User:MrFunke/Build:N/Mo Grenth's Best

The spitting image of a jack-of-all-trades Necromancer that Grenth himself would be proud to be in a PUG with. Using Aura of the Lich in tandem with Blood Renewal to support a rapid cast of health sacraficing spells, Grenth's Best can chip away at foes, energize casters, and give physical attacking party-members a more painful punch, all protected by Contemplation of Purity's loving grasp.

It's time to tell Sergio that Grenth sends his best.

Attributes and skills

 * Depending on the location the build is to be used, include a Resurrection Signet or some sort of 'hard rez', a repeating resurrection skill.
 * Consider taking Consume Corpse for a GvG Battle to keep the enemy team from using corpses and for 'wall-hopping': Killing wall-mounted NPCs and using their corpse to breeching the enemy Hall without the need of a Guild Thief.
 * Rebirth is highly useful for PvE.
 * If energy permits, Well of Blood is also effective.
 * For even more supporting power, Remove Hex, Purge Signet and Purge Conditions are recomended.

Equipment

 * Pretty much any variety of Necromancer armor is welcome, except for one important thing: Make the gloves Revenant's Armor but no other piece should add health, carry only one Superior Attribute Rune and make sure to have a Superior Vigor rune. The reasoning behind this is your heath should be at 460 at this point. Aura of the Lich will half that to 230. All the calculations in this artical are based on 460-230 health.
 * +5 Energy Sword/Axe/Spear of Enchanting and a 20%/20% Blood Magic offhand. 20% Enchanting is required, and 30+ health is frowned upon. Spears are noted to be the ideal weapon, as they will not inadvertently cause you to run at an enemy, putting yourself in danger for a simple slip of the finger.

Usage

 * Cast Aura of the Lich first, and Blood Renewal the moment trouble starts. This will deal with most of your saccing and any small bits of stray health degen shot your way.
 * Give allied healers priority for Blood Ritual. Despite popular suggestions DO NOT have your team's healers ping their energy for two reasons. First of all, when they ping their energy, that already means they're too low. It's going to take two seconds at the very least to give them a boost. Second of all, if they ping their energy and you get it to them quickly, they may come to rely on it. For a GvG team, there are usually two Monks. Alternate between them, and be sure to call it when you do. Remember: Blood Ritual will only give them +17 energy (Granted you have the 20% Enchanting). Always include their present energy regeneration into the calculation. Monks using a single upkeep spell will gain a total of 34 energy in the 17 seconds that Blood Ritual is active. Monks with their full total of 4 energy regen will gain 39. Monks using Peace and Harmony will gain 44.
 * Order of Pain will last for six seconds. While you do have the health and the energy to spam it, make sure to look around before you do. Are your party's warriors attacking somebody? Is an allied assassin moving in for the kill? Be sure to identify when NOT to cast Order of Pain, and it will save you energy for other things.
 * Dark Pact and Bitter Chill will be your low energy damage spells, for the foes who need that extra push towards the Abyss. Remember: Only use these when it's effective, otherwise it'll be just casually healed by an enemy monk. Your prime targets are low health foes or GvG NPCs. In PvE, try targeting high armor enemies to maximize the armor ignoring properties.
 * Contemplation of Purity is your 'Panic Button'. Considering that you should always have one or more enchantments, it can be used to get rid of daze, or any single unwanted hexes. Using it will cause Blood Renewal and Aura of the Lich to end, effectively giving you a 402 health spike heal.
 * Contemplation of Purity also serves the very important job of removing Aura of the Lich at will. This is especially important if you are faced with heavy degen or life-steal. Life steal is not calculated as damage, thus ignores Aura's reduction. The moment you see a Touch Ranger closing in, or a blood necro gearing up Shadow Strike, Aura needs to be gone. Your life is in your own hands, don't expect Monk help quick enough.

Counters

 * Life Stealing. Just don't use Aura of the Lich until they lose interest in you.
 * Heavy Degen. For a team wide degen spam, where everybody's hurting, don't use Aura period. If you just got caught by a hex happy mesmer, wait it out and use Aura when their interest end.
 * Energy Denial. You can let an E-denial mesmer contiue to soak you dry, making the 8v8 a 7v7, seeing as both of you aren't doing much, or you can do the logical thing and run. Especially in GvGs, he'll opt to switch targets rather then over-extend. Then there's always the tactic of screaming at your team to kill the 'damn Mesmer'.
 * Occationally, interrupt mesmers and rangers can pose threats. If this case occurs, offer some 'fake out' skills, like Bitter Chill and Dark Pact to let them waste some interrupts on you. The two most important skills of this build are Blood Ritual and Aura of the Lich.

Variants

 * Any Orders or Battery centered builds.