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The PvXwiki community finds this to be a good build.
Through the PvX vetting system, it has reached an overall Rating in the range from 3.75 to < 4.75 and thus qualifies for the lower category of working builds: Good.
This build has been designed for the following use:
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This build is to support physical damage players, using Order of Pain to increase damage. The build itself uses Ether Renewal to combat health sacrifice and energy cost of spells.
Ether Renewal Orders
Prophecies Elementalist. Energy Storage 16 Ether Renewal Elite Enchantment Spell For 21 seconds, each time you cast a Spell, you gain 4 Energy and 21 Health for each Enchantment on you. Core Elementalist. Energy Storage 16 Aura of Restoration Enchantment Spell For 60 seconds, you gain 1 Energy and are healed for 520% of the Energy cost each time you cast a spell. Core Necromancer. Blood Magic 14 Order of Pain Enchantment Spell For 5 seconds, whenever a party member hits a foe with physical damage, that party member does +15 damage. Prophecies Necromancer. Blood Magic 14 Dark Fury Enchantment Spell For 5 seconds, whenever any party member hits with an attack, that party member gains one hit of adrenaline. (50% failure chance with Blood Magic of 4 or less.) Factions Necromancer. Blood Magic 14 Blood Bond Hex Spell For 11 seconds, target foe and all adjacent foes are hexed with Blood Bond. Whenever an ally hits one of them with an attack, that ally gains 19 Health. If one of these foes dies while hexed, all allies adjacent to that foe are healed for 95 Health. Core No Profession. Unlinked Optional Optional Optional. Core No Profession. Unlinked Optional Optional Optional. Prophecies Necromancer. Blood Magic 12 Awaken the Blood Enchantment Spell For 39 seconds, you gain +2 Blood Magic and +2 Curses, but whenever you sacrifice Health, you sacrifice 50% more than the normal amount. |
Optional slots for-
Glyph of SwiftnessEotN
Elementalist. Air Magic 4
Glyph of Swiftness
Glyph
For 15 seconds, your next 2 Spells recharge 25% faster, and projectiles from those spells move 200% faster.
(if used on a hero will need to be microed)
Blood RitualProphecies
Necromancer. Blood Magic 14
Blood Ritual
Enchantment Spell
For 14 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster.
Strip EnchantmentCore
Necromancer. Blood Magic 14
Strip Enchantment
Spell
Remove 2 enchantments from target foe. If an enchantment is removed, you steal 61 Health.
Mark of FuryNightfall
Necromancer. Blood Magic 14
Mark of Fury
Hex Spell
For 5 seconds, whenever you or any of your allies successfully hit target foe, that ally gains 2 strikes of adrenaline. End effect: inflicts Cracked Armor condition for 14 seconds.
Jaundiced GazeFactions
Necromancer. Blood Magic 14
Jaundiced Gaze
Enchantment Spell
Remove an enchantment from target foe. If an enchantment was removed, for the next 14 seconds, your next enchantment spell casts 1 seconds faster and costs 9 less Energy.
Earth Magic Variants (change Energy Storage to 10+3+1, Blood Magic to 10 and Earth Magic to 11+1).
Ward Against FoesCore
Elementalist. Earth Magic 12
Ward Against Foes
Ward Spell
You create a Ward Against Foes at your current location. For 18 seconds, non-Spirit foes in this area move 50% slower.
Ward Against MeleeCore
Elementalist. Earth Magic 12
Ward Against Melee
Ward Spell
You create a Ward Against Melee at your current location. For 17 seconds, non-Spirit allies in this area have a 50% chance to block melee attacks.
EruptionProphecies
Elementalist. Earth Magic 12
Eruption
Spell
Cause an Eruption at target foe's location. Each second for 5 seconds, foes near this location are struck for 34 earth damage and are Blinded for 10 seconds.
EarthquakeProphecies
Elementalist. Earth Magic 12
Earthquake
Spell
You invoke an Earthquake at target foe's location. All foes near this location are knocked down and are struck for 85 earth damage.
Curses Variants (change Energy Storage to 10+3+1, Blood Magic to 10 and Curses to 11).
Mark of PainCore
Necromancer. Curses 13
Mark of Pain
Hex Spell
For 30 seconds, whenever target foe takes physical damage, Mark of Pain deals 36 shadow damage to adjacent foes.
BarbsCore
Necromancer. Curses 13
Barbs
Hex Spell
For 30 seconds, target foe takes 13 more damage when hit by physical damage.
Enfeebling BloodCore
Necromancer. Curses 13
Enfeebling Blood
Spell
Target foe and all nearby foes suffer from Weakness for 18 seconds.
Weaken ArmorCore
Necromancer. Curses 13
Weaken Armor
Spell
Target foe and foes adjacent to your target have Cracked Armor for 18 seconds.
Reckless HasteFactions
Necromancer. Curses 13
Reckless Haste
Hex Spell
For 11 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.
ChilblainsCore
Necromancer. Curses 13
Chilblains
Spell
You become Poisoned for 10 seconds. Foes in the area of your target are struck for 39 cold damage and lose 2 Enchantments.
Water Magic Variants (Change Energy Storage to 10+3+1, Blood Magic to 10 and Water Magic to 11+1)
Blurred VisionCore
Elementalist. Water Magic 12
Blurred Vision
Hex Spell
For 9 seconds, target foe and adjacent foes are Hexed with Blurred Vision. While Hexed, those foes have a 50% chance to miss with attacks.
These skills do not require a heavy investment into Water Magic:
Deep FreezeCore
Elementalist. Water Magic 12
Deep Freeze
Hex Spell
You cause a Deep Freeze at target foe's location. All foes in this location are struck for 70 cold damage, and for 10 seconds, they move 66% slower.
MaelstromCore
Elementalist. Water Magic 12
Maelstrom
Spell
Create a Maelstrom at target foe's location. For 10 seconds, foes adjacent to that area are struck for 22 cold damage each second. Maelstrom interrupts Spell-casting when it hits.
Equipment
- Armor Survivor and/or Radiant insignia with vigor rune (try not to make the heroes health far above 500)
- Weapons +20% enchantment blood magic staff, two HCT mods
- Players may also want 40/40 sets if taking any optionals that would benefit more from that than they would from the staff.
Usage
Players
- Maintain Awaken the Blood, Aura of Restoration and Ether Renewal
Heroes
Counters
- Heavy enchantment removal.
- Generic caster-hate.
Notes
- Ether Renewal can be maintained without Glyph of Swiftness as long as consumables are used. However, it is not critical that it be completely maintained, as you have a large energy pool to draw from during the short downtime and no risk of energy being spiked.
See also