Mar 08, 2006, 05:42 AM // 05:42
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#1
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Lion's Arch Merchant
Join Date: Apr 2005
Guild: Deicidal Tendencies
Profession: W/
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Looking for a factions build critique
I built this build for GvG when factions comes out. Now of course it will be tweeked when the game is actually released assuming that skills will change.
Anyway, getting down to brass tax. It's meant as a heavy degen build, with the elementalist and assassin there to give a damage push to finish off a target.
Note* None of these attributes include item enchantments, some don't contain runes.
Consist of the following classes (In no particular order)
1. Ritualist/Necro
2. Mesmer/Monk
3. Assassin/Warrior
4. Elementalist/Mesmer
5. Ranger/Mesmer
6. Monk/Mesmer
7. Monk/Mesmer
8. Ritualist/Monk
Ritualist/Necromancer
Level: 20
Spawning Power: 12 (11+1)
Curses: 6
Blood Magic: 12
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
Chilblains (Curses)
You become Poisoned for 10 seconds. Nearby foes are struck for 24 cold damage and lose one Enchantment.
Energy:25 Cast:0.75 Recharge:15
Parasitic Bond (Curses)
For 20 seconds, target foe suffers Health degeneration of 1. The caster is healed for 66 when Parasitic Bond ends.
Energy:5 Cast:1 Recharge:2
Dark Pact (Blood Magic)
Sacrifice 10% Health and deal 40 shadow damage to target foe.
Energy:5 Cast:1 Recharge:2
Life Siphon (Blood Magic)
For 22 seconds, target suffers -3 Health degeneration, and you gain +3 Health regeneration.
Energy:10 Cast:2 Recharge:2
Vampiric Gaze (Blood Magic)
Steal 52 Health from target foe.
Energy:10 Cast:1 Recharge:5
Attuned Was Songkai [Elite] (Spawning Power)
Hold Songkai's ashes for up to 45 seconds. While you hold her ashes, your spells cost 41% less Energy to cast.
Energy:10 Cast:2 Recharge:60
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/Monk
Level: 20
Fast Casting: 9 (8+1)
Domination Magic: 10 (9+1)
Inspiration Magic: 10 (9+1)
Illusion Magic: 14 (10+4)
Power Drain (Inspiration Magic)
If target foe is casting a Spell, the Spell is interrupted and you gain 21 Energy.
Energy:5 Cast:0.18 Recharge:25
Leech Signet (Inspiration Magic)
Interrupt target foe's action. If that action was a Spell, you gain 11 Energy.
Energy:0 Cast:0.25 Recharge:45
Diversion (Domination Magic)
For 6 seconds, the next time target foe uses a skill, that skill takes an additional 41 seconds to recharge.
Energy:10 Cast:2.13 Recharge:10
Fevered Dreams [Elite] (Illusion Magic)
For 24 seconds, any time target foe suffers from a new Condition, all nearby foes suffer that Condition as well.
Energy:10 Cast:1.42 Recharge:10
Energy Burn (Domination Magic)
Target foe loses 8 Energy and takes 8 damage for each point of Energy lost.
Energy:10 Cast:1.42 Recharge:20
Signet of Weariness (Domination Magic)
Target foe and all nearby foes lose 8 Energy.
Energy:0 Cast:2 Recharge:30
Remove Hex (Monk other)
Remove a Hex from target ally.
Energy:5 Cast:1.42 Recharge:7
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
Assassin/Warrior
Level: 20
Critical Strikes: 10
Dagger Mastery: 11
Deadly Arts: 10
Jagged Strike (Dagger Mastery)
If Jagged Strike hits, your target suffers from Bleeding for 7 seconds.
Energy:5 Cast:0 Recharge:6
Black Lotus Strike (Critical Strikes)
Must strike a Hexed foe. If it hits, Black Lotus Strike strikes for 21 damage and you gain 15 Energy.
Energy:10 Cast:0 Recharge:30
Twisting Fangs (Dagger Mastery)
Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +9 damage and struck foe suffers from Bleeding and Deep Wound for 16 seconds.
