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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[ | ]

NecromancerMonkNecromancer / Monk Attribute Rank
Blood Magic 9 + 1 + 3
Soul Reaping 7 + 3
Healing Prayers 10
Protection Prayers 10
Blood is Power

Blood is Power

Blood Renewal

Blood Renewal

Healing Breeze

Healing Breeze

Protective Spirit

Protective Spirit

Optional

Optional

Optional

Optional

Protective Bond

Protective Bond

Rebirth

Rebirth

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.
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