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Old Jan 09, 2008, 11:43 PM // 23:43   #641
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Quote:
Originally Posted by ender6
I don't play Assassin/melee types ever, would love some constructive feedback on the following build:

[skill]shard storm[/skill][skill]gust[/skill][skill]iron palm[/skill][skill]entangling asp[/skill]golden fang strike[skill]shock[/skill][skill]conjure lightning[/skill][skill]resurrection signet[/skill]

Obviously trying to generate a knock lock and do some dmg...

The lack of condition/enchant removal are a concern to me, as well as no self heal.
This looks like asscaster.

Except less damage
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Old Jan 10, 2008, 12:46 AM // 00:46   #642
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A Mesmer build I've been playing around with. Spirit Shackles is surprisingly effective.

[skill]energy drain[/skill][skill]feedback[/skill][skill]energy burn[/skill][skill]power leak[/skill][skill]shame[/skill][skill]spirit shackles[/skill][skill]ether feast[/skill][skill]resurrection signet[/skill]

It really annoys some people, and I quickly find any interrupt rangers camping me after they get spirit shackled once or twice.
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Old Jan 10, 2008, 01:35 AM // 01:35   #643
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Disrupting dagger, exhausting assault Golden Phoenix Strike, Twisting fangs
Flourish, enchantment, resurrection signet, Siphon speed
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Old Jan 11, 2008, 03:54 AM // 03:54   #644
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Quote:
Originally Posted by Sir Tificate
A Mesmer build I've been playing around with. Spirit Shackles is surprisingly effective.

[skill]energy drain[/skill][skill]feedback[/skill][skill]energy burn[/skill][skill]power leak[/skill][skill]shame[/skill][skill]spirit shackles[/skill][skill]ether feast[/skill][skill]resurrection signet[/skill]

It really annoys some people, and I quickly find any interrupt rangers camping me after they get spirit shackled once or twice.
Spirit Shackles are good if they don't get removed after 1-2 attacks. You have no other hex to cover Spirit Shackles
If the enemy team has a hex remove, this is bad.
Energy drain could be replaced with glyph of lesser energy; you have several spells costing 10e.
Then you could take a different elite like energy surge.
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Old Jan 11, 2008, 04:13 AM // 04:13   #645
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If you're going to bring a high-spec P-leak AND e-burn into RA, then don't bring Shame, just bring Diversion. Most RA players don't even carry a weapon swap so the first p-leak will have them shitting their pants. Shame will just be redundant, low-effect, and only useful on healers anyway.

Last edited by Riotgear; Jan 11, 2008 at 04:29 AM // 04:29..
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Old Jan 11, 2008, 09:48 AM // 09:48   #646
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found [skill]Glyph of renewal[/skill] the most usefull elite on a domination bar in arena's

double burn at the start, double diversion afterwards
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Old Jan 11, 2008, 01:06 PM // 13:06   #647
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[skill]Reversal of Fortune[/skill][skill]Mend Condition[/skill][skill]Holy Veil[/skill][skill]Guardian[/skill][skill]Deny Hexes[/skill][skill]Divine Spirit[/skill][skill]Divine Boon[/skill][skill]Glyph of Renewal[/skill]

This is a slightly less powerful, but more robust version of the melandru's resilience boon prot. It doesn't die instantly to stance removal like the MR guy, and the eman is less conditional - but it doesn't have the hilarious tanking +regen. Holy Veil is there as a cover enchant as well as for obvious reasons - with DS up you can still spam your skills with only 3 pips.

The basis is RoF, DS, GoR and DB.... other skills can be shifted around as need be but cover enchant is recommended. Deny Hexes can be subbed for something but obviously it's a shame to miss out on the super-power hex removal.

Main weakness it to dazed... but with -20% and a bit of timing on your RoF spam you can usually get round it.

This was good when there was lots of Wild Blow around (before Avatar of Melandru nerf), at the moment the MR char is probably better, but I think this is more robust.

Constructive criticism appreciated.
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Old Jan 11, 2008, 01:14 PM // 13:14   #648
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I've only seen it in play once, and the guy running it was terrible. That doesn't mean anything about the build, but...
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Old Jan 11, 2008, 07:56 PM // 19:56   #649
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Quote:
Originally Posted by shasso
This is a build i developed for Random Arena, its fun and it takes me to more winning streaks than any other.

