Apr 06, 2006, 05:30 PM // 17:30
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#1
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Lion's Arch Merchant
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Encyclopedia of FoW builds
After having a lot of frustration with poeple that just cannot put together a decent character build for FoW causing the whole team to be inneffective I would like to List builds for individual characters so people can have a good place to start and a template to work with. This was spurred on by me being in a group last night where one Ele was using Inferno for damage(when he wasnt dead of course, which wasnt that often), and the stance tank was only using balanced stance...
So please post the character build name
attribute points
and skills require( can leave a few out, put the ones required)
short description
so for example
Bonder Mo/Me
prot 12+1+3:16
Divine 9+1:10
inspiration 9
Life barrier{e}
mantra of inscriptions
blessed signet
inspired hex
open(suggest: reversal of fortune)
open(suggest: aegis)
open((suggest guardian/mend condition)
rebirth
Bond everyone up, and start spamming blessed signet and keep mantra of inscriptions up. You should never really need a blood ritual or anything. Inspired hex will also help out with energy
Fire spammer E/Me
Fire magic: 12+1+3=16
Energy Storage:10+1=11
illusion: 8
Fireball
Rodgort's invocation
open
open
distortion
fire attunement
Elemental attunement{e}
open(or res signet)
spam fireball and rodgorts and searing heat. You should be fine on energy because of dual attunements try not to get the stripped and make sure you cast ele attunement first and fire attunement second. Throw in the occasional meteor shower and distortion if you get in trouble
Echo nuker E/Me
Fire magic: 12+1+3=16
Energy Storage:10+1=11
illusion: 8
Glyph of renewel{e}
arcane echo
meteor shower
distortion
open(or fire attunement + couple more fire spells)
open
open
open(or res signet)
spell order is: glyph of renewel>Meteor shower>Arcane echo>Meteor shower(from the glyph)>Meteor shower(from arcane echo). Again distortion for defense
Intterupt Ranger R/x(Mo)
Expertise: 11+4=15
Wilderness survival: 11+1=12
Marksmanship: 8+1=9
Punishing shot{e}
Distraction shot
Savage Shot
read the wind
Serpents Quickness
Whirling Defense
Troll's Unguent
Rebirth(or open)
Read The Wind, Serpents, and spam the interrupt shots, works great vs The Monks and the Eles =)
Rebirth is nice but not nescessary
Please post your builds then I will put them in the OP for easy access.
I'll add more later myself but if you would like to contribute:
Needed:
stance tank(for book trick)
damage warrior
Heal monk
Barrage ranger
Illusion mesmer
dual attunement fire spammer
also I encourage you to discuss the effectiveness of the builds posted
Last edited by icemonkey; Apr 07, 2006 at 07:43 PM // 19:43..
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Apr 07, 2006, 02:02 PM // 14:02
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#2
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Jungle Guide
Join Date: Aug 2005
Location: Illinois, US
Guild: Heroes of Talia [HoT]
Profession: Mo/
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I don't know about that bonder build. Seems like a waste to take 9 Inspiration just for Inspired Hex which can only be cast every 20sec, plus having low DF means you get less return on Blessed Sig if you're maintaining a lot of enchantments. Not to mention that you don't have Life Bond or Essence Bond, which are essential skills for a bonder. Here's what I'd suggest:
Divine Favor 12+3 (or +1 if you prefer)
Protection Prayers 12+1+3 (or +1+1 if you prefer)
Life Barrier {E}
Life Bond
Essence Bond
Blessed Signet
Signet of Devotion
Remove Hex
Mend Ailment/Condition, or Reversal or Fortune, or Guardian/Aegis
Rebirth
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Apr 07, 2006, 03:01 PM // 15:01
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#3
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Lion's Arch Merchant
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The reason for inspiration is mantra of inscriptions, it makes blessed signet recharge in 6 seconds, go look it up. I use this bonding build regularly and it works great.
also With life barrier essence bond on yourself is worthless but you could put it on the stance tank, however since I don't have energy problems it doesnt matter. Life bond is not very good because a lot of the damage in FoW is not reduced by life bond but it is by life barrier
This is a perfect example of someone who could benefit from a better build. The bonder build i posted is streamlined, efective, and has no energy problems, give it a try
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Apr 07, 2006, 05:27 PM // 17:27
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#4
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Wilds Pathfinder
Join Date: Nov 2005
Guild: [NICE]
Profession: Mo/
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Quote:
Originally Posted by icemonkey
The reason for inspiration is mantra of inscriptions, it makes blessed signet recharge in 6 seconds, go look it up. I use this bonding build regularly and it works great.
also With life barrier essence bond on yourself is worthless but you could put it on the stance tank, however since I don't have energy problems it doesnt matter. Life bond is not very good because a lot of the damage in FoW is not reduced by life bond but it is by life barrier
This is a perfect example of someone who could benefit from a better build. The bonder build i posted is streamlined, efective, and has no energy problems, give it a try
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i use a build like effigy's and like it. it works great in sorrows but i've yet to use it in fow/uw and you make a good point about life bond.
