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Old Jun 08, 2005, 09:34 PM // 21:34   #1
Wilds Pathfinder
 
Perishiko ReLLiK's Avatar
 
Join Date: Feb 2005
Guild: Divine Guardians of the Soul (Soul)
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Default Tired of using monks? So be we. BUILD

Figure out a build with well... no monks, perhaps secondary for resing... but yea... This build is requiring warriors + rangers + necros... only... for more effectiveness of the mix-match of skills... Alot of this build is self explanatory if you understand the game mechanics and skills. These below are the nearly required skills, for the build to work... it greatly reduces healing capabilities, and scourge's the monks so they cant heal theirselves with greater reaction, making monks nearly useless. This build also uses a majority of vampiric abilities, and it is not recomended to use any casting classes as primary... Warrior or Ranger, giving yourself high defenses vs physical and elemental. Only using frozen soil after you notice you're not facing a high dmging ele team, that way you keep them down(otherwise, use your resing spells, and dont worry, you can win it). It's recomended to use two ressurection spells on your warriors, keeping one for martyr and the other mainly for resing(unless the other team doesnt have high dmg output). dealing heavy dmg with judges insight + flurry in unison with the order of vamp + order of pain... The necro classes (recomending two, one to constant order of vamp and the other to constant order of pain(which is not needed, and build can be arranged to your tastes/likings)

Edit:: Forgot to add in, it would be nice if you set up this build with a good guild, have the two warriors as callers... first, one warrior calls a target, and four of the team attack that target, then the other one calls another target, and the remaining four attack that target... getting better use out of scourge healing + the ability to demolish monks.

First of all... ranger = predatory season + quickening zephyr + natures renewal + frozen soil + winnowing + barrage + poison*on one ranger, and attack whole team, keeping them poisoned... that's a poison rangers job* (recomended)... multiple rangers using all of these together... *Troll unguent is recomended for self healing*

Second... Necros... rigor mortis + lingering curse + order of vampire + order of pain (not needed, but recomended for extra dmg add ons) + Well of profane (Can demolish protection spells)... *blood magic nukes are recomended for self healing*

Third... Warrior/monk (two suggested)... martyr + purge coniditions + hex removals + scourge healing + judges insight + Flurry

*Vampiric switch out weapons can be recomended for warriors using flurry*


Flames? Fine by me, it's a discussion, if you have skills that you know of that could help the build, or think that certain skills are not needed... then discuss and explain why not... Ranting and raving about it being horrible, when you havent tested it yourself, doesnt help you.

Last edited by Perishiko ReLLiK; Jun 08, 2005 at 09:39 PM // 21:39..
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Old Jun 08, 2005, 09:40 PM // 21:40   #2
Krytan Explorer
 
 
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If someone wants to try it, I'll fill a ranger spot.
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Old Jun 09, 2005, 01:11 AM // 01:11   #3
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Hmm... sounds interesting, but it probably wont work. But hey I would give it a try.

Maybe bring characters that can use the following skills: healing spring, ward against elements, ward against melee, I dunno what esle. Looks like the build would die miserably to good nuking, though.
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Old Jun 09, 2005, 04:00 AM // 04:00   #4
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Quote:
Originally Posted by Neo-LD
Hmm... sounds interesting, but it probably wont work. But hey I would give it a try.

Maybe bring characters that can use the following skills: healing spring, ward against elements, ward against melee, I dunno what esle. Looks like the build would die miserably to good nuking, though.
Nuking teams have a much harder time killing a full team of people with Real armor rather then monks/ele's/mesmers/necros... what i call "gushy armor", while it wont be that much harder for them... using the warrior monks for pure resurrecting, and quick at that... hopefully every character bringing res sig, as i would suspect... alot of the heavy dmg spells of ele's cause some sort of exhaustion... and lots of ele's dont have a feesable way of keeping mana through the whole time, and this, i'm talking about a team of pure tanks/people that have incredibly high ele defense (rangers).

Not much you can do vs a nuking team... but lots of interuptions from rangers/mana draining shot (debilitating*?*)... but the thing is... good nuke teams kill a target instantly... meaning there is no need for healing... which means a team with three extra dmg dealers... and with this build, it's going to be high physical/life leach dmg... its going to tear those weak ele's away with their weak armor... but then again... that all goes down to who has the better coordination.

I like the ward vs elements... but it doesnt seem very effective vs elements... or rather, not as effective as i'd want... spell breaker is a monk primary skill... obsidian flesh is an ele spell... dont want either... so i'm reduced to this suicidal rush/res group... and vs most average groups, it won't get touched at all...

In order to fully test this tho... you'd need two Very good teams of people that are Incredibly coordinated, that way calling/attacking/resing/healing all goes on the way it's suppose to...
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