Energy:10 Cast:0 Recharge:12
Critical Strike (Critical Strikes)
Must follow an off-hand attack. If it hits, this attack strikes for +7 damage and resuslts in a critical hit.
Energy:5 Cast:0 Recharge:12
Dancing Daggers (Deadly Arts)
Send out three Dancing Daggers at target foe. Each striking for 15 earth damage if they hit. Dancing Daggers has half the normal range. This skill counts as a lead attack.
Energy:5 Cast:1 Recharge:5
Entangling Asp (Deadly Arts)
Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 15 seconds.
Energy:10 Cast:1 Recharge:20
Seeping Wound [Elite] (Critical Strikes)
For 15 seconds, if target foe is suffering from Bleeding or Poison, that foe suffers Health degeration of -2.
Energy:5 Cast:1 Recharge:10
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
Ritualist/Monk
Level: 20
Spawning Power: 12
Restoration Magic: 12
Attuned Was Songkai [Elite] (Spawning Power)
Hold Songkai's ashes for up to 45 seconds. While you hold her ashes, your spells cost 35% less Energy to cast.
Energy:10 Cast:2 Recharge:60
Recuperation (Restoration Magic)
Create a level 8 spirit. Allies within its range gane +3 Health regeneration. This spirit dies after 37 seconds.
Energy:15 Cast:3 Recharge:60
Life (Restoration Magic)
Create a level 8 spirit. When this spirit dies, all allies within its range are healed for 4 Health for each second this spirit was alive. This spirit dies after 30 seconds.
Energy:10 Cast:3 Recharge:45
Mend Body and Soul (Restoration Magic)
Target ally is healed for 65 Health. That ally loses one Condition for each spirit in your area.
Energy:5 Cast:0.75 Recharge:3
Weapon of Warding (Restoration Magic)
For 9 seconds, target ally has a Weapon of Warding. The Weapon of Warding grants a 50% chance to block and you gain +3 Health regeneration.
Energy:10 Cast:1 Recharge:5
Wielder's Boon (Restoration Magic)
Heal target ally for 48 points. If that ally is under the effects of a Weapon Spell, Wielder's Boon heals for an additional 32 Health.
Energy:5 Cast:1 Recharge:4
Spirit Boon Strike (Communing)
Target foe is struck for 10..82 lightning damage, and all spirits near you gain 10..82 Health.
Energy:10 Cast:2 Recharge:20
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
Elementalist/Mesmer
Level: 20
Energy Storage: 13 (12+1)
Fire Magic: 16 (12+4)
Fire Attunement (Fire Magic)
For 61 seconds, you are attuned to Fire. You gain 30% of the Energy cost of the Spell each time you use Fire Magic.
Energy:10 Cast:2 Recharge:60
Elemental Attunement [Elite] (Elementalist other)
For 45 seconds, you are attuned to air, fire, water, and earth. You gain 50% of the Energy cost of the Spell each time you use magic associated with any of these elements.
Energy:10 Cast:2 Recharge:60
Immolate (Fire Magic)
Target foe is struck for 53 fire damage and is set on fire for 3 seconds.
Energy:10 Cast:1 Recharge:5
Incendiary Bonds (Fire Magic)
After 3 seconds, target foe and adjacent foes are struck for 84 fire damage and are set on fire for 3 seconds.
Energy:15 Cast:2 Recharge:15
Fireball (Fire Magic)
Target foe and all adjancent foes are struck for 119 fire damage.
Energy:10 Cast:2 Recharge:7
Flame Burst (Fire Magic)
All nearby foes are struck for 127 fire damage.
Energy:15 Cast:0.75 Recharge:5
Rodgort's Invocation (Fire Magic)
You invoke the power of Rodgort at target foe's location. All foes in that area are struck for 127 fire damage and are set on fire for 3 seconds.
Energy:25 Cast:3 Recharge:15
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
Monk/Mesmer
Level: 20
Divine Favor: 10
Healing Prayers: 10
Inspiration Magic: 11
Orison of Healing (Healing Prayers)
Heal target ally for 53 points.
