Navigation
Blog
Related Articles
Advertisement
Tales of Pirates is a 3D Massively Multiplayer Online Role Playing Game developed by the Chinese company MOLI. Tales of Pirates is published by IGG (Internet Gaming Gate), Welcome join the tales of pirates forum
VoteMore
Best Necromancer PVP Builds
View:136
Guild Wars CD Key
Top1gaming selling Guild Wars CD Key&Game Time Card. Instant delivery,No shipping Fee.
This article covers in-depth 5 of the best Necromancer PvP builds.
Contents:
1) Toxic Chill Spiker Necromancer - Necromancer / Assassin
2) Heir to the Master - Necromancer / Dervish
3) Corrupt Warder Necromancer - Necromancer / Elementalist
4) Wail of Doom Necromancer - Necromancer / Mesmer
5) Tainted Warder Necromancer - Necromancer / Elementalist
1) Toxic Chill Spiker Necromancer - Necromancer / Assassin - (Random Arenas, Team Arenas, Alliance Battles)
Attributes:
Death Magic - 12 + 1 + 3
Deadly Arts - 10
Soul Reaping - 8 + 1
Skills:
- Augury of Death - For 5 ... 29 ... 35 seconds, the next time damage would drop target foe's Health below 50%, you inflict a Deep Wound for 5 ... 17 ... 20 seconds and Shadow Step to that foe. This Spell has half the normal range. Cast Time: 1 Second, Recharge Time: 12 Seconds, Energy Cost: 5
- Deathly Chill - Target foe is struck for 5 ... 41 ... 50 cold damage. If that foe's Health is above 50%, you deal an additional 5 ... 41 ... 0 shadow damage. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 10
- Toxic Chill (Elite) - Target foe is struck for 15 ... 63 ... 75 cold damage. If that foe is under the effects of a Hex or Enchantment, that foe becomes Poisoned for 10 ... 22 ... 25 seconds. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 5
- Vile Miasma - Target foe is struck for 10 ... 54... 65 cold damage. If suffering from a Condition, that foe is hexed with Vile Miasma and suffers –1 ... 3 ... 4 Health degeneration for 10 seconds. Cast Time: 1 Second, Recharge Time: 15 Seconds, Energy Cost: 10
- Signet of Toxic Shock - If target foe is suffering from Poison, that foe takes 10 ... 82 ... 100 damage. Cast Time: 1 Second, Recharge Time: 15 Seconds, Energy Cost: 0 (signet)
- Disrupting Dagger - Send out a Disrupting Dagger at target foe that strikes for 10 ... 30 ... 35 earth damage. If that foe was activating a Skill, that Skill is interrupted. This Spell has half the normal range. Cast Time: ¼ Second, Recharge Time: 10 Seconds, Energy Cost: 5
- Signet of Lost Souls - If target foe is below 50% Health, you gain 10 ... 82 ... 100 Health and 1 ... 8 ... 10 Energy. Cast Time: ¼ Second, Recharge Time: 8 Seconds, Energy Cost: 0 (signet)
- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)
Equipment:
- Full set of Radiant Armor
- A Staff and Wand / Offhand combo all with pluses to Death Magic.
- 1 Superior Vigor Rune.
- 2 Runes of Vitae.
How to Use Efficiently:
- Use the following cast chain: Augury of Death, Deathly Chill, Toxic Chill, Vile Miasma, Signet of Toxic Shock
- If necessary, follow up with a second cast of Toxic Chill and / or Deathly Chill as needed.
- Deathly Chill and Toxic Chill may be spammed while the rest of the combo is recharging to damage and pressure enemies.
- Use Signet of Lost Souls as necessary for health or energy gains.
- Use Disrupting Dagger to interrupt key skills such as Aegis.
