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Old Dec 13, 2005, 03:18 AM // 03:18   #1
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Default Tombs build

Hi guys, I just have come up with a tombs build that is both defensive and offensive and I would like to share it with you guys and get any input you have.

Mo/Me = 2x

Attributes:
12+1+3= 15 Healing Prayers
3+1 Protection
9+1= 12 Divine Favor
9 Inspiration

Skills:
Word of Healing {E}
Orison of Healing
Healing Touch
Healing Seed
Channeling
Inspired Hex
Aegis
Dwayna's Kiss

Mo/Me = 1x

Attributes:
9+3= 12 Protection Prayers
10+1+1= 12 Divine Favor
Leftover points into Inspiration Magic

Skills:
Restore Condition {E}
Reversal of Fortune
Mantra of Inscriptions
Life Bond
Blessed Signet
Aegis
Signet of Devotion
Drain Enchantment

R/Me = 2x

Attributes:
10+1+1= 12 Wilderness Survival
11+3= 14 Expertise
Leftover points into Inspiration Magic

Skills:
Spike Trap {E}
Dust Trap
Barbed Trap
Flame Trap
Drain Enchantment
Mantra of Resolve
Whirling Defenses
Ressurection Signet

Me/? = 1x

Attributes:
12+1+3= 16 Illusion Magic
7+1= 8 Inspiration Magic
Leftover points into Fast Casting

Skills:
Migraine {E}
Conjure Phantasm
Phantom Pain
Ethereal Burden
Drain Enchantment
Channeling
Distortion
Ressurection Signet

W/N = 2x

Attributes:
12+1+3= 16 Axe Mastery
8+1= 9 Strength
Leftover points into Blood Magic (Touch of Agony)

Skills:
Eviscerate {E}
Executioners Strike
Cyclone Axe
Frenzy
Touch of Agony
Rush
Bull's Strike
Ressurection Signet

Ty in advance for looking at my post, please fix my tombs build and I will try to improve it. (3 Consecs )

Last edited by E Power; Dec 15, 2005 at 01:59 AM // 01:59..
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Old Dec 13, 2005, 03:25 AM // 03:25   #2
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I'd personally remove Frenzy from the warrior. It could potentially lead to more work for your monks. If you don't *NEED* the attack speed, I'd use Plague Touch.
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Old Dec 13, 2005, 03:29 AM // 03:29   #3
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Frenzy is the key to getting adrenaline, I wouldn't be producing as much damage with flurry, that work for those monks isn't big... A heal or so every once in a while, people don't target warriors first.
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Old Dec 13, 2005, 03:37 AM // 03:37   #4
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I see. If the adrenaline is needed that badly, I'd still rather use "For Great Justice!" or "To the Limit!" Sure, I may have to tweak the attributes a bit, but that's because I really dislike the con to using Frenzy.

Is the monk with life bond supposed to bond everyone, or just the other two monks?
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Old Dec 13, 2005, 10:25 PM // 22:25   #5
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OK, just some points I think you need to think about.

What are you trying to do in your build? This is the key question. It's not spike. Are you trying to shut down healers?? Trying to spread conditions??

2 trappers - you'll get murdered by a prot monk running martyr or restore because they'll feed on the trappers conditions. Drop out whirling defense and have them each rotate signet of humility on the prot monk. Or alternatively get at least 1 of them to carry savage shot for alter interrupts. I'd push expertise up to 14.

Warrior - he needs sprint for alter maps and relic runs and to cancel out frenzy if he's under the pump. Out rush and bulls strike , in sprint and distracting blow (the war needs to be able to interupt the ghosts claim resource)

