Jul 06, 2006, 10:11 PM // 22:11
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#1
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Frost Gate Guardian
Join Date: Jun 2006
Profession: W/Mo
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The Knock Down Build
Ok, in this build just as the name says, it basically the enemy can't move. It uses spells only to knock down the foe and slowing it so it can't attack.
Build Req:
PvP suggested (Good for taking out big bosses)
Elementalists/Anything (Ranger or Mesmer is good)
Droknors Forge armor is really good.
A Weapon that improves recharge time on skills, (Galigords Stone Staff or PvP staff)
200 or a little less Attribute Points.
Energy Storage 9 - (+2)
Fire Magic 9 - (+1)
Eath Magic - 10 (+1)
Air Magic - 5 (+1)
ETC. <@> - 7
Spells:
Earthquake = Earth Spell. You invoke an Earthquake at target foe's location. All foes near this location are knocked down and are struck for 70 earth damage. This Spell causes Exhaustion.
Dragons Stomp = Earth Spell. You invoke a Dragon's Stomp at target foe's location. All foes near this location are knocked down and are struck for 70 earth damage. This Spell causes Exhaustion.
Meteor = Fire Spell. Target foe and all adjacent foes are struck for 70 fire damage and knocked down. This Spell causes Exhaustion.
Gale = Air Spell. Knock down target foe for 3 seconds. This Spell causes Exhaustion. (50% failure chance with Air Magic 4 or less.)
Whirlwind = Air Spell. All adjacent foes take 42 cold damage. Attacking foes struck by Whirlwind are knocked down.
ETC. (Mesmer) Ethereal Burden = Hex Spell. For 10 seconds, target foe moves 50% slower. When Ethereal Burden ends, you gain 16 Energy.
Glyph Of Lesser Energy = Glyph. Fot 15 seconds, your next Spell costs 15 less Energy to cast.
Resurrection Signet = Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Summery: This build is a good or worse build. Use these spells Earthquake, Dragon Stomp, Meteor and Gale to attack while outside the fight, so the Warriors can't attack. Careful not to use it to much, cause these spells causes exhaustion. By the time you cast 10-16 spells, The exhaustion is unbelieveable, you probiby can't casts spells for 1-3 minutes waiting for your energy to build back up, so cast the spells wisely. By the time you cast 10-16 spells, the battle "might" be over. Depends on the team (example, 4 degen'ers took me out so fast with interupts, our monk couldn't heal cause of the hexes, and distroyed our tanks with -10 degen and interupts.) If you are looking for a out of norm build, and to have fun, this is the build for you. If you are a Elementalist/warrior and have a good hammer, this build would be very different but harder because of the lack of armor. If you have like 250 gold on buying skills on a elementalists far in the game, have factions and have 2.5k to spend on runes. (You can overight a rune by adding one, incase you don't like this build for a PvP Then try this build. If you don't have barly any of these skills or there runes. Best to try out in PvP when you have a far character in the game that can buy skills for the PvP. This is a fun build, try thinking outside the box, it could be fun (what I did).
Last edited by Fluffy Butt; Jul 06, 2006 at 10:57 PM // 22:57..
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Jul 07, 2006, 11:16 AM // 11:16
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#2
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Wilds Pathfinder
Join Date: Nov 2005
Location: London, UK
Guild: Rite Of Passage [RP]
Profession: E/Mo
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I notice your not using an elite. Add Glyph Of Energy in there instead of the other one. Then this might be usable. The exhaustion is gonna' be horrible no matter what though :/.
another thing I might suggest, is something quite nasty ...
let's try this E/R:
Air 4+1
Earth 11+3+1
E. storage 10+2(or 1 if your afraid of major runes)
Wilderness S. 9
Glyph Of energy [E] (your engine for dealing with energy but mostly exhaustion)
Obsidian Flame (never hurts to have it )
EarthQuake
Gale
Whirlwind
Armour Of Earth or Ward Of Stability
Brambles (bleeding)
Res Sig
So basically, you cast brambles early then you start to knock people down. Then they will bleed for 14 seconds per knockdown . If you get em with Gale, that's 3 seconds of bleeding they can do nothing about. Get the whole team with earthquake and the monks will be using up energy. Again and again, and again .
Either take the armour or the ward depending on what you think you might want. Since brambles affects everyone, you might consider removing Whirlwind and using the ward and the armour. If the enemy has greater knockdown ability, your team will come off worse without the ward.
The nice thing about this build is that you can use an unconditional knockdown spell without suffering exhaustion every 15 seconds. I'm also gonna' try this now myself.
Edit: Well, tried it in a battle. It's interesting I'll give it that ^_^. Certainly one for the experience books anyways. Brambles is cool if you have knockdown protection .
Last edited by frojack; Jul 07, 2006 at 11:25 AM // 11:25..
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Jul 09, 2006, 01:50 AM // 01:50
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#3
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Wilds Pathfinder
Join Date: May 2005
Profession: W/
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Gust is an excellent KD, all you need is to keep up a water/earth hex at all times, Gust is 5 energy, 10 recharge, KD's for 3 seconds with water/earth hex and does NOT cause exhaustion.
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Jul 10, 2006, 08:27 AM // 08:27
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#4
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Lion's Arch Merchant
Join Date: May 2005
Location: Texas
Guild: Phoolz Like Us
Profession: E/Me
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Quote:
Originally Posted by Rogmar
Gust is an excellent KD, all you need is to keep up a water/earth hex at all times, Gust is 5 energy, 10 recharge, KD's for 3 seconds with water/earth hex and does NOT cause exhaustion.
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I tried a build like this putting a bit into Water, bringin Tenai's and Ice Prison, and A-echoing Gust in a couple of AB's. Lotta fun, but really couldn't get enough damage out of the energy I was spending. Nonetheless I'm sure I managed to seriously annoy the touchies trying desparately to get close to me.
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