, or you can use it to heal an ally and still gain health for yourself from ending one of your enchantments.
  • The health boosts from Vital Boon and Blood Renewal can be used to quickly recover from the sacrifice cost of Blood is Power. Cast BiP just before either of these enchantments end, or end one of them using Signet of Pious Light to recover your sacrifice costs.
  • Use Mystic Healing if several of your party members need a quick health boost. Remember that Blood Bond provides more energy efficient health over time, so Mystic Healing should not be spammed and only used when really needed.

Counters[ | ]

  • Enchantment removal.
  • Heavy melee pressure.
  • Backfire or other similar anti-caster skills.

Variants[ | ]

Variations could add some of the following skills (possibly removing Res Signet or Mystic Healing):

  • Order of Pain: Boost your team's damage output, and its also an enchantment so it will boost your Mystic Regeneration. Signet of Pious Light will remove this only from yourself and not your teammates, so ending it early is not a concern.
  • Blood Ritual: Increased battery support. You may also consider a different elite skill if this is added.
  • Well of Blood: Increased healing support.
  • Signet of Lost Souls: Increased energy management if you feel it is needed.
  • Life Siphon: Increased health regeneration will allow you to use Blood Bond on more allies.

Notes[ | ]

  • Depending on the mission, this build should be able to substitute for a second monk, which can be useful since teams sometimes have difficulty locating one.
  • You should consider talking to the monk in your party in advance so that he understands how your build works, or at least knows not to worry about healing you after sacrifices, and to add enchantments to you if possible. Ideally you can co-ordinate your skillbars so that he takes out any health regeneration skills and perhaps adds protection enchantments like Aegis or Protective Spirit.
  • The only breakpoints that your attributes must hit are Blood Magic at 14, and Earth Prayers at 8. Beyond that, you have flexibility to adjust Earth Prayers, Wind Prayers, and Soul Reaping based on your preference.
  • Because increasing your maximum health increases the sacrifice cost of BiP, you can optionally use a Major or Superior Rune of Soul Reaping to reduce health further. You can also choose to go without a Rune of Vigor (and save some gold). You can use the spare rune slot for an extra Rune Of Attunement. This would offset the health increase from Vital Boon.

N/Me Death Farmer[ | ]

The Death Farmer is a Necromancer build specifically designed to take on large mobs of adversary that use primarily melee attacks. It is especially efficient at defeating Mountain Trolls at Droknar's Forge, but also works on other mobs, and with variations, can be built to farm Minotaurs, Trolls, and even various Assassin creatures throughout Cantha.

Attributes and skills[ | ]

NecromancerMesmerNecromancer / Mesmer Attribute Rank
Death Magic 11 + 1 + 3
Blood Magic 10 + 1
Inspiration Magic 10
Curses 1 + 1
Oppressive Gaze

Oppressive Gaze

Enfeeble

Enfeeble

Virulence

Virulence

Epidemic

Epidemic

Shadow of Fear

Shadow of Fear

Blood Renewal

Blood Renewal

Channeling

Channeling

Physical Resistance

Physical Resistance

Equipment[ | ]

Usage[ | ]

In order to properly use this build to most effective results, you will need to learn how to properly cast, and when to do it against whatever group of creatures you are attempting to farm. The basic principle is to cast Enfeeble on a target, followed by Virulence, and Epidemic to spread the -8 health degeneration to the surrounding creatures, all the while keeping your armor up with Physical Resistance, and occasionally leeching some life by using Oppressive Gaze. With this build you will be able to farm groupings of 10+ without triggering scatter, meaning that you will be able to farm large groups without getting some to pull off as with builds that use AoE to farm large groups of creatures. Oppressive Gaze will occasionally scatter these creatures, but in some cases it is necessary in order to stay alive. Channeling will be used as a tool for energy-management, and Shadow of Fear is used to slow down enemy attacks so that Blood Renewal can keep your health increasing.

Counters[ | ]

  • Interrupts. Mountain Trolls especially slow down the process (and occasionally kill you) when they manage to interrupt you with Disrupting Chop. Putting time between Enfeeble and Virulence usually helps, and keeping Shadow of Fear on creatures will also decrease their disruption rate.

Variants[ | ]

Notes[ | ]

  • This build has many variants for different areas of farming. The above build is just the most general version of it, used for the most basic purpose.

Video[ | ]

[2]


N/Me FoC Spiker[ | ]

This necromancer specializes in Curses and centers around the use of the elite skill Feast of Corruption to spike large groups of foes with AoE armor-ignoring damage. The specific skill set listed here is designed for PvE use but it can be easily adapted for PvP play.

Attribute and skills[ | ]

NecromancerMesmerNecromancer / Mesmer Attribute Rank
Curses 12 + 1 + 3
Soul Reaping 9 + 1
Blood Magic 9 + 1
Parasitic Bond

Parasitic Bond

Enfeebling Blood

Enfeebling Blood

Desecrate Enchantments

Desecrate Enchantments

Suffering

Suffering

Arcane Echo

Arcane Echo

Feast of Corruption

Feast of Corruption

Awaken the Blood

Awaken the Blood

Resurrection Signet

Resurrection Signet

Equipment[ | ]

  • Of the many armor options available to necromancers the mods on Scar Pattern Armor are the most useful. A large energy bar is the only way you can ensure a successful cast of several offensive spells on a single target.
  • Halves skill recharge time on Curses is a very useful mod as well as it will enable repeated casting of your Curses spells. A truncheon from Nord Stonegrimm or Uderit Ignis will provide the build with the much needed chance of fast recharge and in the off hand Villnar's Glove provides a chance for level 19 Curses as well as an additional chance at halves spell recharge. Another option for the focus would be the focus available from Cinder Linnwood or Goran Grimyak which will increase the chance at a fast recharge of Curses spells to 36% but without the added bonus of a 20% chance of +1 Curses. A third option would be to take the curse staff from Hoknil the Lesser, which has the two 20% fastcast/recharge upgrades built in while also allowing the addition of a +1 Curse Staff Wrapping. This also allows for the inclusion of a staff head of your choosing.

Usage[ | ]

  • Usage of the spiker is fairly straightforward. Cast Awaken the Blood before combat, wait for a group to form up and hit them with Suffering. Echo Feast of Corruption, and send it at the group (twice).
  • Desecrate Enchantments does additional AoE armor-ignoring damage and can be used after Feast of Corruption, if the additional damage is needed to take out a group of targets.
  • Enfeebling Blood is an excellent utility skill to use to help mitigate damage. It works best on groups that are not targeted as it makes them that much easier to ignore. Also, use it on the targeted group if the initial AoE damage spike does not take them down.
  • Parasitic Bond is included as a self heal as well as a hex that can be used to trigger the life steal of Feast of Corruption when attacking single targets.

Variants[ | ]

  • Shadow of Fear can be used instead of Suffering as an effective AoE hex that triggers Feast of Corruption. [NOTE: Suffering has a larger radius than Shadow of Fear.] Use which ever skill suits the individual corrupter's personal tastes. This skill particularly shines in areas where foes will fall to a single iteration of the AoE damage spike as it is cheaper than Suffering and if foes are dying before Suffering can deal any degeneration damage the extra 5 energy is wasted. In higher level areas Suffering is preferable because its degeneration damage can often take down what is left of a group after the AoE damage iteration.
  • Meekness could also be used instead of Suffering. Its wider radius will allow Feast of Corruption to quickly steal back the sacrifice cost of the spell, with the only downside being a higher energy cost and a longer recharge time.
  • Spinal Shivers can be included as a utility skill to help shut down monks or casters of any kind. Coordinate with team mates, if a shutdown is needed this skill is indispensable. If it is not needed a corrupter is better off with Enfeebling Blood.

N/Me Midnight Solo[ | ]

The Midnight Solo is one of a very few builds centered around the Mesmer elite skill Signet of Midnight. This solo build will work on all Warrior bosses located in the Jade Sea. It should be applicable to most Warrior and Assassin bosses in other areas, as long as you isolate them.

This build has been proven to work on:

This build focuses on blinding the target and uses failure hexes to get energy as well as deal some damage. With a high chance to miss with attacks (25%+25%+52% from hexes and 90% from blindness) the target will simply never hit you with an attack. Mixed with -9 Health degeneration this build is very effective and can kill almost any Jade Sea Boss in 60 seconds.

