This evolved from old method kiting: use just enough to get the job done, and save the mana. With the spells listed below, it takes a slightly different turn, that allows you to "necro swarm". For us, swarming is about 5-10 mobs, unlike a shadowknight trying to pull hundreds at a time.
With the right technique, you can run over 150 AA on lesson of the devoted, SOLO!
Spell Lineup
There are only 4 spells I think you should need, and the rest can be filled as you wish. This depends on gear and AA, a raid focus magic helmet will make a huge difference in wounds damage.
1. Mortiferous Wounds
2. Pernicious Wounds
3. Necrotizing Wounds
4. Smouldering Shadow
Utilities will include AA snare. Anything beyond this list, is purely optional. Go for utility like Shield of Consequence. If you feel like it, toss on Impose nukes for that chance for a little boosted damage.
Wounds Strategy
If you haven't experimented with wounds, you will need to know one thing. Once they wear off, they proc a massive DoT on the target that does far more damage than the spell itself did.
Our goal is not necessarily to kill as fast as possible, but to kill with as few casts as possible. The goal is efficiency of actions.
Hunting Grounds
Now that you have your spells set up, let's find a place to kill!
Typical kiting strategy applies here, the more open a zone, the better. Mob density can be a factor too. Find something that keeps you busy, but feels safe to run around in as well.
Like I said up top, we don't necessarily want the highest level monsters we can find. Our ideal targets will die in one cast of each wounds, after the recourse hits them. This can mean a mob lifespan should be 2-4 minutes, maybe less in a lower zone.
Try out different zones, simply root a mob down, and cast nothing except for the 3 wounds. If it dies before they all wear off, then you have found a suitable target. If it dies really fast, test further, and see if it will die with only two, or even 1 wound. Cast them from the 105 down, even if you only use one.
Start the Grind
Spells? Check! Location? Check! Now you are ready to start gaining that sweet experience.
We have established that an ideal target lasts 2-4 minutes, and only requires casting 4 or less DoTs. Well, that leaves a lot of free time, aside from the running in circles. There is a method to the madness though: after you cast your snare and DoTs on a target, grab another target! Do the same thing. It is quite easy to have 4 or 5 chasing you, slowly dying as you circle them.
AA snare will only last about the length of the first portion of wounds. With good target selection, you should only have to re-snare once. It is instant cast once maxed however, so that should be pretty easy. Just remember to cycle through the list and re-snare when the mobs start getting to that percentage.
If you still have free time, and there are no mobs in direct pull range, toss a Blood nuke out, and maybe you can get a lucky proc of Chaotic Power to speed things up.
Bonus Points - Burn Abilities
Since you are solo anyway, you do not need to hold onto your burn abilites. Feel free to throw out CoA robe, Third Spire of Necromancy, and any other short reuse ability. Spread them out, you don't need to stack the damage for big hits, use it to raise your average damage overall by having something up as often as possible.
Unconventional Alternative Zones
When new zones are crowded, and you want to change it up, consider going to a lower level zone. In my example, I will use Erillion, City of Bronze. It was a high end zone when level 95 was the cap, and at 105, they are all blue or light blue cons. Well, at 105, they also easily die to one cast of wounds. By pulling a new mob after you snare and cast, you can easily get 10 to 15 chasing you, and they are pretty easy to keep ahead of. As an added bonus, the zone is almost always empty, and perfect for kiting.
Hunting Zone Ideas
Higher End
Frontier Mountains
Scorched Woods
Evantil, the Vile Oak
Lower End
Beast's Domain
Erillion, City of Bronze
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