2) Heir to the Master - Necromancer / Dervish - (Alliance Battles, Competitive Missions)
Attributes:
Death Magic - 12 + 1 + 3
Soul Reaping - 10 + 1
Earth Prayers - 8
Blood Magic - 2 + 1
Skills:
- Blood of the Master - All of your undead allies are healed for 30 ... 99 ... 116 Health. You sacrifice an additional 2% maximum Health per minion healed in this way. Cast Time: 1 Second, Recharge Time: 2 Seconds, Energy Cost: 5
- Animate Bone Fiend - Exploit nearest corpse to animate a level 1 ... 14 ... 17 Bone Fiend. Bone Fiends can attack at range. Cast Time: 3 Seconds, Recharge Time: 5 Seconds, Energy Cost: 25
- Animate Bone Horror - Exploit nearest corpse to animate a level 1 ... 14 ... 17 Bone Horror. Cast Time: 3 Second, Recharge Time: 5 Seconds, Energy Cost: 10
- Aura of the Lich (Elite) - For 15 ... 39 ... 45 seconds, your maximum Health is reduced by half, but you take half damage from all sources. When Aura of the Lich ends, you're healed for 50 ... 202 ... 240 Health. Cast Time: 2 Seconds, Recharge Time: 20 Seconds, Energy Cost: 10
- Dark Bond - For the next 30 ... 54 ... 60 seconds, whenever you receive damage, your closest minion suffers 75% of that damage for you. Cast Time: 2 Seconds, Recharge Time: 20 Seconds, Energy Cost: 5
- Infuse Condition - For the next 15 ... 51 ... 60 seconds, whenever you receive a Condition, that Condition is transferred to your closest minion instead. Cast Time: 1 Second, Recharge Time: 20 Seconds, Energy Cost: 5
- Mystic Regeneration - For 20 seconds, you have +1 ... 3 ... 4 Health regeneration for each enchantment (maximum of 3) on you. Cast Time: ¼ Second, Recharge Time: 5 Seconds, Energy Cost: 10
- Signet of Lost Souls - If target foe is below 50% Health, you gain 10 ... 82 ... 100 Health and 1 ... 8 ... 10 Energy. Cast Time: ¼ Second, Recharge Time: 8 Seconds, Energy Cost: 0 (signet)
Equipment:
- Survivor insignias, with Radiant insignias mixed in if necessary, and a Bloodstained insignia on the head, hands, or feet.
- A 20 / 20 wand and a 20 / 20 offhand with a "Master of my Domain" inscription.
How to use efficiently:
- Maintain Aura of the Lich, Dark Bond, Infuse Condition and Mystic Regeneration in that order.
- When playing as the only Minion Master Necromancer, animate minions as the situation permits. Bring your minions to the forefront of the battle and spam Blood of the Master.
- When playing with other Minion Master builds in your team, 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. Otherwise, proceed as above.
- Always reapply your enchantments shortly after they recharge, in case you are interrupted. However, don't spam them exactly when they recharge; this makes you predictable and prone to interrupts.
- Use Signet of Lost Souls to gain energy, if needed.
