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Old Dec 06, 2006, 09:21 PM // 21:21   #41
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Eschew patronizing dribble.

There is a problem with running 16 in an offensive attribute, then having 10 in an off-class offensive attribute, just for the sake of one skill. (An elite at that!) This problem is one of efficiency.

Get a necro to play FOC. Last I checked 16/18 Curse FOC hurts alot more then 10 Curse FOC. (plus, then you can use all sorts of cool skills that own in PVE like Meekness, Desecrate/Defile Enchantments, Defile Flesh, Enfeebling Blood, Vocal Minority etc)

I see the merit in both Water ele's, and FOC necros (the first is the only reasonable substitute for a trapper in stygian, and the latter I run), but running FOC on a Water ele is like running a Monk with Dash. You can do it, maybe even get it to do what you want to, but why wouldnt you just do something better?
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Old Dec 06, 2006, 10:44 PM // 22:44   #42
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Quote:
Originally Posted by Zinger314
That doesn't work because the Margonite Healers are freaking unbelieveable. They use both Healer's Boon and Healing Whisper. That, combined with their ridicolous attributes, can outheal most spikes.
Can they outheal spikes that hit six to eight guys?

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Old Dec 06, 2006, 10:54 PM // 22:54   #43
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no obviously you didn't read the skill description of foc, because the fact it has a 20 second recharge. searing flames has 2 second recharge. lets 9-16 gives you about 10 in curse gives you a foc that does 59 shadow then 29 stealing for 88 damage every 20 seconds. Searing flames causes burning which is 14 damage a second (7 pips of degen) then does lets say the 66 with their al. So in the ~3.5 seconds it takes to cast 2 searing flames, you deal 49 dmg from buring and 66 from searing for a total of 115 damage. 115 dmg in ~3.5 seconds > 88 damage every ~22 seconds from foc. Those numbers include cast times and i believe the duration after you cast a spell is abou .5 seconds before you can cast agian. Now see why your little foc ele is useless? the slowdown from deepfreeze is very useful, but you get the 10 seconds no matter what your watter att is anyway, therefor it is usuable with other elements for the pure slowdown/hex usage.
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Old Dec 07, 2006, 08:25 AM // 08:25   #44
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Quote:
Originally Posted by ubermancer
Eschew patronizing dribble.

There is a problem with running 16 in an offensive attribute, then having 10 in an off-class offensive attribute, just for the sake of one skill. (An elite at that!) This problem is one of efficiency.

Get a necro to play FOC. Last I checked 16/18 Curse FOC hurts alot more then 10 Curse FOC. (plus, then you can use all sorts of cool skills that own in PVE like Meekness, Desecrate/Defile Enchantments, Defile Flesh, Enfeebling Blood, Vocal Minority etc)

I see the merit in both Water ele's, and FOC necros (the first is the only reasonable substitute for a trapper in stygian, and the latter I run), but running FOC on a Water ele is like running a Monk with Dash. You can do it, maybe even get it to do what you want to, but why wouldnt you just do something better?
Problem is, and I have tested this, NO elements deal vast quantities of damage out there. Searing Flames' damage is severely reduced from what it actually states in the skill description. SO, instead of bringing another water magic skill which says it deals X damage and actually deals a half of that I take a necro skill which deals X damage...and then steals Y health on top. What is so wrong with that? Why can't I take a skill which deals the damage it says it's supposed to deal? This sort of inflexibility will get you nowhere. Also, I do play a necro, and yes, I use FoC with her...and yes it's friggin' awesome...and of COURSE she can do it better because she can have 16+ in Curses. That is not the point here. I fail to see what is wrong with using skills from your secondary profesion...otherwise I might as well be E20.