Attributes and Skills[ | ]

NecromancerMesmerNecromancer / Mesmer Attribute Rank
Illusion Magic 10
Domination Magic 6
Inspiration Magic 6
Curses 12 + 1 + 3
Signet of Midnight

Signet of Midnight

Ignorance

Ignorance

Parasitic Bond

Parasitic Bond

Conjure Nightmare

Conjure Nightmare

Spirit of Failure

Spirit of Failure

Price of Failure

Price of Failure

Reckless Haste

Reckless Haste

Mantra of Resolve

Mantra of Resolve

Equipment[ | ]

Usage[ | ]

The usage is very simple.

Variants[ | ]

Counters[ | ]

  • Even though the hit rate of the boss does become 2.7%, if you are really unlucky, you may still die if the boss get some hits through between the time your hexes has worn off and before you get to replace them (most notably Reckless Haste).

Notes[ | ]

  • Take a look at the video below if you are unsure about some of the steps.
  • After some practice it will take about 60 seconds to kill a boss like Sskai, Dragon's Birth.
  • Certain bosses, like Sskai, have wandering mobs around their spawn point. Make sure you observe the area carefully to avoid patrols, it is suggested that you bring a Longbow or a Flatbow to lure him away.
  • For Geoffer, pull him into the Resurrection Shrine area so that the NPCs there will support you, since Geoffer is always accompanied by at least 2 other Outcasts.
  • Remember, refreshing Parasitic Bond on the target before it has expired will cancel the first copy -- in other words, the healing effect will only occur once, 20 seconds after the second casting. It is very important that you do not reuse Parasitic Bond until the previous one has worn off.

N/Me SS Nuker[ | ]

The SS Nuker is a popular PvE build, used in both farming groups and storyline progression. With proper aggro control, an SS Nuker is a devastating weapon against computer-controlled groups.

Attribute and Skills[ | ]

NecromancerMesmerNecromancer / Mesmer Attribute Rank
Curses 12 + 1 + 3
Soul Reaping 9 + 1
Blood Magic 9 + 1
Awaken the Blood

Awaken the Blood

Arcane Echo

Arcane Echo

Spiteful Spirit

Spiteful Spirit

Reckless Haste

Reckless Haste

Enfeebling Blood

Enfeebling Blood

Spinal Shivers

Spinal Shivers

Blood Ritual

Blood Ritual

Resurrection Signet

Resurrection Signet

Equipment[ | ]

Usage[ | ]

  • Be conscious of the aggro distribution around the tanking characters. The success of this build relies on proper placement of Spiteful Spirit, and poor placement can be the difference between eliminating the group and a wasted spell.
  • Before battle, cast Awaken the Blood, followed by Arcane Echo.
  • Choose a target and cast Spiteful Spirit, followed by Reckless Haste. Assassins are ideal targets, due to their higher attack speed.
  • Select a second nearby target and cast a second Spiteful Spirit.
  • Cast Spiteful Spirit on any remaining foes as energy and recharging skills allow.
  • Cast Spinal Shivers on any monk targets standing after the initial hexes, and attack them with a cold-damage weapon.
  • Blood Ritual is used as a quick supply of energy for the party.
  • Enfeebling Blood should be used as a protective measure.

Variants[ | ]

N/Mo Boss Farmer[ | ]

This build is intended for quick and direct farming of bosses. It relies on the normal 55 standard and very high health regeneration for healing and damage reduction. Essence Bond and Balthazar's Spirit provide energy for the consistent spamming of regeneration skills. The main damage comes from Spoil Victor and possibly one Touch Attack. This build allows the user to charge directly for the boss monster and ignore the boss's mob.

Attributes and Skills[ | ]

NecromancerMonkNecromancer / Monk Attribute Rank
Blood Magic 12 + 1 + 3
Protection Prayers 9
Healing Prayers 9
Protective Spirit

Protective Spirit

Healing Breeze

Healing Breeze

Spoil Victor

Spoil Victor

Vampiric Touch

Vampiric Touch

Watchful Spirit

Watchful Spirit

Mending

Mending

Essence Bond

Essence Bond

Balthazar's Spirit

Balthazar's Spirit

Equipment[ | ]

  • Each of your armor pieces need to have a superior attribute Rune. This will lower your base Health to 105. (The only required type is blood, but 5 are necessary to hit 105 health.)
  • It is a good idea to bring a second set of armor. This will allow you to adjust your health manually based on any Death Penalty you might accumulate.
  • Any +5 energy/20% longer enchanting sword/axe such as Rajazan's Fervor or Totem Axe.
  • The -50hp Grim Cesta from the Cities of Ascalon quest. (This is not required if you don't mind dying once and using a -20 offhand to hit 13hp. This will work better in most cases.)
  • For 13hp build, any -20hp offhand (preferably +12 energy). (Life is Pain Inscriptions help with this.)
  • If you have any +hp offhands they could also be useful if any DP is accumulated.

Usage[ | ]

  • Cast your four maintained enchantments when entering the explorable area. Try to allow full energy regeneration after each one until you're used to an area.
  • As you approach your target cast Protective Spirit and Healing Breeze.
  • Target the boss monster and cast Spoil Victor.
  • Get as much aggro as possible from the boss's mob of monsters.
  • Begin using vampiric touch on the boss
  • After any touch attempt refresh either Healing Breeze or Protective Spirit. Alternate the refresh between the two.
  • Having the touches interrupted is not an issue. They have a fast refresh time.
  • Refreshing Healing Breeze and Protective Spirit early is ideal when facing a boss whose mob has interrupt capability. If they are interrupted this is less problematic as they'll likely refresh before they expire.
  • To keep melee foes from fleeing, keep hitting them with your axe or sword.

Counters[ | ]

Variants[ | ]

  • Consider using Blood of the Aggressor instead of Vampiric Touch for lesser energy use and damage from a distance (safer against interrupts from warriors or rangers). Vampiric Touch is sometimes impossible to use in areas where there's a lot of energy degeneration such as Domain of Secrets.
  • Some groups apply more degen than you can handle, in this case replace Vampiric Touch with either Life Siphon or Blood Renewal. Life Siphon is better for groups without a lot of interrupts, while Blood Renewal has a faster cast time, and the sacrifice will be healed before you notice it most of the time.
  • Another skill you may consider in replacing Vampiric Touch is Wallow's Bite or Touch of Agony. With only 5 energy cost and 3 sec recharge time, you can definitely spam this skill to speed up killing. The 10% life sacrifice is hardly noticeable. A good example would be the case of farming Wing's Axe. If you encounter a mesmer with two ritualists, it's almost impossible to kill her with just Spoil Victor as she strips off hexes the moment you put it on her. Not to mention she strips off hexes from the her party too.

Notes[ | ]

The ideal hp for this build is 19, although 55 and under should work in most cases. Also, Spoil Victor is more effective the lower your HP is as it is less likely a target will lower himself to below your hp. Going under 13 hp is not advised.

This build has been proven to successfully farm the following bosses:

