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.
=================
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?
(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.
=================
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?