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Thursday, April 16th 2015, 11:12am

skunky84

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Location: Spokane, Washington, USA

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[PMB] Kundarks Kooky Hybrid PVE Build for Patch 6.0

Ahoy mateys! I am Kundark(like fun park). I have the blissful honor of running Distinguished; an Imp Guild on the f2p server. I've played Savant since this awesome games debut in the USA 5 years ago-ish. I have not played a class yet that comes close to the amount of fun I have with my summy. He is definitely the jack of all trades in Allods. He offers the wides variety of abilities and skill sets Allods has to offer. Summy is the unrivaled farmer, his res is so great, the other classes had to beef up their methods:P He does damage while healing and purifying. A non acid summoner in Allods is never short of things to do in the heat of combat.

The last installment of Allods brought us a new stat configuration. We lost the hard to focus abilities and gained our new eight: Proficiency, Determination, Brutality, Anger, Vitality, Willpower, Bloodlust!!!!!, and Tenacity. During that patch both determination and phlebotomy were not working towards my playing style as well as they are now. Phlebotomy had a minor change in this patch that changed the dynamic of the summoner completely. Most notable of the changes to phleb is the amount of damage dealt per tick. It's far more reasonable now. So now it's possible to have a phleb stacks of 50+ for normal astral fights. This patch also brought us Blood Ties. This is a great spell. Cast it on a party
member or friendly player and its an aoe heal. Cast it on a baddy, it becomes nasty aoe pain with a 25 sec cd. With these great additions, I have regained the ability to be first in heals AND dps at the same time with great frequency. It takes a lot of knowledge of your summy and a great play style. Just spamming 4 buttons in some order wont do for this build at all.

The build I'm submitting is a split Dps/Hps pve build that can play in pvp if you still haven't swooped up that greatness yet. I call this build variant "One man army" and I have played this style of build my entire career as a summoner(with lots and lots of experimentation inbetween). I always comeback to this style. It's the definition of tried and true in this mans dictionary. It farms, heals single target and aoe, resses, cc evasion, and dps single target and aoe. This build uses phlebotomy to increase damage/heal, keep determ at 100%, and keep your blood full.

Glyph setup needs to be addressed for this build. 100% of my gear has the glyph set up as follows 1st) Determination 2nd) Bloodlust 3rd) Proficiency/Tenacity.
Talent Grid Acid Grid
Putrefy Grid Vampirism Grid
continues..

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Thursday, April 16th 2015, 11:13am

skunky84

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Location: Spokane, Washington, USA

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Build Overview:
-Talent Grid:
Putrefy(r3)/Decomposition(r3): This is your base dot spell. It always should be on your targets.
Vampirism(r2)/Life Tap(r2)- This is usually a blood filler spell. Not in this build though. I took away all cool down with and increased damage with rubies. With the cool down gone the downside becomes no blood being generated by vamp/tap. This is fine, you've got a lurker and the new and improved phlebotomy. Rank 2 only because I dont have access to 6 more talent points :-P I really wanted the healing to be just as powerful when it needed to be as the dps. What I was forced to sacrifice in skill points, I made up for in rubies.
Blood Aegis(r3)- This is your damage barrier. Each stack(up to ten) increases your armor by 8%. Oh yeah, did I mention it prevents spell interruption? I'll be blunt, maxed ranks, maxed rubies. Do it. It's not just necessary, it's awesome.
Fear(r1)-Causes an enemy to flee in terror for 6 seconds.
Dark Pact(r3)-Drains 15% of your max health and generates 5 drops of blood. When you ressurect from death you start with an automatic 10 drops of blood. When out of combat, whenever you have less than 10 drops of blood, you will recieve one drop of blood every 5 seconds. One more perk to this spell, when you cast it on yourself at the start of your fights, you will receive a huge jump in your determination bar. Just cast Dark Pact then Pleb and begin your slaughter.
Plague of Mending(r3)-A group heal over time spell that spreads like a plague. It's powerful but doesnt stack with other summies. Always let the summy with the best Plague of Mending in your party cast theirs and not cast yours.
Dark Renewal(r3)-A single target heal over time spell. Cast it on your tank before a battle if you're healing. Try to keep one on you for the phlebotomy. It's useful because it takes care of most battle scratches over a period of 20 seconds. Gives you time to do other things and it's really good and early phlebotomy damage nullification.
Volitile Infection(r3)-This is the first of the 2 of your aoes. This one hit's the target and spreads to any other enemies within 10 yards. It explodes after 8 seconds of infection and damages up too 3 other enemies in a 10 yard radius. This spell is great and especially good for large chunks of baddies such as Arena of Death.
Reanimate(r3)- This is your burst heal. You cast this when someone all of a sudden loses 80% of their life when you looked away for .5 seconds. It takes 3 drops of blood, so use it wisely.
Summon Lurker(r3)-This is your pet. I call mine Ziggy. He does shadow damage and gets me more blood. Do you think they will ever let us name our pets? I mean, yeah reanimated spark energy in a shell of body for a pet. Who says I'm not using the same spark every time? Who says the spark didn't have a name once?
Wandering Fever(r1)-15% Chance to transfer 1 drop of blood from the target to you. Last's for 90 seconds and explodes for damage. You can only have one mob with this spell at a time. You cast it on something else and the previous effect is dispelled.
Rise from the Dead(r3)-If you take a fatal blow, you will ressurect with 30% of your health and mana restored. Stuns you for 3 seconds when it happens. This ranks cool down is 5 min
Pandemia(r1)-Detonates remaining damage left from Neurotoxin, Putrefy/Decomp, Volatile Infection, and Wandering Fever at once. This a great skill that get's better when used at the perfect time. It's a good kill blow or a quick stunner if your target was neurotoxined.

