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Old Jan 10, 2006, 12:05 AM // 00:05   #1
Ascalonian Squire
 
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Default Tombs Build?

I've recently done a lot of PVE lately and have been interested in playing PVP and trying out Tombs. I mostly played team arenas with my ele to get a hang of the whole PVP thing, but as i said, i've been wanting to try Tombs. I was wondering if anyone could suggest a good build for a PVP character to be able to easily get into groups so i can better get the hang of things. Now im not saying to go and post every single skill, (unless you want to) but if you have a suggestion, just tell me a good type of character (ex- trapper, spiker, ect) that i can play around with and tweak to my likings.
Thanks.
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Old Jan 10, 2006, 01:09 AM // 01:09   #2
JR
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Heres a few character builds you might find usefull for tombs.



Air Spike

Elementalist/Mesmer
Level: 20

Energy Storage: 11 (10+1)
Air Magic: 16 (12+4)
Inspiration Magic: 8

- Resurrection Signet ()
- Mind Shock [Elite] (Air Magic)
- Lightning Orb (Air Magic)
- Lightning Strike (Air Magic)
- Enervating Charge (Air Magic)
- Air Attunement (Air Magic)
- Mantra of Resolve (Inspiration Magic)
- Drain Enchantment (Inspiration Magic)

Part of an "Air Spike" build. Normally you will Mind Shock or Orb a target on countdown, following up with a lightning strike. Drain enchantment to remove any prot enchants on the target before the spike, and Mantra of Resolve to stop the spike being interrupted.


Earth Spike

Elementalist/Mesmer
Level: 20

Energy Storage: 11 (10+1)
Earth Magic: 16 (12+4)
Inspiration Magic: 8

- Resurrection Signet ()
- Glyph of Energy [Elite] (Elementalist other)
- Obsidian Flame (Earth Magic)
- Stoning (Earth Magic)
- Armor of Earth (Earth Magic)
- Ward Against Foes (Earth Magic)
- Mantra of Resolve (Inspiration Magic)
- Drain Enchantment (Inspiration Magic)


Part of an "Earth Spike" build. Normally you will Obsidian Flame a target on countdown, following up with Stoning. Drain enchantment to remove any prot enchants on the target before the spike, and Mantra of Resolve to stop the spike being interrupted. Ward Againt Foes to help you kite against warriors, and Armor of Earth for additional protection.

Illusion Mesmer

Mesmer/Monk
Level: 20

Fast Casting: 9
Inspiration Magic: 9 (8+1)
Illusion Magic: 16 (12+4)
Protection Prayers: 5

- Resurrection Signet ()
- Mantra of Persistence (Inspiration Magic)
- Migraine [Elite] (Illusion Magic)
- Arcane Conundrum (Illusion Magic)
- Conjure Phantasm (Illusion Magic)
- Phantom Pain (Illusion Magic)
- Distortion (Illusion Magic)
- Inspired Hex (Inspiration Magic)

Commonly known as a "Migraine Mesmer" for obvious reasons. Put the migraine on a target, and cover with Conjur Phantasm and/or Arcane Conundrum. You can also put Arcane conundrum on a second target if you wish, and again cover it with Conjur. Phantom pain on the main target, or used as a another cover hex. Distortion to help against ranger or warriors, and Inspired Hex for energy management and a bit of help for your monks.

Domination Mesmer

Mesmer/Monk
Level: 20

Fast Casting: 10 (9+1)
Domination Magic: 16 (12+4)
Inspiration Magic: 10 (9+1)
Illusion Magic: 3 (2+1)

- Resurrection Signet ()
- Energy Surge [Elite] (Domination Magic)
- Energy Burn (Domination Magic)
- Power Drain (Inspiration Magic)
- Shatter Enchantment (Domination Magic)
- Inspired Hex (Inspiration Magic)
- Drain Enchantment (Inspiration Magic)
- Distortion (Illusion Magic)

Surge and Burn should always be used on an opposing caster, shatter enchant on any target that needs it. Power Drain and Inpired Hex for energy management, distortion to help you avoid damage from warriors or rangers.


Resolve Trapper

Ranger/Mesmer
Level: 20

Expertise: 11 (10+1)
Wilderness Survival: 16 (12+4)
Inspiration Magic: 8
Illusion Magic: 2

- Resurrection Signet ()
- Mantra of Resolve (Inspiration Magic)
- Serpents Quickness (Wilderness Survival)
- Barbed Trap (Wilderness Survival)
- Flame Trap (Wilderness Survival)
- Dust Trap (Wilderness Survival)
- Spike Trap [Elite] (Wilderness Survival)
- Distortion (Illusion Magic)

Lay traps down with Resolve, if Resolve gets taken off you with Wild Blow, hit Distortion.

TF Axe

Warrior/Ranger
Level: 20

Strength: 10 (9+1)
Axe Mastery: 16 (12+4)
Beast Mastery: 9

- Resurrection Signet ()
- Tiger's Fury (Beast Mastery)
- Penetrating Blow (Axe Mastery)
- Eviscerate [Elite] (Axe Mastery)
- Axe Rake (Axe Mastery)
- Executioner's Strike (Axe Mastery)
- Sprint (Strength)
- Endure Pain (Strength)

Standard axe warrior.

Ranger Spiker

Ranger/Mesmer
Level: 20

Expertise: 11 (10+1)
Marksmanship: 16 (12+4)
Inspiration Magic: 8

- Resurrection Signet ()
- Read the Wind (Marksmanship)
- Dual Shot (Ranger other)
- Punishing Shot [Elite] (Marksmanship)
- Savage Shot (Marksmanship)
- Spirit (?)
- Drain Enchantment (Inspiration Magic)
- Distortion (Illusion Magic)

Prep with read the wind, spike the target on countdown with Dual -> Punishing, and then savage if it still needs a bit more damage. Drain enchantment to remove prot enchants from the target before the spike, and distortion to avoid damage from warriors or other rangers.
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Old Jan 10, 2006, 02:59 AM // 02:59   #3
Ascalonian Squire
 
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Wow thanks for that information. Anyone else?
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Old Jan 10, 2006, 03:02 AM // 03:02   #4
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wow iv been meaning to take a look at earth ele can you tell me how well it works out?
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Old Jan 10, 2006, 05:30 AM // 05:30   #5
JR
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Quote:
Originally Posted by Illusion
wow iv been meaning to take a look at earth ele can you tell me how well it works out?
I added a few notes on how those character builds are run. Nothing comprehensive, but at least it's there. I don't know why I didn't do that in the first place to be honest.
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