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Old May 27, 2006, 10:00 PM // 22:00   #1
Frost Gate Guardian
 
Join Date: Feb 2006
Profession: W/N
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Default Balance Build

ShockWarrior
Warrior/Elementalist
Level: 20
Strength: 4 (3+1)
Axe Mastery: 16 (12+4)
Air Magic: 12

Conjure Lightning (Air Magic)
Shock (Air Magic)
Frenzy (Warrior other)
Eviscerate [Elite] (Axe Mastery)
Executioner's Strike (Axe Mastery)
Swift Chop (Axe Mastery)
Distracting Blow (Warrior other)
Resurrection Signet ()


ShockWarrior
Warrior/Elementalist
Level: 20
Strength: 4 (3+1)
Axe Mastery: 16 (12+4)
Air Magic: 12

Conjure Lightning (Air Magic)
Shock (Air Magic)
Frenzy (Warrior other)
Eviscerate [Elite] (Axe Mastery)
Executioner's Strike (Axe Mastery)
Swift Chop (Axe Mastery)
Distracting Blow (Warrior other)
Resurrection Signet ()


EarthElementalist
Elementalist/Monk
Level: 20
Energy Storage: 11 (10+1)
Earth Magic: 14 (10+4)
Healing Prayers: 11

Elemental Attunement [Elite] (Elementalist other)
Earth Attunement (Earth Magic)
Earthquake (Earth Magic)
Obsidian Flame (Earth Magic)
Ward Against Foes (Earth Magic)
Ward Against Melee (Earth Magic)
Heal Party (Healing Prayers)
Resurrect (Monk other)


FireElementalist
Elementalist/Monk
Level: 20
Energy Storage: 11 (10+1)
Fire Magic: 15 (11+4)
Protection Prayers: 9

Elemental Attunement [Elite] (Elementalist other)
Fire Attunement (Fire Magic)
Fireball (Fire Magic)
Inferno (Fire Magic)
Flame Burst (Fire Magic)
Meteor Shower (Fire Magic)
Aegis (Protection Prayers)
Resurrect (Monk other)


EnergySurge(NT)
Mesmer/Necromancer
Level: 20
Fast Casting: 13 (12+1)
Domination Magic: 14 (10+4)
Death Magic: 8

Cry of Frustration (Domination Magic)
Diversion (Domination Magic)
Energy Burn (Domination Magic)
Energy Surge [Elite] (Domination Magic)
Signet of Weariness (Domination Magic)
Wastrel's Worry (Domination Magic)
Necrotic Traversal (Death Magic)
Resurrection Signet ()


EnergySurge(FS)
Mesmer/Ranger
Level: 20
Fast Casting: 13 (12+1)
Domination Magic: 14 (10+4)
Wilderness Survival: 8

Cry of Frustration (Domination Magic)
Diversion (Domination Magic)
Energy Burn (Domination Magic)
Energy Surge [Elite] (Domination Magic)
Signet of Weariness (Domination Magic)
Wastrel's Worry (Domination Magic)
Frozen Soil (Wilderness Survival)
Resurrection Signet ()


SBInfuse
Monk/Mesmer
Level: 20
Divine Favor: 12 (11+1)
Healing Prayers: 14 (12+2)
Inspiration Magic: 6

Heal Party (Healing Prayers)
Infuse Health (Healing Prayers)
Healing Touch (Healing Prayers)
Orison of Healing (Healing Prayers)
Dwayna's Kiss (Healing Prayers)
Spell Breaker [Elite] (Divine Favor)
Channeling (Inspiration Magic)
Resurrection Signet ()


RCProt
Monk/Mesmer
Level: 20
Divine Favor: 13 (12+1)
Protection Prayers: 14 (10+4)
Inspiration Magic: 8

Aegis (Protection Prayers)
Guardian (Protection Prayers)
Protective Spirit (Protection Prayers)
Reversal of Fortune (Protection Prayers)
Signet of Devotion (Divine Favor)
Restore Condition [Elite] (Protection Prayers)
Channeling (Inspiration Magic)
Resurrection Signet ()


This was a balanced build I thought of right before bed last night. Now that I at it, it kind of seems to be a bit of a spike build (2 Damage Elementalists/2 Energy Surgers/2 Axe Warriors), so I added Frozen Soil. I wanted a bit more pressure, so there's only 2 Monks, but I gave the Elementalists Heal Party/Aegis. (I originally had 2 Heal Parties, but 3 in total seemed a bit overboard). I just realized that I don't have 9 Strength for Warriors, is it really necessary? Please critique. :)

Last edited by icantthinkofonerightnow; May 27, 2006 at 10:12 PM // 22:12..
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Old May 27, 2006, 11:00 PM // 23:00   #2
Krytan Explorer
 
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Profession: Mo/E
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-The shock warriors are messed up. Air magic isnt supposed to be that high and they dont need conjure lightning.
-With no sprint or wb, ur gonna lose almost every time in Broken Tower.
-Glyph of Energy is better than Ele Attune for the warder since it eliminates the Exhaustion caused by EQ and OF.
-monks usually dont bring rez
-with 2 monks, i think frozen soil might screw u over more than the other team
-sb/infuse should probably have healing seed (for ghostly and for some other cases)
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Old May 28, 2006, 12:26 AM // 00:26   #3
Zui
Desert Nomad
 
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Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Warriors don't have enough strength or tactics to meet the requirments on a shield. They also don't have a switch stance, meaning once they frenzy they're going to take double damage until (a) frenzy ends or (b) they die. I highly reccomend ditching Conjure Lightning for Sprint, and then cranking the air magic down, and strength up. Change one warrior to warrior/ranger, and use frozen soil instead of shock. You could change one of them to shock hammer too(reccomend the w/e, and change from sprint to rush if you do this).

