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Surviving when you're outnumbered

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cswella Profile

Author: cswella
View Profile of cswella

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9 Comments
This guide is more directed towards those missions or quests where a mass of enemies attack your team all at once.
I especially used this during the Defend _______ Quests and Last Day Dawns. Many people probably already know about this, but for those of you who have never played or know of necros, here it is.

Monk and Necro Unity: Depending on each other.

Basically, normal rules apply in the location of the monk, well behind the lines, and safe behind all other classes. When you use this strategy, all the other classes (besides necro) should try to prevent enemies from reaching the monk.

Monk (Healing) Build:

Divine Favor-13(12+1)
Healing Prayers-15(12+3)
Tattoo Armor and +Healing head tattoo
Rune of Minor Divine Favor
Rune of Major Healing Prayers
Healing Ankh +27 energy, -1 energy regen, +30 health

Word of Healing[elite]
Dwayna's Kiss
Orison of Healing
Healing Breeze
Heal Area
Vigorous Spirit
Restore Life
Vengeance
---------------
Necro (Battery) Build:

Soulreaping-13(12+1)
Blood Magic-16(12+3)
Tattoo Armor and +Blood Magic Scar
Rune of Sup. Blood Magic
Rune of Minor Soulreaping

Blood is Power[elite]
Blood Ritual
Well of Blood
(others are personal choice)
---------------


Once the battle begins, the monk and the necro MUST stay together. If they have to run, run around the tanks until both the monk and necro lose aggro.

The idea is that the necro keeps the regening the monk's energy as fast as possible, once the spell's effects wear off, recast Blood is Power. The reason the monk and necro need to stay together is so that the monk can cast Heal Area. Blood is Power sacrifices 33% health on the part of the necro, so the monk needs to heal the necro as soon as BiP is cast. If it gets risky to sacrifice 33% health, then use Blood Ritual instead.

As the monk, you are gonna need BiP, because the idea is to spam the first three healing spells(Word of Healing, Dwayna's Kiss, Orison of Healing). With a high Healing Prayer and Divine Favor, your heals can easily reach 80+ health per cast. You can just mindlessly spam these three, but it's far more effective if you can cast smarter. Use Word of Healing on anyone with less than 50% health, Dwayna's Kiss on anyone with hex or conditions, and Orison for anything else.

With a good necro, I have been able to 'machine gun' healing forever. And as long as you have a steady supply of dead bodies, the necro won't run out of energy.

WARNING: Even if you use this strategy, there is no insurance against death, especially with a non-experienced group. They need to protect the monk and the necro.

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User Comments
  Akbar on 11/18/05 23:38
 
-1 regen is a is a bad Idea for a monk and vengeance is ok but I believe that having 1 rez skill is enough, also this build is forgetting healing seed!!!! One of the best healing skills invented. I would also reccomend bringing healing touch, its a great skill for yourself.

  cswella on 11/19/05 03:19

the reason I recommend the -1 regen is because you are gonna get unending +6 regen from BiP. And healing seed takes too long to cast if everyone is dying. This guide is not for situations where you have 2 seconds to cast, this is for situations where it's near impossible to bring anyone up to full health.

  cswella on 11/19/05 04:54

And as for Vengence, i dont' consider it to be a res skill, because it only works for about 30 seconds, then they die. But this can really help when a critical teammate dies. Restore Life is for the aftermath of the battle, since nobody else has an reusable res skill. IMO, if you aren't a monk, you probably should bring Res Signet. The reason being if you need to res someone in battle, most likely you don't have 8 seconds to cast. You really don't need to have 7 slots, since at the most, you will only need the four healing skills; with the occasional Breeze and Vigorous.

  cswella on 11/19/05 04:54

And as for Vengence, i dont' consider it to be a res skill, because it only works for about 30 seconds, then they die. But this can really help when a critical teammate dies. Restore Life is for the aftermath of the battle, since nobody else has an reusable res skill. IMO, if you aren't a monk, you probably should bring Res Signet. The reason being if you need to res someone in battle, most likely you don't have 8 seconds to cast. You really don't need to have 7 slots, since at the most, you will only need the four healing skills; with the occasional Breeze and Vigorous.

  cswella on 11/19/05 04:54

sry bout that double post

  KahlanXvii on 11/19/05 05:04

I like the idea and I always try to get a battery necro when I play missions.
An extra advantage of vengeance: After 30 sec target dies --> necro gets energy.
I would advice divine boon as well (-1 e reg and you lose an extra 2 energy when you cast a spell). You will heal for an extra 60-70 and still have 8 energy regen. (-1 from div boon and -1 from the healing ankh)



  Asmodom on 11/19/05 07:28

Good build, but what do you think of this idea:

-Well of blood replaced by Well of power Elite (Evryone get`s +2 energy regen not just monk)
-Keep Blood Ritual (for monk, sometimes for Nukers. They`ll go berserk if the get this extra +3 nrg regen! Im well that`is total of +5 energy regen.)

-Awaken the Blood Increases your bloodmagic skills. BUT NEVER use it at the same time as an Hp sacrificing skill!!! So for well making and attacking only

-Take Shadow Strike, Life Siphon and Vampiric gaze to make it easyer for the Monk (heal yourself).
-If you are in a group with lots of Physical dmg dealers take Order of Pain with you. Otherwise take Unholy Feast.

-And at last take rez sig or spell with you.

Tha`s one build I used a lot.
Mzzl`s

trick  Asmodom on 11/19/05 07:38

One little trick I forgot If you have 2 Monks in the group let both take Succor and cast it on each other Monk 1 cast it on Monk 2 and Vice versa.


Succor
While you maintain this enchantment, target other ally gains health and energy regeneration of 1, but you lose 1 energy each time that ally casts a spell. In addition to the initial energy cost, you also lose 1 point of energy regeneration while the enchantment is in effect.

You will have -1 energy regen but get +1 energy regen and +1 Hp regen. In short this is an almost free (it cost you both once 10 nrg) way mending!

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