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How to be so spiteful you wouldn't believe

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Author: Infused
View Profile of Infused

8,549 Views
10 Comments
Some people think being a spiteful necro is just about using Spiteful Spirit, well....they are far from right. I recently created a SS (Spiteful Spirit) Necro with a friend and came up with a very nice build that will have those yellow damage numbers bouncing off your enemies heads constantly, first up the Sorrows Furnace Necro:

Professions: Necromancer/Mesmer

Skills:

Resurrection Signet (To revive a monk if dead, nothing else as monks will do this)

Awaken The Blood (For 20-39 seconds, you gain +2 Blood Magic and +2 Curses, but whenever you sacrifice health, you sacrifice 50% more than the normal amount)

Barbs (For 30 seconds, target foe takes 1-8 more damage when hit by physical damage)

Spinal Shivers (For 10-40 seconds, whenever target foe is struck for cold damage, that foe is interrupted and you lose 10-6 energy or Spinal Shivers ends)

Desecrate Enchantments (Target foe and all nearby foes take 6-60 shadow damage and 4-20 shadow damage for each enchantment on them)

Suffering (For 6-25 seconds, target foe and all nearby foes suffer health degeneration of 2)

{E} Spiteful Spirit (For 8-20 seconds, whenever target foe attacks or uses a skill, Spiteful Spirit deals 5-35 shadow damage to that foe and all adjacent foes)

Arcane Echo (If you cast a spell in the next 10-26 seconds, Arcane Echo is replaced with that spell for 20 seconds. Arcane Echo ends prematurely if you use a non-spell skill)

Attributes:

USING ALL 200 POINTS

Blood Magic 9 (8 + 1)
Soul Reaping 11 (10 + 1)
Curses (12 + 3 + 1)
Should have 5 remaining attributes (i usually stick them in death magic)

Weapons:
Villnars Claw
Cold Dmg 11-22 (req 9 curses)
Energy +5 (While Hexed)
Improves Casting Speed using Curses skills (Chance: 20%)

Villnars Glove
Energy +12 (req 9 Curses)
Curses +1 (20% Chance while using skills)
Improves skill recharge using Curses skills (Chance:20%)

Armor:
Scars for the extra energy, not need though.

Strategy:
Ok so you've gotten your group together and have left Deldrimor Warcamp, you're bonder is bonding everyone and you're all set to go, before your tank aggro's make sure you tell him/her to pull them close together (so caster move up) and then go back into the casting group, make sure you keep reminding him as it makes Grenths Footprint a lot easier as no-one other than the tank should enter the aggro bubbles of the other creatures. This is where you will be depended on as the Minion Master won't have any corpses....yet. Start off by calling your using Spinal Shivers on the gnasher or dolyak or anything else that heals or uses corpses. this will let the minion master know to attack that target as he/she will no doubt be using a cold damage dealing weapon, this should keep the gnasher busy trying to get off the odd Life Siphon or anything else he feels like. Now back to the rest of the group, Start off by using Awaken the blood then Spiteful spirit on preferrably a melee character as they have a faster attack rate than the casters, Using this should kill the group and have corpses ready for the minon master to use as the gnasher couldnt cast quick enough. When there is minions animated and a target is called, cast Barbs on that target, this gives an extra physical damage boost and the target should go down a lot quicker than usual, this qorks especially well with bosses and a lot of minions. When you are inside Sorrows Furnace and the tank has to carry something (usually a keg or gear) and have a big group to deal with, Start by casting Awaken the Blood - Arcane Echo - Spiteful Spirit, change targets and cast Spiteful spirit again, while this is wearing them down those that are a little bit too far for Spiteful SPirit to get a hold of use Suffering which will hex basically any foe nearby, then for extra damage use Desecrate Enchantments.

Underworld Necro:

Ok so we have now seen the sorrows furnace necro, well the Underworld necro is very similar.

Professions: Necromancer/Mesmer

Skills:

Resurrection Signet (To revive a monk if dead, nothing else as monks will do this)

Awaken The Blood (For 20-39 seconds, you gain +2 Blood Magic and +2 Curses, but whenever you sacrifice health, you sacrifice 50% more than the normal amount)

Blood Ritual (Enchantment Spell. Sacrifice 17% max health. For 8-13 seconds, target touched ally gains +3 energy regeneration. Blood Ritual cannot be used on the caster)

Sympathetic Visage (For 8-18 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all adrenaline and 3 energy)

Desecrate Enchantments (Target foe and all nearby foes take 6-60 shadow damage and 4-20 shadow damage for each enchantment on them)

Suffering (For 6-25 seconds, target foe and all nearby foes suffer health degeneration of 2)

{E} Spiteful Spirit (For 8-20 seconds, whenever target foe attacks or uses a skill, Spiteful Spirit deals 5-35 shadow damage to that foe and all adjacent foes)

Arcane Echo (If you cast a spell in the next 10-26 seconds, Arcane Echo is replaced with that spell for 20 seconds. Arcane Echo ends prematurely if you use a non-spell skill)

Attributes:

Illusion Magic 8
Blood Magic 9 (8 + 1)
Soul Reaping 8 (7 + 1)
Curses 16 (12 + 3 + 1)
Again With all 200 attribute points, should have 1 point remaining

Weapons:

Weapons:
Villnars Claw
Cold Dmg 11-22 (req 9 curses)
Energy +5 (While Hexed)
Improves Casting Speed using Curses skills (Chance: 20%)

