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Old Jul 08, 2006, 03:18 PM // 15:18   #1
Pre-Searing Cadet
 
Join Date: Mar 2006
Guild: Brave Dutch Jokers
Profession: Mo/Me
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Default Trippel Smite Build (Green Tainted Girl)

Hi there this is our trippel smite build that I (Green Tainted Girl )
With the help of some guys that I now have in my friend list
( Goti guild, Des Pow etc) made.

We Won from a rank 105 & 150 and I got 60 fame in 2 days with it ( with for a rank 3 pug is nice ( we had some 5 6 7 in it but any ways)

Things I have added is a assasin bunny and the fertile season this is not a must but would be nice to add and i think more effective in the long run.

( this was not in the origenal build but i have tested the assasin bunny no rezz but with tigers and it woks very well in gvg )


First a qwuick overvieuw then a more in depth explanation.


Here we go

Charge Bunny

Ranger/Warrior
Level: 20

Expertise: 8 (7+1)
Beast Mastery: 12 (10+2)
Tactics: 4
Hammer Mastery: 12

Irresistible Blow (Hammer Mastery)
Crushing Blow (Hammer Mastery)
Hammer Bash (Hammer Mastery)
Tiger's Fury (Beast Mastery)
"Charge!" [Elite] (Tactics)
Comfort Animal (Beast Mastery)
Charm Animal (Beast Mastery)
Resurrection Signet ()

Smiter wb + extinguish

Monk/Elementalist
Level: 20

Divine Favor: 12 (11+1)
Smiting Prayers: 15 (11+4)
Protection Prayers: 8 (7+1)
Air Magic: 4

Air of Enchantment [Elite] (Protection Prayers)
Reversal of Fortune (Protection Prayers)
Guardian (Protection Prayers)
Balthazar's Aura (Smiting Prayers)
Zealot's Fire (Smiting Prayers)
Windborne Speed (Air Magic)
Extinguish (Protection Prayers)
Resurrection Signet ()

Assasin Bunny

Assassin/Ranger
Level: 20

Critical Strikes: 9 (8+1)
Dagger Mastery: 16 (12+4)
Beast Mastery: 10

Ferocious Strike [Elite] (Beast Mastery)
Golden Phoenix Strike (Dagger Mastery)
Horns of the Ox (Dagger Mastery)
Falling Spider (Dagger Mastery)
Nine Tail Strike (Dagger Mastery)
Tiger's Fury (Beast Mastery)
Comfort Animal (Beast Mastery)
Charm Animal (Beast Mastery)
Smiter Smite Hex + Draw

Monk/Elementalist
Level: 20

Divine Favor: 12 (11+1)
Smiting Prayers: 15 (11+4)
Protection Prayers: 9 (8+1)

Air of Enchantment [Elite] (Protection Prayers)
Reversal of Fortune (Protection Prayers)
Guardian (Protection Prayers)
Balthazar's Aura (Smiting Prayers)
Zealot's Fire (Smiting Prayers)
Draw Conditions (Protection Prayers)
Smite Hex (Smiting Prayers)
Resurrection Signet ()

Bunny with Fertile

Ranger/Warrior
Level: 20

Expertise: 8 (6+2)
Beast Mastery: 16 (12+4) ( changing head gear pve car )
Hammer Mastery: 11

Ferocious Strike [Elite] (Beast Mastery)
Irresistible Blow (Hammer Mastery)
Hammer Bash (Hammer Mastery)
Tiger's Fury (Beast Mastery)
Comfort Animal (Beast Mastery)
Charm Animal (Beast Mastery)
Fertile Season (Beast Mastery)
Resurrection Signet ()

Smiter Glyph + Resurection chant

Monk/Elementalist
Level: 20

Divine Favor: 12 (11+1)
Healing Prayers: 7 (6+1)
Smiting Prayers: 15 (11+4)
Protection Prayers: 7 (6+1)

Air of Enchantment [Elite] (Protection Prayers)
Reversal of Fortune (Protection Prayers)
Guardian (Protection Prayers)
Balthazar's Aura (Smiting Prayers)
Zealot's Fire (Smiting Prayers)
Smite Hex (Smiting Prayers)
Glyph of Sacrifice (Elementalist other)
Resurrection Chant (Healing Prayers)

Taintnec Death Nova + Gale (Green Tainted Girl)

