Jun 27, 2007, 09:35 PM // 21:35
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#41
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has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
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I can't think of any real reason to pack Galrath Slash on a PvP bar. Definitely drop it for S&M or Final.
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Jun 28, 2007, 12:21 AM // 00:21
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#42
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Good job not including the ATTRIBUTE spread on that Warrior bar. Especially since it's impractical.
~Z
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Jun 28, 2007, 01:16 AM // 01:16
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#43
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Academy Page
Join Date: Sep 2005
Location: France
Profession: R/
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N/A 14 Soul Reaping 12 Deadly Art
[skill]Reaper's Mark[/skill][skill]Augury of Death[/skill][skill]Dancing Daggers[/skill][skill]Entangling Asp[/skill][skill]Signet of Toxic Shock[/skill][skill]Signet of Lost Souls[/skill][skill]Deadly Paradox[/skill][skill]Resurrection Signet[/skill]
Vitae runes, any Vital set.
Common gimmick build.
Allow really fast kills but huge lake of survivability.
Can sub [skill]Signet of Lost Souls[/skill] with [skill]Feigned Neutrality[/skill] for better survivability, but need a little invest (6-8) in Shadow Art and then an energy set for trouble.
Last edited by Salia Mare; Jun 28, 2007 at 01:19 AM // 01:19..
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Jun 28, 2007, 01:26 AM // 01:26
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#44
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Lion's Arch Merchant
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Lyssa's Avatar
Attributes
Scythe Mastery - 12+2 (14)
Mysticism - 12+1+2 (15)
[skill]Avatar of Lyssa[/skill][skill]Mystic Sweep[/skill][skill]Protector's Strike[/skill][skill]Crippling Sweep[/skill][skill]Watchful Intervention[/skill][skill]Heart of Fury[/skill][skill]Faithful Intervention[/skill][skill]Resurrection Signet[/skill]
Basically, before the gate opens cast Faithful Intervention. Then when you come out of the gate cast Watchful Intervention and proceed with Lyssa's Avatar before the battle starts.
After you have your buffs up pick a target (preferably a squishy) cast Heart of Fury and spam Mystic Sweep and Protector's Strike trying to hit when they cast a skill for maximum damage. Cripple your target with Crippling Sweep when they try to kite away from your pressure.
Weaknesses are of course the standards for melee: No condition removal so Blind and Cripple can shut you down. Anti Melee Hexes and Block Stances.
Weapon Sets:
Ebon Scythe of Fortitude or Enchanting (15% while enchanted or 15% above 50% inscription)
Zealous Scythe of Fortitude or Enchanting (15% while enchanted or 15% above 50% inscription)
Vampiric Scythe of Fortitude or Enchanting (15% while enchanted or 15% above 50% inscription)
Last weapon spot is optional.
Armor:
Radiant Insignia's or Survivors (due to Energy bonus from Lyssa's Avatar) and 2 Runes of Vitae or 1 Rune of Vitae and 1 Rune of Clarity
Highest Vigor Possible
Last edited by Ultimate Sacrifice; Jun 28, 2007 at 02:20 AM // 02:20..
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Jun 28, 2007, 11:20 AM // 11:20
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#45
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Ascalonian Squire
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Why on earth would you take protectors over wild blow on a dervish? Especially with all the frenzied defense monks running around in RA
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Jun 28, 2007, 11:29 AM // 11:29
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#46
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Academy Page
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Quote:
Originally Posted by Riotgear
EDIT -- As a kind of side-note, RA builds with no self-healing capability are an extremely bad idea. Getting hit by BA+Apply once is almost 200 health lost unless you have some way of mitigating it, nevermind builds that are actually designed for all-out damage. Running a flagstand warrior build in RA is asking for defeat.
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I tend to disagree. Certainly going in without a self heal isn't going to be great on a Monkless team, but then in all likelyhood you weren't going to get far anyway. On the other hand, in a team with a decent Monk, you're better off spending your time, skills and attribute points on ripping the other team to shreds. If the other team is bad then that'll be no problem, they'll die. If the other team is good, then you packing a Healing Signet isn't going to break them, while running Conjure Air + Shock damn well will.
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Jun 28, 2007, 12:13 PM // 12:13
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#47
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Ascalonian Squire
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Quote:
Originally Posted by TLLOTS
I tend to disagree. Certainly going in without a self heal isn't going to be great on a Monkless team, but then in all likelyhood you weren't going to get far anyway. On the other hand, in a team with a decent Monk, you're better off spending your time, skills and attribute points on ripping the other team to shreds. If the other team is bad then that'll be no problem, they'll die. If the other team is good, then you packing a Healing Signet isn't going to break them, while running Conjure Air + Shock damn well will.
