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Old Feb 12, 2006, 06:24 PM // 18:24   #1
Wilds Pathfinder
 
Join Date: Aug 2005
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Default xb0vvs anti war me/e

Illusion 11 + 3
Air magic 10
Rest in fast casting


Skills:

Ineptitude[e]
clumsines
conjure phantasm
phantom pain
imagined burden
gale
binding flash
res


Tested in GvG and pvp, very bloody effective agaisnt wars; they cant hit anything, evevrytime they try to they get owned by clumsiness/ineptitude + degen puts constant spressue on them.
Only problem = energy heavy. If you know how to make this build for efficient, tell me
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Old Feb 15, 2006, 04:32 PM // 16:32   #2
Desert Nomad
 
Francis Demeules's Avatar
 
Join Date: Jan 2006
Location: Canada, Qc
Guild: [Holy]
Profession: Me/Mo
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Quote:
Originally Posted by xb0vv
Illusion 11 + 3
Air magic 10
Rest in fast casting


Skills:

Ineptitude[e]
clumsines
conjure phantasm
phantom pain
imagined burden
gale
binding flash
res


Tested in GvG and pvp, very bloody effective agaisnt wars; they cant hit anything, evevrytime they try to they get owned by clumsiness/ineptitude + degen puts constant spressue on them.
Only problem = energy heavy. If you know how to make this build for efficient, tell me
I suggest to remove Imagined Burden for Etheral Burden. Slow the ennemy movement, when it ends, you gain energy.
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Old Feb 15, 2006, 06:14 PM // 18:14   #3
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Join Date: Nov 2005
Profession: Mo/Me
Default Draracle's Anti-Warrior/Ranger

My PvP Anti-Warrior build is not build for dmg, just making all the weapon users idiots.

Me/N

Max or close to max in Inspiration
The rest is at your discretion, depending on what your last 3 skills are.

1)Sig of Midnight
2)Plague Sending / Plague Touch (if you can take both even better -- both need zero Att points to be 100% effective)
3)Signet of Inscriptions (About 50% faster recharge)
4)Spirit of Failure (+5 energy every miss)
5)Rez

The last three spots are gravy

Tested with much success in CA and TA, nothing further.

The basic theory is this: Target the ranger (because he is targeting you) or a warrior if there is no ranger. This is key, a good ranger will own this build, especially once they figure out your game. But, if you make the ranger number one target you will own him. Sig of Midnight the ranger, the 1/4 cast (I think) is unstoppable without blind luck. If the ranger has condition remover then get ready with Plague sending or plague touch. (I once had a clever warrior with mend ailment and I wrecked him, so it would take a concerted effort by a monk to keep this build down) If the condition is removed, re-apply. In less than 8 seconds you can use the Sig or Midnight again. If you face a condition remover just repeat this cycle (this is where Touch is better than sending). You should keep him blinded almost 100% of the time and drain his energy quickly. Once you get the blind to stick, spread the darkness. Use sending to pass your bind of to other rangers or groups of warriors. Every 8 seconds simply blind someone and send your blind off to someone else. Even with Martyr, the team will be blind free for at most 8 seconds. Without condition removals you should be able to keep at least 4 people in a near perminate state of blind. In between your blindings, cast out Spirit of Failure and you will have energy dumping into your bar. Then use your 3 other skills to do whatever you want. I usually use diversion, backfire, and cry of frustration -- or something similar -- to mess with the casters. Weariness, e-burn and p-leak could be fun on a monk.

The goal is obviously not to do dmg, just to eliminate the weapon users from the game. I get cursed at a lot using this build. People claim I am a noob because I only blind people... I think they have a lot of time to type while blinded. Many people just give up and stand there waiting for the blind to end (knowing that attacking just feeds my energy bar). My favourite is still the dancing ranger, who danced and danced and danced until his whole team was dead.

This build requires two things, weapon users on the other team and the other team not bringing above average condition removal. One Martyr won't recharge fast enough to keep up with your 8 second recharge -- although it would restrict your blinding to two targets -- again, I recommend the rangers.
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Old Feb 15, 2006, 06:37 PM // 18:37   #4
Frost Gate Guardian
 
Join Date: Aug 2005
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Ineptitude is garbage - you waste 10 energy for a skill that can be removed by plague touch (5 energy).
Blinding flash is too expensive again for a skill that can be removed quickly and easily.
Both aforementioned are easily removed by mend ailment (I can't believe that no monks in GvG or tombs or even CA and team dont have this miracle skill)
Gale is too expensive for a mesmer primary with max 50 mana and casting a bunch of 10e spells.

Go E/Me (for energy boost)
Max illusion, rest in inspiration + e-storage
Crippling anguish (does the job of imagined burden + -3 degen) - 1 second cast
phantasm
clumsiness
phantom pain
Distortion
Inspired Hex
drain enchantment (gets rid of lame mending - for max degen)
Res sig

Mix of survivability, degen, warrior gimping and team helper.

Or, go E/Ne (again, for E boost)
Faintheartedness
Enfeeble (Combined with faintheartedness, any warrior can be tanked, and its cheap, unlike blind spells)
AUra of restoration (Use it to keep yourself alive)
Wither/Spiteful/FoC (Depends on playing style, wither really hurts the gale warriors/aftershock warriors)
parasitic bond
Soul barbs (Optional combo with parasitic bond spamming for armor ignoring dmg)
Desecrate enchant/insidious parasite (you might not need parasite)
Res sig
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Old Feb 15, 2006, 08:17 PM // 20:17   #5
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Join Date: Nov 2005
Profession: Mo/Me
Default

eww e-boost? 10e skills are nothing as a mesmer and your ability to recover energy is much more important than your maxium.

And my monk always carries mend condition. The problem is not having the skill, but the energy. In a serious battle, when that blind will actually count, you don't want to be burning 5e on all the conditions, especially when the warrior is suffering dmg. Also, monk should use mend condition, not mend ailment, for the healing bonus.

As for the original post, (because you would need a lot more than mend condition to keep the blinds off my build) I think there is enough serious dmg involved to keep any monk on the healing skills and off the condition skills. I have one prot monk build which would keep up to the conditions, but probably not the dmg. And I would be wasting most of my time on one team member.

As for the hexes, they can also be removed easily, like blind. My mesmer loves it when people hex the warriors, I turn them into walking bombs. You dump two hexes on a warrior and I will turn them into +200 dmg in about 2 seconds. Not to say that your build won't work, just that I don't think it is better than the original post. Besides the E primary, in my opinion there are far better options as a Me primary.
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