Quote:
Originally Posted by Lord Ra
no obviously you didn't read the skill description of foc, because the fact it has a 20 second recharge. searing flames has 2 second recharge. lets 9-16 gives you about 10 in curse gives you a foc that does 59 shadow then 29 stealing for 88 damage every 20 seconds.
As for you...I DON'T use FoC with a fire build. What would be the point in that? Fine, if I were in a group with you and you wanted me to go fire for whatever reason I don't have a problem with that (even though one thing that annoys me the most is that people think Fire is the ONLY element), if you even wanted to request that I take one or two skills - I don't mind. What I HATE is when people start telling me MY skillbar. But that is beside the point. My point is Water and Fire have two COMPLETELY different uses. I was purely trying to think outside the contraints of "an elementalist can only use fire magic for the elite mission" so until you come back to me with a water skill that vastly out-performs FoC I don't especially think your SF - FoC argument is valid. As for the 20 second recharge - Maelstrom is 30 seconds...why didn't you complain about that?

Last edited by Cebe; Dec 07, 2006 at 09:12 AM // 09:12..
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Old Dec 07, 2006, 09:13 AM // 09:13   #45
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Quote:
Originally Posted by ubermancer
but running FOC on a Water ele is like running a Monk with Dash. You can do it, maybe even get it to do what you want to, but why wouldnt you just do something better?
So your saying dash is better on a non-monk? Last I checked it was an unlinked skill and mainly used to shake mobs.

So unlinked = the same for everyone does it not?

But back to the point if it works what is the problem? I've used a secondary class before just to gain access to one skill. Like when I play BeastMaster I use a staff (OMG I guess I shouldn't really do that).

Reason being I have 0 points in marksmanship and the extra energy + hp is a gods send.

Why is it when you try something a little bit different people jump down your throat without testing it, or giving you a chance to prove yourself?

I've met several people like you that are "blinded" and think "My way is better" only to be proven wrong at the end of the mission / quest.
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Old Dec 07, 2006, 12:33 PM // 12:33   #46
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Quote:
Originally Posted by Razorwood
So your saying dash is better on a non-monk? Last I checked it was an unlinked skill and mainly used to shake mobs.

So unlinked = the same for everyone does it not?

But back to the point if it works what is the problem? I've used a secondary class before just to gain access to one skill. Like when I play BeastMaster I use a staff (OMG I guess I shouldn't really do that).

Reason being I have 0 points in marksmanship and the extra energy + hp is a gods send.

Why is it when you try something a little bit different people jump down your throat without testing it, or giving you a chance to prove yourself?

I've met several people like you that are "blinded" and think "My way is better" only to be proven wrong at the end of the mission / quest.
I think the arguement he made was that Return and/or Dark Escape are better choices for a monk. They do require attribute spending, but have distinct advantages that are the reason that many experienced PvP monks use this over Dash.
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Old Dec 07, 2006, 01:55 PM // 13:55   #47
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Quote:
Originally Posted by Celestial Beaver
*sigh*
Obviously you either can't read or didn't understand the description of Feast of Corruption. FoC Deals so much damage to multiple foes and if they are under the influence of a hex I also steal health. And that damage is pretty much, more often than not, what it says on the tin. Not like Searing Flames which says it deals 112 and actually deals 60 damage.
Compareing Metor Shower to FOC/water Hex. I can see it working but the dps is quite a bit less the spaming Searing flames over and over... but your deep freeze would help alot with agro control etc...
maybe blur vision or something else to help with melee idk ..
So i could go either way..

Quote:
Originally Posted by Razorwood
So your saying dash is better on a non-monk? Last I checked it was an unlinked skill and mainly used to shake mobs.
So unlinked = the same for everyone does it not?
I don't think he said dash is even to be used... and ya shake mobs check again.

Last edited by Lucifer PVP; Dec 07, 2006 at 02:06 PM // 14:06..
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Old Dec 07, 2006, 02:07 PM // 14:07   #48
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Quote:
Originally Posted by Lucifer PVP
Compareing Metor Shower to FOC/water Hex. I can see it working but the dps is quite a bit less the spaming Searing flames over and over... but your deep freeze would help alot with agro control etc...

So i could go either way...
That is the point! Yes. Water is generally used to try to keep the mob in a nice tight spot so that the Fire / Earth ele CAN achieve maximum results with their AoE. Water's primary function, as I see it, it not to cause as much damage as is humanly possible. Therefore a comparison between Water and Fire in terms of damage dealing is just a bad idea.

