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Old Jun 20, 2006, 02:13 PM // 14:13   #1
Ascalonian Squire
 
Join Date: Jun 2006
Guild: VoFK
Profession: Mo/Me
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Default Degen Build

MyCharacter

Warrior/Assassin
Level: 20

Strength: 10 (9+1)
Tactics: 10 (9+1)
Hammer Mastery: 16 (12+4)

- Healing Signet (Tactics)
You gain 115 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4

- Frenzy (Warrior other)
For 8 seconds, you attack 33% faster but take double damage.
Energy:5 Cast:0 Recharge:4

- Devastating Hammer [Elite] (Hammer Mastery)
If Devastating Hammer hits, your target is knocked down and suffers from Weakness for 21 seconds.
Adrenaline:7

- Crushing Blow (Hammer Mastery)
If this attack hits, you strike for +21 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 21 seconds.
Energy:5 Cast:0 Recharge:10

- Fierce Blow (Hammer Mastery)
If Fierce Blow strikes a foe suffering from Weakness, you deal +42 damage. Otherwise, you deal +21 damage if it hits.
Adrenaline:6

- Irresistible Blow (Hammer Mastery)
If this attack hits you strike for +32 damage. If Irresistible Blow is "blocked," your target is knocked down and takes 32 damage. Irresistible Blow cannot be "evaded."
Energy:5 Cast:0 Recharge:4

- Rush (Strength)
For 16 seconds, you move 25% faster.
Adrenaline:4

- 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



MyCharacter

Warrior/Assassin
Level: 20

Strength: 10 (9+1)
Swordsmanship: 16 (12+4)
Tactics: 10 (9+1)

- Healing Signet (Tactics)
You gain 115 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4

- Frenzy (Warrior other)
For 8 seconds, you attack 33% faster but take double damage.
Energy:5 Cast:0 Recharge:4

- Sever Artery (Swordsmanship)
If this attack hits, the opponent begins Bleeding for 26 seconds, losing Health over time.
Adrenaline:4

- Gash (Swordsmanship)
If this attack hits a Bleeding foe, you strike for 21 more damage and that foe suffers a Deep Wound, lowering that foe's maximum Health by 20% for 21 seconds.
Adrenaline:7

- Final Thrust (Swordsmanship)
Lose all adrenaline. If Final Thrust hits, you deal 42 more damage. This damage is doubled if your target was below 50% Health.
Adrenaline:10

- Hamstring (Swordsmanship)
If this attack hits, your target is Crippled for 16 seconds, slowing his movement.
Energy:10 Cast:0 Recharge:15

- "Charge!" [Elite] (Tactics)
For 5..10 seconds, all allies in the area move 25% faster.
Energy:5 Cast:0 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

MyCharacter

Necromancer/Mesmer
Level: 20

Soul Reaping: 8 (7+1)
Blood Magic: 12 (10+2)
Death Magic: 13 (10+3)
Inspiration Magic: 9

- Tainted Flesh [Elite] (Death Magic)
For 41 seconds, target ally is immune to disease, and anyone striking that ally in melee becomes Diseased for 13 seconds.
Energy:5 Cast:1 Recharge:0

- Rotting Flesh (Death Magic)
Target fleshy creature becomes Diseased for 23 seconds and slowly loses Health.
Energy:15 Cast:3 Recharge:3

- Vile Miasma (Blood Magic)
Target foe is struck for 54 cold damage. If suffering from a Condition, that foe is hexed with Vile Miasma and suffers 3 Health degeneration for 10 seconds.
Energy:10 Cast:1 Recharge:15

- Life Siphon (Blood Magic)
For 22 seconds, target suffers -3 Health degeneration, and you gain +3 Health regeneration.
Energy:10 Cast:2 Recharge:2

- Spirit of Failure (Inspiration Magic)
For 30 seconds, target foe has a 25% chance to miss with attacks. You gain 3 Energy whenever that foe fails to hit in combat.
Energy:10 Cast:3 Recharge:10

- 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

- 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

- 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


MyCharacter

Ranger/Warrior
Level: 20

Expertise: 14 (11+3)
Wilderness Survival: 12 (10+2)
Marksmanship: 11 (10+1)

- Apply Poison (Wilderness Survival)
For 24 seconds, foes struck by your physical attacks become Poisoned for 13 seconds.
Energy:6.6 Cast:2 Recharge:12