Mesmer - I don't understand the mesmers function, migraine is generally used as a shutdown tool, but you aren't backing it up with shut down skills like power drain, power leak, leech signet etc. Seems like you're just trying to stack up hexes for degen, but this is a really inefficient way of doing it. Distortion is not needed. Better for a team to carry ward against foes for squishy targets to kite through instead of wasting skill slots with evades.
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Old Dec 13, 2005, 10:41 PM // 22:41   #6
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i can give you a nice prot build, since i think your's is a bit lacking:
1. life bond
2. balthasar's spirit
3. mantra of inscriptions
4. blessed signet
5. aegis
6. protective spirit
7. mend ailement
8. martyr

leave the hexes for the healers...
have the healers throw a healing seed your way every once in a while, since you will heal people near you for every atack the party suffers...
this is one of the stronger counters to IWAY, just try not to die

obviously, aegis is against warriors or rangers, prot spirit is to protect against spikes and thanks to you, the monks can forget about removing conditions...
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Old Dec 13, 2005, 11:26 PM // 23:26   #7
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a few things that might help -
sprint on the warriors to cancel frenzy/relic runs without having to get adrenaline for rush
take out a trapper and maybe put in some sort of dmg or interrupt (wards maybe) not relaly a need for two trappers if the monks arent vim in my opinion. trapper would mainly be a distraction
also i thinkt he mesmer would be good to have some corpse control, and maybe panic + shad of fear to help with iway

tina count me in tell me next time your running this
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Old Dec 13, 2005, 11:30 PM // 23:30   #8
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Quote:
Originally Posted by mortalis doleo
i can give you a nice prot build, since i think your's is a bit lacking:
1. life bond
2. balthasar's spirit
3. mantra of inscriptions
4. blessed signet
5. aegis
6. protective spirit
7. mend ailement
8. martyr

leave the hexes for the healers...
have the healers throw a healing seed your way every once in a while, since you will heal people near you for every atack the party suffers...
this is one of the stronger counters to IWAY, just try not to die

obviously, aegis is against warriors or rangers, prot spirit is to protect against spikes and thanks to you, the monks can forget about removing conditions...
Wtf, is this flame heaven? Whoever chooses martyr over restore condition lacks knowledge...

Good idea, I forgot all about sprint, I might have to replace that for Frenzy.

It is a basic build, no concept to it mainly a build that can compete against all kinds of different builds. Im also working on a blood spike build.

EDIT: Alrighty tom
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Old Dec 13, 2005, 11:37 PM // 23:37   #9
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Quote:
Wtf, is this flame heaven? Whoever chooses martyr over restore condition lacks knowledge...
i would agree and disagree. first both skills do totally different things.. each having their advantages.
Martyr..
GREAT for iway and their trappers. 1 hit, every things on u... mend ailment and every thing is good. and 10 sec cool down isnt bad.
RC..
well.. okay.. ur healing ur team when evr they have a condition on them.. but y cant u use this on urself?5 energy almost ever 2 secs = need energy management. compared to...10 energy every 10 seconds = not much EM needed.( note that every ten secs and every 2 secs may differ if theirs no conditions.)
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Old Dec 14, 2005, 01:15 AM // 01:15   #10
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w/r go rambo or bring IWAY skill for the attack speed and health regen
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Old Dec 14, 2005, 11:45 AM // 11:45   #11
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rofl bring IWAY... >.<

I prefer having Restore Condition in my skillbar when facing IWAY... just heals for so damn much
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Old Dec 14, 2005, 03:52 PM // 15:52   #12
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Quote:
Originally Posted by E Power
Wtf, is this flame heaven? Whoever chooses martyr over restore condition lacks knowledge...

Good idea, I forgot all about sprint, I might have to replace that for Frenzy.

It is a basic build, no concept to it mainly a build that can compete against all kinds of different builds. Im also working on a blood spike build.

EDIT: Alrighty tom
if that is your opinion, you have never used martyr...

martyr is great for allowing you to take care of conditions completely, and gives you time to protect when no conditions are present (you need to spam RC when a trapper is there, giving energy problems, which are just like dying for a bonder).

also, remmember you are always targeted as a prot (life bonder especially). martyr + mend ailement is a great self heal for the times you are being attacked...

if you still cant open your eyes to martyr being a solution to micro-management, than enjoy your restore conditions, and i'll stick to my martyr.
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Old Dec 14, 2005, 04:48 PM // 16:48   #13
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Restore and Martyr have their place. Restore is nice if you have a warrior train and don't like for them to be crippled or blind. You can recast it every 2 seconds, so conditions just aren't going to stick. There is also the fact that it becomes a very, very energy efficient heal against condition teams...

