Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Hall of Knowledge > The Campfire

Notices

Reply
 
Thread Tools Display Modes
Old Nov 20, 2006, 03:30 PM // 15:30   #1
Lion's Arch Merchant
 
Join Date: Apr 2005
Advertisement

Disable Ads
Default Mana Battery - P/W or any

There are a few set ups which can be fit to your style, and whatever extra abilities you may want on there. I like to use P/W, and will indicate WY! is a primary skill, but this is somewhat untrue. You can use just about any three other abilities constantly, provided one is an attack skill, if not then you may have to wait longer for SoP, explained later. Hopefully someone can help me get down the numbers to it, right now working with Hench and Heroes by and large it is not the most effective, but with a proper group then this should truly be a Mana Battery.

- Attribute set ups -

Personal Choice - (for Leader's Zeal or WY!)
Spear Mastery 10+1 (rune)
Motivation 11+2+1 (rune and head)
Leadership 10+2 (rune)

(for Blazing Spear and Glowing Signet)
Spear Mastery 11+1 (rune)
Motivation 10+2+1 (rune and head)
Leadership 10+2 (rune)

(for Blazing Spear and Glowing Signet without Res Signet)
Spear Mastery 10+2 (rune)
Motivation 10+2 (rune)
Leadership 11+2+1 (rune and head)

- Equipment -

Suggested a +5 energy and +30 health, Health and +1/20 motivation for the shield. If you use Barbed Spear, which I do then take 33% bleeding duration on the spear.

You will want of course superior vigor, and a rune for spear mastery, motivation, and leadership, leaving you with whatever a final choice would be. It is not necessary for Blazing Spear to have 12 Spear Mastery, giving you 3 seconds instead of 2, however, Glowing Signet has a 1/4 second casting time and should be easy to pull off. If you do not want that second and want 35 health more, then if you take Res Signet, remove one point for Spear Mastery and place it into either skill and take a Minor for it, or if you do not take the Res Signet, simply change the Major SM to Minor.

- Standard Skills -

Song of Power - 25e 1c 30r - 4 energy regeneration for 19 (at 14 skill) seconds as long as they do not use a skill. Make sure the party knows, but this is realistically to be used on short downtimes or with a few members who will of course refrain for a decent amount of time. If one person runs the full course of this at even 12 skill then it will be a large gain, especially considering you should automatically gain 5 or more energy. Not to mention, the Mana Battery set up should allow you to constantly cast, a loss to your own energy but a gain to everyone else's for even a few is very helpful.

Aria of Zeal - 10e 1c 20r - 8 energy for anyone casting a spell. You'll gain around 5 from Leadership which means only one use of this is a gain of 3 energy.

Zealous Anthem - 10c 1c 20r - 8 energy for attack skills. This works for you as well, which means 13 energy gained from this use, and is helpful for of course many other classes, which you can have two or three uses in the group.

Energizing Finale - 5e 1c 5r - 3 energy whenever a shout or chant ends on the target, you'll have WY! constantly pumping out, as well as the other shouts you'll perform, at two uses, which over the course of 30+ seconds is possible without even using WY! or prematurely canceling any, it is more energy efficient for that target, which can be yourself.

Watch Yourself! - 4a - The 20 armor is always nice, but, this is 5energy for yourself instantly, able to be essentially cast as you do anything else so just pop it whenever the first leaves, which should be, considering no points are in Tactics, every 5 seconds. This helps Energizing Finale a great deal too. (if you do not take WY! you will probably want to take Leader's Zeal)

- Possible Skills -

(I use) Resurrection Signet/Other Res - Most people should bring one, though you can bring Signet of Return as well which is effective in groups. This can be removed if you need the space for simply another shout or something during the cooldowns, as you can be waiting a great deal of time before using Song of Power.

(I Use) Barbed Spear - 3a - 11secs of bleeding, or longer with bleeding duration for a spear. As well, triggers Zealous Anthem in case another attack ability is not up. Great set up for Disrupting Throw on monks and other casters.

(I Use in PvP) Disrupting Throw - 5e 1/2c 10r -- Use with Barbed Spear -- Low cast, decent interrupt for larger spells, used when an enemy is suffering from a condition. That means, as I said, it is perfect with Barbed Spear, though many people throw lots of conditions on as well and it may not be necessary. Also triggers Zealous Anthem.

Spear of Lightning - 5e 6r - Simple attack, triggers Zealous Anthem, 25% armor penetration.

(I Use) Harrier's Toss - 10e 1/2c 10r - Can apply a large amount, around 40, additional damage. A trigger for Zealous Anthem, more useful on casting targets, but if you feel you use too much energy this may not be wanted.

Blazing Spear - 7a - The 2-3 seconds of burning, besides the extra damage, is the perfect opening for Glowing Signet. This as well triggers Zealous Anthem, so this can be a large energy boost.

Glowing Signet - 1/4c 20r - Use with Blazing Spear - An almost instant 13 energy return for just after you trigger Song of Power, the recharge falls in line with most of your other abilities as well. This skill is very effective if you choose to use anything else besides Res Signet or if you are not in larger parties, or they tend to move out of Leadership range.

Leader's Zeal - 5e 12r - Can be +6 or 7 instant energy every 12 seconds for having 6 allies nearby, at 3 it is a gain. More effective in larger parties and in the case of using a spell from any other profession.

- Other Professions -

If you use a set up for Blazing Spear/Glowing Signet, especially if used without a resurrection signet, then you may consider forgetting about WY! since you'll have an impressive enough energy return, especially if you recieve an extra 8 energy from Aria of Zeal with a spell. Remember though that it will cut into the abilities of Energizing Finale, but the point of this build is to have numerous ways to bring in energy to your party. And if you can get anyone else to use shouts in the party, then you have little to worry about.

If you feel you are not using Energizing Finale enough, either cast it on yourself or continuously refresh it on your monk(s) and elementalist(s). It takes little energy to use, and if you have WY! or if anyone else uses shouts it will be a large improvement. Otherwise, you can remove it, and replace it with other shouts, or remove that and WY! for more spells such as Heal Party, Summoning Rituals, Wards, and more.

An ability such as Succor from the Monk line can be very effective with energy management not even including WY!, allowing someone else to have a constant +1 energy and health regeneration.

- Usage -

The simplest way to use the build is to begin by casting Energizing Finale on your target, whomever uses the most. If you are a P/Anything with at least one spell ability, then cast it on yourself before you get a target. Then when you begin to engage, you will want to move a few feet out from the casters, cast Aria of Zeal before anyone has a spell down, and Zealous Anthem immediately after. At your position you should be inbetween the casters and melees able to apply both shouts to both groups.

Energizing Finale should have come back up already, choose another target. Then use your attack skill, or gain adrenaline to use it, or cast whatever spells from other professions you have. After the time you use your first WY! you should have another target for Energizing Finale, or be on your way to Blazing Spear.

When there is enough of a break, or someone in your party calls for it, then use Song of Power for a large amount of regeneration. Hopefully you can, soon after, use one of the zeals. If you can use both zeals, or WY!, or Glowing Signet, not to mention the instant gain from SoP on Leadership, and natural regeneration for a short, or even Leader's Zeal, then you're talking in most cases going directly back to full or very close to it, and in time for another round of casts, which should each time keep you almost in range of casting SoP at any time it is up again.

- Final Notes -

Still testing to get down any Overflow of energy, and to make it more efficient in its process for casting.

Tell me if there are problems, since a bit of this I thought while typing, and have not properly put it all to use in PvP (I just died once so hadn't used it too often originally).
Vangor is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 11:37 PM // 23:37.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("