Villnars Glove
Energy +12 (req 9 Curses)
Curses +1 (20% Chance while using skills)
Improves skill recharge using Curses skills (Chance:20%)

Armor:

Scars (for the extra energy)

Strategy:
Well after you enter Underworld your monk will bond him/herself and will have a slow energy degen, help them out with Blood Ritual (always make sure you use this at the end of each battle so they have enough energy to work with)
ok your monk will run into the first group of Aatxe (maybe multiple groups, depending on how experienced they are) and start firing off there enchantments to keep them going, start your own casting by Awaken The Blood then arcane echo then Spiteful spirit, on a different Aatxe cast it again, by now with good weapons your first Spiteful spirit should of recharged if your in a group of 3 cast it on that last Aatxe, sometimes they will still be going after your done casting so to take care of this cast a Desecrate enchantments on them, this will ensure as long as they are all attacking they will all die by the time Spiteful spirit finishes. When you get to the Grasping Darknesses, Cast in thsi order arcane Echo - Sympathetic Visage (on the monk not an enemy or it will be cast on you) then Spiteful spirit on any darkness, also use desecrate enchantments on these too, maybe a suffering if you please to do so, when Sympathetic visage nearly ends (you can time this yourself, at 8 illusion magic you will have 14 seconds, as there is a 30 second recast time if you start to cast just before it hits 5 o'clock on its skill buttonit will then be renewed keeping there energy down) this needs to be done also on Smite Crawlers to keep there energy down for smite hex which will remove spiteful spirit.

Well thats all folks, hope you enjoyed my guide, any comments you want to make would be greatly appreciated :)

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User Comments
  Unholy_Sinister on 01/13/06 11:59

The SS necro build IS based around SS and 2 other skills, arcane echo and awaken the blood, this way with curses at 16, u can cast 2 SS on 2 different targets and have each lose 43hp everytime they attack and cast a spell. The other skill are all backups, I personally use Drain Enchants instead of Desecrate because i get energy this way and htey lose an enchantment, instead of simply taking dmg and keeping it. I also use Faintheartedness or w/e to keep ppl that dotn have SS on them attackig slower and losing HP until I get to them. I also use Empathy as a backup skill to target 1 person, usually a warrior or ranger, simply because it only deals them dmg when they attack. Or I cast SS and Empathy on 1 warrior and watch him go down quick. Next I have Spirit Shackles, which I cast on Monks or Mesmers to make them lose energy everytime they attack.

So my SS build is.

Awaken the blood
Arcane Echo
SS
Empathy
Faintheartedness
Spirit Shackles
Drain Enchant
Rez Sig

And like I said earlier all skill other than awaken, echo, SS, and rez sig are up to you to chose, they are all backup skills to make you even a stronger necro.

  Gmorkf on 01/13/06 13:46

I'd stick with the Build from the guide. it's about as good as it gets I think.

however, for the UW ss necro, I prefer to use powerspike instead of suffering. it's nice to have a s backup when your 55 monk is surprised by a dying nightmare. also it can be used against coldfire nights. (not that it well help alot against those tho)

overall your guide is good, I use about the same things :)

  evo_nc on 01/13/06 15:12

you can add insiduous parasite as it helps to kill single aataxes fast. also i have been able to cast ss 3 times on different targets before awaken the blood ends and its worked quite good.

  Infused on 01/13/06 17:32
 
@ Unholy Sinister:
My build is based around doing as much damage as possible to multiple targets...therefore killing them alot faster, a SS necro is NOT based around only 3 skills otherwise thats all would be taken, everytime i go into SF with my build we can get through a group even with priests in or a monk boss within 2 minutes, which in my opinion is pretty damn good, well really this guide is for a SS necro to be able to inflict up to 400 damage in a matter of seconds to multiple adjacent foes

  Gmorkf on 01/14/06 15:10

ss is being used more in tombs too these days. works nice. I like to take malaise to tease monks too.

  fuzzles on 04/07/06 17:55

For UW farming ur distribution is:
Attributes:

Illusion Magic 8
Blood Magic 9 (8 + 1)
Soul Reaping 8 (7 + 1)
Curses 16 (12 + 3 + 1)
Again With all 200 attribute points, should have 1 point remaining

Personally I prefer
Attributes:

Illusion Magic 7 (u only need 7 to get 14 in SV)
Blood Magic 11 (10 + 1) (inceases awaken blood to 38 secs)
Soul Reaping 7 (6 + 1) (7 energy for each dead is enough)
Curses 16 (12 + 3 + 1)
With all 200 attribute points, should have 4 point remaining (these 4 u wont miss tbh but u can put them on summit like death but no point ^^)

hope this makes sense and helps ppl in UW too :)

  fuzzles on 04/07/06 18:01

actually u could scrap suffering and get channeling and put 2 points on inspiration to give 14 secs of channeling which would give ya extra energy of u so require as u will be using only spells in UW :D

  Infused on 04/12/06 12:08
 
@fuzzles, ur blood magic doesnt need to be high, as logn as it has enough to time to last through up to 4 casts of spiteful spirit a suffering and adesecrate enchantments, u dont need ur blood magic with 11 otherwise ur wasting att points

  fuzzles on 04/21/06 18:25

@ infuse not really wasting... there are points on illusion which dont need to be there to give 14 secs on SV, so y not put them on blood for more time on AB? so its not wasting id say it was an improvement tbh...

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