Mar 17, 2006, 04:23 AM // 04:23
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#1
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Frost Gate Guardian
Join Date: Jun 2005
Guild: None
Profession: Mo/N
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Pressure build
I just made this build and I would like to perfect it. I imagine it still has some flaws, but I was hoping y'all could help me out. Tis pressure/degen.
Pressure warrior 2
Warrior/Necromancer
Level: 20
Swordsmanship: 14 (12+2)
Blood Magic: 3
Death Magic: 12
Sever Artery (Swordsmanship)
If this attack hits, the opponent begins Bleeding for 24 seconds, losing Health over time.
Adrenaline:4
Gash (Swordsmanship)
If this attack hits a Bleeding foe, you strike for 19 more damage and that foe suffers a Deep Wound, lowering that foe's maximum Health by 20% for 19 seconds.
Adrenaline:7
Seeking Blade (Swordsmanship)
If this attack hits you strike for +19 damage. If Seeking Blade is "evaded," your target begins Bleeding and takes 19 damage. Seeking Blade cannot be "blocked."
Energy:5 Cast:0 Recharge:4
Signet of Agony (Blood Magic)
Sacrifice 10% maximun Health and suffer from Bleeding for 25 seconds. All nearby foes take 17 damage.
Energy:0 Cast:0.75 Recharge:15
Virulence [Elite] (Death Magic)
If target foe was already suffering from a Condition, that foe suffers from disease, Poison and Weakness for 13 seconds.
Energy:5 Cast:1 Recharge:15
Plague Touch (Necromancer Other)
Transfer a negative Condition and its remaining duration from yourself to target touched foe.
Energy:5 Cast:0.75 Recharge:0
Frenzy (Warrior other)
For 8 seconds, you attack 33% faster but take double damage.
Energy:5 Cast:0 Recharge:4
Resurrection 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.
Energy:0 Cast:3 Recharge:0
Pressure warrior 1
Warrior/Necromancer
Level: 20
Strength: 10 (9+1)
Swordsmanship: 13 (12+1)
Death Magic: 9
Sever Artery (Swordsmanship)
If this attack hits, the opponent begins Bleeding for 22 seconds, losing Health over time.
Adrenaline:4
Gash (Swordsmanship)
If this attack hits a Bleeding foe, you strike for 18 more damage and that foe suffers a Deep Wound, lowering that foe's maximum Health by 20% for 18 seconds.
Adrenaline:7
Galrath Slash (Swordsmanship)
This attack strikes for +35 damage if it hits.
Adrenaline:8
Plague Touch (Necromancer Other)
Transfer a negative Condition and its remaining duration from yourself to target touched foe.
Energy:5 Cast:0.75 Recharge:0
Virulence [Elite] (Death Magic)
If target foe was already suffering from a Condition, that foe suffers from disease, Poison and Weakness for 10 seconds.
Energy:5 Cast:1 Recharge:15
Sprint (Strength)
For 12 seconds, you move 25% faster.
Energy:5 Cast:0 Recharge:20
Frenzy (Warrior other)
For 8 seconds, you attack 33% faster but take double damage.
Energy:5 Cast:0 Recharge:4
Resurrection 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.
Energy:0 Cast:3 Recharge:0
Pressure necro 1
Necromancer/Mesmer
Level: 20
Curses: 11 (10+1)
Death Magic: 16 (12+4)
Domination Magic: 2
Inspiration Magic: 8
Tainted Flesh [Elite] (Death Magic)
For 45 seconds, target ally is immune to disease, and anyone striking that ally in melee becomes Diseased for 16 seconds.
Energy:5 Cast:1 Recharge:0
Rotting Flesh (Death Magic)
Target fleshy creature becomes Diseased for 26 seconds and slowly loses Health.
Energy:15 Cast:3 Recharge:3
Necrotic Traversal (Death Magic)
Exploit a random corpse. You teleport to that corpse's location and all nearby foes become Poisoned for 21 seconds.
