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Old Jun 16, 2008, 02:39 AM // 02:39   #1
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What's the best build that could solo cap ALL the shrines? I've been using my own ele build and it could cap all except the rez shrines. Does any1 have a build that has some self survival ex. hb. and that could cap all the shrines solo? And btw I do know that capping in group makes it much easier but my group always mob even my guildies do it.
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Old Jun 16, 2008, 02:55 AM // 02:55   #2
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if your doing a ele. put meteor or meteor shower in your bar for res shrines.

Ps-AB with some different guildies
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Old Jun 16, 2008, 02:57 AM // 02:57   #3
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Its easy, just pop alot of AoEs and a maelstrom to kill the casters. will do fine.
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Old Jun 16, 2008, 02:59 AM // 02:59   #4
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maybe you should split with a monk (you'll cap the shine in 1/2 the time)
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Old Jun 16, 2008, 04:06 AM // 04:06   #5
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E/A AP Nuker comes close, that much I know

but I'd definitely want to b more versatile than that
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Old Jun 16, 2008, 05:05 AM // 05:05   #6
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Quote:
Originally Posted by Bobby2
E/A AP Nuker comes close, that much I know

but I'd definitely want to b more versatile than that
if going as an Ele in AB that would be your best option... not sure why you're complaining about versatility as Eles in AB are basically just Nukers...
Glyph of Sacrifice+Meteor Showers on the Monk in the Res Shrine makes capping it very easy. if you really wanna go crazy you could pack an interrupt, Distrupting Dagger comes to mind and totaly own it and also the Ele shrines and more...
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Old Jun 16, 2008, 05:38 AM // 05:38   #7
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EDIT -- Oops, I should read the original post.

Anyway, probably:

Flame Djinn's Haste
Mystic Regeneration
Mirage Cloak
Rodgort's Invocation/Meteor Shower
Fire Attunement
Glyph of Lesser Energy
Immolate
Mind Blast/Savannah Heat
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Old Jun 16, 2008, 07:00 AM // 07:00   #8
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I'm no expert, but in my limited AB experience, I've generally had good results with MB/MoR/twin heats/Firestorm/Breath of Fire. Start with MoR, unload the AoEs and mop up anything that's still around with MB.

I know FS is generally regarded as a terribad skill, but combined with MoR, it seems to work. Optionally, I'll sub out Breath for MS.

HB and Fire Attunement are the other skills.

I don't claim it's the best, but provided there is no support player about, it will clear any shrine. It also works well as a Turtle/Commander killer in FA
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Old Jun 16, 2008, 07:17 AM // 07:17   #9
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me/e.

fast casting 12 / fire magic 12
[maelstrom][mark of rodgort][savannah heat][breath of fire][liquid flame][flame djinn's haste][fire attunement][glyph of elemental power]

that's the general build i use for fastcapping in ab.
pretty much 1-2-3-4-5 after glyph+attunement at caster shrines
2-3-4-5 at others
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Old Jun 16, 2008, 02:15 PM // 14:15   #10
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If you want to cap fast, you want to cap with 4 points of regen. Even if you take 5 seconds to clear the shrine of npc's, it's wasted if you then take ages capping on your own.
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Old Jun 16, 2008, 06:20 PM // 18:20   #11
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Better get a good team going, if that doesn't work a nuker is indeed the best option. Note that nukers are good at capping but suck at skirmishes, how were you planning to move to one shrine to another without getting jumped?
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Old Jun 16, 2008, 07:47 PM // 19:47   #12
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That's why Fire/Water hybrid = King.
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Old Jun 17, 2008, 03:33 AM // 03:33   #13
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Quote:
Originally Posted by bungusmaximus
Better get a good team going, if that doesn't work a nuker is indeed the best option. Note that nukers are good at capping but suck at skirmishes, how were you planning to move to one shrine to another without getting jumped?
E/D builds get Mirage Cloak, a speed boost, and Mystic Regen, which makes it pretty easy to bail out.
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Old Jun 17, 2008, 04:31 AM // 04:31   #14
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AP cappers are the best speed wise, but it lacks self defense due to very tight bar, and not that versatile due to limitations of AP. If you plan on solo capping, Mirage Cloak, FDH and Mystic Regen combos are probably the be best way to go, but make sure to back it up with good energy management.

