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Old May 11, 2006, 01:19 PM // 13:19   #1
Lion's Arch Merchant
 
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Post The Other UW Build, None 55.

This build is ist anything like any other build exept for the one that really deserve the credits.

Legless Elf

http://guildwarsguru.com/forum/showthread.php?t=3018598
http://www.guildwarsguru.com/forum/s....php?t=3030412
A Detailed Guide how to: Duo UW with 2 Monks

Up here u will find a detailed guide how to duo UW with 2 monks and a low budget 

Setup:

U will need 2 monks for this to make it work, its flexible so u can also do it with a E/Mo and such. I’ll prefer 2 monks primary because this build has better chance of succeeding in a smite run.


1st Monk “Tanking Monk”

Mo/Me
Must have done both 15 attribute point quests.

Armor

The monk will need 15 AL Pants and Shoes, also have a 15AL Headscalp with +1 Protection Prayers and be sure to upgrade it with a Minor Vigor (or higher if you have money for it)


Skillbar



From the left to the right:

* Protective Spirit

For 5-19 seconds, target ally cannot lose more than 10% max health due to damage from a single attack or spell.
Reason: You will need this otherwise u will take to much damage as tank and wont survive any attackes made at you. (Protection Prayers)


* Spirit Bond (Factions Skill)
For 8 seconds, whenever target ally takes more than 60 damage from a single attack or spell, that ally is healed for 40-88 health. (Protection Prayers)
Reason: when u take damage u will get healed by this spell, since u got 15AL amor, u would always be taking more then 60 damage to trigger this spell.

* Elemental Resistance


Reason: This spell lowers ure armor more due to the negative armor bonus against physical attacks, be sure not to tank any foes that have attacks with ele damage or any elementalists. You will still be able to tank them but not kill them 


* Spellbreaker(Elite)
For 5-15 seconds, enemy spells targeted against target ally fail. This is an elite skill.(Divine Favor)
Reason: As in UW u will be dealing with Dieing Nightmares. For those who do not know, Dieing Nightmares cast Rend Enchantments, wich will remove 8 enchantments from you.


* Blessed Signet
For each enchantment you are maintaining, you gain 3 energy, maximum 3-20. (Divine Favor)
Reason: Energy Management


* Blessed Aura
While you maintain this enchantment, Monk enchantments you cast last 10%-30% longer than normal. (Divine Favor)
Reason: Lenghtens all youre enchantments making you spill less energy, and have a bigger chance to survive.


* Balthazar’s Spirit
While you maintain this enchantment, target ally gains adrenaline and energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.) (Smiting Prayers)
Reason: Energy Management

* Essence Bond
While you maintain this enchantment, whenever target ally takes physical or elemental damage, you gain 1 energy. (none)
Reason: Energy Management

Attributes:

Protection Prayers: 12 + 1 +1 (1 Minor Rune of Protection Prayers) + (Defender’s Headscalp)
Divine Favor: 12 +1 (1 Minor Rune of Divine Favor)
Healing Prayers: 0
Smiting Prayers: 0
Inspiration: the leftover
Other mesmer atts: 0


Weapon Sets:

U can choose between these 3 options:

* Sunn’s Staff (Factions Green),
Energy +15, 20/20 Divine favour spells, Lengthens Enchantments by 20%.
Current Hp with this build with this weapon: 510

* Gorrel’s Staff, cheapest staff with +60 hp more hp is better, why is explained later in the guide.
Current Hp with this build with this weapon: 540

* Axe or Sword modded with ^ +20 hp, and a offhand with +30 hp or +45 while enchanted.
Current Hp with this build with this weapon: 530 – 555

* Jayne’s staff (Factions Green)
+10 energy, req 9 Divine Favor ,20/20Protection Prayers, +30hp, Lengthens Enchantments by 20%


2th Monk “The Smiter Monk”

Mo/Me or Mo/W
Must have done both 15 attribute point quests.

Armor:

Droks armor and a Headscalp with +1 Smiting and a Headscalp with +1 Protection Prayers both modded with a sup rune of the corresponding attribute.

Skillbar:




From the left to the right:

* Vital Blessing
While you maintain this enchantment, target ally has +40-168 maximum health.(Protection Prayers)
Reason: U will deal more damage with Retribution and Holy Wrath if the Hp of the Tank Monk is higher.


* Life Attunement
While you maintain this enchantment, target ally deals 30% less damage in combat, but gains 14%-43% more health when healed.(Protection Prayers)
Reason: The Tank Monk will get healed more then he was dealt damage this way.