Quote:
Originally Posted by Lucifer PVP
Quote:
Originally Posted by Razorwood
So your saying dash is better on a non-monk? Last I checked it was an unlinked skill and mainly used to shake mobs.
So unlinked = the same for everyone does it not?
I don't think he said dash is even to be used... and ya shake mobs check again.
It was Ubermancer who mentioned a monk using Dash to try to demonstrate that, for some reason, you shouldn't use your secondary profession's skills. In which case...E/Mos should always take Resurrection Signet and NEVER take a reusable res

Last edited by Cebe; Dec 07, 2006 at 02:13 PM // 14:13..
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Old Dec 07, 2006, 02:12 PM // 14:12   #49
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Quote:
Originally Posted by Razorwood

Why is it when you try something a little bit different people jump down your throat without testing it, or giving you a chance to prove yourself?

I've met several people like you that are "blinded" and think "My way is better" only to be proven wrong at the end of the mission / quest.
With all due respect to whatever skills you may, or may not, have, Ubermancer can not be added to the "blinded" group of which you speak. He simply has created more builds, modified more builds to make them better or proven more people wrong than just about anyone playing GW today. Yes, that reads as quite a boast, but by all evidence, it's true.
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Old Dec 07, 2006, 02:30 PM // 14:30   #50
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Quote:
Originally Posted by fgarvin
With all due respect to whatever skills you may, or may not, have, Ubermancer can not be added to the "blinded" group of which you speak. He simply has created more builds, modified more builds to make them better or proven more people wrong than just about anyone playing GW today. Yes, that reads as quite a boast, but by all evidence, it's true.
All I know about Ubermancer is what i've read here.

If what he said in this thread is typical of him then his little box of builds must be running low of ideas.

And at the end of the day this is a brain storming thread not a "Let's put people's builds down thread"

And how is saying make a Necro a valid answer? Surely if Beaver made a N/E and used 1 curse and filled the bar with water magic, Ubermancer would say make an Ele so your water magic does more damage / lasts longer?

As for the other curses he mentioned yes there nice but that's not what the build is about.
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Old Dec 07, 2006, 02:59 PM // 14:59   #51
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Quote:
Originally Posted by Razorwood
And at the end of the day this is a brain storming thread not a "Let's put people's builds down thread"
Arguing that one's build is not running as efficiently as possible isn't a personal attack. It is meant to show weaknesses in order to allow for improvelent. Giving everyone a pat on the butt and a thumbs up to their build no matter how ridiculous it is doesn't really help anyone, even if it gives someone a false sense of accomplishment.

Quote:
Originally Posted by Razorwood
And how is saying make a Necro a valid answer? Surely if Beaver made a N/E and used 1 curse and filled the bar with water magic, Ubermancer would say make an Ele so your water magic does more damage / lasts longer?

As for the other curses he mentioned yes there nice but that's not what the build is about.
I believe you might have misread his post. The general idea was to have a necro AND a water ele work in conjunction. Instead of having one character that does two roles inneficiently, you can have two characters that can focus in their strengths in a manner that is complementary. If you have a water ele and a necro, then the water ele has more room on their bar to increase efficiency at snaring (and also has an elite slot open), while the curses necro can take advantage of the hexes laid by the ele (and not have to rely on Suffering with it's inneficient damage output) while also able to have access to other necro skills that could help the team. The necro could even have blood rit that may help the water ele as well if needed.
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Old Dec 07, 2006, 03:10 PM // 15:10   #52
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Searing flame's damage comes from burning, larger aoe ("nearby"),

From what i see as many people' complain that it does lower damage on high level armor foes. Yes it does.

