May 20, 2005, 06:25 AM // 06:25
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#1
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Ascalonian Squire
Join Date: May 2005
Location: The Netherlands
Guild: We Treasure Friends
Profession: Mo/R
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Will this Mo/R build do ?
Took me awhile to find the appropriate section since im blind and am to lazy to look anywhere but hey, at least I found it .
Well I decided to make a monk/ranger for full support, rate and improve please
Healing prayers 9+3
Protecting prayers 9+3
Divine Favor 3+1
Beast mastery 12+3
Ranger skills :
Fertile Season - Nature Ritual
Create a level 1-8 Spirit. For creatures within its range,maximum health is increased by 50-474 and they gain +24 armor. This Spirit dies after 30-78 seconds.
Symbiosis - Nature Ritual
Create a level 1-8 Spirit. For creatures within its range, for each enchantment on a creature, that creataure's maximum health is increased by 27-125. This Spirit dies after 30-126 seconds
Monk Skills :
Infuse Health - Spell
Lose half your current health. Target other ally is healed for 100-129% of the amount you lost.
Heal Other - Spell
Heal target other ally for 35-151 Health.
Aegis - Enchantment Spell
All party members are enchanted with Aegis. For 5-10 seconds, they have a 50% chance to block attacks.
Life Barrier {Elite} - Enchantment Spell
While you maintain this "Enchantment", damage to target other ally is halved. If your health is below 70~46% when that ally takes damage, Life Barrier ends.
Light of Dwayna - Spell
Resurrect all nearby dead allies.
Essence Bond - Enchantment Spell
While you maintain this "Enchantment", whenever your target ally takes physical damage, you gain 1 energy. (I might change this skill with healing spring
I´m still sorting out wich skills are best for this tactic. (And im not sure if its a common used one, I for one havent seen one yet.
The basic goal of this build is to be supportive to your party, giving them an huge amount of extra hp. And reducing the amount of damage they take..
Edit : I´ve heard about 2 quests giving 15 attribute points each or so, wich will most likely increase my divine favor abit
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May 20, 2005, 01:40 PM // 13:40
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#2
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Pre-Searing Cadet
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You have beast mastery at 12 yet you do not have any pet skills listed. You need to have at least charm animal on your bar to have it along with you. You prob dont want to waste energy on pet attacks anyway if you still want to be the primary healer.
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May 20, 2005, 02:01 PM // 14:01
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#3
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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Quote:
Originally Posted by Baldy
You have beast mastery at 12 yet you do not have any pet skills listed. You need to have at least charm animal on your bar to have it along with you. You prob dont want to waste energy on pet attacks anyway if you still want to be the primary healer.
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He has two Beastmastery skills listed.
They're rituals.
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May 20, 2005, 03:24 PM // 15:24
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#4
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Ascalonian Squire
Join Date: May 2005
Location: The Netherlands
Guild: We Treasure Friends
Profession: Mo/R
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yes those ranger skills are both beast mastery, made that way to add health to the party . Having a pet in my party would at least cost 2 more skills so thats pretty useless since this build isnt made for dealing damage at all.
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May 20, 2005, 03:32 PM // 15:32
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#5
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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Quote:
Originally Posted by Mirail
yes those ranger skills are both beast mastery, made that way to add health to the party . Having a pet in my party would at least cost 2 more skills so thats pretty useless since this build isnt made for dealing damage at all.
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It's interesting, but I think that you'd be better off encouraging another party member to carry the ranger skills and using ways to support more enchantments yourself - but if you can't get someone else carrying them it could be a very good build.
A maintained spell is costing you 20 energy per minute plus the initial cost - if you want to maximise the benefit from the symbiosis I'd suggest using some cheap fast enchantments with long durations as well. Vigorous Spirit is 30 seconds duration for 5 energy, with a 4 second recharge time - it thus costs less than half the cost of a maintained enchanment (as it has no initial casting time), can be cast repeatedly, generates a heal from DF each time and serves as a nice outer enchantment to absorb the first enchantment removal.
Another option is to hunt down Blessed Signet for this build, and pump your Divine Favour. In that way you can maintain more enchantments.
I'd personally drop the Fertile Season and capitalise on loading your side up with enchanments.
Last edited by Epinephrine; May 20, 2005 at 03:37 PM // 15:37..
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May 20, 2005, 08:50 PM // 20:50
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#6
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Ascalonian Squire
Join Date: May 2005
Location: The Netherlands
Guild: We Treasure Friends
Profession: Mo/R
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Quote:
Originally Posted by Epinephrine
It's interesting, but I think that you'd be better off encouraging another party member to carry the ranger skills and using ways to support more enchantments yourself - but if you can't get someone else carrying them it could be a very good build.
A maintained spell is costing you 20 energy per minute plus the initial cost - if you want to maximise the benefit from the symbiosis I'd suggest using some cheap fast enchantments with long durations as well. Vigorous Spirit is 30 seconds duration for 5 energy, with a 4 second recharge time - it thus costs less than half the cost of a maintained enchanment (as it has no initial casting time), can be cast repeatedly, generates a heal from DF each time and serves as a nice outer enchantment to absorb the first enchantment removal.
Another option is to hunt down Blessed Signet for this build, and pump your Divine Favour. In that way you can maintain more enchantments.
I'd personally drop the Fertile Season and capitalise on loading your side up with enchanments.
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Dropping the fertile season just for 1 other enchantment wont do, considering it will give my full party an hp buff of around 400. wich enchantment can make up for that right ?
Also every Ranger I´ve asked (unless one W/R who did have Fertile Season and Symbiosis wich gave me the idea for this build) doesnt use those skills as (as far as im concerned) only use beast mastery for pets
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May 20, 2005, 10:09 PM // 22:09
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#7
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Lion's Arch Merchant
Join Date: May 2005
Location: Netherlands
Guild: Silhouette Stars [sil]
Profession: Mo/N
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I'm only a secondary monk, so what do I know; but that Light of Dwayna bothers me a bit. The recharge time is pretty long and it's area based. If the fallen are spread out a little bit, you'll end up wasting a lot of time and energy. It would indeed be very useful if you can revive 3 people at the same time.
Still, what if there are two dead persons.. A warrior and an elementalist. Obviously, these are spread out pretty far from each other (At least, you'd think that any Ele would keep it's distance).
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May 21, 2005, 04:02 PM // 16:02
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#8
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Ascalonian Squire
Join Date: May 2005
Location: The Netherlands
Guild: We Treasure Friends
Profession: Mo/R
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Well, basically I chose light of dwayna to be the ressurecting skill because it has a 4 second casting time, sure the energy is 30 to cast, but I think its not that hard for a monk with few healing spells like these and alot of enchantments (I can always cancel them to improve my energy regen again) to get up to 30 energy. Having light of dwayna will allow me to ressurect at least 1 person, but if the party is well controlled (wich means that the casters are´nt spread out that much, same for the melee hitting the same mob.) It shouldnt be to hard to res 2 or even 3 people at the same time. IMO if you need to res alot more then that the battle is lost anyway.
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