  • Factions Campaign bosses:
    • WarriorArrahhsh Mountainclub - Normal build. Beware of the poison traps that will leave you with only +1 health regen.
    • WarriorGeoffer Pain Bringer - Normal build; run his group into the Naga group approaching from the North-West, then pull him alone away from the fight with a long bow, only maintain Balthazar's Spirit and Mending.
    • WarriorJacqui The Reaver - Normal build; be wary of the many other mobs in the area. Kill any Outcast Deathhands and Outcast Assassins in his party.
    • WarriorReefclaw Ragebound - Normal build; be wary of the many other mobs in the area.
    • WarriorSskai, Dragon's Birth - Normal build; bring Awaken the blood. Alternatively pull him away from the group with a longbow and kill him much the same as Geoffer Pain Bringer.
    • WarriorWing, Three Blade - Normal build. Kill off all Mesmers and Ritualists first; to prevent hex removal and healing respectively.
    • RangerChehbaba Roottripper - 13hp build. Stay away from poison traps and bring Blood of the Aggressor for ranged damage. OR alternatively, 13HP and bring Plague Touch
    • RangerChkkr Thousand Tail - Normal build. Bring Blood of the Aggressor instead of Vampiric Touch and only maintain Balthazar's Spirit and Mending.
    • RangerRyver Mossplanter - Normal build. Consider Blood of the Aggressor to get Craw Stonereap on the same run. Avoid the groups outside the Shrine, and take on the groups in the room one at a time until you get to Ryver.
    • MonkMeril Stoneweaver - Normal build. Bring Parasitic Bond as a cover hex for Spoil Victor as Meril has Smite Hex. Maintain only Balthazar's Spirit and use Blood Renewal for health regeneration. Good timing for the hexes is required.
    • MonkMiella Lightwing - Normal build.
    • MonkHukhrah Earthslove - Normal build. Bring Vampiric Touch instead of Watchful and alternate as in usage.
    • MonkByzzr Wingmender - easiest run you'll ever do, bring vampiric gaze instead of bite/touch, avoid aggro while going to him, stand by the wall outside his cave, he cant do u any dmg, you avoid the spawns this way too, he kills himself quickly, finish him off with vampiric gaze.
    • NecromancerSourbeak Rotshell-Normal build
    • NecromancerCraw Stonereap - Normal build; consider Blood of the Aggressor for additional ranged damage. Hide behind the door to avoid getting killed by the enchantment removal. Run past the Wardens until they break aggro. If you acquire the blessing from the Kurzick Priest, it will make this even easier since Craw relies mainly on health degeneration and ranged damage.
    • NecromancerFoalcrest Darkwish - Normal build. Cast your enchantments and use the Wardens to build up energy. Do not engage them - just run past them. They should break aggro before you reach Foalcrest.
    • NecromancerKonrru, Tainted Stone - 13 hp, best way to get to him.. is get more Luxon Faction than Kurzick and die, you'll spawn in his area.
    • MesmerKenrii Sea Sorrow - Normal build, preferred life siphon instead of vamp touch/bite.Kill miella lightwind then lose aggro come back around, avoid all aggro/groups, go between sourbeak and the oncomeing outcasts as soon as u can go around the cove where he is to the back, pull only him pretty far back(as to avoid the oncomeing leviathan) keep regen up always, time for knockdowns, and he's yours.
    • ElementalistLian, Dragon's Petal - Normal build; kill the ritualists first using only Vampiric Touch followed by the mesmers in the same way, then kill Lian using the normal technique.
    • ElementalistZarnas Stonewrath - Bring Blood of the Aggressor instead of Vampiric Touch ranged damage. Getting too close to him risks getting hit by his knockdown.
    • ElementalistArbor Earthcall - Normal build; the run is very fast and easy and boss is not healed by mobs.
    • AssassinXuekao, the Deceptive - Normal build. Beware of Necromancers as they will not do damage but steal life.
    • AssassinChkkr Locust Lord - Normal build. Look at [Build:A/any Chkkr Locust Lord Farmer] to see directions on how to get to him and isolate him. Beware of the degeneration that Mantis Dreamweavers can cause.
    • RitualistTomton Spiriteater - Blood Renewal variation.
    • RitualistWhispering Ritual Lord-normal build or life siphon instead of vamp touch/bite.Kill Miella Lightwind,lose aggro, follow the rit lord out of aggro til u find an opening leading to the back little un patroled part of the jade valley cove, avoid aggro, he will come away from groups here. pull him towards you or he attracts monks, stay behind the rock nearby as to avoid disenchanting spirit attacks, he dies slowly but steadily.
  • Nightfall Campaign bosses:
    • WarriorChor the Bladed - Normal or Blood Renewal variation.
    • WarriorChurrta the Rock - The 13hp build is preferable. It could get tricky because of the knockdowns; you need to time things to keep Protective Spirit and Healing Breeze up all the time.
    • WarriorMahto Sharptooth - Normal build.
    • WarriorRiktund the Vicious - Blood Renewal variation to be safe (use the 13 hp variant, make sure to also aggro the beetles). The regen build still works; stay next to Riktund and use Vampiric Touch when you are on fire. Life Siphon is possible but slower. Both the 13hp and the 55hp builds are fine.
    • WarriorRobah Hardback - 13hp build. Be wary of Icy Shackles. To get Buhon Icelord on the same run, switch your -20 hp offhand with -50 hp offhand when Robah dies.
    • WarriorShak-Jarin the Justicebringer - Life Siphon variant or Blood Renewal variant. This may be very difficult due to the mob of giants nearby and the occasional skill disable effects from the main group.
    • WarriorOnwan, Lord of the Ntouka - Normal build. It's still possible with 1 Rampaging Ntouka. Just be sure to cast Protective Spirit, Healing Breeze, and then Watchful Spirit before engaging. Let him hit you to get Watchful Spirit removed. Onwan can usually be killed within a minute.
    • RangerBolten Largebelly - 13hp variant.
    • RangerTenezel the Quick - 13hp or 55hp. Kill the first group of beetles before engaging Tenezel's group. Aggro Tenezel's group and pull back, using the wall as an obstacle. Watch out for beetles that circle around the wall.
    • MonkBanor Greenbranch - 13hp is preferable. Kill any Mirage Iboga first as they use Conjure Phantasm.
    • NecromancerJerneh Nightbringer - Blood Renewal Variation is recommended due to his use of Rotting Flesh.
    • NecromancerModti Darkflower - Use Blood Renewal Variation. Difficult to get to due to mandragor imps from the west path, and Kournans from the east.
    • NecromancerTerob Roundback - Normal Build. (Getting to the boss is much easier if the Ntouka spawn does not have a Crested Ntouka Bird (mesmer))
    • NecromancerBrokk Ripsnort - 13 hp, the run can be quite difficult, his party must be the only party that aggro's you in the fight.. SV on the monk is not needed, he always have the same party. (this boss has not dropped it's green yet.)
    • MesmerEshim Mindclouder - Blood Renewal or Life Siphon variant.
    • ElementalistExuro Flatus - Normal build. An alternate option here is to have a Rune of Superior Soul Reaping and Signet of Lost Souls instead of Vampiric Touch in order to counter the effect of the region. Also, raise soul reaping to 3+3 with the remaining attribute points for maximum effectiveness in the Signet.
    • ElementalistHajkor, Mystic Flame - 13hp build. Avoid the patrolling mobs. Activate Junundu Tunnel if you encounter a Desert Wurm.
    • ElementalistKormab, Burning Heart - Be sure to bring your -20 hp offhand, first you have to run to him (avoid behemoths!), after you killed him, warp in and out Wilderness of Badza, than you can kill him again. Make sure you don't aggro the Ethers. Die when you have +4 MB, than switch to your -20 hp offhand.
    • ElementalistKorr, Living Flame - Blood Renewal variation. Refresh Protective Spirit and Healing Breeze as soon as they recharge to avoid an untimely knockdown.
    • ElementalistBuhon Icelord - 13 hp build, this should be a walk in the park then.. only problem is the Icy Shackles, if you desire to kill Robah Hardback too, switch your -20 hp offhand with -50 hp offhand when Buhon dies.
    • ElementalistSetikor Fireflower - Normal build. 13 hp build if you see a Mirage Iboga in his group.
    • AssassinFaveo Aggredior - Normal build or Blood Renewal variation. Bring Reckless Haste or Guardian/Aegis to disrupt its attack chain so Assault Enchantments doesn't hit (see [Build talk:N/Mo Boss Farmer|talk page] for more info).
    • AssassinLunto Sharpfoot - Normal build. Use Spoil Victor on the boss and any monks.
    • Ritualist Lieutenant Kayin - Blood Renewal variation.
    • ParagonCorporal Argon - Normal build. Kill the priest first.
    • ParagonEshau Longspear - Normal build. Use Spoil Victor on the boss and any monks.
    • ParagonJishol Darksong - Sub in Vocal Minority for Vampiric Touch to stop his self healing and speed it up.
    • ParagonLieutenant Shagu - Consider bringing a cover hex for the Corsair Doctor or kill him first.
    • ParagonOath of Profanity - Blood Renewal variation is safer. Restart if you see Herald of Nightmares in his group (or in the single group on the path to get to it).
    • ParagonPehnsed the Loudmouth - Normal build or Blood Renewal variation. Blood Renewal variation is safer.
    • ParagonTureksin the Delegator - Blood Renewal variant. A rather awkward run. Get the 55hp build ready and kill the 2 elementals. Head west over the bridge. Avoid the awakened to the west and follow behind them. Head north as soon as you get to the next open area. Tureksin should be directly north. Avoid the 3 patrols near the opening to Tureksin. Seers and Dune Carvers will ruin your day. Run in and get to the back of the area. Focus on reapplying Healing Breeze, Blood Renewal, and Protective Spirit. Watch your map as Spoil Victor should be applied only when a patrol is not near the boss. It's a 5-minute run if you get used to it.
    • DervishBubahl Icehands - Normal build; or Blood Renewal variation to reduce the possible degeneration from Disease.
    • DervishLeilon, Tranquil Water - Blood Renewal variation. An extremely difficult run. A Longbow or Flatbow and a -20hp offhand is necessary, plus a good dose of timing. It is better to fight your way to the boss (see map) rather than run, since it is easy to get overwhelmed. Always maintain Protective Spirit, Healing Breeze, and Blood Renewal when engaging djinn. Die when you reach her and then run back to her. Maintain only Balthazar's Spirit and Mending; not enough damage for Essence Bond. Wait for full energy then then pull them to the middle of the bridge. Just before they aggro, use Protective Spirit and Blood Renewal. Do not use Healing Breeze due to the drain from the Roaring Ethers. At about 30 energy, wait for Mistrust then cast Spoil Victor on Leilon as soon as possible. Maintain the two enchantments and repeat until she dies.
    • DervishMarobeh Sharptail - Blood Renewal variation for a 13hp build; adjust Blood Magic to 14, Protection Prayers to 8, and the rest to Healing Prayers.
    • DervishOnslaught of Terror - Blood Renewal variation is safer.
    • DervishShezel Slowreaper - 13hp build to be safe. Mirage Ibogas will make things difficult so consider restarting if you see one.
    • DervishAcolyte of Balthazar - Make sure no kournan mesmer is in the group, otherwise easy to do with 55 health.
    • DervishAcolyte of Melandru - Run is doable,hard though,hug the boss for your life,keeps hb,ps, and vamp touch as soon as they recharge or energy is gained,run all the way to the middle of the castle,do not aggro patrolling side groups,if two oppressors or healers,or any seer's at all spawn in her group,resign,its impossible.