I have a r3 ele

Searing Flame does 78 damage to squishy, 48 to warrior and paragon, and around 50 something to dervish, and pathetically 34 againist ranger, as you can see its damage is much lowered. I suggest team use one searing flame ele and one savanning heat ele, you can inflict both armor ignoring burning and damage to foes. (echo savannhing heat is very powerful, especially when snared, 350+ armor ignoring damage.)
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Old Dec 07, 2006, 03:51 PM // 15:51   #53
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Here it goes. This is my version of the minion factory. Original idea is somewhere on these threads, so kudos to the OP. Anyway it's my variation:

Basically the idea behind it lies in creating 40 minions and then overwhelm the foes with it.
  • Since I have all the MM's with order of the undeath I've thrown 2 monks for extra healing.
  • All MM's have Verata's Aura in case one of the mm's dies the minions wouldn't turn against us.
  • The ritualist is there to keep shelter all the time with soul twist
  • The most difficult role here is the bipper. Basically in the beginning he has to sacrifice himself to death, but then with 60dp he should have low health and the idea is getting himself with around 50hp so blood of the master would be less a pain for monks. Basically he has to spam the spirits and then back off and just spam blood of the master forever. Monks must heal him
  • I've decided to take the role of blood of the master spammer from the other MM's because they already have enough pressure due to Order of the Undeath. It could be a good idea to inclue an extra MM to spam blood of the master.
  • Comments welcome!



First MM

Necromancer/Monk
Level: 20

Soul Reaping: 9 (8+1)
Death Magic: 16 (12+4)
Healing Prayers: 10

Animate Bone Fiend (Death Magic)
Exploit nearest corpse to animate a level 18 bone fiend. Bone Fiends can attack at range.
Energy:25 Cast:3 Recharge:5

Animate Vampiric Horror (Death Magic)
Exploit nearest corpse to animate a level 18 Vampiric Horror. Whenever a Vampiric Horror you control dealds damage, you gain the same amount of Health.
Energy:25 Cast:3 Recharge:5

Animate Shambling Horror (Death Magic)
Exploit nearest corpse to create a level 18 shambling horror. When the shambling horror dies, it is replaced by a level 0 jagged horror that causes Bleeding with each of its attacks.
Energy:15 Cast:3 Recharge:25

Verata's Sacrifice (Death Magic)
Sacrifice 15% max Health. For 10 seconds, all of your undead allies gain +10 Health regeneration. All Conditions are removed from those allies and transferred to you. This Spell instantly recharges if you control 3 or fewer minions.
Energy:10 Cast:2 Recharge:60

Verata's Aura (Death Magic)
Sacrifice 33% max Health. All hostile animated undead in the area become bound to you. Verata's Aura ends after 312 seconds. When Verata's Aura ends, you lose your bond with any undead bound to you. (50% failure chance with Death Magic attribute of 4 or less)
Energy:15 Cast:0.75 Recharge:30

Order of Undeath [Elite] (Death Magic)
Sacrifice 10% of your maximum Health. For 5 seconds, your minions deal +17 damage, but you lose 2% of your maximum Health whenever one of your minions hits with an attack.
Energy:10 Cast:1 Recharge:5

Heal Area (Healing Prayers)
Heal yourself and all adjacent creatures for 130 points.
Energy:10 Cast:1 Recharge:5

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 10..4 seconds. This Spell consumes all of your remaining Energy.
Energy:10 Cast:6 Recharge:0

Second MM

Necromancer/Monk
Level: 20

Soul Reaping: 9 (8+1)
Death Magic: 16 (12+4)
Healing Prayers: 10

Animate Bone Fiend (Death Magic)
Exploit nearest corpse to animate a level 18 bone fiend. Bone Fiends can attack at range.
Energy:25 Cast:3 Recharge:5

Animate Vampiric Horror (Death Magic)
Exploit nearest corpse to animate a level 18 Vampiric Horror. Whenever a Vampiric Horror you control dealds damage, you gain the same amount of Health.
Energy:25 Cast:3 Recharge:5

Animate Shambling Horror (Death Magic)
Exploit nearest corpse to create a level 18 shambling horror. When the shambling horror dies, it is replaced by a level 0 jagged horror that causes Bleeding with each of its attacks.
Energy:15 Cast:3 Recharge:25

