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Old Mar 15, 2008, 09:20 PM // 21:20   #881
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Quote:
Originally Posted by RiKio
[skill]Glyph of Energy[/skill][skill]Gale[/skill][skill]Diversion[/skill][skill]Shame[/skill][skill]Power Leak[/skill][skill]Power Spike[/skill][skill]Shatter Enchantment[/skill][skill]Resurrection Signet[/skill]

12+1+2 Dom
11+1 Fast Casting
6 Air Magic

Is good or it needs an improvement?
Pretty much the standard gale spam bar that folk have been running for years. Btw, if you are using this in RA, where's your blackout?
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Old Mar 16, 2008, 02:13 PM // 14:13   #882
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[skill]Way of the Empty Palm[/skill][skill]Unsuspecting Strike[/skill][skill]Fox Fangs[/skill][skill]Twisting Fangs[/skill][skill]Golden Phoenix Strike[/skill][skill]Blades of Steel[/skill][skill]Flurry[/skill][skill]Resurrection Signet[/skill]

11+1 dagger mastery
11+1+1 critical strikes
8+1 deadly arts
15%/-5 daggers
all survivor insignias and runes of vitae rather than radient and attunement
rune of(whatever the -blind one is)
you should have 600 health and 20 energy.

Last edited by R A N D O M; Mar 16, 2008 at 06:15 PM // 18:15..
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Old Mar 16, 2008, 04:12 PM // 16:12   #883
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WTB Shadowstep.
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Old Mar 16, 2008, 04:37 PM // 16:37   #884
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Originally Posted by RiKio
WTB Shadowstep.
Exactly, you can just use Shadow Prison and probably be more effective.
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Old Mar 16, 2008, 04:50 PM // 16:50   #885
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In any case, that build seriously needs a snare.
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Old Mar 16, 2008, 06:31 PM // 18:31   #886
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Quote:
Originally Posted by Shuuda
In any case, that build seriously needs a snare.
What about [skill]Hidden Caltrops[/skill]? Or [skill]Crippling Dagger[/skill] too

PD:Shuuda, you are a Mesmer by nature. What can you tell me about my build?

Last edited by RiKio; Mar 16, 2008 at 06:35 PM // 18:35..
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Old Mar 16, 2008, 11:01 PM // 23:01   #887
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my take on the turret ranger

Tesla Turret:
Air: 8
Expertise: 11+1+1
Marksmanship: 11+2

[skill]glass arrows[/skill][skill]sundering attack[/skill][skill]penetrating attack[/skill][skill]Body Shot[/skill][skill]shell shock[/skill][skill]Conjure lightning[/skill][skill]lightning reflexes[/skill][skill]resurrection signet[/skill]

TBH, I tried to do the common Turret build but I was disappointed in the dps.
This build AUTO-ATTACKS for the same damage as the common turret does using skills. The dps when you use skills with this is between 80-140. There are times when every penetrating and sundering do 125 every single time.
This Build absolutely Cuts through warriors, paragons, dervishes and assassins like a hot knife cuts butter. Without PS or SB monks don't have a chance, ZB and WoH cannot out heal it, and guardian isn't ENOUGH. Just try and see.

Why don't eotn skills show up yet??


[edit] at below, lol everyone makes mistakes

Last edited by plastichead; Mar 17, 2008 at 12:17 AM // 00:17..
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Old Mar 16, 2008, 11:59 PM // 23:59   #888
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[email protected]

12char
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Old Mar 17, 2008, 03:34 AM // 03:34   #889
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Mark of Instability ->Shove-> Falling Lotus Strike -> Twisting Fangs -> Falling Spider -> Blades of Steel dash res sig
dagger mastery 11+1+1
critical strikes 12+1
Tactics 6

kinda fun to run in ra
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Old Mar 17, 2008, 06:59 AM // 06:59   #890
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Put this together today.