N/Mo Jagged Nova Bomber[ | ]

This build is a Necromancer/Monk skill set to use on Master of Whispers or Olias. The purpose of this build is to use your Necromancer Hero to maintain an army of minions at low cost, with minimal human involvement and to utilize the skills Death Nova and Jagged Bones to cause spike damage, poison and bleeding on enemy groups.

Attributes and Skills[ | ]

NecromancerMonkNecromancer / Monk Attribute Rank
Death Magic 12 + 1 + 3
Soul Reaping 10 + 1
Healing Prayers 8
Jagged Bones

Jagged Bones

Death Nova

Death Nova

Animate Bone Minions

Animate Bone Minions

Blood of the Master

Blood of the Master

Karei's Healing Circle

Karei's Healing Circle

Taste of Death

Taste of Death

Signet of Lost Souls

Signet of Lost Souls

Optional

Optional

Equipment[ | ]

Wayward Wand (HSR of Death Magic 20%)
Bleached Skull (Death Magic +1 20% / Heath +30)
A Ghial's Staff works great too.
Best Vigor Rune possible.
Rune of Superior Death Magic.

Usage[ | ]

Master of Whispers and/or Olias have shown that they use the build very well with minimal human support. The only exception to this may be the usage of Blood of the Master at in-opportune times as they tend to, literally, kill themselves by over using it. By adding Karei's Healing Circle to their bar they will alternate between the two skills, healing themselves and their minions as well as any nearby allies.

If you are in a heavy fight you may need to activate Jagged Bones and/or Death Nova periodically as they will sometimes ignore these skills in order to pull up more minions or to spam Blood of the Master, although this is a rare occurrence.

If you notice your Hero is running low on health or is in a bad situation you may need to manually make him use Taste of Death, although they normally do this themselves.

Variants[ | ]

Use Feast for the Dead for a low cost heal instead of Karei's Healing Circle or Blood of the Master. It kills a minion but heals all of the others for a third of their health bar due to all of the points in death magic.

Verata's Aura can be used in the optional spot in the event that the MM should die. This will give him the ability to recover a few of the unbound minions.

Rather than using Taste of Death to destroy a minion, you can also use Putrid Flesh. Coupled with Death Nova, this will deal damage in the area, as well as spreading poison AND disease to all vulnerable foes.

Counters[ | ]

Enemies that do not have flesh will render the build useless as they will be immune to poison and bleeding.

Notes[ | ]

Do not use any spike skills such as Bitter Chill, or Fetid Ground because the heroes tend to ignore the rest of their skills and try to spike enemies to death. Rotting Flesh is also a bad idea because the Heroes will not differentiate between the species of a foe and may end up diseasing the entire friendly party inadvertently.

A res is strongly discouraged (unless you disable it) as the Heroes will stop whatever they are doing to res a fallen team member. This means they will stop casting Death Nova and Jagged Bones and will result in a breakdown of the effectiveness of the build.

The AI's ability to know the current health of all minions and to be able to quickly cast Death Nova and Jagged Bones is a massive advantage compared to a human MM using the same build.

N/Mo Minion Master[ | ]

The Minion Master PvE build centers on creating and maintaining an army of minions. See the General minion mastery guide for in-depth discussion.

Attributes and Skills[ | ]

NecromancerMonkNecromancer / Monk Attribute Rank
Death Magic 12 + 1 + 3
Soul Reaping 10 + 1
Healing Prayers 8
Blood Magic 2 + 1
Animate Flesh Golem

Animate Flesh Golem

Animate Bone Fiend

Animate Bone Fiend

Animate Bone Horror

Animate Bone Horror

Blood of the Master

Blood of the Master

Dark Bond

Dark Bond

Optional

Optional

Heal Area

Heal Area

Rebirth

Rebirth

  • See Variants for possible skills for the optional slot.
  • Karei's Healing Circle is the Factions equivalent skill for Heal Area.
  • The skill set presented here is an example. No claims are made to its supremacy.

Equipment[ | ]

Usage[ | ]

Counters[ | ]

  • An enemy with diversion will screw you up if it gets used on blood of the master.
  • A good mesmer could mess you up when you try to summon minions.
  • Another necromancer may get to corpses before you do, which will leave you with a lack of corpses.
  • A mesmer with conjure phantasm or conjure nightmare will kill you pretty fast if you don't have a hex remover.
  • See also the Opposing forces section of the General minion mastery guide.

Variants[ | ]

N/Mo New Orders Necromancer[ | ]

Either Order of Pain (OoP) or Order of the Vampire (OoV) is maintained on the entire party to give them a damage buff. The orders Necromancer comes more in handy when the team consists of three or more physical damage dealers. This is a non-combat build, the Orders Necromancer should stay well out of range of combat.

Attributes and Skills[ | ]

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

Vigorous Spirit

Awaken the Blood

Awaken the Blood

Blood Renewal

Blood Renewal

Order of the Vampire

Order of the Vampire

Blood Ritual

Blood Ritual

Heal Party

Heal Party

Extinguish

Extinguish

Rebirth

Rebirth

Equipment[ | ]

  • Armor - Scars are preferable due to higher max energy, since you won't be taking much damage (hopefully) AL shouldn't be a factor.
  • Weapons - Insightful 20/20 Blood staff of Enchanting to lengthen orders by 1 second on all of your party members.

Usage[ | ]

  • Keep Vigorous Spirit and Awaken the Blood on constantly.
  • Keep Order of the Vampire up constantly when in battle.
  • Spam Heal Party whenever energy permits you to do so.
  • use Blood Ritual in emergency situations when your spellcasters are low on energy.
  • Use extinguish when your party is suffering from a lot of conditions
  • Stay out of combat.

Counters[ | ]

  1. Mass enchantment removal, like Mirror of Disenchantment or Hex Eater Vortex.

Variants[ | ]

N/Mo Solo SS Necromancer[ | ]

This build is designed to handle the new "erratic" AI with the Solo SS Farmer build.