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I agree completly, I tend to run full offensive on most of my characters, at least frontliners. This is my favourite bar for RA atm:
W/D 12+1+1 sword, 12+2 strength
[skill]crippling slash[/skill][skill]gash[/skill][skill]final thrust[/skill][skill]bull's strike[/skill][skill]frenzy[/skill][skill]pious haste[/skill][skill]rending touch[/skill][skill]Resurrection Signet[/skill]
Weapons:
Sundering sword - Elemental sword - Zealous sword - ranged adrena building of preference (longbow for me). Shield of +10 ar against different types of damage and blind reduction.
Armour and Runes:
Sentinels insignias with one lower hex duration and one stonefist. Minor sword, major strength, clarity, restoration, sup vigour
Good for training/pressure, decent spike potential (especially with the enchant removal first), some disruption (bulls, rending). The removal is great to have in RA with all the bonders and Shield of Reg going on and finally it's fun to play
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Jun 28, 2007, 12:14 PM // 12:14
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#48
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Lion's Arch Merchant
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Pure characters with no secondaries.
Elementalist
Savanna death
Fire 12+3+1
Energy 11+1
Air 6
[skill]Searing heat[/skill] [skill]Gale[/skill] [skill]Immolate[/skill] [skill]Glowing gaze[/skill] [skill]Savannah heat[/skill] [skill]Fire attunement[/skill] [skill]Aura of restoration[/skill] [skill]Resurrection signet[/skill]
cast 1234 then switch target and do 5234. you bait them with your weaker searing heat then poor it on with savanna.
Dervish
The crippler
Scythe 12+3+1
Mysticism 12+1
[skill]Crippling sweep[/skill] [skill]Lyssa's assault[/skill] [skill]Chilling victory[/skill] [skill]Reaper's sweep[/skill] [skill]Mystic sweep[/skill] [skill]Heart of fury[/skill] [skill]Watchful intervention[/skill] [skill]Resurrection signet[/skill]
Put watchful intervention on your most likely to be targeted teammate (monk, caster) with about 10 seconds to go in countdown to fight. Before engaging cast it on yourself aswell. Then unleash your fury.
Assassin
Enchant raper
Deadly arts 12+3+1 or 12+1+1
Dagger master 11+1
Critical strikes 2+1
Shadow arts rest
[skill]Siphon speed[/skill] [skill]Black spider strike[/skill] [skill]Horns of the ox[/skill] [skill]Impale[/skill] [skill]Signet of toxic shock[/skill] [skill]Assault enchantments[/skill] [skill]Feigned neutrality[/skill] [skill]Resurrection signet[/skill]
Siphon your target, depending on if they're enchanted or not. I sometimes use 2 then 5 if I think the poison will be removed quickly, if not then just 2345 or 23645 if they were enchanted. not the most effective spike but fun to pick off earth tanks or sor monks.
Last edited by African War Lord; Jul 16, 2007 at 12:25 PM // 12:25..
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Jun 28, 2007, 04:37 PM // 16:37
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#49
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Wilds Pathfinder
Join Date: Mar 2006
Location: Quebec
Guild: Pretty much stopped
Profession: Rt/
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Here's my new favorite Axe setup. It's a Shock Axe variation but with slightly different aim which is more to shutdown/solo spike someone than do a really fast spike with others, although this can be done too. We actually run it in GvG but i have a lot of fun with it in RA too, even though it has no self-heal so without a monk you can have trouble, but usually you can take one down before you're done =p
11+2+1 Axe
10+1 Strength
10 Air
[skill]Dismember[/skill][skill]Lacerating Chop[/skill][skill]Agonizing Chop[/skill][skill]Shock[/skill][skill]Bull's Strike[/skill][skill]Conjure Lightning[/skill][skill]Charging Strike[/skill][skill]Resurrection Signet[/skill]
Equipment:
Shocking Axe of Fortitude/+30 health/-20% blind shield
Shocking Axe of Enchanting/+30 health/-20% blind shield
Zealous Axe of Fortitude/+30 health/-20% blind shield (if you're stripped and want better energy or you're hitting on a ranger)
So the way this is played is to pressure people doing Charging Strike to reach them and just hitting. Can Bull's if people are really kiting a lot. When you're charged (not really long, 5-6 adren skills) get a target and do Shock/Bull's + Dismember + Lacerating + Agonizing. With the timing, Agonizing hits EXACTLY as they get up, so a monk casting a .25s cast is interrupted every single time (can just test that on Master of Enchant, he always gets his RoF/Prot Spirit interrupted). It does DW-Bleeding, and on 60AL if you have your Conjure up the full spike does around 350-400 damage (60 shock or more for Bull's, 51 conjure, DW, +34 damage and 3 axe attacks) while keeping the guy down for 3s and interrupting as they get up if it's a monk. If the guy isn't dead, you can click Charging Strike so that your next attack will also do +32 damage (or if they try to run hit Bull's/Shock).
