thrifty idea...
make a team of any class, but have monk as secondary class.
everyone casts both of these enchants on each other, so everyone would have these on them.
Life Barrier [elite]
While you maintain this Enchantment, damage to target other ally is halved. If your health is below 7-46% when that ally takes damage, Life Barrier ends.
Enchantment - 15 energy, -1 regen - 2 cast - 5 recharge
Life Bond
While you maintain this enchantment, whenver target other ally takes damage from an attack, half the damage is redirected to you. The damage you receive this way is reduced 3-25 points.
Enchantment - 10 energy, -1 regen - 2 cast - 0 recharge
so basicly say your target foe attacks teamate A with a 50 dmg attack.
that dmg gets half'd atleast 1 time, possibly 2 depending if these skills stack or not.
that brings the damage down to 25 that he takes and you take none if you have a high lvl of life bond.
now that 25 dmg could be cut in half again, making it 12.5. thats not shabby.
add in
Shielding Hands
For 10 seconds, damage recieved by target ally is reduced by 3-15.
Enchantment - 5 energy - 1 cast - 25 recharge
on every character also, and teammate A would allmost be taking no dmg at all.
so here is a team build i have come up with, it just might work.
8 ele/monks
10+1 energy storage
10+2 earth magic
11 protection prayers
Life Barrier [elite]
While you maintain this Enchantment, damage to target other ally is halved. If your health is below 7-46% when that ally takes damage, Life Barrier ends.
Enchantment - 15 energy, -1 regen - 2 cast - 5 recharge
Life Bond
While you maintain this enchantment, whenver target other ally takes damage from an attack, half the damage is redirected to you. The damage you receive this way is reduced 3-25 points.
Enchantment - 10 energy, -1 regen - 2 cast - 0 recharge
Shielding Hands
For 10 seconds, damage recieved by target ally is reduced by 3-15.
Enchantment - 5 energy - 1 cast - 25 recharge
Reversal of Fortune
The next time target ally would take damage, that ally gains that amount of health instead, maximum 15-67
Enchantment - 5 energy - 0.25 cast - 2 recharge
Aura of Restoration
For 60 seconds, you are healed for 152-350% of the energy cost each time you cast a spell.
Enchantment - 10 energy - 0.25 cast - 20 recharge
Obsidian Flame
Deal 22-94 damage to target foe. This spell ignores armor. This spell causes exhaustion.
Spell - 5 energy - 2 cast - 5 recharge
Stone Daggers
You send out two stone daggers. If it hits, each stone dagger strikes for 3-20 earth damage.
Spell - 5 energy - 1 cast - 0 recharge
Ward Against Foes
You create a ward against foes at your current location. For 8-18 seconds, foes in this area move 50% slower.
Spell - 10 energy - 1 cast - 20 recharge
everyone opens up with Obsidian Flame to deal with the teams monks really fast. kill up to 2 really fast, sacrifise the 10-20 energy, its well worth it.
if all focus fires at nearly the same time on the same target with this skill, the monk is dead for sure, nobody has that much life. thast over 750 dmg.
then after the monks are dead, aim your stones at the mesmer if there is one, if not then aim for all the secondary monks.
this should work fine as long as you have your chants up.
but enchant removers would rip this stratagy apart over time.
enjoy the little guide lol.
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