Attributes and Skills[ | ]

NecromancerMonkNecromancer / Monk Attribute Rank
Blood Magic 1 + 3
Death Magic 2 + 3
Soul Reaping 2 + 3
Curses 12 + 1 + 3
Healing Prayers 9
Protection Prayers 9
Protective Spirit

Protective Spirit

Healing Breeze

Healing Breeze

Well of Suffering

Well of Suffering

Spiteful Spirit

Spiteful Spirit

Rotting Flesh

Rotting Flesh

Mending

Mending

Balthazar's Spirit

Balthazar's Spirit

Essence Bond

Essence Bond

Equipment[ | ]

Armor:

  • Scar Pattern Armor or Cabalist's Armor type (if you have Guild Wars Factions) because they offer the most energy required for the build.
  • All armor pieces must have Necromancer superior runes: a Superior Death Magic is recommended but not compulsory. Aim for the cheapest runes.


Weapons:

Usage[ | ]

The proccess of this build is basically the same as the old one. Cast Essence Bond, Balthazar's Spirit, and Mending Before battle and let your energy recharge. As you aggro your target cast Protective Spirit and Healing Breeze. Once your target attacks cast Spiteful Spirit and shortly after, Rotting Flesh. If the target group is large enough they will start taking turns attacking. Once a body is available cast Well of Suffering. Remember to keep up the enchantments.

Counters[ | ]

  • Any enchantment removal will most likely kill you.
  • Conditions also pose a threat to any 55. Stack too many and you will negate your health regeneration.
  • Death penalty will majorly mess you up.
  • Be very careful of interrupting attacks from warriors, an example is Mountain Trolls' Disrupting Chop. This is especially dangerous as it adds 20 second cool down to the recharge of the affected spell, if this hits on Protective Spirit or Healing Breeze it can leave you dead in seconds.

Variants[ | ]

  • Well of the Profane may replace Well of Suffering to hinder enchantment reliant attacks
  • Guardian may be advisable for attacking a large group at one time. The AI still has everyone attack at once and then after some time (Undetermined) they break up
  • The use of Putrid Explosion may be helpful in certain situations.

Notes[ | ]

N/Mo Support Wells Necro[ | ]

This PvE build utilizes the health and energy regeneration provided by Well of Blood and Well of Power in addition to some secondary healing from Healing Prayers. It also has a few Blood Magic attack skills to deal damage before corpses are available.

Attributes and Skills[ | ]

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

Dark Pact

Vampiric Gaze

Vampiric Gaze

Barbed Signet

Barbed Signet

Well of Power

Well of Power

Well of Blood

Well of Blood

Heal Other

Heal Other

Blood Ritual

Blood Ritual

Generic resurrect

Generic resurrect

Equipment[ | ]

Usage[ | ]

  • Before corpses are available, use Dark Pact, Vampiric Gaze, and Barbed Signet to help dispatch enemies.
  • When foes start dying, begin casting wells. If the closest corpse is near your party's casters, lead off with Well of Power. If not, it may just be best to use Well of Blood and save Well of Power for helping players who rely heavily on energy.
  • The two types of wells overlap and their effects stack which can provide a great deal of health regeneration.
  • Don't hesitate to spam wells if you have the energy.
  • Use Blood Ritual to act as a battery for your party. Prioritise the Monks, but if you have the health and energy to spare use it on any caster.
  • If the monks are having trouble keeping up with healing the party, use Heal Other. Prioritise healing the monks above other party members.
  • Even after all enemies are defeated, you should still cast another well or two to speed up the regeneration of your allies and shorten the time until everyone is ready for the next encounter.

Counters[ | ]

  • The wells do have long casting times so watch out for interruption. Use Bloodstained Boots or Bloodstained Insignia on your armor if possible, to shorten casting times of spells that exploit corpses.
  • Exploitable corpses are required for the wells, so this is not a good build in places where they are scarce.
  • This build aids allies via regeneration so it is little help against spike damage.
  • Energy denial can be annoying, but even just a few wells are a great help and you are getting a fairly steady stream of energy from Soul Reaping.

Variants[ | ]

  • For a more supportive build at the cost of losing the ability to do direct damage, replace Dark Pact, Vampiric Gaze and Barbed Signet with Life Siphon, Blood Bond and Blood Renewal. This allows you to transfer health from enemies to your party members, as well as providing you with a powerful self heal. If you run this variant consider using an of Enchanting staff, rather than one of Fortitude.
  • Heal Other can be replaced with:
  • For a different approach go as a secondary Elementalist rather than Monk, using the Healing Prayers AP in Earth Magic. This will allow you to swap some/all of Heal Other, Dark Pact, Vampiric Gaze and Barbed Signet with ward spells. Wards to consider include:

N/Mo Supportive Minion Master[ | ]

The N/Mo Supportive Minion Master is designed to play two roles. On the one hand, it is capable of creating and sustaining an army of minions as well as spreading Poison and Disease. However, it is also capable of providing a party-wide heal by using Dwayna's Sorrow, and by combining Infuse Condition with Draw Conditions, this build can remove the entire teams conditions. This build is mainly intended for PvE, but with some changes, it may be viable for AB.

Attributes and Skills[ | ]

NecromancerMonkNecromancer / Monk Attribute Rank
Death Magic 10 + 1 + 3
Soul Reaping 8 + 1
Healing Prayers 12
Protection Prayers 2
Animate Flesh Golem

Animate Flesh Golem

Animate Bone Minions

Animate Bone Minions

Putrid Flesh

Putrid Flesh

Death Nova

Death Nova

Infuse Condition

Infuse Condition

Draw Conditions

Draw Conditions

Dwayna's Sorrow

Dwayna's Sorrow

Generic resurrect

Generic resurrect

  • Generic Resurrection can be replaced by Blood of the Master
  • For AB, consider replacing the Generic Resurrection with a skill to boost survivability, like Dark Bond.

Equipment[ | ]

Usage[ | ]

Counters[ | ]

Variants[ | ]

Skills to Consider:

N/Mo Tombs OOV[ | ]

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 [Build:Team - Barrage/Pet \(Tomb Ruins\)|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.

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

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.

Usage[ | ]

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.

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.

Skill Replacements[ | ]

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.

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.

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 Backfire 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.

Variations[ | ]

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.

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.

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.

N/P Remains of Sahlahja Fun[ | ]

This build is designed not only to handle killing Lost Souls outside of your Junundu wurm (and getting back into another wurm safely), but also to kill Maddened Spirits 1 on 1 outside of the wurm. It may be used for quickly farming the Ancient Armor Remnants which drop randomly each time you kill a Maddened Spirit or Lost Soul, or if you're patient and have a strong bladder - for taking the high score in the mission. It is *only* fit for the Remains of Sahlahja challenge mission.

Attributes and Skills[ | ]

NecromancerParagonNecromancer / Paragon Attribute Rank
Blood Magic 12 + 1 + 3
Command 10
Soul Reaping 8 + 1
"Can't Touch This!"

"Can't Touch This!"

Vampiric Gaze

Vampiric Gaze

Blood of the Aggressor

Blood of the Aggressor

Blood Drinker

Blood Drinker

Blood Renewal

Blood Renewal

Signet of Lost Souls

Signet of Lost Souls

Life Transfer

Life Transfer

"Fall Back!"

"Fall Back!"

Equipment[ | ]

  • High-energy armor is preferable, though not required.
  • Vanahk's Staff or other Blood weaponry for recharge (or +1 to Blood Magic).

Usage[ | ]

There are three parts to using this build properly:

Maddened Spirits[ | ]

Maddened Spirits are invulnerable to damage, hexes, and conditions. They are not, however, invulnerable to direct life stealing.

Wait for a single Maddened Spirit to approach you. Hit it with Vampiric Gaze, then hit Blood Renewal and "Can't Touch This!" as it closes in. Immediately start spamming Blood of the Aggressor, Blood Drinker, and Vampiric Gaze as they recharge. As soon as the Maddened Spirit loses more than 50% of its health, hit Signet of Lost Souls and resume spamming. You might also want to hit a nearby Infestation with Life Transfer for healing instead of Blood Renewal - if it's been wanded a few times you'll also get the Soul Reaping bonus.