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Apr 07, 2006, 06:54 PM // 18:54
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#5
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Wilds Pathfinder
Join Date: Nov 2005
Location: Those Netherlands
Guild: Dynasty Warriors [DW]
Profession: R/
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Interrupt Ranger/Mo
14 Exp
9 Marks
Rest in WS
Punishing Shot
Distracting Shot
Savage Shot
Read The Wind
Troll Unguent
Whirling Defence
Serpents Quickness
Rebirth
Read The Wind, Serpents, and spam the interrupt shots, works great vs The Monks and the Eles =)
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Apr 07, 2006, 06:56 PM // 18:56
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#6
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Jungle Guide
Join Date: Aug 2005
Location: Illinois, US
Guild: Heroes of Talia [HoT]
Profession: Mo/
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Well, you make a good point about Life Bond not reducing some of the damage types in FoW. I suppose it's optional in that context, but I still like to have it since it can be very helpful against Abyssals and such.
I know that you were using Inspiration mainly for MoI, but personally I prefer to just crank up DF so I can get a higher max return on Blessed Sig, rather than casting it more often. Having higher DF gives a bigger hp bonus on your spells and also allows you to drop some respectable Devo Sig heals to save your primary healer some energy. Even with the investment in Inspiration, I still don't like Inspired Hex that much--the recharge is what really kills it. Removing one hex every 20sec isn't going to be much of a help, the way hexes fly in FoW, and if you're using it purely for emanagement there are probably better options.
I just put Essence Bond on the tank or whoever is currently taking a lot of hits. It's also helpful as a quick recovery skill, i.e. if you die you can toss it on the tank after being ressed and start regaining energy fast.
In retrospect, your build does make sense but it seems our opinions differ on a few points. I'll surely give your version a try and see if I life the MoI setup better than the high DF.
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Apr 07, 2006, 07:02 PM // 19:02
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#7
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Jungle Guide
Join Date: Aug 2005
Location: Illinois, US
Guild: Heroes of Talia [HoT]
Profession: Mo/
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Quote:
Originally Posted by Stranger The Ranger
Interrupt Ranger/Mo
14 Exp
9 Marks
Rest in WS
Punishing Shot
Distracting Shot
Savage Shot
Read The Wind
Troll Unguent
Whirling Defence
Serpents Quickness
Rebirth
Read The Wind, Serpents, and spam the interrupt shots, works great vs The Monks and the Eles =)
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How much longer does SQ last with 11 WS than at lower levels? I'm thinking you might get more mileage by dropping WS a little and raising Marks a bit, since it would boost damage from RtW, Punishing, and Savage. Good build though, interrupting is great.
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Apr 07, 2006, 07:38 PM // 19:38
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#8
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Lion's Arch Merchant
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For the bonder, unlike in SF where you stack multiple bonds on one hcaracter in FoW you bond each person once and that is it, thats the reason for life barrier only.
As far as inspiration, i can pump up inspiration taht high for about the same cost as 2 or 3 more levels of divine, its one energy per divine so i could get up to 20 energy per signet, on the other hand i can spam a lower level one nearly twice as much, so with mantra you get a smaller amount of energy by you get it much more often and it wins out in teh end, you can do the math.
over 66 second sample time:
11 second for blessed signet to cast and recharge at 20 energy each:
66/11=6 casts 6*20 energy = 120 energy
7 second blessed signet cast and recharge under mantra at 17 energy each:
66/7=9.4 9.4*17=160 energy 160 energy - 10 for mantra(happens to last ~66 seconds at the insp i ahve it at) 150 energy.
Mantra wins out.
as far as serpents quickness, I threw it in GWFreaks and its about 1 second per level so its a decent return, and at that level of WS you get a phatty +9 troll's.
and thank you for the build stranger the ranger
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Apr 07, 2006, 08:07 PM // 20:07
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#9
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Jungle Guide
Join Date: Jun 2005
Location: Topeka, Kansas
Guild: Tyrian Fo Lyfe [word]
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Quote:
Originally Posted by Effigy
Well, you make a good point about Life Bond not reducing some of the damage types in FoW. I suppose it's optional in that context, but I still like to have it since it can be very helpful against Abyssals and such.