Verata's Sacrifice (Death Magic)
Sacrifice 15% max Health. For 10 seconds, all of your undead allies gain +10 Health regeneration. All Conditions are removed from those allies and transferred to you. This Spell instantly recharges if you control 3 or fewer minions.
Energy:10 Cast:2 Recharge:60

Verata's Aura (Death Magic)
Sacrifice 33% max Health. All hostile animated undead in the area become bound to you. Verata's Aura ends after 312 seconds. When Verata's Aura ends, you lose your bond with any undead bound to you. (50% failure chance with Death Magic attribute of 4 or less)
Energy:15 Cast:0.75 Recharge:30

Order of Undeath [Elite] (Death Magic)
Sacrifice 10% of your maximum Health. For 5 seconds, your minions deal +17 damage, but you lose 2% of your maximum Health whenever one of your minions hits with an attack.
Energy:10 Cast:1 Recharge:5

Heal Area (Healing Prayers)
Heal yourself and all adjacent creatures for 130 points.
Energy:10 Cast:1 Recharge:5

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 10..4 seconds. This Spell consumes all of your remaining Energy.
Energy:10 Cast:6 Recharge:0

Third MM

Necromancer/Monk
Level: 20

Soul Reaping: 9 (8+1)
Death Magic: 16 (12+4)
Healing Prayers: 10

Animate Bone Fiend (Death Magic)
Exploit nearest corpse to animate a level 18 bone fiend. Bone Fiends can attack at range.
Energy:25 Cast:3 Recharge:5

Animate Vampiric Horror (Death Magic)
Exploit nearest corpse to animate a level 18 Vampiric Horror. Whenever a Vampiric Horror you control dealds damage, you gain the same amount of Health.
Energy:25 Cast:3 Recharge:5

Animate Shambling Horror (Death Magic)
Exploit nearest corpse to create a level 18 shambling horror. When the shambling horror dies, it is replaced by a level 0 jagged horror that causes Bleeding with each of its attacks.
Energy:15 Cast:3 Recharge:25

Verata's Sacrifice (Death Magic)
Sacrifice 15% max Health. For 10 seconds, all of your undead allies gain +10 Health regeneration. All Conditions are removed from those allies and transferred to you. This Spell instantly recharges if you control 3 or fewer minions.
Energy:10 Cast:2 Recharge:60

Verata's Aura (Death Magic)
Sacrifice 33% max Health. All hostile animated undead in the area become bound to you. Verata's Aura ends after 312 seconds. When Verata's Aura ends, you lose your bond with any undead bound to you. (50% failure chance with Death Magic attribute of 4 or less)
Energy:15 Cast:0.75 Recharge:30

Order of Undeath [Elite] (Death Magic)
Sacrifice 10% of your maximum Health. For 5 seconds, your minions deal +17 damage, but you lose 2% of your maximum Health whenever one of your minions hits with an attack.
Energy:10 Cast:1 Recharge:5

Heal Area (Healing Prayers)
Heal yourself and all adjacent creatures for 130 points.
Energy:10 Cast:1 Recharge:5

Resurrect (Monk other)
Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy.
Energy:10 Cast:6 Recharge:5

Fourth MM

Necromancer/Monk
Level: 20

Soul Reaping: 9 (8+1)
Death Magic: 16 (12+4)
Healing Prayers: 10

Animate Bone Fiend (Death Magic)
Exploit nearest corpse to animate a level 18 bone fiend. Bone Fiends can attack at range.
Energy:25 Cast:3 Recharge:5

Animate Vampiric Horror (Death Magic)
Exploit nearest corpse to animate a level 18 Vampiric Horror. Whenever a Vampiric Horror you control dealds damage, you gain the same amount of Health.
Energy:25 Cast:3 Recharge:5

Animate Shambling Horror (Death Magic)
Exploit nearest corpse to create a level 18 shambling horror. When the shambling horror dies, it is replaced by a level 0 jagged horror that causes Bleeding with each of its attacks.
Energy:15 Cast:3 Recharge:25