With practice, you should be able to kill the Maddened Spirits before "Can't Touch This!" expires. However, if it doesn't look like this will happen, run from the Maddened Spirit beforehand. When you have enough energy, reapply "Can't Touch This!", hit the spirit with Signet of Lost Souls to regain a bit more energy, and resume spamming your life stealing skills.

As soon as the spirit dies, hit a nearby Infestation with Life Transfer and wand it to heal up while regenning your energy. Make sure to use Signet of Lost Souls on the Infestation once it gets under half health to help regen energy. Kill one or two Infestations while waiting for the next spirit to arrive, but make sure not to spend much energy on them - you'll want full health and energy for the next Maddened Spirit.

Once you get your score around 100, the spirits will begin spawning quite a bit more quickly. If you get behind and are about to get two of them attacking you, run to the Wurm Spoor and enter your Junundu wurm. If you can hit "Can't Touch This!" just before entry, you'll be protected for a bit as you get inside the wurm.

Lost Souls[ | ]

Most Lost Souls spawn in locations where they are easy enough to just smack with the wurm. Junundu Bite does the trick in one shot, and you can get the extra heal if you use Junundu Tunnel to race up to them.

A few of the Lost Souls are on rocky terrain, however, so the wurm is useless. Get well ahead of the Maddened Spirits and exit the wurm. If any Maddened Spirits are nearby when you exit, immediately hit "Can't Touch This!" then "Fall Back!" and run towards the Lost Soul. Run as far as you can with "Fall Back!", past the Lost Soul if possible, but not out of casting range from it. Hit it with Life Transfer, then continue running to the next Wurm Spoor, using "Fall Back!" when available. At 16 Blood Magic, Life Transfer will kill the Lost Soul by itself. As you approach the next Wurm Spoor, use "Can't Touch This!" to protect your transition as you jump back into the wurm and race off.

Wurm Usage[ | ]

For the most part, the basics of Junundu usage are described in the Remains of Sahlahja and the Junundu article. Here's a few additional pointers specifically for this farm:

Counters[ | ]

  • Death from lag/rubber banding can be extremely frustrating, especially if you get blocked in a doorway and it doesn't register locally. If you notice you are taking hits with no Maddened Spirits near, try running the opposite direction until the server and client resynch. Another way to resynch is to type /stuck.
  • If you are going for a high score, realize that normal biological processes may be your worst enemy later on. Plan ahead.

Variants[ | ]

  • Another method is to remove Blood Drinker and Replace with Song of Power, then remove Life Transfer and replace with Vampiric Spirit. This will allow you to steal an additional 41 health every time you cast a spell. Then if your energy gets to low, use "Fall Back!" followed by Song of Power. I suggest taking Soul Reaping down to 5 + 1 for this build and placing those extra points into Motivation however since Song of Power will offset the decreased energy gain in between spirits.

N/R Explosive Extinction[ | ]

Used to farm Vermin outside Senji's Corner.

Attributes and Skills[ | ]

NecromancerRangerNecromancer / Ranger Attribute Rank
Death Magic 12 + 1 + 3
Beast Mastery 12
Tainted Flesh

Tainted Flesh

Death Nova

Death Nova

Animate Bone Minions

Animate Bone Minions

Blood of the Master

Blood of the Master

Taste of Death

Taste of Death

Edge of Extinction

Edge of Extinction

Comfort Animal

Comfort Animal

Charm Animal

Charm Animal

Equipment[ | ]

Usage[ | ]

  • Cast Tainted Flesh and Death Nova on you and your pet and let the Vermins tear you apart. The degen should kill them.
  • Go back the corpse of the Vermin and create 4-6 Bone Minions.
  • Find another mob and set up EoE where the Vermin can't kill it.
  • Cast Death Nova on all your minions and Tainted Flesh on your pet.
  • Order your minions/pet to fight with the Vermin. Wait for their health to drop to about 50% before activating Taste of Death which will trigger a chain explosion - killing all vermin.

Counters[ | ]

N/R Stygian Solo Farmer[ | ]

This build is made specifically to farm the Stygian Demons associated with the Breaching the Stygian Veil quest in the Stygian Veil for Stygian Gemstones and shiny weapons. It is capable of destroying all mobs, although the later mobs take more time and are much more difficult.

Attributes and Skills[ | ]

NecromancerRangerNecromancer / Ranger Attribute Rank
Curses 12 + 1 + 3
Wilderness Survival 12
Soul Reaping 3 + 1
Suffering

Suffering

Feast of Corruption

Feast of Corruption

Desecrate Enchantments

Desecrate Enchantments

Consume Corpse

Consume Corpse

Muddy Terrain

Muddy Terrain

Natural Stride

Natural Stride

Storm Chaser

Storm Chaser

Storm's Embrace

Storm's Embrace

Equipment[ | ]

  • You'll need one high-health set of armor and weapons and one 55 set (see Invincible Monk for details on 55 equipment).

Usage[ | ]

When you enter the Stygian Veil, there is a mob in the trench immediately to your right (S-SE) that may be (mostly) killed easily for fun and profit and to get the first few no-drops out of the way. If you get a great drop from these, use Consume Corpse and retrieve it. This will end this farming run. Watch out for the patrol - particularly the Mind Tormentors and Water Tormentors that often spawn will hurt.

Head East, dodging the nasty Shadow patrols. Talk to the Whispers Informant to receive Anguish Hunt. Then talk to the Adept of Whispers, take the Breaching the Stygian Veil quest, and immediately run NE along the wall above the Dreadspawn Maw. Wait for three mobs of six Stygian Hungers to gather around the Adept of Whispers.

Carefully run along the wall to the lower area around the Dreadspawn Maw - there's just enough room to get down there from either side without aggro'ing any of the groups..

Now the fun begins....

Part 1 - The Hunger Mobs[ | ]

Stygian Hungers are touch/AoE necros with Grenth's Balance as their elite. Switch to your 55 health setup to counter Grenth's Balance. Repeat the following:

  • Use 'c' to select the nearest target - make sure it is in one of the side mobs - save the center mob for last.
  • Cast Suffering.
  • Run away around the Dreadspawn Maw using a running skill until aggro is broken. Occasionally, this will be difficult. Do not stop running until aggro is broken.
  • Make sure you have the nearest target of the same mob, and cast Desecrate Enchantments. The Hungers use Dark Aura, making this do a decent amount of damage to the mob.
  • Run away and break aggro.
  • Nearest target, cast Feast of Corruption.
  • Run away.
  • Go back to the first step, and repeat until their health is low.

You really want to finish them off with Feast of Corruption or Desecrate Enchantments. If you let them degen to death while you're not in the area, you may not get any drops. They should be in an easily killable range with either skill once their health bar is into the 'Lvl' text. If you are using your 55 armor, then all can be killed simultaneously.

When a mob dies, it will be replaced by another one from a spawn point behind the gates the first three mobs came from. You have a lot of time to run around the Dreadspawn Maw to lose aggro from the other two mobs, but do try to avoid aggro'ing the new one.

Part 2 - The Brute Mobs[ | ]

Stygian Brutes are hammer warriors. While facing them, you can switch to your high-health armor if you wish, but you're still probably dead if they actually hit you. Use the same techniques as on the Stygian Hungers, except only cast Desecrate Enchantments when you have energy to burn, as it is considerably less cost-effective for damaging the Brutes.

Stygian fiends path

Path to run away from Fiends

Part 3 - The Fiend Mobs[ | ]

Stygian Fiends are rangers with Crippling Shot, Choking Gas, and other fun skills to mutilate necromancers with. Once again, you really don't want to get hit by these. Unfortunately, if they even shoot at you and miss, Demonic Miasma will make it hurt. Use the high-health armor when dealing with these, as you're likely to at least be *missed* by a barrage or two of arrows.

Once again, hit and run. If possible, run up the nearby hill while running away to minimize any height-advantage and additional range the Fiends may get. See the highlighted path in the map:


Stygian muddy placement

Placement of Muddy Terrain for Eastern mobs

Part 4 - The Golem Mobs[ | ]

Stygian Golems are Dervish beasts which use Harrier's Haste to catch up with you. It's almost impossible to reliably lose them with just running skills. The trick here is to circle around the mob and plant Muddy Terrain *behind* the mob, to the NE of the Adept of Whispers (center point on the map to the right). Then head back down below and do the following:

  • Cast Suffering
  • Run away (use a running skill just before leaving Muddy Terrain's area of effect).
  • Wait for mob to resettle.
  • Cast Feast of Corruption.
  • Run away and wait for mob to resettle.
  • Cast Suffering
  • Run away until you lose aggro, then head back and drop another Muddy Terrain spirit at the spot on the map.
  • Rinse, repeat.