I know that you were using Inspiration mainly for MoI, but personally I prefer to just crank up DF so I can get a higher max return on Blessed Sig, rather than casting it more often. Having higher DF gives a bigger hp bonus on your spells and also allows you to drop some respectable Devo Sig heals to save your primary healer some energy. Even with the investment in Inspiration, I still don't like Inspired Hex that much--the recharge is what really kills it. Removing one hex every 20sec isn't going to be much of a help, the way hexes fly in FoW, and if you're using it purely for emanagement there are probably better options.
I just put Essence Bond on the tank or whoever is currently taking a lot of hits. It's also helpful as a quick recovery skill, i.e. if you die you can toss it on the tank after being ressed and start regaining energy fast.
In retrospect, your build does make sense but it seems our opinions differ on a few points. I'll surely give your version a try and see if I life the MoI setup better than the high DF.
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Mantra of Inscriptions only needs 7 Inspiration to get the maximum effect of it for Blessed Signet. You go from a 10s recharge to 6s recharge for only 28 attribute points and one skill slot. Even with only 1 point in Inspiration, you get a 7s recharge. That's a very very good investment for a character spamming Blessed Signet. You'd have to have a VERY compelling reason not to use MoI on a bonder.
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Apr 07, 2006, 09:12 PM // 21:12
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#10
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Wilds Pathfinder
Join Date: Nov 2005
Location: Those Netherlands
Guild: Dynasty Warriors [DW]
Profession: R/
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Quote:
Originally Posted by Effigy
How much longer does SQ last with 11 WS than at lower levels? I'm thinking you might get more mileage by dropping WS a little and raising Marks a bit, since it would boost damage from RtW, Punishing, and Savage. Good build though, interrupting is great.
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I got the 9 Marks becasue it isnt really based on dmg like spiking, just to make sure the enemy casters cant do anything ^^
Quote:
Originally Posted by icemonkey
and thank you for the build stranger the ranger
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np :P
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Apr 10, 2006, 02:24 PM // 14:24
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#11
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Jungle Guide
Join Date: Aug 2005
Location: Illinois, US
Guild: Heroes of Talia [HoT]
Profession: Mo/
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Quote:
Originally Posted by wheel
Mantra of Inscriptions only needs 7 Inspiration to get the maximum effect of it for Blessed Signet. You go from a 10s recharge to 6s recharge for only 28 attribute points and one skill slot. Even with only 1 point in Inspiration, you get a 7s recharge. That's a very very good investment for a character spamming Blessed Signet. You'd have to have a VERY compelling reason not to use MoI on a bonder.
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If the difference between 1 Inspiration and 7 is only 1sec on Blessed Sig, then why not just go with 1? The extra return on BS from putting the extra points in DF would probably be more useful than shaving 1 extra second off the recharge, not to mention the healing bonus on your spells.
I admit I hadn't really considered MoI much in the past because the attribute investment didn't seem worth it, but I'll keep it in mind in the future. However, I still don't think you necessarily need it on a bonder unless you normally have emanagement problems. It's a good choice, but if you're not having trouble maintaining energy then you may as well bring a skill that will benefit your team rather than just yourself. If you're using the book trick, Essence Bond will also return more energy than MoI (assuming you had to choose just one), plus it acts as a cover for Life Barrier on the tank.
Thanks for the suggestions though, I'm always looking to improve my game.
Last edited by Effigy; Apr 10, 2006 at 05:09 PM // 17:09..
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Apr 11, 2006, 01:00 AM // 01:00
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#12
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Frost Gate Guardian
Join Date: Sep 2005
Profession: Mo/W
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If you're taking life bond, then I would go with balthazaar's spirit instead of essence bond. Put Balths on yourself, and whenever anyone with life bond gets hit, you gain 1 energy from the dmg being redirected to you, even if it is 0 damage. Its like having essence bond on everyone separately (as long has they have life bond on them).
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Apr 11, 2006, 03:28 AM // 03:28
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#13
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Wilds Pathfinder
Join Date: Jun 2005
Location: 功夫之王
Profession: N/
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Heal monk
Spell Breaker/ DwayasKiss/ Orison/ Heal Other/ Seed/ HolyVeil or Smite Hex/ Essence Bond/ Rebirth
Figure the atts yourself. This assumes one primary tank to EB and have the bonder bond up. Pretty simple. Get everyone back, cast SB, send in tank..maybe seed him on the way in. Dwayas is your primary tank heal with all the enchants it huge. Essence Bond should be cast on the tank first (ask bonder to let you do this and if anyone else is using EB then EVERYONE MUST CAST IF FIRST TO KEEP IT BURIED)
Tanker. Many ways to do this either stance or armor buff or a combo of both. Ill list 2 of them. You dont really need anything in your weapon skill to super tank it but some feel useless without something.