Energy:5 Cast:0.75 Recharge:0
Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 17 Energy.
Energy:10 Cast:1 Recharge:25
Cry of Frustration (Domination Magic)
If target foe is using a skill, that foe and all foes in the area are interrupted and suffer 15 damage.
Energy:15 Cast:0.25 Recharge:20
Leech Signet (Inspiration Magic)
Interrupt target foe's action. If that action was a Spell, you gain 9 Energy.
Energy:0 Cast:0.25 Recharge:45
Enfeeble (Curses)
Target suffers from Weakness for 16 seconds.
Energy:5 Cast:1 Recharge:5
Resurrection 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.
Energy:0 Cast:3 Recharge:0
Mesmer pressure
Mesmer/Necromancer
Level: 20
Inspiration Magic: 13 (12+1)
Illusion Magic: 16 (12+4)
Curses: 3
Fevered Dreams [Elite] (Illusion Magic)
For 26 seconds, any time target foe suffers from a new Condition, all nearby foes suffer that Condition as well.
Energy:10 Cast:2 Recharge:10
Leech Signet (Inspiration Magic)
Interrupt target foe's action. If that action was a Spell, you gain 13 Energy.
Energy:0 Cast:0.25 Recharge:45
Conjure Phantasm (Illusion Magic)
For 15 seconds, target foe experiences Health degeneration of 5.
Energy:10 Cast:1 Recharge:5
Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 21 Energy.
Energy:10 Cast:1 Recharge:25
Spirit of Failure (Inspiration Magic)
For 30 seconds, target foe has a 25% chance to miss with attacks. You gain 4 Energy for whenever tha foe fails to hit in combat.
Energy:10 Cast:3 Recharge:10
Price of Failure (Curses)
For 30 seconds, target foe has a 25% chance to miss with attacks and takes 11 damage whenever that foe fails to hit in combat.
Energy:10 Cast:3 Recharge:10
Fragility (Illusion Magic)
For 21 seconds, target foe takes 21 damage each time that foe suffers or recovers from a new Condition.
Energy:10 Cast:1 Recharge:5
Resurrection 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.
Energy:0 Cast:3 Recharge:0
Pressure ranger
Ranger/Mesmer
Level: 20
Beast Mastery: 12
Wilderness Survival: 16 (12+4)
Inspiration Magic: 3
Barbed Trap (Wilderness Survival)
When Barbed Trap is triggered, all nearby foes take 68 piercing damage, become Crippled, and begin Bleeding for 28 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
Energy:15 Cast:2 Recharge:20
Flame Trap (Wilderness Survival)
When Flame Trap is triggered, every second (for 3 seconds total), all nearby foes are struck for 31 fire damage and set on fire for 3 seconds. Flame Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
Energy:10 Cast:2 Recharge:20
Dust Trap (Wilderness Survival)
When Dust Trap is triggered, every second (for 5 seconds total), all nearby foes are Blinded for 8 seconds and take 26 earth damage. While activating this skill, you are easily interrupted. Dust Trap ends after 90 seconds.
Energy:25 Cast:2 Recharge:30
Apply Poison (Wilderness Survival)
For 24 seconds, foes struck by your physical attacks become Poisoned for 16 seconds.
Energy:15 Cast:2 Recharge:12
Frozen Soil (Wilderness Survival)
Create a level 11 Spirit. For creatures within its range, dead creatures cannot be resurrected. This Spirit dies after 94 seconds.
Energy:10 Cast:5 Recharge:30
Symbiosis (Beast Mastery)
Create a level 8 Spirit. For creatures within its range, for each Enchantment on a creature, that creature's maximum Health is increased by 125. This Spirit dies after 126 seconds.
Energy:5 Cast:5 Recharge:60
Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 12 Energy.
Energy:10 Cast:1 Recharge:25
Resurrection 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.
Energy:0 Cast:3 Recharge:0
And then your quentisential 3 monk back-line.