3) Corrupt Warder Necromancer - Necromancer / Elementalist - (Guild vs Guild)
Attributes:
Soul Reaping - 9 + 1
Curses - 12 + 1 + 1
Earth Magic - 9
Skills:
- Corrupt Enchantment (Elite) - Remove one Enchantment from target foe. If an Enchantment is removed in this way, that foe suffers from –1 ... 7 ... 8 Health degeneration for 10 seconds. Cast Time: ¾ Second, Recharge Time: 10 Seconds, Energy Cost: 5
- Defile Defenses - For 10 seconds, the next time target foe blocks, that foe takes 30 ... 102 ... 120 damage. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 5
- Faintheartedness - For the next 3 ... 20 ... 24 seconds, target foe attacks 50% slower, and that foe suffers –1 ... 3 ... 3 Health degeneration. Cast Time: 1 Second, Recharge Time: 8 Seconds, Energy Cost: 10
- Reckless Haste - For 6 ... 11 ... 12 seconds, target foe and all adjacent foes are Hexed with Reckless Haste. While Hexed, they attack 25% faster but have a 50% chance to miss with attacks. Cast Time: 1 Second, Recharge Time: 12 Seconds, Energy Cost: 15
- Parasitic Bond - For 20 seconds, target foe suffers -1 Health degeneration. The caster is healed for 30 ... 102 ... 120 when Parasitic Bond ends. Cast Time: 1 Second, Recharge Time: 2 Seconds, Energy Cost: 5
- Ward Against Melee - You create a Ward Against Melee at your current location. For 5 ... 17 ... 20 seconds, non-Spirit allies in this area have a 50% chance to block melee attacks. Cast Time: 1 Second, Recharge Time: 20 Seconds, Energy Cost: 15
- Glyph of Lesser Energy - For the next 15 seconds, your next 2 Spells cost 10 ... 16 ... 18 less Energy to cast. Cast Time: 1 Second, Recharge Time: 30 Seconds, Energy Cost: 5
- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)
Equipment:
- Survivor armor, +1 Curses scar, Minor Curses rune, Minor Soul Reaping rune, Superior Vigor rune, and two other runes of your choice, preferably Vitae.
- A 40 / 40 Curses set.
- A -5 energy Spear of Fortitude and -20% Cripple Shield of Fortitude for use as a defense set, low energy set, and for use on Burning Isle.
- A high energy Curses set.
How to use efficiently:
- Remove priority enchantments with Corrupt Enchantment, applying Defile Defenses as well when you see Shield of Deflection go up on an enemy.
- Use Faintheartedness and Reckless Haste to hinder linebackers, also using Ward Against Melee where appropriate.
- Cover your hexes with Parasitic Bond.
- When your team plans a spike, apply Defile Defenses to the target midspike to punish them if an enemy monk manages to cast Shield of Deflection before the spike is finished. Make sure to Corrupt it also, if you can.
4) Wail of Doom Necromancer - Necromancer / Mesmer - (Team Arenas)
Attributes:
Soul Reaping - 11 + 1 + 1
Insperation Magic - 12
Illusion Magic - 6
Skills:
- Wail of Doom (Elite) - Target foe is interrupted. If target foe was attacking, all of that foe's attack skills are disabled for 5 ... 17 ... 20 seconds. Cast Time: ¼ Second, Recharge Time: 15 Seconds, Energy Cost: 10
- Arcane Echo - If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill. Cast Time: 2 Seconds, Recharge Time: 20 Seconds, Energy Cost: 15
- Conjure Nightmare - For 2 ... 13 ... 16 seconds, target foe suffers -8 Health degeneration. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 15
- Auspicious Incantation - For 20 seconds, the next spell you cast is disabled for an additional 10 ... 6 ... 5 seconds, and you gain 110 ... 182 ... 200% of that spell's Energy cost. Cast Time: 1 Second, Recharge Time: 25 Seconds, Energy Cost: 5
- Revealed Enchantment - Remove an Enchantment from target foe and gain 3 ... 13 ... 15 Energy. For 20 seconds, Revealed Enchantment is replaced with the Enchantment removed from target foe. Cast Time: 1 Second, Recharge Time: Instant, Energy Cost: 10
- Auspicious Incantation - For 20 seconds, the next spell you cast is disabled for an additional 10 ... 6 ... 5 seconds, and you gain 110 ... 182 ... 200% of that spell's Energy cost. Cast Time: 1 Second, Recharge Time: 25 Seconds, Energy Cost: 5
- Parasitic Bond - For 20 seconds, target foe suffers -1 Health degeneration. The caster is healed for 30 ... 102 ... 120 when Parasitic Bond ends. Cast Time: 1 Second, Recharge Time: 2 Seconds, Energy Cost: 5
- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)
Equipment:
- A full set of Radiant Armor.
- A 20 / 20 Soul Reaping Wand with 20 / 20 Inspiration offhand.
- A high energy set.
- A defensive set.