Ruby grid:
Blood Tap(2)-You generate 2 drops of blood and restore 10% of your total mana after killing an enemy. I wish I could afford 3 but 2 works well for enabling your low resource sustainability. If your full mana and health at the end of most fights, you're not using too many costly potions. This is one of those rubies that's just great for reducing overall game cost.
Calculating Mind(3)-Proficiency +9. Increases all damage and healing.
Debilitating Plague(1)-This is the longest crowd control spell in the game to my knowledge. It lasts for 5 seconds per each drop of blood used and consumes all blood in your tank. Must have a minimum of 5 drops of blood to cast it. To end the control simply cast DPlague on yourself. Only one at a time.
Evil Genius(3)-Your Vigor increases by 9%. Increases all damage and healing.
Neurotoxin(1)-Inflicts poison damage every 3 seconds and adds a stack randomly. At 8 stacks, spell pops and inflicts more damage and stuns the target for 3 seconds.This is your catalyst for casting putrefy/decomp via Withering Touch ruby.
Withering Touch(3)-Neurotoxin has 100% chance to apply the Putrefy/Decomp effect. This means you should never hard cast Putrefy/Decomp. Let Neuro do the work:)
Infected Bite(3)-Increases damage from Putrefy, Decomposition, Volitile Infection, Neuro, and Wandering Fever.
Toxic Weakness(3)-Your dot's get a chance to inflict toxic weakness up to 7 times on their targets. The next Howl of Death or Vamp/Life Tap you do deals 10% more damage per stack of toxic weakness....the damage...ouch!
Urgent Protection(3)- You can only lose 1 stack of Blood Aegis every .9 seconds. Dispel abilities can only remove up to 3 stacks. This keeps you happy and tough.
Blood Aegis(3)-Allows you to heal while in Ghostly Cover. Gives you a 100% chance to restore one stack of Blood Aegis whenever you restore a drop of blood. These two abilities keep your Aegis tough and always active.
Reservoir of Blood(3)-Blood tanks +6. Love the blood.
Cold Blood(3)-Determination +9. Increases all damage and healing while under determination stimulous of any kind...Phlebotomy sounds like a good idea.
Endless Blood(3)-Increases the crit chance of Vamp/Life Tap, Howl of Death and Reanimation of for this build by 9%
Dark Gift(3)-Increases your stamina and faith and pets life. Also grants Ghostly Cover the ability to restore mana to you when you cast it. Free refillable mana every 40 seconds. I'll take it!
Dark Leech(3)-This takes away Vamp/Life Tap's cool down time completely. It also takes away it's ability to give you blood. Oh, that's right, I get blood shipped in from phleb I'll just take a heavy hitting spam spell to fill the dps cool down periods of 2-4 seconds here and there. Or maybe it's boss fight where you will use a lot of Vamp/Life Tap between Neuro, Howl, Pandemia, and Fever pops and not much healing needing to be done by you this round.
Summon Soul(1)-Resurrection. It brings the body to you. People love you for this because you save them lots of mirrah. Remember to buy mirrah, as a healer/res class you will have to spend lots of it for Raids. Sorry:
Howl of Death(1)-Biggest single target dps spell you got. Plus a twist it slows the target for 5 seconds by 50%. This is also one of the greatest incarn leveling spells in the game.
Call to the grave(3)-Increases damage of Howl by 12% and reduces the cooldown by 30%
Dark Spark(3)-Increases outgoing heals and increases shadow damage as well. Ooh la la :P
Eternal Hunger(3)-Increases bloodlust. Also Vamp/Life Tap gets a boost to bloodlust to it's effect. It's kinda like giving Vamp its old power but only if you missed it as much as me and gave yourself insane bloodlust to boot!
Seal of Death(3)-Vamp/Life Tap, Volatile Infection, and Howl have a chance to stack this 7 times. When your lurker uses bloodmeal on the target it will deal additional damage per stack of seal of death. Pay attention to which mob has the most stacks and send the lurker there. There are autopet attack add-ons out there and enemy debuff add-ons that displays your targets dots over their head. This will allow you to get the pet to the highest damage spot and allow you to monitor when your dots fade so you can give your enemy another round.
Blood Ties(3)-Costs 6 drops of blood with a 25 second cool down but wow, simply wow. Blood ties is a radius aoe that can deal instant damage to 5 enemies at once or heal 5 allies at once. Each additional target it hits gets 20%
damage or heal increase for than the previous. If your are the last in the chain you pretty much just full healed yourself. The damage with determination is INSANE!!!!
Phlebotomy(3)-Disables Acid spells, when it's on you recieve blood, determination boost, and damage. Learn how to master this wild spell and you will learn how to destroy planets.
Scavenger(3)-Every dot you have on a target increases the damage it takes from vamp/Life Tap. Awesome.

Playing this build. Well, it's all conditionality. You can full heal quite a bit of things but you will be able to leap at any Offheal or dps slot in any party. For dps just make sure all of your targets have dots and howl is cast as soon as it is off cooldown. If the mobs survive one round of Volatile Infection, cast another. If all your dots or goin well and no healing to be done with a nice run on your phlebotomy start spamming Life Tap until it's time to start some cool down work. Make this build do what you need it to do in that situation. I hope some of the light I tried to shed on this build has spark some interest in you. Maybe even makes you want to try it. I'm in game all the time and welcome questions. Thanks for your time, and as always, Death or Glory!!!

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