[skill]Plague Signet[/skill] [skill]Strip Enchantment[/skill] [skill]Blood Drinker[/skill] [skill]Jaundiced Gaze[/skill] [skill]Blood Renewal[/skill] [skill]Draw Conditions[/skill] [skill]Signet of Lost Souls[/skill] [skill]Resurrection Signet[/skill]

12+1+3=16 Blood Magic

7+1=8 Curses

5 Protection Prayers

the attributes can vary slightly. But the basic function of the build should be obvious. I didn't have EOTN and I never played a necromancer before. I always found them lacking in self heals and when I took anti-melee hexes either the monks had massive hex removals to outdo my large energy pool, or I came up against spellcasters and vice versa. Other blood magic builds couldn't keep up with the energy demand or got interrupted.

This build has life steal DPS, draws conditions, puts them back on the enemy including dazed which doesn't interrupt plague signet, and strips enchantments. Blood Renewal is your main heal and can be kept up so long as you're not under attack by multiple people. The spells are all one second casts so if you pay attention to when a ranger is spamming on you, you ought to be fine.

The build can heal through turret ranger fire a fair bit 1v1, ignoring it to go after more important targets. You can keep daze/cripple off the monks and blind off the warriors and dump it back onto the first enemy you see. It's a nice build for those who want to put pressure on the enemy team and ignore prot, but Anet tweaked Weapon of Remedy and Vengeful Weapon to trigger on lifesteal so it's a wash there, you're mostly trying to bottom out a rit's energy pool at that point. In some cases because of the plague signet, you don't need to kite. But the build takes some finesse especially since your most important heal can kill you if used as a panic button (you should keep firing your other 2 blood skills + signet of lost souls, they won't kill you like that) and it's hard to both draw conditions and kill enemies. Never draw conditions when you don't have bR up.

Focus your blood magic on spike builds first (turret rangers, e/a's, sins) even when there's another monk around. The monk can't handle the sustained dps of this build on top of you pummelling them with jaundiced and random bleeding conditions. If you get a chance, draw deepwound off of whomever and drop it on the guy you're pressuring.

D-shot and savage shot can only do so much to this build since nearly all of your skills heal you. You have no long recharge skills but strip enchantment, which should be used on recharge on people who depend on the enchantments such as eles, sins and dervs. Strip monks of their stuff only to get rid of guardian and other prots or bonds.

As always, this build kills 55s instantly.

Have fun.
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Old Mar 17, 2008, 08:23 AM // 08:23   #891
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Why draw over Foul Feast?
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Old Mar 17, 2008, 10:47 AM // 10:47   #892
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Quote:
Originally Posted by plastichead
my take on the turret ranger

Tesla Turret:
Air: 8
Expertise: 11+1+1
Marksmanship: 11+2

[skill]glass arrows[/skill][skill]sundering attack[/skill][skill]penetrating attack[/skill][skill]Body Shot[/skill][skill]shell shock[/skill][skill]Conjure lightning[/skill][skill]lightning reflexes[/skill][skill]resurrection signet[/skill]

TBH, I tried to do the common Turret build but I was disappointed in the dps.
This build AUTO-ATTACKS for the same damage as the common turret does using skills. The dps when you use skills with this is between 80-140. There are times when every penetrating and sundering do 125 every single time.
This Build absolutely Cuts through warriors, paragons, dervishes and assassins like a hot knife cuts butter. Without PS or SB monks don't have a chance, ZB and WoH cannot out heal it, and guardian isn't ENOUGH. Just try and see.

Why don't eotn skills show up yet??


[edit] at below, lol everyone makes mistakes
would prefer 14 expertise to hit the breakpoint for the attacks.
It seems nice, however the e-management is more conditionial though. Not sure if that would work.
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Old Mar 17, 2008, 01:47 PM // 13:47   #893
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Quote:
Originally Posted by JR
I didn't have EOTN and I never played a necromancer before.
I personally believe that EOTN skills are largely gimmicky and not worth having. The skillset is too small, largely only annoying and there are no new elites.

It's a measure of the faith I have in this game that I'm not getting EOTN or GW2. I only picked it up again recently because I was bored.