How to use efficiently:
- Use Arcane Echo then Wail of Doom to lock-down melee attackers.
- Use Conjure Nightmare plus Auspicious Incantation for energy management and to cause helth degeneration.
- Make sure to always cover Conjure Nightmare with Parasitic Bond.
- Use Leech Signet for energy management and to interrupt key skills like Resurrection Signet.
- Use Revealed Enchantments to strip key enchantments.
5) Tainted Warder Necromancer - Necromancer / Elementalist - (Heroes' Ascent)
Attributes:
Death Magic - 10 + 1 + 1
Soul Reaping - 8 + 1
Earth Magic - 12
Skills:
- Tainted Flesh (Elite) - For 20 ... 39 ... 44 seconds, target ally is immune to disease, and anyone striking that ally in melee becomes Diseased for 3 ... 13 ... 15 seconds. Cast Time: 1 Second, Recharge Time: Instant, Energy Cost: 5
- Putrid Explosion - The corpse nearest your target explodes, sending out a shockwave that deals 24 ... 101 ... 120 damage to nearby foes. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 10
- Rotting Flesh - Target fleshy foe becomes Diseased for 10 ... 22 ... 25 seconds, slowly losing Health. Cast Time: 3 Seconds, Recharge Time: 3 Seconds, Energy Cost: 15
- Well of the Profane - Exploit nearest corpse to create a Well of the Profane at its location. For 8 ... 18 ... 20 seconds, foes in that area are stripped of all Enchantments and cannot be the target of further Enchantments. (50% failure chance with Death Magic 4 or less.) Cast Time: 3 Second, Recharge Time: 10 Seconds, Energy Cost: 5
- Glyph of Lesser Energy - Glyph of Lesser Energy - For the next 15 seconds, your next 2 Spells cost 10 ... 16 ... 18 less Energy to cast. Cast Time: 1 Second, Recharge Time: 30 Seconds, Energy Cost: 5
- Ward Against Melee - You create a Ward Against Melee at your current location. For 5 ... 17 ... 20 seconds, non-Spirit allies in this area have a 50% chance to block melee attacks. Cast Time: 1 Second, Recharge Time: 20 Seconds, Energy Cost: 15
- Ward Against Foes - You create a Ward Against Foes at your current location. For 8 ... 18 ... 20 seconds, non-Spirit foes in this area move 50% slower. Cast Time: 1 Second, Recharge Time: 20 Seconds, Energy Cost: 15
- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)
Equipment:
- Scar Chest (Radiant Insignia), Scar Arm, Scar Leg, Bloodstained Boots.
- A + 5 Energy + 30 Health Axe or Sword
- A + 5 Energy 20% Enchanting Axe or Sword
- A 20% Recharge + 30 Health Earth Scroll
How to use efficiently:
- Start Tainting your whole party, including any pets, at around 12 seconds before the start of the match.
- Drop your wards, starting with Foes, at the front of your backline.
- Use Well of the Profane as corpses start littering the ground.
- Use Putrid Explosion if your well is recharging and if there are enemies within range of the corpse.
- Re-apply Tainted Flesh periodically or when you see disease spreading through your team.
- Re-cast your wards as soon as they recharge while in heavy battle.
- Cast wards at the edges of existing wards to give your backline greater freedom to kite in.
- Use Ward Against Foes to aid your frontline if your backline is not under melee pressure.
