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Progor
24-10-2006, 04:35
The purpose of this build is basically to be an Orders necro on steroids. It uses the incredibly underused Dark Fury along with Order of Pain to seriously buff your physical damage dealers. Plus it works in the Dervish 5 energy version of heal party every 3 seconds. The build should remain at full energy even spamming full time due to Arcane Zeal. Finally, the caster has constant max regen and a few trick heals up its sleeve to deal with any damage directed its way.

(Enchantment lengths below assumes +20% enchantment length mod)

Mysticism: 14 (10+1+3)
Wind Prayers: 11 (8+3)
Earth Prayers: 3 (2+1) [or 5 (2+3) for the anti-KD/interrupt variant]
Blood Magic: 12

Arcane Zeal (10 / 1 / 5)
Elite Enchantment Spell. For 12 seconds, whenever you cast a Spell, you gain 1 Energy for each Enchantment on you (maximum 7 Energy).

Dark Fury (17% / 10 / [3/4] / 5)
Enchantment Spell. Sacrifice 17% maximum health. For 6 seconds, whenever any nearby party member hits with an attack, that party member gains one hit of adrenaline.

Order of Pain (17% / 10 / 2 / 0)
Enchantment Spell. Sacrifice 17% Health. For 6 seconds, whenever a party member hits a foe with physical damage, that party member does an additional 13 damage.

Mystic Healing (5 / 1 / 2)
Spell. For each Enchantment on you, one party member is healed for 69 Health (the same party member cannot be healed more than once).

Initiate's Blessing (5 / 1 / 8)
Enchantment Spell. For 24 seconds, whenever you lose an Enchantment, one ally in the area is healed for 5...41 Health.

Mystic Regeneration (10 / [1/4] / 5)
Enchantment Spell. For 24 seconds, you have +2 Health regeneration for each Enchantment on you. When this Enchantment ends, you lose 1 Enchantment.

Faithful Intervention (5 / 2 / 20)
Enchantment Spell. If damage drops your Health below 50%, Faithful Intervention ends. When Faithful Intervention ends, you are healed for 142 Health.

Watchful Intervention (15 / 1 / 15)
For 72 seconds, the next time target ally's Health drops below 25%, that ally is healed for 190 Health.

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How the build works:
Get a succor from an adrenaline-based warrior hero, or any other enchantment from any other party member. You just need one more to make Mystic Healing always heal the whole party. An especially good choice is Life Attunement, since you're not attacking the heals from Mystic healing will better counter the sacs from the 2 orders.

Put Faithful Intervention up first. It will stay up until you drop below 50% health, which shouldn't happen often with all the healing going on. If it does, you get healed to full and you should be able to recast it.

Watchful Intervention needs to be on you all the time. You can also use it on 3 other party members as it recharges, just be sure to put it on yourself every 4th time. This is your failsafe if Faithful Intervention falls and hasn't recharged yet.

Mystic Regeneration and Initiate's Blessing are cast a bit more often: every 24 seconds. MR keeps you at maxed regen, even if you have up to 6 degen on you. Stand out of nearby range of any allies, and Initiate's Blessing will heal you for 38 health every 3 seconds. Alternatively, stand near your monk or whoever seems to be taking the most damage to randomly heal them occassionally. (The MM would probably welcome it.)

Now that we have handled self healing completely, the bread and butter of the build is the party support skills.

Arcane Zeal is a requirement for energy purposes. Combined with the 2 orders ending a few milliseconds before you recast them, your energy should remain maxed out.

Dark Fury and Order of Pain turn all your physical damage classes into damage machines with +13 damage and double adrenaline on every hit. What's more, they are enchantments themselves, so they add to your personal enchantment total for Arcane Zeal, Mystic Regeneration, and Mystic Healing.

Finally, Mystic Healing is a solid party heal every 3 seconds.

With this chain:

Arcane Zeal->Dark Fury->Mystic Healing->Order of Pain->Mystic Healing->[recast]->repeat

In the [recast] spot, put Initiate's Blessing one cycle, then Mystic Regeneration the next, then Initiate's Blessing again (you gain 2 energy from casting it, might as well recast it early), then Watchful Intervention on yourself and recycle.

With that cycle the 2 orders (Dark Fury and Order of Pain) drop a half second or less before they are refreshed, giving you 4 energy, plus 7 energy from Arcane Zeal to completely pay for themselves. Mystic Healing then covers the sacrifice cost, plus some, while giving you 2 energy from arcane zeal. Arcane Zeal, Mystic Regeneration, and Watchful Intervention all cost 3 or 8 energy, but those costs are fully covered by the refunds from the 5 energy spells.

