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Old May 30, 2006, 09:09 PM // 21:09   #1
Wilds Pathfinder
 
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Default My Feast of Corruption Build

Well here we go.

The main part of this build is using the hexes and enchantments on the foe (there's almost always one).

Attributes:
Curses: 16 (12+4)
Soul Reaping: 3
Blood: 12

Here are the Skills:

Vampiric Gaze: I had tons of extra attribute points and decided to use this as damage. Can be switched out with shadow of fear and the rest of the points on soul reaping or can be switched out with soothing images and 12 goes on illusion magic. I don't have SoF because rarely the foes group together. (With my attributes, steals 52 health.) En: 10, Cast: 1, Recharge: 5.

Parasitic Bond: Requires only 5 energy and a fast reload time. You MUST have a hex on the foe to use feast of corruption and this is an easy one to apply. (With my attributes, gives back 126 health.) En: 5, Cast 1, Recharge: 2.

Enfeeble: Takes care of the warriors attacking you, because it causes weakness. This applied with faintheartedness will stop a warrior pretty good and you'll live through a thorough attack (with a monk near you). (With my attributes, lasts 21 seconds) En: 5, Cast:1, Recharge: 5 NOTE: You can not use this with Feast of Corruption as it is not a hex!!!!!

Faintheartedness: Attacking 50% slower, health degen -3 and its a hex! This is a key part of this build because it can slow down the warrior crippling him greatly. (With my attributes, lasts 37 seconds and health degen of 3) En: 15, Cast: 1, Recharge: 8

Desecrate Enchantments: This is always a useful spell for necromancers in PvP since almost all the time someone has mending or healing breeze on them. If not, it still does 63 damage. I decided to put this in since I also wanted to exploit enchants, not just hexes. (With my attributes, it does 63 damage +21 damage to each enchantment on them.) En: 10, Cast: 2, Recharge: 15

FEAST OF CORRUPTION (E): Obviously the main part of this build. This skill was wicked hard for me to capture, but it was well worth it. It's a healer spell and a heavy damage spell. Combined with archane echo, this spike can do about 168 (without hexes) damage in about 7 seconds (maybe less). Well worth it. Plus, if they have a hex on them you can do +84 damage and you get that much back! (With my attributes, it does 84 damage +42 damage from each foe with a hex (surrounding)). If you want, you can add in an area spell with the hope of them grouping together for a massive attack (I would use shadow of fear) but its not so common for them to group up (very satisfying to see all that damage though). En:10, Cast: 2, Recharge: 20

Archane Echo: Use it before FoC. Doubles the effect of it. Enough said. En:15, Cast:2 Recharge: 30

Resurrection Signet: Just in case. En: 0, Cast: 3, Recharge: 0


How to use:

Start off by hexing the group with parasitic bond, that way you can gain that 126 health in a stick situation. You target the main guy you want to hit.

Mesmer: These guys can be tough. Just do a normal routine and hope that you can kill them before they spot you. You usually can.

Monks: Easy. Hit them with hexes then double FoC then desecrate and you'll see the health drop.

Warriors: Cast Enfeeble and Faintheartedness. They'll usually have an enchant such as mending so you can use desecrate enchantments and then with faintheartedness still on, you can still use a double FoC.

Elementalists: Do the same as the monks. They'll usually have an attunement on so its a nice exploitation for desecrate.

Necromancers: Probably the easiest. They usually have low hp and this build will take them down.

Rangers: Do the same as the warrior by casting enfeeble and faintheartedness. They can't do as much damage and the little damage they do is slow. NOTE: Touch rangers are cheap. Enfeeble and faintheart don't work well on them so only attack them when someone else is or if the monk is concentrating on you.

NOTES:
Gang-up. Attack someone whos health is low and you can easily finish them off. It also helps if you do this when their health is high so that they will panic and try to run off where you can catch with with like vampiric gaze and such.

Stay out of sight. I would try to go on high ground and attack from there where people aren't as likely to see you.

The mesmers. Watch out for these guys. Especially if its a migraine mesmer. They can make your casting time horrible so avoid one the best you can.

Health Degen. Possibly bring something to remove hexes (I'm not sure what to use, I have nothing). Hopefully the monk will watch out for you because then you are lethal.


This is the end of my build, I enjoy your feedback and tell me if there are skills that I can replace or a way to destroy health degen.
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Old May 30, 2006, 09:24 PM // 21:24   #2
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why not use hexes that have an aoe effect or spread to adjacent foes?

like shadow of fear or enfeebling blood.
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Old May 30, 2006, 09:42 PM // 21:42   #3
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enfeebling blood causes weakness, it isnt a hex
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Old May 30, 2006, 11:21 PM // 23:21   #4
sno
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This build has no business in TA, it simply doesn't have the elements that TA needs.

a: Most good TA builds offer some sort of effective defense, enfeeble+faintheartedness alone are not effective defense.

b: Your damage is mediocre, costs a ton of energy, and has an insanely long recharge.

c: Where are your runes? Are you not using minor SR or Blood? You should be able to run 16/13/4 using only 1 superior.

Quote:
Stay out of sight. I would try to go on high ground and attack from there where people aren't as likely to see you.
In what arena do you play in which 'hiding' is an effective defense? There is certainly no hiding in Guild Wars, so unless you're talking about another game, that idea is complete nonsense. If you can see your enemy, your enemy can see you, and knows what you are and likely what you're going to do to them. Only a fool doesn't take a look at the oppositions professions before the match begins.
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Old May 31, 2006, 01:54 AM // 01:54   #5
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Well I stated above that I don't use SoF because rarely the groups stick in one small spot and stay there long enough to be properly hexed.

What I also meant by "hiding" is that when I play PvP, I'm constantly moving, picking the right targets, and when everything is covered, I go after the ones I see. I meant by staying out of the way so that you aren't constantly targeted. Possibly by standing with another person like a warrior who can take the damage while you hex from behind. You'll rarely see people run into the enemy and the ones who do get slaughtered. Therefore I didn't plan on people doing that so they will attack the front lines...the line that I'm not in. To me, necromancers aren't as big of a deal as the monk or the mesmers, so I take that one step further and try to almost be not there. Moving back so that they think that it will be too long of a journey to reach me and then just me jumping and hexing.....if that makes sense.

To the runes....I don't only do PvP so I want to keep my armor options open. If you wish, put them on. I really don't care. (Plus I'm extremely low on money (average=100g) since I bought 3 sets of 15k armor and am working on my elite skills (1k per skill).) I didn't even consider putting them on.

Faintheartedness and enfeeble actually do work. Whenever I use enfeeble, if you have tried it, it reduces the amount of a normal attack to about 6-10. With faintheartedness it even slows that down. I considered putting in soothing images to take care of eviscerate and other strong adrenaline attacks (if you read above).

The recharge, I find with a 20/20 curse staff and arcane echo, I only go about 5-7 seconds with out FoC.

Last edited by Eli Scrubs; May 31, 2006 at 02:03 AM // 02:03..
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