Verata's Sacrifice (Death Magic)
Sacrifice 15% max Health. For 10 seconds, all of your undead allies gain +10 Health regeneration. All Conditions are removed from those allies and transferred to you. This Spell instantly recharges if you control 3 or fewer minions.
Energy:10 Cast:2 Recharge:60

Verata's Aura (Death Magic)
Sacrifice 33% max Health. All hostile animated undead in the area become bound to you. Verata's Aura ends after 312 seconds. When Verata's Aura ends, you lose your bond with any undead bound to you. (50% failure chance with Death Magic attribute of 4 or less)
Energy:15 Cast:0.75 Recharge:30

Order of Undeath [Elite] (Death Magic)
Sacrifice 10% of your maximum Health. For 5 seconds, your minions deal +17 damage, but you lose 2% of your maximum Health whenever one of your minions hits with an attack.
Energy:10 Cast:1 Recharge:5

Heal Area (Healing Prayers)
Heal yourself and all adjacent creatures for 130 points.
Energy:10 Cast:1 Recharge:5

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 10..4 seconds. This Spell consumes all of your remaining Energy.
Energy:10 Cast:6 Recharge:0

Bipper

Necromancer/Ranger
Level: 20

Blood Magic: 3
Death Magic: 16 (12+4)
Beast Mastery: 9
Wilderness Survival: 9

Blood of the Master (Death Magic)
Sacrifice 5% max Health. All adjacent undead allies are healed for 122. You sacrifice an additional 2% maximum Health per minion healed this way.
Energy:5 Cast:1 Recharge:2

Blood is Power [Elite] (Blood Magic)
Sacrifice 33% max Health. For 10 seconds, target other ally gains +4 Energy regeneration.
Energy:5 Cast:0.25 Recharge:0

Predatory Season (Beast Mastery)
Create a level 6 Spirit. For non-Spirit creatures within its range, all healing is reduced by 20%. If any of your attacks hit, you gain 5 Health. This Spirit dies after 102 seconds.
Energy:5 Cast:5 Recharge:60

Nature's Renewal (Wilderness Survival)
Create a level 6 Spirit. For 102 seconds, Enchantments and Hexes non-Spirit creatures take twice as long to cast. and it costs twice as much Energy to maintain Enchantments. This Spirit dies after 102 seconds.
Energy:5 Cast:5 Recharge:60

Tranquility (Wilderness Survival)
Create a level 6 Spirit. Enchantments cast by creatures within its range expire 38% faster. This spirit dies after 42 seconds.
Energy:15 Cast:5 Recharge:60

Winnowing (Wilderness Survival)
Create a level 6 Spirit. Non-Spirit creatures withing range take 4 additional damage whenever they take physical damage. This Spirit dies after 102 seconds.
Energy:5 Cast:5 Recharge:60

Healing Spring (Wilderness Survival)
For 10 seconds, all nearby allies are healed for 42 every 2 seconds. While activating this skill, you are easily interrupted.
Energy:10 Cast:2 Recharge:20

Troll Unguent (Wilderness Survival)
For 10 seconds, you gain Health regeneration +7.
Energy:5 Cast:3 Recharge:10

Prot Monk

Monk/Ritualist
Level: 20

Divine Favor: 16 (12+4)
Healing Prayers: 10 (9+1)
Protection Prayers: 10 (9+1)

Death Pact Signet (Ritualist None)
Resurrect target party member with your current Health and Energy. The next time that ally dies, so do you.
Energy:0 Cast:2 Recharge:8

Blessed Light [Elite] (Divine Favor)
Heal target ally for 122 Health and remove one Condition and one Hex. This is an elite skill.
Energy:10 Cast:0.75 Recharge:5

Gift of Health (Healing Prayers)
All of your other Healing Prayers skills are disables for 7 seconds. Target other ally is healed for 105 Health.
Energy:5 Cast:0.75 Recharge:5

Protective Spirit (Protection Prayers)
For 17 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

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 58.
Energy:5 Cast:0.25 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 48 points.
Energy:5 Cast:0.75 Recharge:2

Signet of Devotion (Divine Favor)
Heal target ally for 106 points.
Energy:0 Cast:2 Recharge:5