Believe me, reading some of your posts, Ensign and Wasteland's posts all helped me come to terms with that JR.

If Foul Feast was put into this build, among others, it would get nerfed.
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Old Mar 17, 2008, 05:18 PM // 17:18   #894
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Curses: 12 + 1 + 1
Soul: ~11
Shadow: ~7

RA

[skill]corrupt enchantment[/skill][skill]parasitic bond[/skill]foul feast[skill]plague sending[/skill][skill]insidious parasite[/skill][skill]enfeeble[/skill][skill]feigned neutrality[/skill][skill]resurrection signet[/skill]

TA

Sub [skill]rip enchantment[/skill] or [skill]rend enchantments[/skill] for insidious parasite
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Old Mar 17, 2008, 07:33 PM // 19:33   #895
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Better swap Insidious for Faintheartedness ( wow i´ve written it well ). It is a better antimelee in PvP.
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Old Mar 17, 2008, 10:17 PM // 22:17   #896
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Quote:
Originally Posted by JR
Why draw over Foul Feast?
Quote:
Originally Posted by Scrimbul
I didn't have EOTN
Foul feast would be the better choice if EoTN skills are available.
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Old Mar 17, 2008, 11:25 PM // 23:25   #897
erk
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Quote:
Originally Posted by plastichead
my take on the turret ranger

Tesla Turret:
Air: 8
Expertise: 11+1+1
Marksmanship: 11+2

[skill]glass arrows[/skill][skill]sundering attack[/skill][skill]penetrating attack[/skill][skill]Body Shot[/skill][skill]shell shock[/skill][skill]Conjure lightning[/skill][skill]lightning reflexes[/skill][skill]resurrection signet[/skill]

TBH, I tried to do the common Turret build but I was disappointed in the dps.
This build AUTO-ATTACKS for the same damage as the common turret does using skills. The dps when you use skills with this is between 80-140. There are times when every penetrating and sundering do 125 every single time.
This Build absolutely Cuts through warriors, paragons, dervishes and assassins like a hot knife cuts butter. Without PS or SB monks don't have a chance, ZB and WoH cannot out heal it, and guardian isn't ENOUGH. Just try and see.

Why don't eotn skills show up yet??


[edit] at below, lol everyone makes mistakes
I like Turrent Rangers, I kills a few every day in RA with just Insidious Parasite. Much easier to kill than a Magebane Ranger, as they carry Troll and fire slower.
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Old Mar 18, 2008, 04:37 AM // 04:37   #898
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Quote:
Originally Posted by erk
I like Turrent Rangers, I kills a few every day in RA with just Insidious Parasite. Much easier to kill than a Magebane Ranger, as they carry Troll and fire slower.
I admit to attacking thru hexes such as insidious parasite and empathy but only because win or lose I would be leaving the current team anyways.
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Old Mar 18, 2008, 01:54 PM // 13:54   #899
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Quote:
Originally Posted by RiKio
Better swap Insidious for Faintheartedness ( wow i´ve written it well ). It is a better antimelee in PvP.
IP was for RA -- as noted. Good melee stops attacking, and bad melee dies quick. Keep in mind more than half the teams you face don't have monks, and those that do usually don't preprot or remove hexes quick enough.
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Old Mar 18, 2008, 02:12 PM // 14:12   #900
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Quote:
Originally Posted by ender6
IP was for RA -- as noted. Good melee stops attacking, and bad melee dies quick. Keep in mind more than half the teams you face don't have monks, and those that do usually don't preprot or remove hexes quick enough.
A warrior spike with IP will do 60 dmg to the warrior
A warrior spike with Faintheardness fails

tho IP still works and it's own preference.

I don't like Corrupt Enchantment for single enchant removal. Would go rip enchant and free up the elite slot or take them both to rip off any enchantment that is cast. (although you have that in your TA version)

Last edited by Pyro maniac; Mar 18, 2008 at 02:15 PM // 14:15..
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