Contents:
1) Toxic Chill Spiker Necromancer - Necromancer / Assassin
2) Heir to the Master - Necromancer / Dervish
3) Corrupt Warder Necromancer - Necromancer / Elementalist
4) Wail of Doom Necromancer - Necromancer / Mesmer
5) Tainted Warder Necromancer - Necromancer / Elementalist
1) Toxic Chill Spiker Necromancer - Necromancer / Assassin - (Random Arenas, Team Arenas, Alliance Battles)
Attributes:
Death Magic - 12 + 1 + 3
Deadly Arts - 10
Soul Reaping - 8 + 1
Skills:
- Augury of Death - For 5 ... 29 ... 35 seconds, the next time damage would drop target foe's Health below 50%, you inflict a Deep Wound for 5 ... 17 ... 20 seconds and Shadow Step to that foe. This Spell has half the normal range. Cast Time: 1 Second, Recharge Time: 12 Seconds, Energy Cost: 5
- Deathly Chill - Target foe is struck for 5 ... 41 ... 50 cold damage. If that foe's Health is above 50%, you deal an additional 5 ... 41 ... 0 shadow damage. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 10
- Toxic Chill (Elite) - Target foe is struck for 15 ... 63 ... 75 cold damage. If that foe is under the effects of a Hex or Enchantment, that foe becomes Poisoned for 10 ... 22 ... 25 seconds. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 5
- Vile Miasma - Target foe is struck for 10 ... 54... 65 cold damage. If suffering from a Condition, that foe is hexed with Vile Miasma and suffers –1 ... 3 ... 4 Health degeneration for 10 seconds. Cast Time: 1 Second, Recharge Time: 15 Seconds, Energy Cost: 10
- Signet of Toxic Shock - If target foe is suffering from Poison, that foe takes 10 ... 82 ... 100 damage. Cast Time: 1 Second, Recharge Time: 15 Seconds, Energy Cost: 0 (signet)
- Disrupting Dagger - Send out a Disrupting Dagger at target foe that strikes for 10 ... 30 ... 35 earth damage. If that foe was activating a Skill, that Skill is interrupted. This Spell has half the normal range. Cast Time: ¼ Second, Recharge Time: 10 Seconds, Energy Cost: 5
- Signet of Lost Souls - If target foe is below 50% Health, you gain 10 ... 82 ... 100 Health and 1 ... 8 ... 10 Energy. Cast Time: ¼ Second, Recharge Time: 8 Seconds, Energy Cost: 0 (signet)
- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)
Equipment:
- Full set of Radiant Armor
- A Staff and Wand / Offhand combo all with pluses to Death Magic.
- 1 Superior Vigor Rune.
- 2 Runes of Vitae.
How to Use Efficiently:
- Use the following cast chain: Augury of Death, Deathly Chill, Toxic Chill, Vile Miasma, Signet of Toxic Shock
- If necessary, follow up with a second cast of Toxic Chill and / or Deathly Chill as needed.
- Deathly Chill and Toxic Chill may be spammed while the rest of the combo is recharging to damage and pressure enemies.
- Use Signet of Lost Souls as necessary for health or energy gains.
- Use Disrupting Dagger to interrupt key skills such as Aegis.
2) Heir to the Master - Necromancer / Dervish - (Alliance Battles, Competitive Missions)
Attributes:
Death Magic - 12 + 1 + 3
Soul Reaping - 10 + 1
Earth Prayers - 8
Blood Magic - 2 + 1
Skills:
- Blood of the Master - All of your undead allies are healed for 30 ... 99 ... 116 Health. You sacrifice an additional 2% maximum Health per minion healed in this way. Cast Time: 1 Second, Recharge Time: 2 Seconds, Energy Cost: 5
- Animate Bone Fiend - Exploit nearest corpse to animate a level 1 ... 14 ... 17 Bone Fiend. Bone Fiends can attack at range. Cast Time: 3 Seconds, Recharge Time: 5 Seconds, Energy Cost: 25
- Animate Bone Horror - Exploit nearest corpse to animate a level 1 ... 14 ... 17 Bone Horror. Cast Time: 3 Second, Recharge Time: 5 Seconds, Energy Cost: 10
- Aura of the Lich (Elite) - For 15 ... 39 ... 45 seconds, your maximum Health is reduced by half, but you take half damage from all sources. When Aura of the Lich ends, you're healed for 50 ... 202 ... 240 Health. Cast Time: 2 Seconds, Recharge Time: 20 Seconds, Energy Cost: 10
- Dark Bond - For the next 30 ... 54 ... 60 seconds, whenever you receive damage, your closest minion suffers 75% of that damage for you. Cast Time: 2 Seconds, Recharge Time: 20 Seconds, Energy Cost: 5
- Infuse Condition - For the next 15 ... 51 ... 60 seconds, whenever you receive a Condition, that Condition is transferred to your closest minion instead. Cast Time: 1 Second, Recharge Time: 20 Seconds, Energy Cost: 5
- Mystic Regeneration - For 20 seconds, you have +1 ... 3 ... 4 Health regeneration for each enchantment (maximum of 3) on you. Cast Time: ¼ Second, Recharge Time: 5 Seconds, Energy Cost: 10
- Signet of Lost Souls - If target foe is below 50% Health, you gain 10 ... 82 ... 100 Health and 1 ... 8 ... 10 Energy. Cast Time: ¼ Second, Recharge Time: 8 Seconds, Energy Cost: 0 (signet)
Equipment:
- Survivor insignias, with Radiant insignias mixed in if necessary, and a Bloodstained insignia on the head, hands, or feet.