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 5 seconds. This Spell consumes all of your remaining Energy.
Energy:10 Cast:6 Recharge:0

Monk Woh

Monk/Ritualist
Level: 20

Divine Favor: 13 (12+1)
Healing Prayers: 16 (12+4)

Death Pact Signet (Ritualist None)
Resurrect target party member with your current Health and Energy. The next time that ally dies, so do you.
Energy:0 Cast:2 Recharge:8

Dwayna's Sorrow (Healing Prayers)
For 30 seconds target ally and all nearby allies are Enchanted with Dwayna's Sorrow. If an ally dies while under the effects of Dwayna's Sorrow, your party is healed for 53.
Energy:5 Cast:1 Recharge:5

Word of Healing [Elite] (Healing Prayers)
Heal target other ally for 84 points. Heal for an additional 106 points if that ally is below 50% Health.
Energy:5 Cast:0.75 Recharge:4

Healing Touch (Healing Prayers)
Heal target touched ally for 63 points. Health gain from Divine Favor is doubled for this Spell.
Energy:5 Cast:0.75 Recharge:5

Words of Comfort (Healing Prayers)
Target ally is healed for 63 Health and an additional 47 Health if that ally is suffering from a Condition.
Energy:5 Cast:1 Recharge:4

Signet of Devotion (Divine Favor)
Heal target ally for 89 points.
Energy:0 Cast:2 Recharge:5

Holy Haste (Divine Favor)
For 52 seconds, your Healing Prayers Spells cast 50% faster. This Enchantment ends if you cast another Enchantment.
Energy:10 Cast:1 Recharge:10

Resurrection Chant (Healing Prayers)
Resurrect target party member with up to your current health and 37% Energy. This spell has half the normal range.
Energy:10 Cast:8 Recharge:0

Ritualist

Ritualist/Monk
Level: 20

Spawning Power: 13 (12+1)
Communing: 16 (12+4)
Protection Prayers: 3

Death Pact Signet (Ritualist None)
Resurrect target party member with your current Health and Energy. The next time that ally dies, so do you.
Energy:0 Cast:2 Recharge:8

Soul Twisting [Elite] (Ritualist None)
Destroy target allied spirit. The next Binding Ritual you perform casts 66% faster and recharges instantly.
Energy:5 Cast:0 Recharge:15

Shelter (Communing)
Create a level 8 spirit. Allies within its range cannot lose more than 10% maximum Health from a single attack. When this Spirit prevents damage, it loses 43 Health. This spirit lasts 62 seconds.
Energy:25 Cast:5 Recharge:45

Pain (Communing)
Create a level 8 spirit. This Spirit's attacks deal 21 damage. This Spirit dies after 158 seconds.
Energy:5 Cast:3 Recharge:30

Union (Communing)
Create a level 8 spirit. Whenever an ally in its range takes damage, that damage is reduced by 15 and the Spirit takes 15 damage. The Spirit dies after 62 seconds.
Energy:15 Cast:3 Recharge:45

Spirit's Gift (Spawning Power)
For 60 seconds, whenever you create a creature, all allies near that creature gain 44 Health and lose 1 Condition.
Energy:10 Cast:1 Recharge:45

Boon of Creation (Spawning Power)
For 54 seconds, whenever you create a creature, you gain 44 Health and 5 Energy.
Energy:10 Cast:2 Recharge:45

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
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Old Dec 07, 2006, 03:57 PM // 15:57   #54
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Actually i think the foc idea is a good one accept on a necro primary. What about an LB Gaze FOC necro using reckless, a water snare ele, a maelstrom/degen mes (maybe even with shared burden?) a ranger with the GC/winter combo. I dunno there are quite a few aoe hexes that will really up the foc spike plus everyone running LB gaze might make quick work of the areas with a good aggro control tank. Since the mobs are always going to be slowed, the aoe spikes would be nice. You could even run an SS necro with mimcry and grab FOC off the other necro for an additional FOC spike. plus the SS could be running the added aoe hexes, like suffering, shadow of fear +spam parasitic and malaise. Really, 5 hexes is almost 300 aoe guaranteed damage x2 every 20 seconds (10 sec if you get the 1/2 recharge).