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Mar 17, 2006, 06:01 PM // 18:01
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#2
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Desert Nomad
Join Date: Feb 2006
Profession: W/
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why on the mesmer necro presure build is there a lot to take advantage of foes with conditions and nothing to put conditions on?
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Mar 17, 2006, 07:54 PM // 19:54
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#3
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Frost Gate Guardian
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*sigh*
Because it's a team build.
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Mar 17, 2006, 08:10 PM // 20:10
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#4
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Krytan Explorer
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Seeing as this build is conditions conditions conditions, you ABSOLUTELY need signet of humility to stop martyr/restore conditions. Also, warrior #1 has no cancel stance for frenzy. I would suggest fitting final thrust in on at least one of the warriors- the idea is to find someone that's degenned a fair amount and then spike them the rest of the way- people rarely ever bleed to death, especially if the monks aren't under any energy denial/shutdown pressure to speak of.
The problem I have with a build built solely around condition spam is that conditions are still pretty easy to remove. You're going to need your warriors working overtime to do enough damage to make it threatening, and that's assuming you've included some way of stopping martyr and RC.
And finally...no elite AND no expertise on your ranger? Drop symbiosis, for the love of god, and reapply those points.
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Mar 19, 2006, 01:38 AM // 01:38
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#5
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Ascalonian Squire
Join Date: Aug 2005
Guild: The Brutananadilewski Clan [Carl]
Profession: Mo/Me
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Quote:
Originally Posted by stvt32
Pressure warrior 1
Warrior/Necromancer
Level: 20
Strength: 10 (9+1)
Swordsmanship: 13 (12+1)
Death Magic: 9
Sever Artery (Swordsmanship)
If this attack hits, the opponent begins Bleeding for 22 seconds, losing Health over time.
Adrenaline:4
Gash (Swordsmanship)
If this attack hits a Bleeding foe, you strike for 18 more damage and that foe suffers a Deep Wound, lowering that foe's maximum Health by 20% for 18 seconds.
Adrenaline:7
Galrath Slash (Swordsmanship)
This attack strikes for +35 damage if it hits.
Adrenaline:8
Plague Touch (Necromancer Other)
Transfer a negative Condition and its remaining duration from yourself to target touched foe.
Energy:5 Cast:0.75 Recharge:0
Virulence [Elite] (Death Magic)
If target foe was already suffering from a Condition, that foe suffers from disease, Poison and Weakness for 10 seconds.
Energy:5 Cast:1 Recharge:15
Sprint (Strength)
For 12 seconds, you move 25% faster.
Energy:5 Cast:0 Recharge:20
Frenzy (Warrior other)
For 8 seconds, you attack 33% faster but take double damage.
Energy:5 Cast:0 Recharge:4
Resurrection 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.
Energy:0 Cast:3 Recharge:0
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I have been using a similar build for Random Arena faction farming. It works great. Except I used no speed stances and had a Healing Signet. PTrue downside to the build .... Disease on allies, but that's about it. It's not hard to live on this build either, so it's a solid faction farming build, but I haven't tested it in Tombs/GvG.
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Mar 19, 2006, 04:23 AM // 04:23
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#6
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Lion's Arch Merchant
Join Date: Oct 2005
Location: San Francisco
Profession: W/Mo
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Quote:
Originally Posted by stryphe
True downside to the build .... Disease on allies
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That's why there's a Necro with Tainted.
I know you have Fevered Dreams, but it has a 10 second recharge, has a 2 second casting time (prone to inturrupts or some sort of shutdown), and only 1 copy. I would try dropping the Rotting Flesh for Epidemic. Rotting Flesh is expensive and takes 10 years to cast. Sure, you get a nice 26 seconds of disease, but disease spreads, not to mention the fact that you already have 2 Virulences and Tainted. IMO, what makes a pressure build good is the ability to keep reapplying hexes/conditions after they've been removed, rather than having really long lasting ones.
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