* Retribution
While you maintain this enchantment, whenever target ally takes attack damage, this spell deals 33% of the damage back to the source (maximum of 5-17 damage). (Smiting Prayers)
Reason: This skill deals the damage and kills for you, it cant be smited of like ss or any cover hex because it lays on the tank.


* Holy Wrath
While you maintain this enchantment, whenever target ally takes attack damage, this spell deals 66% of the damage back to the source (maximum of 5-41 damage), and you lose 10 energy. (Smiting Prayers)
Reason: More damage and killing, it takes about 10 – 15 seconds to kill an Aaxte this way. Dont worry about the energy you will lose this way, since you are keeping on 4 enchantments u will constantly be at 0 energy, but dont lose any enchantments.


* Blessed Signet
For each enchantment you are maintaining, you gain 3 energy, maximum 3-20.(Divine Favor)
Reason: For emergency and if u need to regen energy if you are precasting SoJ (Shield of Judgement)


* Shield of Judgement(Elite)
For 8-18 seconds, anyone striking target ally with an attack is knocked down and suffers 5-41 damage. This is an elite skill. (Smiting Prayers)
Reason: Killing of ranged attackers like Dryder’s and Coldfires.


* Arcane Echo
If you cast a spell in the next 20 seconds, Arcane Echo is replaced with that spell for 20 seconds. Arcane Echo ends prematurely if you use a non-spell skill.(none)
Reason: Echo-ing SoJ will halp you kill them easier and you wont have to wait any longer. If you are warrior secondary i would suggest Sprint, so u can lose aggro when you are in problems.

* Rebirth
Resurrect target party member. Target party member is returned to life with 25% Health and zero energy, and is teleported to your current location. All of target's skills are disabled for 10-4 seconds. This spell consumes all your remaining energy. (Protection Prayers)
Reason: Res, is always neccesary, when somethings go wrong.

Attributes:

Smiting Prayers: 12 + 3 + 1 (Scalp woth a sup rune of Smiting Prayers)
Protection Prayers: 12 + x (depending on the current runes you have on atm. This will switch to 16 with a Defenders Scalp and a sup rune of Protection Prayers when you cast youre enchantments on the Tank Monk.)
Divine Favor: The remaining points.

Weapon Sets:

Choose between this:

* A Custmized Ivor’s Staff,
+10 Energy, +5 Armor, 20/20 Smiting Prayers, Lengthens Enchantments
Used for killing Nightmares in 2 shots.

* Any other weapon, it doesnt really matter., but i prefer Ivor’s Staff.

The Guide for Dual SB Tank, How his tactic is.

Well, I think most of the ones who read this are familiar with the Underworld.
The guide I write here is not much different then a 55 invincible monk guide with spellbreaker that will function as a tank for the damage dealer (which normally is a ss).

If u spawn with your ally in the UW, Make sure that he casts his 4 enchants on you.
U do the same by casting your 3 enchantments on yourself. This leaves you 1 energy regeneration, if not, please check again.
When you both are ready, with a full set of energy (would be the finest) the tank aggro’s just as the 55 way.
The tank does it like this: -> 35 energy you need 2 have in your energy pool, before u aggro. (u can always try to do a blessed signet between 2 spells you cast. So u regains more energy.
 Cast Spellbreaker.
 Cast Protective Spirit
 Cast Spirit Bond.
(This is normally not the 55 way but this is the way I normally use, and I never run in to any problems.)
When u casted them, u can run in and take aggro from a group of aaxtes, or smites, or ……….. Anything in the Underworld.
When u aggroed in. u normally take aggro and if your tank knows what you are doing, then they are normally standing outside your aggro before you run in.
When u got aggro: mind the following steps:
 You can tank any number, but mind your aggrobubble, the tank needs to be safe to, and he will most of the time stay out of your range.
 When you take aggro of Grasping Darkness’s: please know the build and pre play: Elemental resistance, or just when u take, or have aggro with them. This is for the damage guarantee so you will get over the 60 damage needed to activate Spirit Bond.
 At all times you have aggro: Make sure to keep up all of your enchantments.
 When you run in to take aggro: Always make sure to have a spellbreaker on when u aggro so the Dying Nightmares wont affect you with there Rend Enchantments.
Try not to tank impossible thing. Don’t get to over greedy, then your partner wont be able to resurrect you when you are in the middle of a group of aaxtes, which don’t run away to quick.



The guide for the Holy Smiter(The lazy one):P

This is a guide for the Holy smiter, which deals the damage to kill the enemies very fast.

