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The Mystic Blood Bonder uses the combination of [[Mystic Regeneration]] and [[Blood Renewal]] to supply [[Blood Bond]]s to teammates. Along with [[Vital Boon]], this combination provides +15 health regeneration. Even though health regeneration is capped at 10, this cap is applied after the degen from your Blood Bonds is subtracted. The combination of Blood Renewal and Mystic Regeneration also provides more stable health management for a [[Blood is Power]] energy battery, but other [[Elite]] skills could also be used. This build has advantages over a standard BiP energy battery, as it can effectively provide both energy and health battery services to a whole team, as well as spot healing, and a semi-party heal. It also has effective built in methods to counteract BiP's sacrifice costs. The build's effectiveness can be further boosted by a monk using enchantments, especially team enchantments like [[Aegis]] that don't require the monk to go out of his way to target you specifically.
 
The Mystic Blood Bonder uses the combination of [[Mystic Regeneration]] and [[Blood Renewal]] to supply [[Blood Bond]]s to teammates. Along with [[Vital Boon]], this combination provides +15 health regeneration. Even though health regeneration is capped at 10, this cap is applied after the degen from your Blood Bonds is subtracted. The combination of Blood Renewal and Mystic Regeneration also provides more stable health management for a [[Blood is Power]] energy battery, but other [[Elite]] skills could also be used. This build has advantages over a standard BiP energy battery, as it can effectively provide both energy and health battery services to a whole team, as well as spot healing, and a semi-party heal. It also has effective built in methods to counteract BiP's sacrifice costs. The build's effectiveness can be further boosted by a monk using enchantments, especially team enchantments like [[Aegis]] that don't require the monk to go out of his way to target you specifically.

Revision as of 23:57, 28 December 2006

Template:Tested-build

The Mystic Blood Bonder uses the combination of Mystic Regeneration and Blood Renewal to supply Blood Bonds to teammates. Along with Vital Boon, this combination provides +15 health regeneration. Even though health regeneration is capped at 10, this cap is applied after the degen from your Blood Bonds is subtracted. The combination of Blood Renewal and Mystic Regeneration also provides more stable health management for a Blood is Power energy battery, but other Elite skills could also be used. This build has advantages over a standard BiP energy battery, as it can effectively provide both energy and health battery services to a whole team, as well as spot healing, and a semi-party heal. It also has effective built in methods to counteract BiP's sacrifice costs. The build's effectiveness can be further boosted by a monk using enchantments, especially team enchantments like Aegis that don't require the monk to go out of his way to target you specifically.

Attributes and Skills

Warning

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Necromancer / Dervish Attribute Rank
Blood Magic 10 + 1 + 3
Earth Prayers 8
Wind Prayers 10
Soul Reaping 8 + 3

<pvxbig> [Blood is Power][Blood Bond][Mystic Regeneration][Blood Renewal][Vital Boon][Signet of Pious Light][Mystic Healing][Resurrection Signet] </pvxbig>


  • Switch the Res Signet for Pious Restoration if it is unneeded or you would like to have hex removal.

Equipment

Because of the importance of your enchantments, a Blood Staff of Enchanting is required to get the longest possible duration. Armor with Radiant Insignias would probably be best, but Undertaker's Insignias could also be useful.

Usage

  • Try to stay back out of the fight and avoid aggro.
  • Keep Blood Renewal, Mystic Regeneration, and Vital Boon up at all times during combat.
  • Apply Blood Bond first to allies heading into combat that you expect to take damage such as the tank(s). Also apply it to other allies who come under attack or are experiencing health degeneration.
  • Apply Blood is Power to all casters in your party. At the beginning of the battle, prioritize damage dealing casters, followed by healers once the battle is underway.
  • Signet of Pious Light can be used to end Vital Boon or Blood Renewal for a large spike heal for yourself, or you can use it to heal an ally and still gain health for yourself from ending one of your enchantments.
  • The health boosts from Vital Boon and Blood Renewal can be used to quickly recover from the sacrifice cost of Blood is Power. Cast BiP just before either of these enchantments end, or end one of them using Signet of Pious Light to recover your sacrifice costs.
  • Use Mystic Healing if several of your party members need a quick health boost. Remember that Blood Bond provides more energy efficient health over time, so Mystic Healing should not be spammed and only used when really needed.

Counters

  • Enchantment removal.
  • Heavy melee pressure.
  • Backfire or other similar anti-caster skills.

Variants

Variations could add some of the following skills (possibly removing Res Signet or Mystic Healing):

  • Order of Pain: Boost your team's damage output, and its also an enchantment so it will boost your Mystic Regeneration. Signet of Pious Light will remove this only from yourself and not your teammates, so ending it early is not a concern.
  • Blood Ritual: Increased battery support. You may also consider a different elite skill if this is added.
  • Well of Blood: Increased healing support.
  • Signet of Lost Souls: Increased energy management if you feel it is needed.
  • Life Siphon: Increased health regeneration will allow you to use Blood Bond on more allies.

Notes

  • Depending on the mission, this build should be able to substitute for a second monk, which can be useful since teams sometimes have difficulty locating one.
  • You should consider talking to the monk in your party in advance so that he understands how your build works, or at least knows not to worry about healing you after sacrifices, and to add enchantments to you if possible. Ideally you can co-ordinate your skillbars so that he takes out any health regeneration skills and perhaps adds protection enchantments like Aegis or Protective Spirit.
  • The only breakpoints that your attributes must hit are Blood Magic at 14, and Earth Prayers at 8. Beyond that, you have flexibility to adjust Earth Prayers, Wind Prayers, and Soul Reaping based on your preference.
  • Because increasing your maximum health increases the sacrifice cost of BiP, you can optionally use a Major or Superior Rune of Soul Reaping to reduce health further. You can also choose to go without a Rune of Vigor (and save some gold). You can use the spare rune slot for an extra Rune Of Attunement. This would offset the health increase from Vital Boon.

See also

  • N/any BiP Necro
  • N/any IV Transfusion