There is one variant. Replace Initiate's Blessing with either Pious Concentration to avoid all interrupts (it has a small chance of hitting Arcane Zeal, but will probably knock off one of the orders to no effect on you if you would have been interrupted) or Fleeting Stability to avoid knockdowns. Either one would need a 3rd superior rune in Earth Prayers. Remember you have 142 health "hidden" in Faithful Intervention, and 190 in Watchful Intervention, so the health lost from the runes really only lowers the sacrifice cost without making you that much more vulnerable. If you need both knockdown and interrupt prevention, put it in the place of Watchful Intervention for energy concerns. If you use Pious Concentration, remember it is not a spell so it costs the full 5 energy. Also, it's not an enchantment, so you'll need to get a second enchantment from a party member if you have an 8 man party. Worst case, you'll only have 6 enchantments and 2 random people won't get healed every 3 seconds.

This variant would probably be quite resilient in PvP. It's only major weakness is massive enchantment stripping (you can withstand your top 3 enchantments being removed fairly easily). There is a fairly short list of skills that can do this to you, but they may be fairly popular in Nightfall.

So, what do y'all think?

Woop Shotty
24-10-2006, 06:12
Hmm, I'll definitely be testing this out on a dervish hero! Sounds like a very good build to me!

MaximumSquid
24-10-2006, 18:24
It's a very impressive backline setup. . .

The only thing you're missing is some kind of Run skill or team Run Skill buff.

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I'll definitely be testing this out on a dervish hero! hehe

You'd have to tweak it. . . I know for a fact you'd have to get rid of Watchful Spirit unless A-Net does something about hero AI before release.

You may also have to de-equip him so he is always spamming spells and not trying to attack ever.

Progor
24-10-2006, 20:29
Well, Featherfoot Grace in place of Initiate's Blessing or Watchful Intervention is the obvious choice for a run skill. It's also possible to put it in place of Dark Fury's spot if nobody really needs adrenaline or there are no Dervishes that could reap the energy reward every time it ends. If you have to run though, the build becomes practically useless, since it requires non-stop casting. Another possible idea is to put Mirage Cloak in one of those spots and just tank whatever comes your way with the combination of massive healing, regen, and evasion, kinda like a monk using guardian to protect himself without having to run off when his team needs him.

As far as the AI goes, you should be able to put this hero on passive, and set his flag behind the rest of the team to keep him from trying to attack all the time. He's gotta have a weapon for the enchantment bonus (unless there's a focus out there with it on it?). You're probably right about Watchful Spirit, though, he'd probably end up casting it on everybody but himself. Put Featherfoot or Mirage Cloak in its place and it should work.

In fact, it's possible that the AI might be a tad better than a human, getting the timing just right to get the mysticism bonus before recasting the enchantment.... but maybe not. If not, the AI may run into energy problems really fast by not giving the orders time to fall for the mysticism bonus.

Patccmoi
24-10-2006, 21:05
Nice original build overall! With a running stance, this could definitely make an interesting runner build in GvG. Will have to see release version

critical vengeance
24-10-2006, 22:11
seems very intresting, of course can you be healed enough with the heal sac with those spells? I guess you could, although you are saccing a lot in the end.

jhffmn
24-10-2006, 22:46
I think that looks sweet. I want to make a 4 person dervish TA team using this concept.

http://forums.gwonline.net/showthread.php?p=4457482#post4457482

Progor
24-10-2006, 23:03
seems very intresting, of course can you be healed enough with the heal sac with those spells? I guess you could, although you are saccing a lot in the end.

Just with Mystic Regeneration alone, you're getting 20 hp per second, or 60 during the 3 seconds between the 2 orders. 17% life at 330 total health is 56 health sacced every 6 seconds. So, mystic regeneration alone covers the cost of the sacs, but you're also getting healed for 69 every 3 seconds by Mystic Healing, along with everyone else in the party. There's more than enough self healing going on for both sacs.

If the going gets rough, Faithful Intervention is equivalent to an HP increasing skill like Demonic Flesh, without the downside of increasing sac costs. Watchful Intervention is too, if you can fit both into the build, so having 330 health isn't quite as dangerous as it seems.

jhffmn
24-10-2006, 23:24
With initiates blessing and mysticisms heal, you get 50ish health back from each sac alone when it ends as long as you are not in the area of an ally. So no need for mystic regen at all really. Since you are spamming Mystic Healing at least once per cast of OoP I think you should easily be fine even with Awaken the blood.

TadaceAce
25-10-2006, 00:47
just kidding, brain fart, looks good!

This is gonna be that guy that sticks out when people run all paragon teams, this guy will sit in the back doing orders while the paragons kill everything... its like iway but the orders is a dervish and the wars do more damage and can heal and stuff.

Can you imagine this guy with an all paragon team? lol there are gonna be some major imbalances.

wait wait... here comes to sin with shattering assault to one hit kill everybody one by one bwuahaha.