- A 20 / 20 wand and a 20 / 20 offhand with a "Master of my Domain" inscription.
How to use efficiently:
- Maintain Aura of the Lich, Dark Bond, Infuse Condition and Mystic Regeneration in that order.
- When playing as the only Minion Master Necromancer, animate minions as the situation permits. Bring your minions to the forefront of the battle and spam Blood of the Master.
- When playing with other Minion Master builds in your team, 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. Otherwise, proceed as above.
- Always reapply your enchantments shortly after they recharge, in case you are interrupted. However, don't spam them exactly when they recharge; this makes you predictable and prone to interrupts.
- Use Signet of Lost Souls to gain energy, if needed.
3) Corrupt Warder Necromancer - Necromancer / Elementalist - (Guild vs Guild)
Attributes:
Soul Reaping - 9 + 1
Curses - 12 + 1 + 1
Earth Magic - 9
Skills:
- Corrupt Enchantment (Elite) - Remove one Enchantment from target foe. If an Enchantment is removed in this way, that foe suffers from –1 ... 7 ... 8 Health degeneration for 10 seconds. Cast Time: ¾ Second, Recharge Time: 10 Seconds, Energy Cost: 5
- Defile Defenses - For 10 seconds, the next time target foe blocks, that foe takes 30 ... 102 ... 120 damage. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 5
- Faintheartedness - For the next 3 ... 20 ... 24 seconds, target foe attacks 50% slower, and that foe suffers –1 ... 3 ... 3 Health degeneration. Cast Time: 1 Second, Recharge Time: 8 Seconds, Energy Cost: 10
- Reckless Haste - For 6 ... 11 ... 12 seconds, target foe and all adjacent foes are Hexed with Reckless Haste. While Hexed, they attack 25% faster but have a 50% chance to miss with attacks. Cast Time: 1 Second, Recharge Time: 12 Seconds, Energy Cost: 15
- Parasitic Bond - For 20 seconds, target foe suffers -1 Health degeneration. The caster is healed for 30 ... 102 ... 120 when Parasitic Bond ends. Cast Time: 1 Second, Recharge Time: 2 Seconds, Energy Cost: 5
- Ward Against Melee - You create a Ward Against Melee at your current location. For 5 ... 17 ... 20 seconds, non-Spirit allies in this area have a 50% chance to block melee attacks. Cast Time: 1 Second, Recharge Time: 20 Seconds, Energy Cost: 15
- Glyph of Lesser Energy - For the next 15 seconds, your next 2 Spells cost 10 ... 16 ... 18 less Energy to cast. Cast Time: 1 Second, Recharge Time: 30 Seconds, Energy Cost: 5
- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)
Equipment:
- Survivor armor, +1 Curses scar, Minor Curses rune, Minor Soul Reaping rune, Superior Vigor rune, and two other runes of your choice, preferably Vitae.