When you have entered the Underworld, put your 4 enchantments on the Dual SB tank. So that will be:
 Holy Wrath
 Retribution
 Vital Blessing
 Life Attunement
When u did this the tank will have casted in the same time, his enchantments. Now both wait a bit and charge your energy.
When the tanks energy is on 35 he will say he’s ready to take aggro. Make sure to take a few staps back to get out of his aggro circle.
When the tank takes aggro. Let him do the job to stay alive. You have to do absolutely nothing. The only problem for you will be your energy, which will be down at zero most of the time because of the draining that Holy Wrath will do.
For the rest of the UW. Stay in the back line, except this: When you or the Dual SB tank did aggro an Coldfire Night or Terror Web Dryder, Stalking Night you will need to drop Holy Wrath, when you do that try to spare your energy to 25 points.
Then again…. when the Tank has aggro again. You will do this:
 Cast Shield of Judgement on the Tank
 Cast Holy Wrath as soon as possible after Shield of Judgement.
 Watch, and wand with the tank to kill them, if one round of Shield did not kill them, repeat the process again. They will fall at last.
Always try to take in mind that the range of your enchants are necessary to stay in when you want to do damage.



With this explanation I think it is possible to handle several quests, and of course: the so called: Smite Run.
, for further adventures in the underworld: ill put them on later, but of course you can always try out by yourself.

If you have anymore questions, ill be happy to answer them: IGN: Exile of Heaven, or my brother: Ietwat the Pinguin

Last edited by Exile Of Heaven; Aug 07, 2006 at 08:21 PM // 20:21.. Reason: A better guide.
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Old May 12, 2006, 07:56 AM // 07:56   #2
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plz someone say what about this build and have comments, we are trying to make it better, so all advise is needed.
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Old May 13, 2006, 12:16 AM // 00:16   #3
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I have tried a modified version of this build concept. Vital Blessing isn't needed, and could be replaced by another skill if done differently.

480hp base hp + 35hp shepherd's set + 50hp sup vigor + 45hp while enchanted offhand = 610

You can still use the ffs for 20% enchant 10% recharge.

EDIT: However, Vital Blessing may be needed in order to use superior runes...
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Old May 13, 2006, 06:09 PM // 18:09   #4
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u need more then 770 hp 2 survive becuz the aaxtes will inflict deep wound condition so ure hp is lowered for 20%

Last edited by Exile Of Heaven; May 14, 2006 at 02:31 PM // 14:31..
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Old May 13, 2006, 07:38 PM // 19:38   #5
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Anyways how fast is this build? compared to the standard 55 and SS/SV?
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Old May 13, 2006, 09:38 PM // 21:38   #6
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Quote:
Originally Posted by Excal
Anyways how fast is this build? compared to the standard 55 and SS/SV?
I tried out my variation of this build (Physical resistance instead of prot spirit) and it is in fact MUCH quicker than the standard 55/SS combo (not to mention tons easier), pm me in game when we have favor some day and ill show ya

IGN: The lone chimp

Also, Exile im just letting u know that it is in fact a bad idea to use SoJ cuz of the kd i did the math and it slows down the dmg and makes it more complicated anyways
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Old May 14, 2006, 02:30 PM // 14:30   #7
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yeah we were thinking 2 replace soj for Sig of Judgement instead, cost no energy and does dmg 2.

Well, we did yesterday we did a full uw run, exept the missions there but we the smites, squids, were no problem, as long as ure wearing full Piken Square armor, u get even over 60dmg from Zealot's Fire, wich then also triggers SB, wich works perfect.

The only major problems sofar are: the Terrorweb Dryders, OMG it takes around 4 -5 mins 2 kill one, wich is terribly slow and the Coldfires, wich are also hard 2 kill, becuz they hardly do dmg, maybe still take SoJ with us becuz that works on ranged attacks also

Last edited by Exile Of Heaven; May 15, 2006 at 01:39 PM // 13:39..
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Old Jun 10, 2006, 09:14 AM // 09:14   #8
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Well, Mending can go out becuz i can even duo the Mindblades NOW!!!!!!!!, Ill take frenzy instead of it, and so do the squidies do even over the 60 dmg
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Old Jun 10, 2006, 11:47 AM // 11:47   #9
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What I do is this:

Frontline - Mo/W

Spellbreaker
Frenzy
Spirit Bond
Protective Spirit
Blessed Signet
Vital Blessing
Blessed Aura
Essence Bond

Backline - Mo/Me

Holy Wrath
Retribution
Balthazars Spirit
Mantra of Inscriptions
Signet of Rage
Signet of Judgement
Blessed Signet
Rebirth

SOJ does slow down the kill speed, its much better to bring Holy Wrath on the backline character. You can keep a fairly high inspiration, 16 smite, and still be able to easily use a superior divine favor rune on the backline monk (as if anythings attacking him its likely too late anyways).

