N/Mo 55 Battery[ | ]
This is an unusual way to run a 55 necromancer. Instead of focusing on damage or tanking ability, it uses very low HP to essentially ignore the 33% life sacrifice from BiP. That, combined with the low energy cost of BiP, allows it to be spammed on the entire party for the duration of a fight. Protective Bond provides for a modicum of protection against stray spells, arrows, raging idiots with axes, etc. It's not very sturdy, and has absolutely no offensive power, but does WONDERS for any spellcasters in a team.
Attributes and Skills[ | ]
Necromancer / Monk | Attribute Rank |
---|---|
Blood Magic | 9 + 1 + 3 |
Soul Reaping | 7 + 3 |
Healing Prayers | 10 |
Protection Prayers | 10 |
Optional |
Optional |
Equipment[ | ]
Standard 55 gear is required, along with the -50HP Grim Cesta. A Totem Axe or equivalent is strongly recommended to improve the duration of Blood is Power and Blood Renewal.
Usage[ | ]
- STAY BACK! You are NOT a front line soldier AT ALL. You should be at the edge of aggro range to the team spellcasters, so you should not take any kind of sustained damage.
- Keep Protective Bond or Protective Spirit up at all times. With it off, you're two wand attacks away from death.
- If you get aggro, cast Protective Spirit and drop Protective Bond. Protective Bond is only designed to catch stray hits, not as a way to soak massive damage. When the fight is over, recast Protective Bond.
- You will usually have enough energy to keep Blood is Power up on 5 party members during a fight. More than that and you start having to be conservative with your casting.
Counters[ | ]
- Enchant removal, although not as much as one might think. If you stay back properly, you can actually go through mesmer-heavy areas fairly safely. Also, enchant removal hits the FIRST enchantment, which means it'll take out your Blood Renewal, not your Protective Bond.
- Rangers. The combination of degen and long range can pose a problem, but only if you aren't paying attention.
- Sustained aggro. You can tank a lot of melee mobs by using Protective Spirit and Blood Renewal, but then you're not casting BiP, which is your job.
Variants[ | ]
- For the optional skill slots:
- Condition / Hex removal. You don't have a lot of energy to spare, but it can help to be able to remove a nasty hex from the team monk.
- Shielding Hands / Vigorous Spirit. Both can help you absorb damage if you get aggro, and the team warriors and assassins will love you.
- More resurrection skills. Vengeance and Resurrection Signet allow you to bring dead monks back into the game FAST.