Quote: Originally Posted by Darkside
I did try [ward of weakness] but with two curse necros with [enfeebling blood] I didn't think it was needed. As for [ward against elements] I figured it couldn't hurt but I'm still testing it out.
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Originally Posted by Paul Dawg
I think you really need to have [splinter weapon] SOMEWHERE on your six-hero team. It makes a big difference. (I tend to find that team builds based on [discord] tend to overemphasize condition-and-hex-spamming while forgetting about some of the other things that a team needs to be successful.) I'm also not a big fan of putting [dwayna's sorrow] on the same bar as the MM with all his prot skills, because you have to have a fair amount of spec in healing for [dwayna's sorrow] to be useful. As for [epidemic], it's odd: I've heard many people make the same complaint, but it works fine for me. (You used to hear this a lot when people were making ranger heroes with [broad head arrow] and [epidemic]; everyone would complain that the hero misuses [epidemic]. But, again, I haven't seen that.) Could some other people weigh in with their experiences? I have Splinter in there. Epidemic on heroes depends on your luck because heroes cannot tell how many monsters are adjacent (i.e. shoulder-to-shoulder range) to your target, if any, before using it. I can choose better targets with MoP or Epidemic than they can. Dwayna Sorrow doesn't need high healing since bone minions die easily. Mark of Pain doesn't disperse as much as you think, it still works very well. No Dispersal here No Dispersal here either |
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I am almost not sure if splinter's weapon will be worth it. I know I sometimes use my save yourselves build and could easily take advantage of it being cast, but generally it doesn't do much good and is over ridden by weapon of warding since i'm usually the one being focused on when all my allies have +100al.
Splinter is worth it if you have at least 3 to 4 physical attackers in your party, otherwise it is not as useful for the cost of 10 attribute points. If Weapon of Warding is overriding it too often, I would replace it with a non-weapon spell. The other thing about Splinter and Ancestor's Rage is, they are most powerful from a primary rit with 14 to channeling, so if you can fit a Rit in your team for that with enough energy management, and if you have enough physical attackers, they are awesome additions. |
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Originally Posted by Washi
I also disable prot spirit when I face mobs with Vocal Minority or Soothing Memories cause I need the energy for Divert.
If you're having nrg problems even with Sig of Lost Souls and Soul Reaping, I'd consider spreading out some of those higher nrg spells among my other necs. Not sure that I would put rez on all 6 heroes + whatever the two player's bars might be. Most zones have rez shrines, and my experience with Save Yourselves leads me to believe that deaths are rather infrequent to begin with. If you insist on the multiple ressurection skills, then you might want to think about alternating a few of them to something outside of Death Pact Signet. DPS chains aren't pretty when enemies start scoring 2-3 kills for the price of one. |
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Originally Posted by Saraneth
Not sure that I would put rez on all 6 heroes + whatever the two player's bars might be. Most zones have rez shrines, and my experience with Save Yourselves leads me to believe that deaths are rather infrequent to begin with. If you insist on the multiple ressurection skills, then you might want to think about alternating a few of them to something outside of Death Pact Signet. DPS chains aren't pretty when enemies start scoring 2-3 kills for the price of one.
I have 4 copies of DPS cause it's the best hard res, period. And I don't expect many deaths but I want every one of them to be able to res. Those 2 res signets are there cause I don't want to overload them with skills they don't really need, so signets are fine. Quote:
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| I have 4 copies of DPS cause it's the best hard res, period. And I don't expect many deaths but I want every one of them to be able to res. Those 2 res signets are there cause I don't want to overload them with skills they don't really need, so signets are fine. If you have to use res sigs, then you may as well not let them bring any res and replace these with more useful skills instead. |