Energy:5 Cast:1 Recharge:2
Dwayna's Kiss (Healing Prayers)
Heal target other ally for 45 points and an additional 15 points for each Enchantment or Hex on that ally.
Energy:5 Cast:1 Recharge:3
Heal Party (Healing Prayers)
Heal entire party for 59 points.
Energy:15 Cast:2 Recharge:2
Infuse Health (Healing Prayers)
Lose half your current Health. Target other ally is healed for 124% of the amount you lost.
Energy:10 Cast:0.25 Recharge:0
Holy Veil (Monk other)
While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally.
Energy:5 Cast:1 Recharge:12
Healing Touch (Healing Prayers)
Heal target touched ally for 45 points. Health gain from Divine Favor is doubled for this Spell.
Energy:5 Cast:0.75 Recharge:5
Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 19 Energy.
Energy:10 Cast:1 Recharge:25
Mantra of Recall [Elite] (Inspiration Magic)
For 20 seconds, you gain no benefit from it. You gain 24 Energy when Mantra of Recall ends.
Energy:10 Cast:1 Recharge:20
Monk/Mesmer
Level: 20
Divine Favor: 10
Healing Prayers: 11
Inspiration Magic: 10
Word of Healing [Elite] (Healing Prayers)
Heal target other ally for 63 points. Heal for an additional 77 points if that ally is below 50% Health.
Energy:5 Cast:0.75 Recharge:4
Heal Party (Healing Prayers)
Heal entire party for 63 points.
Energy:15 Cast:2 Recharge:2
Healing Seed (Healing Prayers)
For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 23 Health.
Energy:10 Cast:2 Recharge:25
Orison of Healing (Healing Prayers)
Heal target ally for 57 points.
Energy:5 Cast:1 Recharge:2
Dwayna's Kiss (Healing Prayers)
Heal target other ally for 48 points and an additional 16 points for each Enchantment or Hex on that ally.
Energy:5 Cast:1 Recharge:3
Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 18 Energy.
Energy:10 Cast:1 Recharge:25
Holy Veil (Monk other)
While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally.
Energy:5 Cast:1 Recharge:12
Inspired Hex (Inspiration Magic)
Remove a Hex from target ally and gain 11 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0
Ranger/Mesmer
Level: 20
Expertise: 15 (11+4)
Wilderness Survival: 9 (8+1)
Marksmanship: 10 (9+1)
Domination Magic: 8
Apply Poison (Wilderness Survival)
For 24 seconds, foes struck by your physical attacks become Poisoned for 10 seconds.
Energy:6 Cast:2 Recharge:12
Crippling Shot [Elite] (Marksmanship)
If Crippling Shot hits, your target becomes Crippled for 6 seconds. This attack cannot be blocked or evaded.
Energy:6 Cast:0 Recharge:1
Savage Shot (Marksmanship)
If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for 23 damage.
Energy:4 Cast:0.5 Recharge:5
Distracting Shot (Expertise)
If Distracting Shot hits, it interrupts target foe's action but deals only 16 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
Energy:2 Cast:0.5 Recharge:10
Dodge (Expertise)
For 11 seconds, you move 33% faster and have a 74% chance to "evade" incoming arrows. Dodge ends if you attack.
Energy:2 Cast:0 Recharge:30
Troll Unguent (Wilderness Survival)
For 10 seconds, you gain Health regeneration +7.
Energy:2 Cast:3 Recharge:10
Blackout (Domination Magic)
For 5 seconds, all of touched target foe's skills are disabled, and all of your skills are disabled for 5 seconds.
Energy:4 Cast:1 Recharge:12
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
So thoughts?
Last edited by maedrarle; Mar 10, 2006 at 07:01 AM // 07:01..
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Mar 10, 2006, 12:10 AM // 00:10
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#2
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Krytan Explorer
Join Date: Jan 2006
Location: Wisconsin
Guild: dth
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Wall of text, you should be a tester thats my thought. haha.