Elementalists are running dual attunements. This is essentialy a highly-vunrable ether prodigy that takes two slots and only works on ele spells. Take Ether Prodigy on the fire ele. Perhaps take Glyph of Energy on the warder. You can safely ditch Fire/Earth attunements for somthing else. Take Ressurection Signet, one hard res is enough. Switch around your Aegis and Heal party, so the Ether Prodigy E/Mo is able to totaly spam it. On your fire ele, Inferno only effects adjacent foes, and has a 20 second recharge. Ditch it. Add in a spell like Rodgorts Invocation, the recharge sucks but it's a pretty decent spell, or find somthing else useful, just whatever you do ditch inferno. Healing seed would be absolutly wonderful on that fire ele too, especialy if you plan on winning on an altar map. Maybe try to fit in windbourne on one of them too, that'd help alot on altar maps and relic runs.

On the mesmers, you have absolutly no enchantment removal or energy managment. I'd add in Drain enchantment on both of them, and ditch Wrastles Worry for that. Run 9 fast cast, 14 dom, 11 insperation, the rest in the other attribute you're using, 2 should be enough to keep frozen up 100% of the time based on its duration, and enough for nec transversal to be fairly effective, 7-8 seconds I think. Keep one ressurection signet, and ditch the other res signet for Ressurect(oh yeah, change your me/r to me/mo). Fast casting does it wonders. Last, I'd ditch both diversions for blackout, or at least ditch one for blackout, and maybe one for a shatter. For the now Me/Mo you can probalby keep diversion, or go with another spell.

For the monks, I'd use a woh/infuse, instead of SB/Infuse. You need healing seed. For the RC/Prot I'd change that to a GoH boonprot. Perhaps use on on-monk draw for your boonprot, or better yet fit it on one of your emos(one with ether prod would be best, don't worry about attributes in prot either). You could probalby do without the emos res signet for on that draw. And I beg you, drop res signet on your monks, and don't bring a hard res on them either. They shouldn't be diverting their time and energy to ressing, and one extra healing/protection/emangment skill can be far more effective.

Think I got it all. Hope this helps.
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Old May 28, 2006, 12:57 AM // 00:57   #4
JR
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Quote:
Originally Posted by master_of_puppets
-With no sprint or wb, ur gonna lose almost every time in Broken Tower.
Not to mention the need for a Frenzy cancel stance.
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Old May 28, 2006, 12:43 PM // 12:43   #5
Wilds Pathfinder
 
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You do not *REALLY* need a Frenzy cancel stance.

Also, one hard res is enough.

And what if he wanted Conjure lightning? I advise going 9 Air, 16 Axe, rest into strength.
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Old May 28, 2006, 01:18 PM // 13:18   #6
JR
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Quote:
Originally Posted by dare49devil
You do not *REALLY* need a Frenzy cancel stance.
Good teams will punish you hard for using Frenzy if you can't cancel it...

...but then good teams are incredibly rare in HA these days...
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Old May 28, 2006, 09:43 PM // 21:43   #7
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Spike teams target stray warriors with frenzy on. If you cant cancel you are dead in one spike burst, giving the infuser no time at all.
You definately need a cancel stance.
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Old Jun 04, 2006, 05:20 PM // 17:20   #8
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what about the balanced whit wells tainted and SS?
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Old Jun 04, 2006, 05:32 PM // 17:32   #9
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ok well to start off with this is newbiest build ever i looked at the shock wars and i said omg omg what a newb

conjure lighting-- NO NO NO NO NO
12 in air magic--NO NO NO NO NO

shock is used to kd people if they are running away not for dmg

and u need strength it gives u AP

just a horrid build
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Old Jun 04, 2006, 05:54 PM // 17:54   #10
dgb
Jungle Guide
 
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Quote:
Originally Posted by Prince Telemakhos
ok well to start off with this is newbiest build ever i looked at the shock wars and i said omg omg what a newb

conjure lighting-- NO NO NO NO NO
12 in air magic--NO NO NO NO NO

shock is used to kd people if they are running away not for dmg

and u need strength it gives u AP

just a horrid build
12 in air magic is excessive, but in HA where you may be required to go on long shock chains 9 in air is strong, allowing you to use a storm artifact.

Strength is horrid for added damage, you're talking one or two added damages max. Take it for rush or sprint, not for the AP.
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Old Jun 04, 2006, 08:25 PM // 20:25   #11
JR
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Quote:
Originally Posted by dgb
12 in air magic is excessive, but in HA where you may be required to go on long shock chains 9 in air is strong, allowing you to use a storm artifact.

Strength is horrid for added damage, you're talking one or two added damages max. Take it for rush or sprint, not for the AP.
Agreed on both counts.
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