It gets a lot of 'wtf' and 'noob' reactions, since its a bit exotic, but i want to hear your opinion.

R/Mo

-Signet of Judgement (E)
-Bane Signet
-Charm Animal
-Antidote Signet
-Purge Signet
-Life Bond (or Succor)
-Holy Wrath
-Rez signet

I love Wrath, 66% damage back in their faces, works wonders on warriors. Since I want to help my monk, i put Wrath and Life Bond on him, since he will be taking the hits. The other Wrath goes to another soft target like Mes or Ele, or on myself. If there is no monk I put 3x Wrath on me and two other likely targets. Purge signet comes in action soon after the start, when enemy likes to unload their hexes and conditions on my monk. Then, every 20 seconds i can redo it if the monk is in trouble. Antidote clears me of blind and disease/poison.

As for dealing damage, the 66% from Wraith many times means the 66% of the whole enemy group hitting them back. Then there are two signets with 60 and 50 damage and 20s recharge, the elite also knocks down the target which makes me able to interrupt a bit. I usually wait for the right time, when the target is nearing death and/or running from my allies.
Then there is my wolf who bites for 15-25 and is great now since you can lock him on a target and forget about it, fun too, seeing ppl run around getting chased by wolfie . And there is the bow, i do have 9 in Marksmanship so it is effective as it can be.

Afcourse sometimes enchantments get removed, but it's extremely rare.
Lol? So, was you the Ranger I met in Arenas last day?

Yeah, I remeber you. When I was seeing you puting on me Holy Wrath, attacking with signets, I wanted to cry.

Well......













Quote:
Originally Posted by RandomEngy
I cribbed this build from someone a while back, and it was actually pretty effective even before the resilience buff. The skills complement each other rather well. You've got your team bonded, so you're getting energy from that and blessed signet, you have pretty good self protection with the ability to chain-cast booned guardians (and the insane self regen from resilience), and good protection for others with bonds and booned draws and reversals. Interrupted blessed signet and stripped resilience are the main downfalls of the build, but overall it's really fun.

16 Divine favor, 8 Wilderness survival (for 15 second resilience), rest in prot.
[skill]Reversal of Fortune[/skill][skill]Guardian[/skill][skill]Blessed Signet[/skill][skill]Melandru's Resilience[/skill][skill]Draw Conditions[/skill][skill]Divine Boon[/skill][skill]Balthazar's Spirit[/skill][skill]Life Bond[/skill]

I usually start the match with Balth's Spirit->LB->LB->Blessed signet->wait->boon->LB->Blessed signet. That way boon stays on if you run out of energy.
You havenĀ“t got Hex Removal, and if anybody strip your enchants, you are dead.

But...on the other hand....

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Old Jan 11, 2008, 08:20 PM // 20:20   #650
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What happens when you accidentally draw Dazed? Or, you know, get it put on you in the normal course of things.
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Old Jan 11, 2008, 08:29 PM // 20:29   #651
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Quote:
Originally Posted by Pyro maniac
found [skill]Glyph of renewal[/skill] the most usefull elite on a domination bar in arena's

double burn at the start, double diversion afterwards
huh?
you can just do surge and burn
and then diversion already has a pretty fast recharge

im not a fan of diversion in RA as by the time diversion can lock down a player, you could have just killed them
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Old Jan 11, 2008, 08:35 PM // 20:35   #652
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Quote:
Originally Posted by Dominator1370
What happens when you accidentally draw Dazed? Or, you know, get it put on you in the normal course of things.
Yoy have a Sweet 1/4 spammable Reversal Of Fortune. With Dazed, it turns to 1/2.

Why I know it? Because I drawed Dazed several times.
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Old Jan 11, 2008, 08:44 PM // 20:44   #653
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Quote:
Originally Posted by RiKio
You havenĀ“t got Hex Removal, and if anybody strip your enchants, you are dead.