That been said, you really need a group to cap effectively, solo capping is always the last resort. You should not have problem finding a decent group as a nuker. An easy way to make a good group is to start one yourself, here are some useful tips. Take only ranked players (r4+ at least), consist of you (ele capper), 1 melee (War/Sin/Derv) asking to ping bar if 2nd class ends in /Mo (avoid mending/healing breeze) or /R (pet = kick), 1 monk (beware of 55) and 1 optional (depend on your group setup).

Good nukers are not bad at skirmishes at all. Again some tips, don't drop your AoE spells at the start, or when the enemy is running. Instead you can either use your AoE spells defensively by dropping it on attacking chars to create "run or die" situation. War on frenzy, sin unleashing combo are especially good with this. Remember to follow up with a big spell, like Rodgort and Liquid flames to creat a decent spike. Or you can also use your AoE spells offensively, monks under heavy pressure and casting or other casters with long casting spells are especially good with this, combine them with snares or KD (meteor) for better effects. It is also highly recommended that you bring at least one non-aoe spell with short recharge to cast in-between. MB + Rodgor is my favorite. Melee hate spells like Bflash and Steam are also good to have. One last thing, if you are fighting over a shrine, make sure you take out the npcs first.
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Old Jun 17, 2008, 07:33 AM // 07:33   #15
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Agree with most of the above, however, the reality of the situation is that unless you have a Guild team, you are unlikely to get an "optimal" mix without taking a looooooong time setting up.

Therefore, I would tend to edge towards utility over perfection - hence HB at 8 points (= +7 regen).

As for the other points, they are well made. I basically realise that I'm a bit of a glass cannon. Things will go boom if I can survive all those sins who just love popping up in my face HB helps as does an PBAoE/DoT spell (even Bed of Coals) if you can find space on your bar.

Anyhow thx for the strategic thoughts.
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Old Jun 17, 2008, 07:53 AM // 07:53   #16
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Forget the nukers. They are so dumb.
When I go AB, and its not often, I take corrupt enhance necro.
Now I just run the other way of the group and solo everybody who wants to take our shrines and everybody who stay in their shrine.
But it takes a little more brains than 1-2-3-4-5, wait 30 sec, 1-2-3-4-5.....
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Old Jun 17, 2008, 05:45 PM // 17:45   #17
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Quote:
Originally Posted by Ultima2
What's the best build that could solo cap ALL the shrines? I've been using my own ele build and it could cap all except the rez shrines. Does any1 have a build that has some self survival ex. hb. and that could cap all the shrines solo? And btw I do know that capping in group makes it much easier but my group always mob even my guildies do it.

I personally use Meteor Shower> Mark of Rodgort> Tenai's Heat, any survivors are mopped up with Mind Blast. You'll only have problems with the warrior shrines, but as others have suggested, an E/D with Mirage Cloak and Mystic Regeneration can tank them long enough to kill them(Flame Djinn's Haste is very helpful). Also, equip a melee weapon when nuking the Mesmer shrines, they won't cast backfire on you that way.
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Old Jun 18, 2008, 08:36 AM // 08:36   #18
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Quote:
Originally Posted by Cyric The Liar
Also, equip a melee weapon when nuking the Mesmer shrines, they won't cast backfire on you that way.
They WILL fry you with overload though, which can be rather painful as well, but I sure as hell gotta try that, might work .
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Old Jun 18, 2008, 10:58 AM // 10:58   #19
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Can't this [fast capper;OQZDALaKP9iiIxAYI9xFkCjI] cap all shrines?
I haven't tried it on warrior or mesmer shrines yet, but works like a charm on ele/ranger/monk shrines.
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Old Jun 18, 2008, 02:02 PM // 14:02   #20
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Quote:
Originally Posted by Lexar
If you want to cap fast, you want to cap with 4 points of regen. Even if you take 5 seconds to clear the shrine of npc's, it's wasted if you then take ages capping on your own.
Quoting this for emphasis.
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