- A 40 / 40 Curses set.
- A -5 energy Spear of Fortitude and -20% Cripple Shield of Fortitude for use as a defense set, low energy set, and for use on Burning Isle.
- A high energy Curses set.
How to use efficiently:
- Remove priority enchantments with Corrupt Enchantment, applying Defile Defenses as well when you see Shield of Deflection go up on an enemy.
- Use Faintheartedness and Reckless Haste to hinder linebackers, also using Ward Against Melee where appropriate.
- Cover your hexes with Parasitic Bond.
- When your team plans a spike, apply Defile Defenses to the target midspike to punish them if an enemy monk manages to cast Shield of Deflection before the spike is finished. Make sure to Corrupt it also, if you can.
4) Wail of Doom Necromancer - Necromancer / Mesmer - (Team Arenas)
Attributes:
Soul Reaping - 11 + 1 + 1
Insperation Magic - 12
Illusion Magic - 6
Skills:
- Wail of Doom (Elite) - Target foe is interrupted. If target foe was attacking, all of that foe's attack skills are disabled for 5 ... 17 ... 20 seconds. Cast Time: ¼ Second, Recharge Time: 15 Seconds, Energy Cost: 10
- Arcane Echo - If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill. Cast Time: 2 Seconds, Recharge Time: 20 Seconds, Energy Cost: 15
- Conjure Nightmare - For 2 ... 13 ... 16 seconds, target foe suffers -8 Health degeneration. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 15
- Auspicious Incantation - For 20 seconds, the next spell you cast is disabled for an additional 10 ... 6 ... 5 seconds, and you gain 110 ... 182 ... 200% of that spell's Energy cost. Cast Time: 1 Second, Recharge Time: 25 Seconds, Energy Cost: 5
- Revealed Enchantment - Remove an Enchantment from target foe and gain 3 ... 13 ... 15 Energy. For 20 seconds, Revealed Enchantment is replaced with the Enchantment removed from target foe. Cast Time: 1 Second, Recharge Time: Instant, Energy Cost: 10
- Auspicious Incantation - For 20 seconds, the next spell you cast is disabled for an additional 10 ... 6 ... 5 seconds, and you gain 110 ... 182 ... 200% of that spell's Energy cost. Cast Time: 1 Second, Recharge Time: 25 Seconds, Energy Cost: 5
- Parasitic Bond - For 20 seconds, target foe suffers -1 Health degeneration. The caster is healed for 30 ... 102 ... 120 when Parasitic Bond ends. Cast Time: 1 Second, Recharge Time: 2 Seconds, Energy Cost: 5
- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)
Equipment:
- A full set of Radiant Armor.
- A 20 / 20 Soul Reaping Wand with 20 / 20 Inspiration offhand.
- A high energy set.
- A defensive set.
How to use efficiently:
- Use Arcane Echo then Wail of Doom to lock-down melee attackers.
- Use Conjure Nightmare plus Auspicious Incantation for energy management and to cause helth degeneration.
- Make sure to always cover Conjure Nightmare with Parasitic Bond.
- Use Leech Signet for energy management and to interrupt key skills like Resurrection Signet.
- Use Revealed Enchantments to strip key enchantments.