Necromancer/Elementalist
Level: 20

Soul Reaping: 9 (8+1)
Death Magic: 15 (12+3)
Earth Magic: 9
Air Magic: 5

Tainted Flesh [Elite] (Death Magic)
Death Nova (Death Magic)
Consume Corpse (Death Magic)
Well of the Profane (Death Magic)
Gale (Air Magic)
Ward Against Melee (Earth Magic)
Ward Against Foes (Earth Magic)
Resurrection Signet ()

Proter infuser HOH

Monk/Mesmer
Level: 20

Divine Favor: 14 (11+3)
Healing Prayers: 9 (8+1)
Protection Prayers: 9 (8+1)
Inspiration Magic: 9

Boon Signet [Elite] (Divine Favor)
Divine Boon (Divine Favor)
Reversal of Fortune (Protection Prayers)
Protective Spirit (Protection Prayers)
Contemplation of Purity (Divine Favor)
Infuse Health (Healing Prayers)

==============================================


Now a bit more in depth

charge bunny
bunny with charge and crusing blow


Important take a vamp and zeloes hammer you need both for spike and energie managment get them with fortitude PLZ PLZ

and ALSO important take a long bow
( if your pvp take a stupit candy bow or a wand you need some for pet control and evetual adrenalin)


Ranger/Warrior
Level: 20

Expertise: 8 (7+1)
Beast Mastery: 12 (10+2)
Hammer Mastery: 12

Irresistible Blow (Hammer Mastery)
If this attack hits you strike for +24 damage. If Irresistible Blow is "blocked," your target is knocked down and takes 24 damage. Irresistible Blow cannot be "evaded."
Energy:3.4 Cast:0 Recharge:4

Crushing Blow (Hammer Mastery)
If this attack hits, you strike for +16 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 17 seconds.
Energy:3.4 Cast:0 Recharge:10

Hammer Bash (Hammer Mastery)
Lose all adrenaline. If Hammer Bash hits, your target is knocked down.
Adrenaline:6

Tiger's Fury (Beast Mastery)
All your non-attack skills are disabled for 5 seconds. For 10 seconds, you attack 33% faster.
Energy:6.8 Cast:0 Recharge:10

"Charge!" [Elite] (Tactics)
For 7 seconds, all allies in the area move 25% faster.
Energy:3.4 Cast:0 Recharge:20

Comfort Animal (Beast Mastery)
You heal your animal companion for 87 points. If your companion is dead, it is resurrected with 48% Health.
Energy:6.8 Cast:1 Recharge:1

Charm Animal (Beast Mastery)
Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
Energy:6.8 Cast:10 Recharge:0

Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

================================================== ========

Smiter wb + extinguish


Monk/Elementalist
Level: 20

Divine Favor: 12 (11+1)
Smiting Prayers: 15 (11+4)
Protection Prayers: 8 (7+1)
Air Magic: 4

Air of Enchantment [Elite] (Protection Prayers)
For 7 seconds, Enchantments cast on target other ally cost 5 less Energy. This is an elite skill.
Energy:5 Cast:0.25 Recharge:5

Reversal of Fortune (Protection Prayers)
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 50.
Energy:5 Cast:0.25 Recharge:2

Guardian (Protection Prayers)
For 5 seconds, target ally has a 36% chance to "block" attacks.
Energy:5 Cast:1 Recharge:2

Balthazar's Aura (Smiting Prayers)
For 10 seconds, foes adjacent to target ally take 25 holy damage each second.
Energy:25 Cast:2 Recharge:25

Zealot's Fire (Smiting Prayers)
For 60 seconds, whenever you use a skill that targets an ally, all foes adjacent to that target are struck for 35 fire damage.
Energy:10 Cast:1 Recharge:30

Windborne Speed (Air Magic)
For 7 seconds, target ally moves 33% faster.
Energy:10 Cast:1 Recharge:5

Extinguish (Protection Prayers)
Spell. Remove one condition from each party member. Party members relieved of Burning are healed for 58 Health.
Energy:15 Cast:0.25 Recharge:10

Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

================================================== ========

Assasin Bunny
This bunny is a killer if the combo is done on a opponent and he is standing alone the opponent is death ( most likely)