It works best if you trigger your running skill just prior to leaving the area under the effect of Muddy Terrain. This makes you go fast while the Golems are still stuck trudging along. If the spirit is correctly placed, they'll give up before getting out of its range.

Part 5 - The Horror Mobs[ | ]

Stygian Horrors are warriors which, similar to the Stygian Golems, use Bull's Charge to speed them on their way to killing you. Use the same technique with Muddy Terrain to kill these as used for Stygian Golems.

Stygian muddy placement2

Placement of Muddy Terrain for Western mobs

Part 6 - The Mixed Mobs[ | ]

The last mob of each of the three sets has all of the Stygian Demons in it. You'll need to use the high-health armor to deal with the Fiends and use the Muddy Terrain technique (See the map images for placement for Eastern and Western mobs). Unfortunately, that means you're unlikely to kill them all simultaneously. Once the Stygian Hungers are the only ones left, switch back to your 55 armor for the final kills

Part 7 - How do I get my drops?!?![ | ]

Once you've killed all the mobs, the area around the Adept will be safe. However, it's easy enough to pick up valuable drops long before that point, either directly after killing one set or not.

If you've just killed a set, then run away *without* using a running skill. Go around the Dreadspawn Maw with the remaining two mobs trailing behind you. Just as you cross the halfway-around point, hit your running skills and head for your most valuable drops. If done correctly, you can pick up one or two items, then run away without being hit and be able to continue the farm if desired.

This will most likely not work if a mob of Fiends, Golems, or Horrors is present - only make hoover runs with Brutes and Hungers around. Look at the table showing the order of the mobs in Breaching the Stygian Veil to figure out your best kill order to get drops.

If you haven't just killed a set, just aggro them with Suffering and run around the Maw as described above.

Variants[ | ]

A N/A using Deadly Paradox Shadow of Haste Dark Escape and Dash and 12 Shadow Arts instead of the ranger skills and Wilderness Survival. The strategy is very much the same except for the running away part. For that you activate Deadly Paradox then Shadow of Haste, run in, cast your spell(s), then use Dash to cancel out Shadow of Haste. This will teleport you back to the place where you used Shadow of Haste and you can proceed to run using Dark Escape if needed. For a more indepth guide to this version see here.

Counters[ | ]

  • Everything in this area hits hard. Getting hit once is likely to produce a Necromancer-shaped corpse. Try to avoid getting hit.

N/R Toxic Discord[ | ]

This build was designed for PVE use. It uses Rotting Flesh to spread disease, then Vile Miasma and Parasitic Bond, allowing Discord to be spammed on multiple targets in succession, using the Ranger spirit Toxicity for added degeneration.

Attributes and Skills[ | ]

NecromancerRangerNecromancer / Ranger Attribute Rank
Death Magic 12 + 1 + 3
Soul Reaping 9 + 1
Curses 8 + 1
Beast Mastery 5
Rotting Flesh

Rotting Flesh

Vile Miasma

Vile Miasma

Discord

Discord

Enfeeble

Enfeeble

Parasitic Bond

Parasitic Bond

Signet of Lost Souls

Signet of Lost Souls

Toxicity

Toxicity

Resurrection Signet

Resurrection Signet

Equipment[ | ]

Usage[ | ]

Variants[ | ]

  • Consider Enfeebling Blood to replace Enfeeble to give you a second mass-target condition causing spell, albeit at a high energy cost and cast time, not to mention the health sacrific of 10%.
  • If self heal is not a concern, and energy permits, consider replacing Parasitic Bond with Suffering, for mob-wide hexing.

Counters[ | ]

  • Traditional spell caster counters (Dazed, interruption, etc.)
  • Party-wide condition removal skills such as Martyr or Cautery Signet. But Rotting Flesh has a low skill recharge, so can be re-cast quickly if this happens.
  • Discord is available when target is suffering from a condition and a hex OR an enchantment, therefore hex removal not as big of a hinderance. Also, dervishes and elementalists make easy targets for this build, as they frequently are enchanted

Notes[ | ]

N/any Aura of the Lich MM[ | ]

This build uses synergy effects from Aura of the Lich in combination with sacrifice costs and Animate Vampiric Horror, allowing the Minion Master to heal his minions very effectively.

Attributes and Skills[ | ]

NecromancerNecromancer / Any Attribute Rank
Death Magic 12 + 1 + 3
Soul Reaping 12 + 1
Aura of the Lich

Aura of the Lich

Blood of the Master

Blood of the Master

Animate Vampiric Horror

Animate Vampiric Horror

Animate Bone Horror

Animate Bone Horror

Bitter Chill

Bitter Chill

Taste of Death

Taste of Death

Taste of Pain

Taste of Pain

Resurrection Signet

Resurrection Signet

Equipment[ | ]

Usage[ | ]

  • Try to maintain Aura of the Lich all the time.
  • Involve in the battle by using Bitter Chill on the called target.
  • Avoid direct contact with enemies. Preserve your health for sacrifice costs.
  • Use Bone Horrors in the starting period. Later, use Vampiric Horrors, but keep in mind to reserve energy for Blood of the Master. Replace Bone Horrors with Vampiric Horrors, when you reach the minion limit.
  • When you possess at least 3-4 Vampiric Horrors, use Blood of the Master more frequently. Their healing will nullify your sacrifice costs.

Variants[ | ]

N/any BiP Necro[ | ]

The BiP necromancer (also known as a battery) is a powerful source of energy for the party using the skill Blood is Power. The core of the build involves using BiP on party members, getting healed (or self-healing) and doing the same over and over.

Attributes and Skills[ | ]

NecromancerNecromancer / Any Attribute Rank
Blood Magic 12 + 1 + 3
Soul Reaping 10 + 1
Death Magic 8 + 1
Blood is Power

Blood is Power

Blood Renewal

Blood Renewal

Well of Blood

Well of Blood

Consume Corpse

Consume Corpse

Well of Suffering

Well of Suffering

Blood Ritual

Blood Ritual

Jaundiced Gaze

Jaundiced Gaze

Resurrection Signet

Resurrection Signet

Equipment[ | ]

  • Scar Pattern Armor is recommended for energy. Adding Superior Runes to reduce health is an option.
  • Any staff (or wand and focus item combination) that provides +5 Energy and fast recharge and cast time for Blood Magic is optimal. An item which reduces health or one that lengthens enchantments (for Blood Renewal and BiP) can help also.

Usage[ | ]

  • Keep Blood Renewal on at all times.
  • Use Blood is Power on any party member you wish to give Energy to.
  • Use Blood Ritual as a cheaper and long-lasting alternative to Blood is Power (as your Energy permits).
  • A good Battery never waits for people to call their Energy. Instead, the bipper should have a plan:
    • Before a fight, the bipper should provide energy to "setup" party members (such as trappers, bonders or ritualists)
    • During a fight, the bipper should bip the healers, then other casters, then frontline attackers in that order of priority.
  • Use wells as Energy and circumstances permit.
  • Use Consume Corpse for energy, healing and/or corpse denial.
  • Having as little maximum health as possible allows the bipper to be extremely effective in doing his/her job, however, this should only be done if the bipper is very good at staying alive. Dying does not really harm the bipper, but having to do without the bipper in the middle of an intense fight is not a good thing for the other party members.

Variants[ | ]

The only essential skills of the build are BiP and Blood Renewal. Therefore an endless number of variants (and combinations with other tasks) can be imagined usually at the expense of the attribute points in Death Magic. Some popular alternatives are:

  • Choose Order of Pain to increase the physical damage dealing.
  • Choosing a monk secondary and using Heal Area for self-healing or spamming Heal Party to help with the healing and self heal and also using Protective Spirit to account for the lack of health if you decide to go with lower HP.
  • Choosing an elementalist secondary and using wards to protect the backline of the party.
  • Replace Resurrection Signet with a hard rez when situations/secondary professions permit.