5) Tainted Warder Necromancer - Necromancer / Elementalist - (Heroes' Ascent)
Attributes:
Death Magic - 10 + 1 + 1
Soul Reaping - 8 + 1
Earth Magic - 12
Skills:
- Tainted Flesh (Elite) - For 20 ... 39 ... 44 seconds, target ally is immune to disease, and anyone striking that ally in melee becomes Diseased for 3 ... 13 ... 15 seconds. Cast Time: 1 Second, Recharge Time: Instant, Energy Cost: 5
- Putrid Explosion - The corpse nearest your target explodes, sending out a shockwave that deals 24 ... 101 ... 120 damage to nearby foes. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 10
- Rotting Flesh - Target fleshy foe becomes Diseased for 10 ... 22 ... 25 seconds, slowly losing Health. Cast Time: 3 Seconds, Recharge Time: 3 Seconds, Energy Cost: 15
- Well of the Profane - Exploit nearest corpse to create a Well of the Profane at its location. For 8 ... 18 ... 20 seconds, foes in that area are stripped of all Enchantments and cannot be the target of further Enchantments. (50% failure chance with Death Magic 4 or less.) Cast Time: 3 Second, Recharge Time: 10 Seconds, Energy Cost: 5
- Glyph of Lesser Energy - Glyph of Lesser Energy - For the next 15 seconds, your next 2 Spells cost 10 ... 16 ... 18 less Energy to cast. Cast Time: 1 Second, Recharge Time: 30 Seconds, Energy Cost: 5
- Ward Against Melee - You create a Ward Against Melee at your current location. For 5 ... 17 ... 20 seconds, non-Spirit allies in this area have a 50% chance to block melee attacks. Cast Time: 1 Second, Recharge Time: 20 Seconds, Energy Cost: 15
- Ward Against Foes - You create a Ward Against Foes at your current location. For 8 ... 18 ... 20 seconds, non-Spirit foes in this area move 50% slower. Cast Time: 1 Second, Recharge Time: 20 Seconds, Energy Cost: 15
- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)
Equipment:
- Scar Chest (Radiant Insignia), Scar Arm, Scar Leg, Bloodstained Boots.
- A + 5 Energy + 30 Health Axe or Sword
- A + 5 Energy 20% Enchanting Axe or Sword
- A 20% Recharge + 30 Health Earth Scroll
How to use efficiently:
- Start Tainting your whole party, including any pets, at around 12 seconds before the start of the match.
- Drop your wards, starting with Foes, at the front of your backline.
- Use Well of the Profane as corpses start littering the ground.
- Use Putrid Explosion if your well is recharging and if there are enemies within range of the corpse.
- Re-apply Tainted Flesh periodically or when you see disease spreading through your team.
- Re-cast your wards as soon as they recharge while in heavy battle.
- Cast wards at the edges of existing wards to give your backline greater freedom to kite in.
- Use Ward Against Foes to aid your frontline if your backline is not under melee pressure.
- NEXT:Best Paragon PVP Builds
- PREV:Best Monk PVP Builds
- Crystal Saga: Standing Out as a Browser Base ...
- Twitter users can be rewarded in Crystal Sag ...
- Star Supremacy Continues to Prepare for Upco ...
- Wakfu Advance Subscription and Freemium Busi ...
- Chinese EVE Online to Shut down Servers
- Diablo 3 Release Date Leaked by Best Buy?
- WYD Global Welcomes the Year of the Dragon
- MidEast Crisis 2 Receives Final Game Expansi ...
- Iron Grip: Marauders - “Friendly Fire”
- Games for over the holidays
Cosplayermore
-
Kipi-Shakugan No Shana-series 01View:55
-
Kipi-The Melancholy of Haruhi Suzumiya View:92
-
KIPI's COSPLAY-Tracy Wright View:879
-
Kipi-Trinity Blood (Esther Blanchet)View:977
-
Sphere Format-Kipi's Saori CosplayView:1088
- Guild Wars Gold |
- Allods Online gold |
- Eve isk |
- wow gold |
- Tales of pirates |
- Runescape Gold |
- Sports Games |
- Play Racing Games |
- Wow Gold |
- Cartier Watches |
- Game News |
- FFXI GIL |
- casino online vip |
- Live4gambling |
- discount wedding dresses |
- casino online |
- Free MMORPG Games |
- online1poker.com |
- fishing games |
- handbags |
- NFL Jerseys |
- Exchange Links |
- Buy a link here |
Terms & Conditions and Privacy Policy
Copyright © 2008 - 2010 Top1gaming.com All Rights reserved
Website Built by Top1gaming.