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Mar 10, 2006, 05:44 PM // 17:44
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#3
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Lion's Arch Merchant
Join Date: Jul 2005
Location: CA
Guild: [Ryuk]
Profession: W/A
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Ok, theres a lot to say, lets start with the stupid bugs first
1. Ritualist/Necromancer
chilblains basically is one of the worst enchant removers in the game, I suggest something more like strip enchant or rend enchant.
life siphon is a better solo skills, not good due to the high energy cost and the uselessness of the skill in gvg
2. Mesmer/Monk
this build serves no definite purpose rather than to just annoy. and it isn't good at it. the reason why is because it has a little of everything: a good example of this is an Elementalist with 6 attributes and uses every type of magic. it wont get far. for this mesmer he has 1 energy denial skill, 2 interrupts, fevered dreams [WTF, horrible skill] and one shutdown skills [diversion]. with this, you cant reduce your targets energy enough to make a difference, you cant interrupt him very effectively, interrupts have long recharge and diversion will just be removed quickly. basically the main idea here is that you should stick to one function and stay with it.
3. Assassin/Warrior
i completely understand that this build was meant to be used in conjunction with fevered dreams... but cmon... martyr would completely crush all hopes of doing any serious damage. also its a single hex, no cover hexes in the mesmer's build so it is easily removed. maybe an axe or hammer warrior would be better suited for this build because it deals better damage.
4. Ritualist/Monk
Recuperation (Restoration Magic)
Create a level 8 spirit. Allies within its range gain +3 Health regeneration. This spirit dies after 37 seconds.
Energy:15 Cast:3 Recharge:60
the spirit of mending... why don't you just echo mending? besides that, this build... may as well bring in a prot monk with healing breeze... severs the same function but heals for more. also...
Spirit Boon Strike (Communing)
Target foe is struck for 10..82 lightning damage, and all spirits near you gain 10..82 Health.
Energy:10 Cast:2 Recharge:20
so your going to basically do 10 damage and heal your spirits for 10 health with 0 communing?
5. Elementalist/Mesmer
looks like this build would own in the random arenas... it is cute with its fire and elemental attunement... maybe for gvg, a better energy management skill would be either prodigy. this would also make room for another skill.
6. Monk/Mesmer
for a monk, either healing or divine favor should be higher than your attributes for your energy management... also this build is just.. weird. there are probably better builds that could do the same job better. look into it, I'm not here to create your build but just to comment on it
7.Monk/Mesmer
this specific build isn't bad, but isn't good either. its energy management skill, drain enchantment requires you to find a foe with an enchantment, meaning, your not healing your team. this could be a fatal flaw. the rule of thumb for monks is usually only keep skills on him that only target your allies. for tombs, I've seen monks with obsidian flame and other weird shit.. but this isn't tombs, its gvg.
8. Ranger/Mesmer
the build works... my only suggestion for it is to find room for a second running skill. dodge alone makes flag running a little bit slower... so maybe remove the res signet or the distracting shot.
OK in summary, heres a few other suggestions. please include a summary of how you are supposed to execute your build at the end of your character lists. don't make people guess how you would pull off this build. the build, from how i see it, just spreads burning, bleeding, poison, and deep would in conjunction with fevered dreams. this single hex has no cover, a 10 second recharge and is not good for the maneuverability of a gvg match. this skill is only good if you can effectively pull a team into a choke point. from the looks of it, your experience in gvg suggests otherwise that you are just begging to grasp how it works [not trying to insult, but i think you can handle the truth].
Everything I said was meant to be constructive criticism, so please take it as so. nice effort on the build though.
Last edited by Legendary Battousai; Mar 10, 2006 at 05:46 PM // 17:46..
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Mar 10, 2006, 08:24 PM // 20:24
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#4
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Flame Bait
Join Date: Mar 2005
Location: Mass
Profession: Mo/Me
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Well I would say anybody that knows what they are talking about is under NDA so anyone who replays to this is just using pure conjecture.
But anyways I think any serious build for gvg cant be built till we know more about the new skills for the "core" classes
Sounds like there will be a lot of game breaking skills and till we understand how they work together with the old skills and the new classes anybuild made will probably be less than optimal.
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