- Crippling Shot [Elite] (Marksmanship)
If Crippling Shot hits, your target becomes Crippled for 6 seconds. This attack cannot be blocked or evaded.
Energy:6.6 Cast:0 Recharge:1

- Precision Shot (Marksmanship)
If Precision Shot hits, you strike for +21 damage. Precision Shot cannot be "blocked" or "evaded." This action is easily interrupted.
Energy:4.4 Cast:0 Recharge:6

- Savage Shot (Marksmanship)
If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for 24 damage.
Energy:4.4 Cast:0.5 Recharge:5

- Distracting Shot (Expertise)
If Distracting Shot hits, it interrupts target foe's action but deals only 15 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
Energy:2.2 Cast:0.5 Recharge:10

- Troll Unguent (Wilderness Survival)
For 10 seconds, you gain Health regeneration +9.
Energy:2.2 Cast:3 Recharge:10

- Flurry (Warrior other)
For 5 seconds, your attack rate is increased by 33%, but you deal 25% less damage.
Energy:2.2 Cast:0 Recharge:5

- 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


MyCharacter

Necromancer/Monk
Level: 20

Soul Reaping: 10 (9+1)
Curses: 14 (11+3)
Blood Magic: 12 (10+2)
Protection Prayers: 4

- Life Siphon (Blood Magic)
For 22 seconds, target suffers -3 Health degeneration, and you gain +3 Health regeneration.
Energy:10 Cast:2 Recharge:2

- Faintheartedness (Curses)
For the next 33 seconds, target foe attacks 50% slower, and that foe suffers Health degeneration of 3.
Energy:10 Cast:1 Recharge:8

- Parasitic Bond (Curses)
For 20 seconds, target foe suffers Health degeneration of 1. The caster is healed for 114 when Parasitic Bond ends.
Energy:5 Cast:1 Recharge:2

- Price of Failure (Curses)
For 30 seconds, target foe has a 25% chance to miss with attacks and takes 28 damage whenever that foe fails to hit in combat.
Energy:10 Cast:3 Recharge:10

- Offering of Blood [Elite] (Blood Magic)
Sacrifice 20% maximum Health. You gain 18 Energy.
Energy:5 Cast:0.25 Recharge:15

- Draw Conditions (Protection Prayers)
All negative Conditions are transferred from target other ally to yourself. For each Condition acquired, you gain 11 Health.
Energy:5 Cast:0.25 Recharge:2

- Convert Hexes (Protection Prayers)
Remove all Hexes from target other ally. For 11 seconds, that ally gains +10 armor for each Necromancer Hex that was removed.
Energy:15 Cast:2 Recharge:20

- Rebirth (Protection Prayers)
Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 8 seconds. This Spell consumes all of your remaining Energy.
Energy:10 Cast:6 Recharge:0



MyCharacter

Elementalist/Monk
Level: 20

Protection Prayers: 4

- Ether Prodigy [Elite] (Energy Storage)
Lose all Enchantments. For 5..17 seconds, you gain Energy regeneration of 6. When Ether Prodigy ends, you take 2 damage for each point of Energy you have. This Spell causes Exhaustion.
Energy:5 Cast:1 Recharge:5

- Burning Speed (Fire Magic)
For 5 seconds, you are set on fire and move 30..42% faster. When Burning Speed ends, all adjacent foes are set on fire for 3..8 seconds.
Energy:10 Cast:0.75 Recharge:0

- Incendiary Bonds (Fire Magic)
After 3 seconds, target foe and adjacent foes are struck for 20..68 fire damage and are set on fire for 1..3 seconds.
Energy:15 Cast:2 Recharge:15

- Fireball (Fire Magic)
Target foe and all adjancent foes are struck for 7..91 fire damage.
Energy:10 Cast:2 Recharge:7

- Immolate (Fire Magic)
Target foe is struck for 5..41 fire damage and is set on fire for 1..3 seconds.
Energy:10 Cast:1 Recharge:5

- Healing Breeze (Healing Prayers)
For 10 seconds, target ally gains +3..8 Health regeneration.
Energy:10 Cast:1 Recharge:2

- Heal Party (Healing Prayers)
Heal entire party for 16..67 points.
Energy:15 Cast:2 Recharge:2

- 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


MyCharacter

Monk/Mesmer
Level: 20

Divine Favor: 13 (11+2)
Protection Prayers: 13 (10+3)
Inspiration Magic: 10

- Guardian (Protection Prayers)
For 5 seconds, target ally has a 46% chance to "block" attacks.
Energy:5 Cast:1 Recharge:2