N/any Icy Blighter[ | ]

This is one of few builds that utilizes the Soul Reaping skill Icy Veins in order to deal massive area of effect damage and shut down heavy enchantment monks. This build is primarily aimed at PvE usage.

Attributes and Skills[ | ]

NecromancerNecromancer / Any Attribute Rank
Soul Reaping 12 + 3
Death Magic 12 + 1 + 1
Icy Veins

Icy Veins

Rotting Flesh

Rotting Flesh

Deathly Swarm

Deathly Swarm

Putrid Explosion

Putrid Explosion

Well of Suffering

Well of Suffering

Well of the Profane

Well of the Profane

Consume Corpse

Consume Corpse

Generic resurrect

Generic resurrect

Equipment[ | ]

Usage[ | ]

This build is used to spread out degenerative effects, shutdown prot monks, and deal massive area of effect damage. A basic casting round starts thus:

  • Find a monk or other soft target.
  • Make sure to call your target for the rest of your party members so that they know who to attack.
  • Begin your casting round by starting off with Rotting Flesh followed by Deathly Swarm.
  • End the round by casting Icy Veins on your target. Once the target dies, it will spread area of effect damage to all foes around them. This will put the rest of the cluster (assuming they clustered) near the point of death.
  • Use the fresh body to either restore your hp/energy (Consume Corpse), spread poison to your enemies (Necrotic Traversal), shutdown the protection spammers (Well of the Profane), add more degeneration (Well of Suffering), or put out one more bit of spike damage(Putrid Explosion).
  • Rinse and repeat.

Counters[ | ]

The main counter for this build would be another necromancer or necromancer secondary that is very good at corpse control or just straight spiking damage. This build's main weakness is no one dying. It relies heavily on people dying for energy and their corpses for most of the skills.

Frostbound Armor/armor vs. cold damage is also another good counter-strategy.

Variants[ | ]

Other than listed above, replace Resurrection Signet with a hard rez such as Resurrection Chant or something equivalent depending on your secondary class.

Notes[ | ]

This build doesn't work very effectively against single targets. It is more aimed at groups of 3 or more.

N/any Minion Master[ | ]

There are many version of the Minion Master, however, this version unlike many does not use Healing Prayers line, removing any restriction on secondary class. This version is ideal for Sorrow's Furnace farming, Alliance Battles or PvE.

Attributes and Skills[ | ]

NecromancerNecromancer / Any Attribute Rank
Death Magic 12 + 1 + 3
Soul Reaping 12 + 1
Blood Magic 3 + 1
Animate Flesh Golem

Animate Flesh Golem

Animate Bone Fiend

Animate Bone Fiend

Animate Shambling Horror

Animate Shambling Horror

Blood of the Master

Blood of the Master

Optional

Optional

Taste of Death

Taste of Death

Dark Bond

Dark Bond

Generic resurrect

Generic resurrect

Equipment[ | ]

Usage[ | ]

When starting out in a new area or low on minions:

  • Use Rotting Flesh on fleshy foes, preferably on large groups to spread the Disease condition. This is incredibly effective when used in PvE.
  • Create a Flesh Golem with the first dead body to start off.
  • Create other minions depending on your Energy pool.

Once you have a few minions:

  • Create other minions, again, depending on remaining Energy.
  • Use Blood of the Master to keep your minions alive.
  • When without a monk on your team it is perfectly viable to use Taste of Death to keep yourself alive so long as you have Minions to feed off of.
  • When idle, spam Blood of the Master on your minion army and use Taste of Death on a Flesh golem to regain the health lost. Don't forget that it is usually easier to kill off an old Flesh Golem for a new one instead of repeatedly healing one.

This build can happily stay alive by sacrificing a minion with Taste of Death while other minions kill foes, while disease from Rotting Flesh degenerates most foes in PvE when low on minions.

Variants[ | ]

  • For the optional slot:
  • Aura of the Lich can be used in place of Animate Flesh Golem to allow more spamming of Blood of the Master, although not advisable when anticipating health degeneration effects. This also makes Blood Renewal useful for self-healing if a higher level Blood Magic is used.
  • Skills such as Putrid Explosion, Deathly Swarm and Bitter Chill can be added to give the Minion Master some direct damage skills that are linked to Death Magic.
  • You can bring Death Nova to make one last final use of a minion that's near death.
  • For more self healing Animate Vampiric Horror can be used in place of Animate Bone Fiend. This allows a more meat-shield like role of the minion master protecting the back line casters. If making this switch, it is a good idea to cast Animate Bone Horror more often due to the recharge time of Animate Vampiric Horror and to refresh your minions. Also great way to gain a positive health gained to sacrificed ratio if enough are summoned.
  • Bring Verata's Aura to reclaim your minions if you die, or possibly to steal minions from monsters who create them. Not many monsters can, however, and the ones that can do not create them nearly as fast as the average Minion Master Necromancer. As such, Verata's Gaze may be a better choice for stealing minions.
  • Infuse Condition in combination with Dark Bond is useful in scenarios where you are being targeted instead of your minions.
  • Skills such as Putrid Explosion will exploit your corpses rendering them useless to a Minion Master. Instead of using Animate Bone Fiend and Dark Bond, try Fetid Ground and Deathly Swarm for damage when you need to kill enemies quickly without minions.
  • You can use Animate Shambling Horror instead of Animate Bone Horror if you have Guild Wars Nightfall. The differences between a Shambling Horror and a Bone Horror, except for the 'skin', include a different attack range from Bone Minions and Vampiric Horrors, and the fact that when a Shambling Horror dies they will immediatly turn into a Jagged Horror, which will cause bleeding with its attacks. Those using Shambling Horror will find a longer recharge time in return for this fact, so faster-recharging summons are advised.
  • Signet of Lost Souls may be an energy management option.
  • Verata's Gaze and Verata's Aura Make excellent AB variant over the Resurrect skills because they allow the Minion Master to steal the enemy minions (Mostly other Flesh Golems or with aura all of the enemy minions). WARNING: Once Verata's Aura is used, especially with re-controlling your army MAINTAIN IT!

Notes[ | ]

  • Death of minions or foes creates a 13 energy gain which is usually more than enough to create new minions.

N/any Virulent Minion Master[ | ]

This build adds powerful condition spreading to a MM build, accelerating the corpse-production process. The secondary is left open to allow flexibility and customization. The two optional slots and a few points from soul reaping can be used for extra healing/protection or utility, if necessary, including a resurrection skill.

Attributes and Skills[ | ]

NecromancerNecromancer / Any Attribute Rank
Death Magic 12 + 1 + 3
Soul Reaping 12 + 1
Virulence

Virulence

Plague Sending

Plague Sending

Signet of Agony

Signet of Agony

Animate Shambling Horror

Animate Shambling Horror

Animate Bone Fiend

Animate Bone Fiend

Blood of the Master

Blood of the Master

Optional

Optional

Optional

Optional


Equipment[ | ]

  • Minion Master, Tormentor or Cabalist Armor With Runes Mentioned Above + Major Or Superior Vigor.
  • Ghials or Nightbringer Staff Or 20/20 Wand And Offhand (Death Magic)

Usage[ | ]

1. Activate Signet of Agony, then use Plague Sending in the middle of a group of enemies, followed by Virulence. If not under pressure, redo the combo when Signet and Virulence recharge (both have the same recharge - 15 seconds). If under pressure, simply use virulence on any targets of opportunity and plague send dangerous/long lasting conditions.

2. Regular MM activities - raise minions, heal yourself, if you can, and heal your minions.

Counters[ | ]

Interrupts, Condition removal, Anti-caster spells such as Backfire, corpse denial, etc.

Variants[ | ]

You can use your secondary (siphoning points off Soul Reaping) for added defense or utility. One suggestion would be using Dervish with 8 pts in Earth Prayers with Mystic Regeneration and Vital Boon, for instance. Or Monk for a hard res, healing breeze or heal area. Another suggestion would be a Mesmer secondary, using epidemic.

Keep in mind that if you're taking points off soul reaping, you might want to replace bone fiend for bone horror (or even bone minions), since you'll have less energy.

Notes[ | ]

This Build will probably not work very well on a hero, who will likely get close to enemies to use signet of agony. In that case, switch off signet of agony for death nova (probably switching off fiends for horrors to use it better).

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