Nov 18, 2005, 03:43 AM // 03:43
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#1
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Ascalonian Squire
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Return of the smite!!
The concept of this build is to reduce the cool down on Signet of Judgement and Bane Signet by having rangers keep quickening Zephyr up at all time and have all monks use mantra inscriptions. The damage from this build comes mainly from the Bane Signet/Signet of Judgement Combo.
If I'm not mistaken, the cool down on Signet of Judgement can be reduced to 2 seconds by having quickening zephyr and mantra of inscriptions up. At 15 smiting, doing 75 damage every 4 seconds(including casting time and cooldown time) with 0 mana cost sounds like a good idea to
me.
1 Monk/Mesmer 15 smiting, 10 domination, 10 inspiration
Bane Signet/Signet of Judgement/ smite hex/ shatter hex
/shatter enchantment/drain enchantment/mantra of Inscriptions
/Ressurection signet
---->This monk's job is to remove hex from allies and deals heavy damage
at the same time. (getting rid of hex like Ignorance, rust and Panic is vital
to this build)
2 Monk/Mesmer 15 smiting, 11 protection, 10 inspiration
Bane Signet/Signet of Judgement/ banish/ Aegis
/mend ailment/protective spirit/mantra of Inscriptions
/Ressurection signet
----->This monk's job is to put up some protection spells and constantly
dealing damage with Bane+SoJ.
3 Monk/Mesmer 15 smiting, 11 healing, 10 inspiration
Bane Signet/signet of Judgement/ banish/ infuse health
/healing seed/orison of healing/mantra of Inscriptions
/Ressurection signet
----->This monk's job is to heal others and constantly dealing damage
with Bane+SoJ. Having 3 healing monks improves the survivability
of this build.
1 Ranger/Warrior 15 expertise, 11 wilder survival, 10 tactics
Spike trap/dust trap/barbed trap/quickening zephyr/
shield's up/storm chaser/dryder's defense/ressurection signet
-----> This is the runner for the team and his main job is to put up
quickening zephyr and lay traps.
1 Ranger/Warrior 15 expertise, 11 wilder survival, 10 tactics
Charge/watch yourself/shield's up/dust trap/barbed trap
/quickening zephyr/dryder's defense/ressurection signet
-----> This ranger not only adds another layer of the defense to the build, but having 2
Rangers guarantee that quickening zephyr is always up.
This build is in no way perfect and is susceptible to counters like any other build. Any ideas to improve this build is more than welcome. Thanks for reading.
Last edited by vvh; Nov 18, 2005 at 04:02 AM // 04:02..
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Nov 18, 2005, 05:09 PM // 17:09
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#2
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Krytan Explorer
Join Date: Oct 2005
Location: Texas
Guild: Brewed to Perfection [BtP]
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Quote:
Originally Posted by vvh
If I'm not mistaken, the cool down on Signet of Judgement can be reduced to 2 seconds by having quickening zephyr and mantra of inscriptions up. At 15 smiting, doing 75 damage every 4 seconds(including casting time and cooldown time) with 0 mana cost sounds like a good idea to
me.
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Is this confirmed/tested? I'm skeptical, but I probably don't know
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Nov 19, 2005, 12:24 AM // 00:24
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#3
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Frost Gate Guardian
Join Date: Aug 2005
Guild: Black Rose Gaming
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why not an oath shot ranger/trapper for QZ?
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Nov 19, 2005, 03:25 AM // 03:25
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#4
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Lion's Arch Merchant
Join Date: Aug 2005
Profession: W/N
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not sure if it wil work. this is how i see it works
30 rechagre
Quickening Zephyr = all skills recharge twice as fast
15 rechagre
Mantra of Inscriptions:
Stance. For (Min: 30 - Max: 90) seconds, Your Signets recharge (Min: 25% - Max: 50%) faster.
7.5 rechagre
i don't think that Quickening Zephyr and Mantra of Inscriptions will stack so it acts as 100%, if they do it will be good thou and 7.5 secounds isn't bad and it could be cut down even more with the right weopons.
also Muddy Terrain could be usd to slow them down abit to smite them before the warriors get close and Frozen Soil will be usefull if you are planing to take them down fast , don't want them getting back up :P
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Nov 19, 2005, 03:57 AM // 03:57
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#5
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Frost Gate Guardian
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Ya man you need oath shot on the rangers, a smart group would take that spirit down in a second
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