Jul 14, 2006, 06:28 PM // 18:28
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#1
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Ascalonian Squire
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UW: 55 Monk + Famine Ranger
I was given a challenge by a friend of mine to try and find a use for each new factions elite in farming. I came up with an idea for Famine, which works pretty well.
The build consists of a 55 Mo/W and a R/Me.
The Mo/W is a standard 55 monk with Spellbreaker, but with a twist:
9 (6+3) Healing Prayers
10 (7+3) Smiting Prayers
11 (8+3) Protection Prayers
15 (11+4) Divine Favor
8 Tactics
Fiery Flame Spitter of Enchanting and a Grim Cesta (-50hp).
The Ranger brings:
10 Illusion Magic
7 Inspiration Magic
7 (4+3) Expertise
16 (12+4) Wilderness Survival
Poisonous Longbow of Enchanting is preferred.
How it works: the Ranger must keep Visage on the monk at all times. Each Visage lasts 16sec and recharges in 30sec, so when one is 1/2way recharged, cast the next one. The monk should spam "Fear Me!" as much as possible for added damage. Every time the enemy reaches 0 energy from this drain, it takes damage from Famine. Apply Poison can be used to add extra damage to the Bladed Aataxes and the Coldfire Knights. Spirit Shackles is only needed when fighting ranged foes (since Visage only triggers on melee hits). Savage Shot can be used to interrupt the Dying Nightmares and/or Coldfire Night's initial casting. Drain Enchantment isn't really needed, but helps for energy when spamming Spirit Shackles. Originally I had used Debilitating Shot, but the extra 37dmg to a single foe every 10 seconds wasn't worth it.
So far I have only been able to test this build three times. On the first try, the build was rather slow. However, with the addition of "Fear Me!", the second try went well. In my opinion, it works slightly slower than SS on the Bladed Aataxes and Grasping Darknesses. However, the build shines against the Smite Crawlers, since there is no hex to remove. It absolutely destroys them.
In my tests, I have been able to clear all of the Smite Crawlers and complete the Clear the Monuments quest. After this, my monk friend err7'ed. On my third try, the monk died after over-aggroing.
Last, this build has a few key advantages. First, because Visage is up all the time, the enemy will have no energy and no adrenaline. They will be unable to interrupt or cast spells. Since Visage drains in an area, it is the equivalent to having all enemies have a 37dmg SS on them. Second, Savage Shot can be a life-saver if a Dying Nightmare pops up with Spellbreaker down. Last, because Famine is a spirit, it cannot be removed--this is most evident against the Smite Crawlers.
This is my first build thread, and I would appreciate any comments and suggestions. I will try and post a video next time America has favor.
Screenshot 1
Screenshot 2
Screenshot 3
Last edited by chrisbeebops; Jul 14, 2006 at 07:47 PM // 19:47..
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Jul 14, 2006, 07:34 PM // 19:34
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#2
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Wilds Pathfinder
Join Date: Jun 2005
Location: Texas
Guild: Scouts of Tyria
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Since you're a mesmer... why not bring along Power Drain instead of Savage Shot? You don't need line of sight for your arrow to hit and you can some energy back. Sure it doesn't do extra damage and rangers don't need more energy typically, but I'd think the line of sight problem would make up for that...
Heck there are plenty of memser interupts that do damage instead.
(and any chance you can resize your images down to a more reasonable size? say 800x600?)
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Jul 14, 2006, 07:44 PM // 19:44
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#3
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Ascalonian Squire
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Power Drain would be a good idea, but maybe Power Drain instead of Drain Enchantment? Savage Shot has a shorter cooldown, and can interrupt any skill, not just spells.
Sorry about the pictures, I will change them into links instead of posting them directly on the page.
Last edited by chrisbeebops; Jul 14, 2006 at 07:56 PM // 19:56..
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Jul 14, 2006, 08:32 PM // 20:32
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#4
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Wilds Pathfinder
Join Date: Jun 2005
Location: Texas
Guild: Scouts of Tyria
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Heck, bring distracting shot along if interrupting anything is important. It has the same recharge, but 5 less energy cost. Of course, how often do you run into long "cast" skills?
That being said, subbing out power drain for drain enchant isn't a bad compromise. Enchants aren't really doing to slow you down that much in the UW.
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Jul 14, 2006, 08:38 PM // 20:38
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#5
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Ascalonian Squire
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Quote:
Originally Posted by bobrath
Heck, bring distracting shot along if interrupting anything is important. It has the same recharge, but 5 less energy cost. Of course, how often do you run into long "cast" skills?
That being said, subbing out power drain for drain enchant isn't a bad compromise. Enchants aren't really doing to slow you down that much in the UW.
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The reason why Drain Enchant was there in the 1st place was for some addition energy (using Spirit Shackles on the ranged foes). Power Drain will help to supplement the energy--the enchantment (Aura of Restoration) does not make a difference since energy will be 0 and it will not be casting.
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Jul 15, 2006, 09:26 AM // 09:26
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#7
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Krytan Explorer
Join Date: Feb 2006
Location: kkthnxbai
Guild: Knights And Heroes [Beer]
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I tried this with my friend. This is good, but it is pretty slow in the beginning. Once you get to Smite Crawlers though... it pretty much looks like Chuck Norris went through the underworld after you're done. I do like the build, but I still find dual monk a little faster. Good build though.
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Jul 17, 2006, 04:05 PM // 16:05
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#8
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Pre-Searing Cadet
Join Date: Jul 2006
Guild: ACT
Profession: R/Mo
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We usually go down to the UW in groups of 3 or 4. We brought a ranger with famine this past weekend based on the OP. The skill combo rocked. Thanks for the tip.
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