Important take vamp and zeloes you need both for spike and energie managment get them with fortitude

and a long bow is a must toooo ( if your pvp take a stupit candy bow or a wand you need some for pet control and evetual adrenalin)

down side no rezzz in this build we have only 2 witout a rezzz and we have 1 hard rezz evry 30 sec soo


Assassin/Ranger
Level: 20

Critical Strikes: 9 (8+1)
Dagger Mastery: 16 (12+4)
Beast Mastery: 10

Ferocious Strike [Elite] (Beast Mastery)
Your animal companion attempts a ferocious strike that deals +23 damage. If that attack hits, you gain adrenaline and 8 Energy.
Energy:5 Cast:0 Recharge:8

Golden Phoenix Strike (Dagger Mastery)
If you are not under the effects of an Enchantment, this skill misses. If it hits, Golden Phoenix Strike deals +31 damage.
Energy:5 Cast:0 Recharge:8

Horns of the Ox (Dagger Mastery)
Must follow an off-hand attack. If it hits, Horns of the Ox strikes for +31 damage. If struck foe is not adjacent to any allies, that foe is knocked down.
Energy:5 Cast:0 Recharge:12

Falling Spider (Dagger Mastery)
Must strike a knocked-down foe. If it hits, Falling Spider strikes for +36 damage and target foe is Poisoned for 21 seconds.
Energy:5 Cast:0 Recharge:8

Nine Tail Strike (Dagger Mastery)
Must follow an off-hand attack. Nine Tail Strike cannot be "blocked" or "evaded" and strikes for +42 damage if it hits.
Energy:10 Cast:0 Recharge:10

Tiger's Fury (Beast Mastery)
All your non-attack skills are disabled for 5 seconds. For 9 seconds, you attack 33% faster.
Energy:10 Cast:0 Recharge:10

Comfort Animal (Beast Mastery)
You heal your animal companion for 76 points. If your companion is dead, it is resurrected with 42% Health.
Energy:10 Cast:1 Recharge:1

Charm Animal (Beast Mastery)
Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
Energy:10 Cast:10 Recharge:0
================================================== =======

Smiter Smite Hex + draw


Monk/Elementalist
Level: 20

Divine Favor: 12 (11+1)
Smiting Prayers: 15 (11+4)
Protection Prayers: 9 (8+1)

Air of Enchantment [Elite] (Protection Prayers)
For 8 seconds, Enchantments cast on target other ally cost 5 less Energy. This is an elite skill.
Energy:5 Cast:0.25 Recharge:5

Reversal of Fortune (Protection Prayers)
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 54.
Energy:5 Cast:0.25 Recharge:2

Guardian (Protection Prayers)
For 5 seconds, target ally has a 38% chance to "block" attacks.
Energy:5 Cast:1 Recharge:2

Balthazar's Aura (Smiting Prayers)
For 10 seconds, foes adjacent to target ally take 25 holy damage each second.
Energy:25 Cast:2 Recharge:25

Zealot's Fire (Smiting Prayers)
For 60 seconds, whenever you use a skill that targets an ally, all foes adjacent to that target are struck for 35 fire damage.
Energy:10 Cast:1 Recharge:30

Draw Conditions (Protection Prayers)
All negative Conditions are transferred from target other ally to yourself. For each Condition acquired, you gain 18 Health.
Energy:5 Cast:0.25 Recharge:2

Smite Hex (Smiting Prayers)
Remove a Hex from target ally. If a Hex is removed, foes in the area suffer 85 damage.
Energy:5 Cast:1 Recharge:15

Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

================================================== ========

Bunny with Fertile
this MUST BE A PVE CAR ( idealy)

switch runes in your head set to get a level 11 fertile

aka take a +1 exp and +1 beast on body and a 2 head sets +3 beast +1 and +1 expertise

Important take a vamp and zeloes hammer you need both for spike and energie managment get them with fortitude PLZ PLZ

and ALSO important take a long bow
( if your pvp take a stupit candy bow or a wand you need some for pet control and evetual adrenalin)
you have to have 2 head sets 1 1+1 expertise other 1 1+ 3 beast mastery this is ideal other wise justgo for 15 beast mastery same as other bunnies exept a sup run of beast matery


Ranger/Warrior
Level: 20

Expertise: 8 (6+2)
Beast Mastery: 16 (12+4)
Hammer Mastery: 11

Ferocious Strike [Elite] (Beast Mastery)
Your animal companion attempts a ferocious strike that deals +29 damage. If that attack hits, you gain adrenaline and 10 Energy.
Energy:5 Cast:0 Recharge:8

