Jun 26, 2006, 10:27 AM // 10:27
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#1
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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The Fun and Creative build thread!
Ok, this thread is about making fun and creative builds, not neccessarily godly (like touch ranger -.-) but decent builds, I'll start off with 2:
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Stonekin Battlemage E/W
Earth Magic: 16 = 12 + 3 + 1
Energy Storage: 10 = 9 + 1
Hammer Mastery: 9
- Devastating Blow{E}
- Aftershock
- Stoning
- Ash Blast
- Ward Against Melee
- Ward Against Foe
- Armor of Earth
- Rez Sig
Description: Many people likes battlemages, those mages that can cast spell yet still descent in hand to hand combat. This is it! Can help allies with wards, lots of kd, and moderate spell damage.
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Here's another earth elementist
Cracking Earth E/A
- Earthquake
- Aura of Displacement
- Aftershock
> The fact normal knockdown is actually 2 seconds, one for lying on the ground, and 1 for recovering, so there's enough time to connect Earthquake with Aftershock for the extra damage
- Crystal Wave
- Teinei's Crystal
- Earth Attunement
- Aura of Restoration
- Rez Sig
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Remember, these builds doesn't have to be really effective...just keep it creative and "exploit" the game's mechanics
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Jun 26, 2006, 12:42 PM // 12:42
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#2
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Academy Page
Join Date: May 2005
Location: Johannesburg
Guild: Boere Mag
Profession: W/Mo
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R/W
Hammer Mastery 12
Expertise 10 (9 + 1)
Beast Mastery 13 (9 + 3 + 1)
Irresistable Blow
Wild blow
Disrupting Lunge
Heal as One {E}
Lightning Reflexes
Tigers Fury / Whirling Defense / Dodge / Apply Poison / Run as One
Charm Animal
Res Sig
The idea is to continuously spam the 2 attack skills and the Pet Attack.
The combination of no miss skills with stance removal, knock down if blocked and skill disruption is what makes the build.
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Jun 29, 2006, 03:33 PM // 15:33
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#3
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Ascalonian Squire
Join Date: Jun 2006
Location: New York City, New York
Guild: The Neo Unholy Trio
Profession: W/
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Oh! I like the idea of this thread. I love to play around with wierd and strange builds that might not do anything perfectly, but may be a bit of fun. After all, it is a game, so might as well be creative with what you do!
[hr]
Chilling Flame
E/N
Fire Magic: 8+1+3
Energy Storage: 10+1
Death Magic: 12
Flare
Smoldering Embers
Deathly Swarm
Taste of Death
Death Nova
Animate Bone Minions
Aura of Restoration
Res Signet
Description: This build was originally created for a friend who liked to Roleplay with her character. She liked raising minions... and burning things...and freezing things... so we utilized a bit of each in one build that does alot of things at once!
Aura of Restoration is there to heal, of course. Begin with Deathly Swarm to get a few at once. Follow up with Smoldering Flame, and throw some Flares. When something dies, cast Raise Minions and apply Death Nova to each quickly. If you need the healing, get one as soon as it nears a foe. Let the other die, or kill it right away for another energy boost. Continue your volley and minion raising whenever possible.
It's not the most effective build, but its fun and challenging in PVE. Plus, you get to throw fire, set things on fire, raise minions, detonate minions, and heal all in one build! Kind of a jack of all trades thing.
The two skills you can replace are Aura of Restoration (if you have a good monk with you) and the Res Signet (if you're in a competitive mission, with henchies, or just questing).
Enjoy!
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Jul 01, 2006, 04:04 AM // 04:04
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#4
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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W/E
Tiger Stance
Tenei's Wind/Whirlwind
On Your Knees!
Cyclone Axe/Hundred
Watch Yourself!
Dolyak Signet
open
open
Use a zealous axe to keep your energy high, On Your Knees can keep up your attack speed, and therefore energy... as well as any other stances you may want to bring a long. Gladiator's Defense {E} might fit well in here, or some more offensive move, like Penetrating & Eviscerate{E}.
Axe isn't super necessary, so you could sub out Cyclone for say, Hundred Blades{E}, or whatever else. Sun and Moon would fit nicely with keeping the energy up.
Enjoy, been toying with this idea for a while.
PS: you can also put in Lava Font or something similair, and take On Your Knees for extra AoE KD. The skill Lascerating Blow? seems to fit in.
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Jul 03, 2006, 12:50 AM // 00:50
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#5
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Ascalonian Squire
Join Date: Jun 2006
Location: New York City, New York
Guild: The Neo Unholy Trio
Profession: W/
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The Anti-Hexite
W/Rt
USE: More for PVP, or at least that's the extent I've used it to. It was started as an idea to counter hexes with less worry of energy cost while still doing some damage. It's effectiveness varied, but wasn't good enough to make it one of the top builds you could ever use.
ATTRIBUTES
Strength: 6 (5+1)
Swordsmanship 9 (8+1)
Tactics 10 (9+1)
Restoration 12
WEAPON 1: Energy +5 Sword, Zealous Blade, Hilt of Fortitude
SHIELD 1: Tactics, Health +30, Damage -5
WEAPON 1: Damage +20% while Hexed Sword, Furious Blade, Hilt of Fortitude
SHIELD 1: Tactics, Health +60 (while hexed), Damage -3 (while hexed)
ARMOR
HEAD: Leutenant's Helm (Reduces Hex Duration)
CUIRASS: Gladiator (Energy +3)
GLOVES: Berseker (Health +5)/Gladiator (Energy +1)
LEGGINGS: Gladiator's (Energy +2)
BOOTS: Knight's (Reduces damage)
SKILLS
Silverwing Slash / Sever Artery
Galrath Slash / Gash / Hundred Blades {E}
Sun and Moon Strike / Galrath Slash
Hundred Blades {E} / Flurry
Bonetti's Defense
Resilent Weapon
Healing Signet
Flesh of my Flesh
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The attacks are self explanatory. You can go for the bleeding followed by a deep wound, or with the higher damage attacks. Sun and Moon with Hundred Blades really helps with the Zealous mod, though Flurry does as well. I wouldn't suggest taking both, I tend to stick with Hundred Blades, Sun and Moon, Sever Artery, and Gash.