Martyr has always been and will probably always be the ultimate counter to condition degen. When a team is relying on poison, disease, and the like to pressure monks, Martyr goes a long, long way. Martyr is also unattributed, which means you can throw it on just about anyone with a Monk secondary.

Back to the original poster...

I'm not a fan of Channeling. If you're close enough to your opponents that you trigger it, you're probably in big trouble.

No offense, but your warriors are ridiculous and bad. Dump Touch of Agony and Rush, and add Sprint. If you're going to Frenzy, you *must* have another stance that's always ready, and Rush won't always be ready. Alternatively, sub Frenzy for Tiger's Fury.

Bull's Strike is cool in theory, but way too picky to be practical. (the knockdown never seems to occur if you hit a strafing target)

Consider adding Penetrating Blow and/or Disrupting Chop to your warriors. Damage and disruption are awesome. Run 16 axe and 13 strength. (or 16 axe, 9 strength, 10 beastmastery if you are using Tiger's Fury)

Another thing you could try is having one Eviscerate axer and a sword Warrior with "Charge!", Galrath, and Final Thrust. The Galrath/Final chain has more raw damage than the Eviscerate chain, and you've already got a Deep Wound from Eviscerate. "Charge!" lends your warriors the mobility they need to mow a kiting target down.

One trapper is generally quite enough. Consider another damage/utility role instead. Since you're looking to be a bit low on enchant removal, I'd suggest a curses necro with things like Rend, Life Siphon, Faintheartedness, and so forth.
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Old Dec 14, 2005, 08:45 PM // 20:45   #14
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stop wasting your elite on martyr or restore and use draw and mend.
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Old Dec 14, 2005, 08:52 PM // 20:52   #15
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costing at least 10 energy to get rid of a single person's conditions... not to mantion the time...
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Old Dec 14, 2005, 10:47 PM // 22:47   #16
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Quote:
Originally Posted by glenn_rolfe
stop wasting your elite on martyr or restore and use draw and mend.
wasting an elite? please repharase that sentence. Draw has a cooldown and restore hardly doesn't, which do you prefer? A removal + heal or just removal.

I also tested Martyr, I find restore to work much better IMO with channeling because it brings my mana up by a lot when using it.
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Old Dec 14, 2005, 11:31 PM // 23:31   #17
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i'll be on in about two hours, you better be too so we can hold the halls till i have to go to bed!
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Old Dec 14, 2005, 11:43 PM // 23:43   #18
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I can't tomb, I have el examen de espanol tommorow!
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Old Dec 14, 2005, 11:52 PM // 23:52   #19
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Healing Monks:
12+1+3 Healing
9+1 Divine
9 Inspiration
3+1 Protection (you still hit the breakpoint for aegis.)

This is a much stronger point spread. You gain two points in inspiration and one point in healing for the loss of 2 points in divine (6hp/heal.) However this build only has 1 attribute point left over wheres 11/10/9/3 has a lot more wasted points.


Bonder: Needs completely redone, his points and skills are everywhere.

10-11 prot (total) is usually sufficient for bonds
You want 10-12 Divine for full bonds
You can use an unspec balth spirit to gain a ton of energy from bonds

Channeling is no good, swap it for mantra of inscriptions

Trappers:
11+3 Expertise
10+1+1 Wilderness
A much stronger/more efficient design

Warriors:
Ditch Bull's Strike. It is nice in theory, but way to sensitive to rely upon. Touch of agony isn't needed either. Frenzy is superb is people know how to use it.
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Old Dec 15, 2005, 01:16 AM // 01:16   #20
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Quote:
Originally Posted by E Power
I can't tomb, I have el examen de espanol tommorow!
tengo examen de espanol manana tambien! es muy facil
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