Irresistible Blow (Hammer Mastery)
If this attack hits you strike for +22 damage. If Irresistible Blow is "blocked," your target is knocked down and takes 22 damage. Irresistible Blow cannot be "evaded."
Energy:3.4 Cast:0 Recharge:4

Hammer Bash (Hammer Mastery)
Lose all adrenaline. If Hammer Bash hits, your target is knocked down.
Adrenaline:6

Tiger's Fury (Beast Mastery)
All your non-attack skills are disabled for 5 seconds. For 11 seconds, you attack 33% faster.
Energy:6.8 Cast:0 Recharge:10

Comfort Animal (Beast Mastery)
You heal your animal companion for 109 points. If your companion is dead, it is resurrected with 61% Health.
Energy:6.8 Cast:1 Recharge:1

Charm Animal (Beast Mastery)
Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
Energy:6.8 Cast:10 Recharge:0

Fertile Season (Beast Mastery)
Create a level 11 Spirit. Non-Spirit creatures within its range have +370 maximum Health and gain +15 armor. This Spirit dies after 47 seconds.
Energy:3.4 Cast:5 Recharge:60

Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

================================================== ========

smiter glyph + resurection chant


Monk/Elementalist
Level: 20

Divine Favor: 12 (11+1)
Healing Prayers: 7 (6+1)
Smiting Prayers: 15 (11+4)
Protection Prayers: 7 (6+1)

Air of Enchantment [Elite] (Protection Prayers)
For 7 seconds, Enchantments cast on target other ally cost 5 less Energy. This is an elite skill.
Energy:5 Cast:0.25 Recharge:5

Reversal of Fortune (Protection Prayers)
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 45.
Energy:5 Cast:0.25 Recharge:2

Guardian (Protection Prayers)
For 5 seconds, target ally has a 34% chance to "block" attacks.
Energy:5 Cast:1 Recharge:2

Balthazar's Aura (Smiting Prayers)
For 10 seconds, foes adjacent to target ally take 25 holy damage each second.
Energy:25 Cast:2 Recharge:25

Zealot's Fire (Smiting Prayers)
For 60 seconds, whenever you use a skill that targets an ally, all foes adjacent to that target are struck for 35 fire damage.
Energy:10 Cast:1 Recharge:30

Smite Hex (Smiting Prayers)
Remove a Hex from target ally. If a Hex is removed, foes in the area suffer 85 damage.
Energy:5 Cast:1 Recharge:15

Glyph of Sacrifice (Elementalist other)
Your next Spell may be cast instantly, but takes an additional 30 seconds to recharge.
Energy:5 Cast:1 Recharge:15

Resurrection Chant (Healing Prayers)
Spell. Resurrect target party member with up to your current health and 19% Energy. This spell has half the normal range.
Energy:10 Cast:8 Recharge:0

================================================== ========

Taint Nec Death Nova + Gale

this build has had a lot of testing death nova is to be used on the pets and DO NOT TAINT the pets let them dy gale is for npc and relic runs mainly and a extra wapon for the bunnies that dont have many run skills other then charge gale can be used defesifly ( vs hero capping ) and ofensifly

use + 15 - 1 regen wapons x 2 plz you will have atleast 72 energie and you need the swaping for the wel of profane



Necromancer/Elementalist
Level: 20

Soul Reaping: 9 (8+1)
Death Magic: 15 (12+3)
Earth Magic: 9
Air Magic: 5

Tainted Flesh [Elite] (Death Magic)
For 44 seconds, target ally is immune to disease, and anyone striking that ally in melee becomes Diseased for 15 seconds.
Energy:5 Cast:1 Recharge:0

Death Nova (Death Magic)
For 30 seconds, if target ally dies, all nearby foes take 100 damage and are Poisoned for 15 seconds.
Energy:5 Cast:2 Recharge:0

Consume Corpse (Death Magic)
Exploit a random target. You teleport to that corpse's location and gain 100 Health and 20 Energy.
Energy:10 Cast:1 Recharge:0

Well of the Profane (Death Magic)
Exploit nearest corpse to create a Well of the Profane at its location. For 20 seconds, foes in that area are stripped of all Enchantments and cannot be the target of further Enchantments. (50% failure chance with Death Magic 4 or less.)
Energy:25 Cast:3 Recharge:10

