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Old Feb 19, 2006, 06:04 AM // 06:04   #1
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Join Date: Dec 2005
Guild: Champions of Aquilla
Profession: W/Mo
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Default I Need Mo/Me 55 Uw solo build

I have a Mo/W and i have heard that using a Mo/me for soloing is alote better. If anyone has a solid build that would b eawsome. ty...
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Old Feb 19, 2006, 02:14 PM // 14:14   #2
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Guild: Modified Soul Society [SOUL]
Profession: W/Mo
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I haven't used this build in a while but this does work it just takes time to figure out.



1.Balthazar's Spirit-Enchantment. 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.)

2.Mending-Enchantment. While you maintain this Enchantment, target ally gains Health regeneration of +(Min: 1 - Max: 4).

3.Blessed Aura -Enchantment. While you maintain this Enchantment, Monk Enchantments you cast last (Min: 10% - Max: 35%) longer than normal.

4.Mantra of Concentration-Stance. For (Min: 60 - Max: 180) seconds, the next time you would be interrupted while performing a skill, you are not interrupted.

5.Power Spike-Spell. If target foe is casting a Spell, the Spell is interrupted and target foe takes (Min: 20 - Max: 102) damage.

6.Shield of Judgment (Elite)-Elite Enchantment. For (Min: 8 - Max: 20) seconds, anyone striking target ally with an attack is knocked down and suffers (Min: 5 - Max: 50) damage.

7.Protective Spirit-Enchantment. For (Min: 5 - Max: 23) seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.

8.Healing Breeze -Enchantment. For 10 seconds, target ally gains +(Min: 3 - Max: 9) Health regeneration.

Last edited by N8DOGG; Feb 19, 2006 at 02:43 PM // 14:43..
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Old Feb 20, 2006, 02:54 PM // 14:54   #3
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Join Date: Aug 2005
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Guild: Heroes of Talia [HoT]
Profession: Mo/
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Personally, I prefer Mantra of Resolve to Mantra of Concentration. The former blocks interrupts constantly at the cost of 4e each (with 8 Inspiration) whereas MoC only blocks one and can't be recast for 20sec.

I'm guessing Power Spike is mostly for interrupting Dying Nightmares. However, I'd recommend using Power Drain instead. It costs 5e vs 10e for Spike, plus you'll get some energy back from it. You can just wand the Nightmares to death after you interrupt their Rend Enchantments. Other than that, I agree with your skill selection.
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