The backline can even run way out of casting range, and still perform his primary function - enchants. Once he has enchants up he only really needs to cast Blessed Signet periodically in order to fuel Mantra of Inscriptions, whose KD effect is justifiable as it deals AOE damage.

The primary tank, however, plays just like a normal 55 monk, except easier. Stagger your casts, and you will never be interupted (1/4 second cast times ftw). If something isnt hitting you hard enough, use Frenzy. Even squids will trigger Spirit Bond then.

Havent actually tried this but once last night, seems sound though. Dont know about killing the casters - terrorwebs and coldfyres, with this, though.
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Old Jun 10, 2006, 12:31 PM // 12:31   #10
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Great job, as my Monk can't heal (I am in no way to blame for this), teaming up like this looks like a good time-killer.
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Old Jun 11, 2006, 01:58 AM // 01:58   #11
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Default High health? nah

OK, I have to say that you DO NOT need high health for spirit bond to work. It says that you are healed for BLAH amount if you would have taken 60 damage and prot spirit prevents it.*headache* Um so like if you had 55 health it would work more effeciently becuase if you are only taking 5 damage and so if you would get hit with multiple attacks under 60 damage you can recover full health if you would get hit with just 1 damage over 60 health.... ill post a screenshot later to prove it. Sorry if this was hard to understand, its still hard for me to understand
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Old Jun 11, 2006, 02:31 AM // 02:31   #12
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Look here:
Attached Images
File Type: jpg 55 ftw.JPG (132.8 KB, 1545 views)
File Type: jpg they died.JPG (134.4 KB, 1364 views)
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Old Jun 11, 2006, 04:26 AM // 04:26   #13
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Quote:
Originally Posted by Niet Nart
OK, I have to say that you DO NOT need high health for spirit bond to work. It says that you are healed for BLAH amount if you would have taken 60 damage and prot spirit prevents it.*headache* Um so like if you had 55 health it would work more effeciently becuase if you are only taking 5 damage and so if you would get hit with multiple attacks under 60 damage you can recover full health if you would get hit with just 1 damage over 60 health.... ill post a screenshot later to prove it. Sorry if this was hard to understand, its still hard for me to understand
No, but high health sure does make Holy Wrath and Retribution kill faster.
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Old Jun 11, 2006, 04:40 PM // 16:40   #14
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Indeed HW en retri do more dmg als higher youre hp goes!

well, this afternoon we tryed with frenzy!
Ubermancer, u were right, it works great, now even the Squidies do over 60

And let me tell u! we even made it past THE OBSIDIAN BEHEMOTHS!!!!! with just the 2 of us! im soon gonna tell u how 2 do that!
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Old Jun 11, 2006, 05:26 PM // 17:26   #15
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wuldnt sb 55 + ss necro be faster?...u just aggro half the ataxes n nightmares at a time....i dont see why ppl dont like that build to begin with....

(how bout this try a ritualist vengeful build with prot spirit?)
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Old Jun 11, 2006, 07:59 PM // 19:59   #16
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Not sure if this will replace 55/SS but id sure like to see it in action, IGN: Deameon Aluisus, Ill msg one of you ingame sometime, if you dont mind taking me on a run or two.

Great idea

Note: I've too thought about the Vengeful, havnt done anything just thought
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Old Jun 12, 2006, 07:49 AM // 07:49   #17
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sure ill show u a run , ill be on most of the weekend, but not everyday becuz of school(,

Well, a ss does around 34 dmg each attack, maybe higher, but with frenzy now, i deal over 50 dmg for each attack, and smites do not have 2 be drained before casting ss , becuz they can't remove HW from me

Remember, i can aggro ANY number becuz of instant heal, i works great and with frenzy in now, i can aggro the half chamber just as an xped 55
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Old Jun 12, 2006, 05:31 PM // 17:31   #18
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the squids kill me every time- even with no armour and frenzy- what am i missing here?
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Old Jun 12, 2006, 05:51 PM // 17:51   #19
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i would love to see this.
ill try to see ya ingame sometime
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Old Jun 12, 2006, 08:08 PM // 20:08   #20
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Well be sure 2 keep ure enchants up all time, even if they interupt ya, just Recast ASAP, becuz of DF u can stay alive even without Frenzy

Ill be on in weekends most of the time becuz of school
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