Gale (Air Magic)
Knock down target foe for 3 seconds. This Spell causes Exhaustion. (50% failure chance with Air Magic 4 or less.)
Energy:10 Cast:1 Recharge:5

Ward Against Melee (Earth Magic)
You create a Ward Against Melee at your current location. For 15 seconds, non-Spirit allies in this area have a 50% chance to evade melee attacks.
Energy:10 Cast:1 Recharge:20

Ward Against Foes (Earth Magic)
You create a Ward Against Foes at your current location. For 15 seconds, non-Spirit foes in this area move 50% slower.
Energy:15 Cast:1 Recharge:20

Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

================================================== =====

Divine proter infuser HOH

You need boon rof prot spirit cop and infuse

the end no exeption you need it!

the rest is up to you management energie wise boon signet is best because we all got taint you will have ease ly 3 enchants ( taint boon prot spirit )

The rest is up to you i sugest vital blessing for a bigger infuse heal or hex breaker if you worry about hexes etc

Current meta game can be reason to change the last 2 skills

DONT need gardian rest is up to you

mantra is cool to but signet is better in my opinion



Monk/Mesmer
Level: 20

Divine Favor: 14 (11+3)
Healing Prayers: 9 (8+1)
Protection Prayers: 9 (8+1)
Inspiration Magic: 9

Boon Signet [Elite] (Divine Favor)
Heal target ally for 33 Health. For each Enchantment on that ally, you gain 2 Energy (maximum 6 Energy).
Energy:0 Cast:1 Recharge:5

Divine Boon (Divine Favor)
While you maintain this Enchantment, whenever you cast a Monk Spell that targets an ally, that ally is healed for 67 points, and you lose 2 Energy.
Energy:5 Cast:0.25 Recharge:1

Reversal of Fortune (Protection Prayers)
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 54.
Energy:5 Cast:0.25 Recharge:2

Protective Spirit (Protection Prayers)
For 16 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.
Energy:10 Cast:0.25 Recharge:5

Contemplation of Purity (Divine Favor)
Lose all Enchantments. For each one lost, you gain 75 Health, lose one Hex, and lose one Condition.
Energy:5 Cast:0.25 Recharge:10

Infuse Health (Healing Prayers)
Lose half your current Health. Target other ally is healed for 122% of the amount you lost.
Energy:10 Cast:0.25 Recharge:0


Alternative configuration

Healing Touch (Healing Prayers)
Heal target touched ally for 42 points. Health gain from Divine Favor is doubled for this Spell.
Energy:5 Cast:0.75 Recharge:5

Gift of Health (Healing Prayers)
All of your Healing Prayers skills are disables for 7 seconds. Target other ally is healed for 96 Health.
Energy:5 Cast:0.75 Recharge:5

Hex Breaker (Domination Magic)
For 15..75 seconds, the next time you are the target of a Hex, that Hex fails and the caster takes 10..39 damage.
Energy:5 Cast:0 Recharge:15

Inspired Hex (Inspiration Magic)
Remove a Hex from target ally and gain 10 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0

Vital Blessing (Protection Prayers)
While you maintain this Enchantment, target has +136 maximum Health.
Energy:10 Cast:0.75 Recharge:2

Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 17 Energy.
Energy:10 Cast:1 Recharge:25

Channeling (Inspiration Magic)
For 36 seconds, whenever you cast a Spell, you gain 1 Energy from each foe in the area.
Energy:5 Cast:1 Recharge:15

Spirit Bond (Protection Prayers)
For 8 seconds, whenever target ally takes more than 60 damage from a single attack or Spell, that ally is healed for 76 Health.
Energy:10 Cast:0.25 Recharge:2

Very long post i hope its clear to you pm me if in doubt

Ylai Oulass or Green Tainted Girl

or if you whant to play this build / need me as a tainter warder or as a bunny

I am mostly on from 17.00 gtm+1 till 5.00 gmt+1 ( dutch student with a gw addiction )

If you have comments suggestions plz give them thx in advance

GL & WIN HALLS

Last edited by Ylai Oulass; Jul 08, 2006 at 04:36 PM // 16:36..
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Old Jul 08, 2006, 04:59 PM // 16:59   #2
Lion's Arch Merchant
 