The big thing to remember is to keep up Resilient Wepaon whenever possible. It works for both hexes and conditions, giving you +5 health regeneration and an additional 24 armor. This helps against alot of DOTS. The hexes will burn out quicker because of the helm, but conditions may still be a problem. But in general, I tend to get health regeneration more often than degeneration, and even the degeneration is much lower than it would be otherwise.
Bonnetti's Defense is there for some Melee protection and additional energy.
Healing Signet is self explanatory.
Despite the cast time, I often do well with Flesh of My Flesh; Warriors aren't usually targeted for interrupts, save by Rangers (at least in my experience). Additionally, since you're not using any runes beyond the Minor (except for Absorption and Health, of course), combined with either shield and the weapon mod, you tend to have more health than your teammates. Thus, Flesh of my Flesh will often give them much more health than usual, and they often end up with 60% or higher, plus energy. This also allows you to ressurrect several times in battle. Again, you're taking advantage of the fact that warriors are often overlooked as first targets.
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You have to decide which weapon set to use. If there are more conitions than hexes, stick with the Zealous/Dam -5 Sword/Shield combo.
Zealous allows you to steal energy rather well, especially with Flurry, Hundred Blades, and/or Sun and Moon. Against players with poor energy management, they usually get put down rather quickly. It's also effective in hurting Ranger's and their ability to use Troll Ungent, and Warriors who use other enrgy skills.
When the hexes come on you, switch to the hex sword and shield and target the hexer right away. Lay on the damage, keep Resilent Weapon up, and use Bonnetti's when necessary. Lay off Flurry or Hundred Blades for a bit, using only when you know the target will go down.
Once any hexers are down, go back to the Zealous Sword and Dam -5 Shield.
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Spiteful Spirit is always an issue n a group, but if no one's around, it's possible to attack with it on (assuming it's the only hex and no teammates are close enough to be effective). This is especially true if the caster lays it on you and switches targets thinking you'll kill yourself. With Resilent weapon, the sword, and the shield, your health will be high enough and regenerating enough to survive it; additionally, the spell will not last as long because of your helmet.
Be careful, of course, no gaurantee in the heat of battle.
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Enjoy! This is a fun build in the RA. I've used it in team, with some nice success when I have good coordination.
Not the most effective build, but if you like experimentation, you can have alot of fun with this!
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Jul 07, 2006, 07:21 AM // 07:21
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#6
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Ascalonian Squire
Join Date: Jun 2006
Location: CA
Guild: The Vagabond [Roni]
Profession: W/E
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Blinding Samurai: Warrior/Elementalist
14 Swords (11+3)
12 strength (10+2)
10 Air Magic
Skills: Sever Artery, Gash, Silverwing Slash, Frenzy,Sprint, Conjure Light,
Glimering Mark [Elite], Res.Sig/ (or put Heal sig, putting some att. in tactis)
It's good against warriors especially in random arenas.
Pretty simple. elemental dmg does more than physical on warriors,
and conjure gives more boost.
glimering mark blinds them, and any people near them.
and sever artery, gash, silverwing slash combo for some damage boost.
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Jul 07, 2006, 07:24 AM // 07:24
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#7
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Ascalonian Squire
Join Date: Jun 2006
Location: CA
Guild: The Vagabond [Roni]
Profession: W/E
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Ranger/Warrior
10 expertise (8+1+1)
12 Swords
10 tactics
Skills: Sever Artery,Gash,Silverwing Slash ( or Galrath ), Auspicious Parry [E],
Heal Sig.Troll Unguent, Apply Poison, Res.Sig/ Storm Chaser
Pretty steady Degen, and some damage boost through gash
and silverwing slash. won't have much problem with energy either.
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Jul 07, 2006, 07:26 AM // 07:26
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#8
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Ascalonian Squire
Join Date: Jun 2006
Location: CA
Guild: The Vagabond [Roni]
Profession: W/E
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Warrior/Elementalist
15 Swords
12 Strength
9 Tactics
2 Air
Sun and Moon Slash, Dragon Slash [Elite], Bull's Strike, "For Great Justice!"
Frenzy, Shock, Sprint, Res.Sig/ Heal Sig
Once the adrenaline builds up, if FGJ! is on, sun and moon will charge the
dragon, and dragon will charge sun and moon, and back and forth spam.
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Jul 08, 2006, 10:20 AM // 10:20
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#9
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Ascalonian Squire
Join Date: Jun 2006
Location: CA
Guild: The Vagabond [Roni]
Profession: W/E
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Warrior/Elementalist
Att: 15 sword [11+3]
10 Strength [8+1+1]
10 Air Magic
Skills: Hundred Blades [E], Silverwing slash, Galarth slash, Endure Pain,
Frenzy, whirlwind, conjure light, Res.Sig / Sprint.
pretty useful at taking out melees.
This build works good in "The Falls" farming with trolls, with a monk partner.
just make sure to have a "Zealous Sword". Hundred blade will
give you alot of energy back, and do a good amount of damage with conjure.
Whirlwind is for knockdown bunch of 'em at once. and also a group damage.
You can also use an Axe for this build,
just change the Att. to 15 axe, and use "cyclone axe, Cleave [E], and Exec.Strike"
however, the amount of energy you get back with cyclone axe, won't be as much
as hundred blade.
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