But...on the other hand....
Getting a streak with a bar doesn't make it good. Premade paladin is still good for 10+ with the right group, but that doesn't make it any less terrible. A build's overall success in RA isn't dictated by its ability to get a glad point, but rather its versatility, glad point frequency and game changing ability. Simply playing monk is somewhat of a game changer, but the goal of a good build should be versatility. Without hex removal you're just waiting for the right build to beat you. Playing a complete monk bar removes some of the luck factor.
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Old Jan 11, 2008, 08:49 PM // 20:49   #654
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Shitter, 2 DA spammers, and a bonder = Solid enough of a team makeup that you shouldn't be congratulating yourself. Life Bond in RA = monking on easy mode when the other team is stupid.
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Old Jan 11, 2008, 09:02 PM // 21:02   #655
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Quote:
Originally Posted by RiKio
Yoy have a Sweet 1/4 spammable Reversal Of Fortune. With Dazed, it turns to 1/2.

Why I know it? Because I drawed Dazed several times.
Look, I'm not trying to flame you or anything... You're obviously pretty reliant on Guardian, which isn't the worst thing in the world, but if you're playing anybody who's remotely intelligent, you're not getting your easily interrupted 2s Guardian off.

I understand with a little timing you can probably still spam RoF and Draw under Dazed, but all it takes is a Warrior with half a clue (or Sin, or Derv, or...) and you're toast. I know it's RA, but you could train a monkey to push a kill on an unproted monk with a 6s chained-kd to unload adren.

Also, I'm curious... what do you do against caster spike? Guardian doesn't help you there, and RoF only gets you so far... Plus you can't remove hexes... It seems like a pretty limited build to me. Again, it's nothing personal, it just looks like there are some weaknesses you could try to shore up.
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Old Jan 11, 2008, 10:06 PM // 22:06   #656
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A skill bar is only 8 skills long, your expecting him to add hex removal and all that jazz in or even change somethings out. It's fine as it is, RA is RA random as can be, whatever you put in they'll be something else that will kill you.
I've just tried the bar, even with hexes MR still over powers most of them.
In the end all monks will just get raped be those daft staff sins.
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Old Jan 11, 2008, 11:05 PM // 23:05   #657
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Quote:
Originally Posted by Dominator1370
Look, I'm not trying to flame you or anything... You're obviously pretty reliant on Guardian, which isn't the worst thing in the world, but if you're playing anybody who's remotely intelligent, you're not getting your easily interrupted 2s Guardian off.

I understand with a little timing you can probably still spam RoF and Draw under Dazed, but all it takes is a Warrior with half a clue (or Sin, or Derv, or...) and you're toast. I know it's RA, but you could train a monkey to push a kill on an unproted monk with a 6s chained-kd to unload adren.

Also, I'm curious... what do you do against caster spike? Guardian doesn't help you there, and RoF only gets you so far... Plus you can't remove hexes... It seems like a pretty limited build to me. Again, it's nothing personal, it just looks like there are some weaknesses you could try to shore up.
You can pretty much tank thru Dazed. You can pretty much tank thru a lot of things
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Old Jan 13, 2008, 05:06 PM // 17:06   #658
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[skill]black mantis thrust[/skill]Lotus StrikeTrampling OxFalling Lotus Strike[skill]lightning reflexes[/skill][skill]siphon speed[/skill][skill]expert's dexterity[/skill][skill]resurrection signet[/skill]

expertise: 1 + 3 (15)
dagger mastery: 12
deadly arts: 6

was bored so i tried to come up with a build using [skill]expert's dexterity[/skill]
Black mantis thrust recharges in 1 second
Lotus strike recharges in 4 seconds
trampling ox recharges in 2 seconds
Falling lotus strike recharges in 4 seconds

as long as you aren't affected by the same skills that shut down any other form of melee, you never have to worry about energy.

Use: Hex target, run in and hit target 1, 2, 3, 4, 3 repeat
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Old Jan 14, 2008, 01:48 PM // 13:48   #659
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that's pretty sweet
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Old Jan 14, 2008, 11:08 PM // 23:08   #660
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Quote:
Originally Posted by Animate
Spirit Shackles are good if they don't get removed after 1-2 attacks. You have no other hex to cover Spirit Shackles
If the enemy team has a hex remove, this is bad.
Energy drain could be replaced with glyph of lesser energy; you have several spells costing 10e.
Then you could take a different elite like energy surge.
Spirit Shackles could be covered by Mind Wrack. It's about as good as Defile Defenses for covering hexes. This assumes that the 1-2 attacks they take before it gets removed doesn't trigger mind wrack, though.

I agree with the later part. Energy Drain just isn't worth it on any bar.

Last edited by Made In Ascalon; Jan 14, 2008 at 11:11 PM // 23:11..
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