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Join Date: Jul 2005
Location: Florida USA :)
Guild: [Anti]
Profession: W/E
Default

on the necro.. all you have to start the disease is tainted but what if no one on the other team has physical? i would switch death nova out for rotting flesh.. but over all gj on wins and im gonna try this out.
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Old Jul 08, 2006, 05:15 PM // 17:15   #3
Pre-Searing Cadet
 
Join Date: Mar 2006
Guild: Brave Dutch Jokers
Profession: Mo/Me
Default death nova vs rotting flesh

The trick here is not to taint the pets aka the will not spead the desease but will dy ( ofcourse still a nec spike team you use no taint but death nova)

I know this might seem odd but vs a no melee build its usaly nec spike what ever.

but i have found a well timed 300 damage from the pets dying all and spreading POISEN way more appealing then a potential desease if facing no melee caracters.

Thats the reasoning behind no rotting flesh and the tactic involves all the bunnies to have a bow send in smite offf them and let them dy

This works well vs ball up teams like vim etc ( note the 300 damage will not kill vim butt when you also smite off the pets it helps)

o and did i mention it does poisen damage

o well it just my opinion and ofcource you can play differently but death nova rocks vs ball up

Last edited by Ylai Oulass; Jul 08, 2006 at 07:39 PM // 19:39..
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Old Jul 09, 2006, 02:23 PM // 14:23   #4
Pre-Searing Cadet
 
Join Date: Mar 2006
Guild: Brave Dutch Jokers
Profession: Mo/Me
Default update

got 33 fame last night with dbd

mainly this build ( i am the taint so i am biased ) last night resolved ( vs those ball up hench ways balll up vim ball up random ass helll ) in the tactic of sending in pet and reving them hopen to get a welll off wile targeting the opponent cc with gale wille poisening and dealing damage to the hole lott.

still I am thinking to drop gale for purit explosion damage 220 per death pet is rest of it works, filetile is going to be sympioses becouse of the death nova taint and alll the other enchants we think it would be better.

glypm of sac + rerurrecting cant has saved our asses more then once.

pet control is crutial for this build let me say it just ones more efrry tumper needs a bow a vamp and a zealoes


gl & win halls
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Old Jul 10, 2006, 11:31 AM // 11:31   #5
Lion's Arch Merchant
 
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Join Date: Jun 2006
Guild: none
Profession: P/
Default

lol hi green taint its me man in red from the dual smite

that was pretty good except when every1 called me a noob when folk died from seperatin party

not my fault if warriors are 1 side every1 else on the other side :P
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Old Jul 10, 2006, 03:59 PM // 15:59   #6
Pre-Searing Cadet
 
Join Date: Mar 2006
Guild: Brave Dutch Jokers
Profession: Mo/Me
Default dual smite vs trippel smite and npcs

Dual smite does not have the punch to all go for ele and out kill him

with trippel ( tis build in particular) the way you kill te hench is

alll go on ele and all smite the runner ( the one with wb and charge )
why because the npc then tend to balll up towards the ele this helps a lot with the aoe damage the mos cant heal it

taint interupts the ele with gale the ele would be death in 10 sec +-

then taint gales left mo rest go right mo ( with immanant death +- 2 sec kill the other mo off 3 sec

you now have 10 - 15 sec left to kill of the rest normal time is ( if you interupt melee you will be fine if not bummer ) 25 - 35 sec +-

now with dual hmmmm some go try interupt the mo some try interupting the ele some try both but it takes way way longer its more like a balanced build

TRIPPEL = basicly new iway it rocks but you need good players to pull it of effectivly

losing momentum is gg

dual is more a balanced group it will normaly out heal a trippel in the long run but

glymps sac + resurect chant makes up for that in tight plays

I am still looking for r3+ players that what to do trippel but i must warn you its not easy vs balanced but it can be done ( like i way you need a realy good team to beat a good balanced team)

remark to red men was i in that random pug from hell that time were peaple start bashing the ranger will both mos were up ?

srry i have played to much the past coupel of days but i know that the good groups did not dy at npc rofl

update got 10 fame last night no good groups that had the patiance to put it all to gether so i whent eoe bom with frosen and lively was naomy just to get some free fame in the frist coupel of rounds ( 7 sec npc )

any ways if any rank 3 + whant a tainter or any thing for that matter pm me

ps: note to self , you talk to much
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