- Mend Condition (Protection Prayers)
Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target other ally. If a Condition is removed, that ally is healed for 61 points.
Energy:5 Cast:0.75 Recharge:2

- 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 71.
Energy:5 Cast:0.25 Recharge:2

- Protective Spirit (Protection Prayers)
For 21 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

- Revealed Hex (Inspiration Magic)
Remove a Hex from target ally and gain 11 Energy. For 20 seconds, Revealed Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0

- Contemplation of Purity (Divine Favor)
Lose all Enchantments. For each one lost, you gain 70 Health, lose one Hex, and lose one Condition.
Energy:5 Cast:0.25 Recharge:10

- Divine Boon (Divine Favor)
While you maintain this Enchantment, whenever you cast a Monk Spell that targets an ally, that ally is healed for 64 points, and you lose 2 Energy.
Energy:5 Cast:0.25 Recharge:1

- Mantra of Recall [Elite] (Inspiration Magic)
For 20 seconds, you gain no benefit from it. You gain 23 Energy when Mantra of Recall ends.
Energy:10 Cast:1 Recharge:20


MyCharacter

Monk/Mesmer
Level: 20

Divine Favor: 9 (8+1)
Healing Prayers: 16 (12+4)
Inspiration Magic: 10

- Healing Light [Elite] (Healing Prayers)
Heal target ally for 104 Health. If your target has an Enchantment, you gain 3 Energy.
Energy:5 Cast:1 Recharge:4

- Orison of Healing (Healing Prayers)
Heal target ally for 73 points.
Energy:5 Cast:1 Recharge:2

- Jamei's Gaze (Healing Prayers)
Heal target other ally for 190 health.
Energy:10 Cast:0.75 Recharge:3

- Infuse Health (Healing Prayers)
Lose half your current Health. Target other ally is healed for 138% of the amount you lost.
Energy:10 Cast:0.25 Recharge:0

- Ethereal Light (Healing Prayers)
Target ally is healed for 105.This spell is easily interrupted.
Energy:5 Cast:1 Recharge:5

- Power Drain (Inspiration Magic)
If target foe is casting a Spell, the Spell is interrupted and you gain 21 Energy.
Energy:5 Cast:0.25 Recharge:25

- Inspired Hex (Inspiration Magic)
Remove a Hex from target ally and gain 11 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0

- Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 18 Energy.
Energy:10 Cast:1 Recharge:25

Last edited by King Blitz; Jun 20, 2006 at 04:31 PM // 16:31.. Reason: change in skill
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Old Jun 20, 2006, 03:17 PM // 15:17   #2
Ascalonian Squire
 
Join Date: Jul 2005
Default

I'm no expert, most of the degen builds I've done have failed miserably, so I won't comment much on the build...just a couple of questions:

Why does your sword warrior have no Elite? Was that intentional? Now normally when I run a sword in GvG my elite is some utility skill like Charge or Shadow Shroud. That build is crowded though...it'd be hard to decide what to substitute.

And how do you plan to beat the obvious counters to a degen build? Everyone brings excellent condition removal, and 1-2 heal party spammers. I would expect to see Scourge Healing in a condition-heavy build to punish the heal party spammer.

As a sidenote: the prevalence of Mend Ailment currently makes me shy away from condition-stacking builds. Mend Ailment becomes a HUGE 5-energy heal when you stack 3+ conditions on a target. It seems better to me to just use 1 condition that you can keep spreading/reapplying. Disease seems to be the best choice. Then use hexes to increase degen, and warrior pressure (which you have) to slowly overwhelm your opponant.

Like I said though...I'm no expert, I'm just curious. Good luck with your build, and thanks for any answers to my questions.
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Old Jun 20, 2006, 04:42 PM // 16:42   #3
Ascalonian Squire
 
Join Date: Jun 2006
Guild: VoFK
Profession: Mo/Me
Default

Thanks for the info Ehanks, the non- elite sword war was changed to charge that was just an error in think about what i wanted and needed in the build.

Yeah and 2 heal party spammers would hurt this build but usually one is a runner not always in battle.

I have been absent from the game for sometime now and i am just making builds with the new skills with no way of testing them until i get my new system up and running, so this is just a guess on what will work now with the new skills. I have heard from friends thought that the FoTM builds are Blood Spike and Dual Smite, don't know how well this will stand up against a spike or a constant pressure build like tainted thumpers (that was the FoTM build when i stopped playing), ill have to test it out and see how it goes.
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