Stancer Whammo Str and Tactics only
Gladiators Defense/ Defensive Stance/ Bonettis Defense/ Dolyak Sig/ Watch Yourself/ Heal Sig/ Rebirth
The armor maxer will need help from the bonder to put Balthazar Spirit on him to help with adrenal skills if you do the book trick or such but this should be discussed before leaving ToA
Armored tanker W/Me Str Inspiration and Tactics
Defy Pain/ Dolyak Sig/ Watch Yourself/ Physical Resistance/ Elemental Resistance/ Heal Sig or Bonettis Def/ Open(rez sig etc)
SS Necro.. another with variations but
Curse 12 +1 +3 is the basis. Whether you go blood for Blood Rit and AtB or what is left to the player and team needs. If there is a BiPer you may not need the blood skills at all.
Spiteful Spirit/ Arcane Echo/ Desecrate Enchants/ cover hex..PBond or Suffering etc/ those are pretty standard but then you have options like Blood Rituals/ Mark of Subversion/ Awaken the Blood/ Sypathetic Visage/ Mesmer Interupts or Spinal Shivers. Job one is to get Spiteful Spirit on as many as humanly possible..then add one more =].
Hope these help sorry didnt list breakpoint on skills and such I'm not ingame atm. Feel free to spruce them up and add them to your first post. Many people dont bother reading thru a thread so that may be the best place for them.
Also a bonder should run MoI imo.
LifeBarrier/ LifeBond/ BlessedSig/ MoI/ Watchful Spirit or Life Attunement/ Balthazars Spirit/ Essence Bond for max energy or a hex or condition removal/ Ressurect (cant have the 0 of energy with Rebirth unless its the tanker died lol)
If your not doing the book leave out Life Barrier for another elite. Life bond the starting team and cast Balthazars on self and possibly your tanker if needs be. Watchful is good for anyone sacing and is a good cover for when SB wears off the tanks. Honestly shouldnt need EB but let the other (ie any smart player with monk 2ndary on book runs or single tank groups should have EB on them...i mean its free E as long as you let the tank keep aggro)
You get the picture and Im rambling again.
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Apr 17, 2006, 10:51 PM // 22:51
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#14
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Ascalonian Squire
Join Date: Mar 2006
Profession: Mo/Me
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I am using the following builds with pug in fow
Nuker E/Me
fire magic 12+3+1
energy storage 12+1
illusion magic 3
immolate
fireball
rodgort's invocation
meteor shower
arcane echo
ether prodigy or elemental attunement {e}
fire attunement
distortion
Healer Monk Mo/X
divine favor 11+3
healing prayers 11+1+1
protection prayers 8+3
holy vail or inspired hex
dwayna's kiss
divine boon
peace and harmony {e} use divine boon to cover PaH
reversal of fortune
heal other/ mend aliment/ mend condition
protective spirit(must have in bonder group) /open
rebirth
Bonder monk Mo/Me
Divine favor 11+3+1
protection prayers 12+3
inspiration magic 6
blessed
mantra of inscriptions must be up all the time
life barrier{e} use on everyone
life bond use on tank
life attunement use on book tank
vital blessing use on book tank and for emergency healing
insipred hex/signet of devotion
rebirth
You can keep up to 9 bonds at the same time with this build
Last edited by fengyaocheng; Apr 18, 2006 at 07:33 AM // 07:33..
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Apr 18, 2006, 12:19 AM // 00:19
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#15
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Wilds Pathfinder
Join Date: Nov 2005
Guild: [NICE]
Profession: Mo/
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Quote:
Originally Posted by icemonkey
B]Bonder Mo/Me[/B]
prot 12+1+3:16
Divine 9+1:10
inspiration 9
Life barrier{e}
mantra of inscriptions
blessed signet
inspired hex
open(suggest: reversal of fortune)
open(suggest: aegis)
open((suggest guardian/mend condition)
rebirth
Bond everyone up, and start spamming blessed signet and keep mantra of inscriptions up. You should never really need a blood ritual or anything. Inspired hex will also help out with energy
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tried it out icemonkey. it was very successful. i took remove hex instead of inspired and next time i may take both to rid tanks of SS. no life bond just barrier on everyone. no essence or balths just blessed sig and MoI. i had some shakey moments when enchantments were stripped but never anything terrible. the heal monk dropped half way through the run. I managed to keep myself and 6 others alive all the way through the forgemaster. all with freakin lifebarrier and MoI at 9 inspiration.
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