Not sure how well it would do and the group would have to be organized but,

Suffering + Shadow of Fear + Reckless + Shared Burden (or some other mes hex) + Deep Freeze... Meh just brainstoming
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Old Dec 07, 2006, 04:02 PM // 16:02   #55
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Quote:
Originally Posted by Grolubao
Here it goes. This is my version of the minion factory. Original idea is somewhere on these threads, so kudos to the OP. Anyway it's my variation:
Umm toss natures renewal unless you wanna kill the e of the monks throwing enchants..

I also wonder if order of undeath applies to all the minnions (not just you're own) 40 x 2 80% of you're health in less then a second = 4 dead MM's....

Last edited by gabrial heart; Dec 07, 2006 at 04:09 PM // 16:09..
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Old Dec 07, 2006, 04:09 PM // 16:09   #56
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Quote:
Originally Posted by gabrial heart
Umm toss natures renewal unless you wanna kill the e of the monks throwing enchants..
You're totally right, my first version had 2 healing monks instead of a healing and a prot monk. Probably it's better to use just 2 healing monks and leave nature's there.

Quote:
Originally Posted by gabrial heart
I also wonder if order of undeath applies to all the minnions (not just you're own) 40 x 2 80% of you're health in less then a second = 4 dead MM's....
All your minions, it was great if it was all minions, but no...
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Old Dec 07, 2006, 04:35 PM // 16:35   #57
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Quote:
Originally Posted by Grolubao
All your minions, it was great if it was all minions, but no...
Regardless, I'm not even sure an MM would be that great in there. After producing the 40 minions, the first group could possible wipe most of them out.

Minion factory's have pretty much been nuked and raising 40 minions with one saccer might take a good deal of time. BotM on 40 minions is 85% of the saccers health, which prolly isn't much at 60 dp, but as you go, lowering his dp per group might be a problem (of course he could always just sac again). Hmmm....
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Old Dec 07, 2006, 04:44 PM // 16:44   #58
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gabrial think of this: If for example the saccer has 10hp which isn't that difficult having a set with superiors he would use blood of the master having then 3hp regaining per second 14hp with troll unguent, he could spam BotM forever.

40 minions with +17dmg per hit is a great deal imho...

I would take prot monk out and put a light of deliverance monk
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Old Dec 07, 2006, 08:06 PM // 20:06   #59
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I've tried a bunch of things trying to get past gloom and here's some things that DONT work and why

MF- minions eventually get spike killed, botm every 2 seconds on three people wont even work

Traps-works fine up until you have to beat the waves

5 sandstorrm ele bodyblocking front line-seems spells get them in the end, best to focus on one tank with SB and SoA

Edit: and paragons are VERY useful. Angelic bond/they're one fire/stand your ground with a searing flames ele mitigates attack damage to zilch.
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Old Dec 07, 2006, 08:51 PM // 20:51   #60
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yawn.......this is why i don't pug ever. thank god my hench dont bring foc on an ele. the minion idea would be hella funny though. "yes water is there to help the nukers!" no shit sherlock, as i said deep freeze is 10 seconds UNCONDITIONAL slowdown, so why run an inferior dmg line in most of these places when your object is damage. Oh lets talk about ice spear while we are at it, i love when my ele runs INTO MOBS to ice spear people, expecially when ice spear does barly ANY dmg at all, and the mobs can 1-2 hit kill that ele. obviously you missed the memo about that skill havnt HALF RANGE. plz dont even try to defend yourself, when you do you look like more of an idiot. thats the reason why im 3/4 quests, and only havnt beat it cuz of an untimly err7 to a monk, and your still defending your foc water ele build. thanks for playing. wtb ether prodigy for 2k. water only has a place in the stygian quest, otherwise, its completly unneeded. and people criticizing uber on builds.....half of you wouldn't have anything to farm if it wasnt for him, but then again, like you look whos builds you jack anyways.
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