With the low recharge on adrenal skill you can do that combo really often, alternating between Bull's or Shock for the kd, although you don't get the perfect timing on Agonizing with Bull's since there's no 'aftercast'. You can try to get it by waiting half a second before using Agonizing after your Lacerating though.
Charging Strike also allows you to split really well since it's a constant 33% IMS.
What this build obviously lacks is IAS, but i never really feel that i'm lacking it. The timing on the combo is perfect without one and timing it to interrupt .25s cast when they get up reliably with an IAS would be really hard.
Last edited by Patccmoi; Jun 28, 2007 at 07:40 PM // 19:40..
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Jun 28, 2007, 04:46 PM // 16:46
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#50
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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Quote:
Originally Posted by Mokone
Mo/R - OwIT8SIjzZ4MTurlkbCL57xRAA
Prot: 10+1
Divine: 12+1+1
Wilderness: 9
+HP or +AL enchanted armor for all
[skill]Melandru's Resilience[/skill][skill]Reversal of Fortune[/skill][skill]Shield of Absorption[/skill][skill]Signet of Devotion[/skill][skill]Draw Conditions[/skill][skill]Contemplation of Purity[/skill][skill]Deny Hexes[/skill][skill]Divine Boon[/skill]
very fun build to run. can run guardian/ps/sb/shielding hands for soa. :>
Pros:
- can supply a lot of energy
- able to preprot with powerful heals
- good hex removal compared to most solo hybrid builds in 4vs4 that aren't Divert Hexes based
- can tank dazed/migraine without many problems (if you kick soa for another 1/4 cast)
- you're invinsible on deathmatches (stand in lava)
- you can tank for the giggles. LOL
Cons:
- weak to stance removal (a single wildblow and you are done)
- if there's no hexes on you, neither conditions that can be drawn you're doomed and your energy just dies
40/40 protection wand and offhand
-5 spear +30 health, shield +30 +10AL vs whatever
+5 e +30 health spear, +30hp +5 AL enchanted offhand
+15-1x2 wand and offhand
can be very conditional but seeing how nearly everyone has some kind of conditions it's usually fun. and when you run into traps with soa on you you won't be able to stop laughing.
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I noticed that I don't use CoP very much since I rather be gaining the health+energy regen from my hexes...so I was in search of a skill that would be helpful if the other team didn't have hexes/conditions (aka my e-management sucks)...
So far, I haven't found anything satisfactory, but I ran signet of rejuvenation to some success, since it provides a small heal at low healing prayers that I can use when energy is very tight (and also provides a second of energy regen/observing battlefield).
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Jun 28, 2007, 09:42 PM // 21:42
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#51
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Desert Nomad
Join Date: Jun 2005
Location: RA
Guild: [ODIN]
Profession: N/Mo
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I've run this build with great success in RA. It's a hybrid build with good pressure damage and light heals. Defense is decent too.
Both builds are 16 Channeling, 13 Restoration, 4 Spawning
32e Caretaker Pressure Build
For this I use the armor that gives you +10 AL when under the effects of a weapon spell. I use Attunement runes on all armor that doesn't have a rune on it.
[skill]Caretaker's Charge[/skill][skill]Channeled Strike[/skill][skill]Essence Strike[/skill][skill]Weapon of Shadow[/skill][skill]Mend Body and Soul[/skill][skill]Bloodsong[/skill][skill]Blind Was Mingson[/skill][skill]Resurrection Signet[/skill]
You have a total of 32 energy with this build, but you typically don't need more. Bring an +15e/-1 regen set when learning the build.
I precast Blind Was Mingson about 10 seconds before the gate opens. I do this so the first sin / derv / war that charges in will be blind. By then Mingson is recharged and I can cast another one. When under heavy melee pressure you can keep foes blinded by alternating between Mingson and Shadow. Typically I drop Mingson and cast Shadow on myself. I will take some damage but can heal through it with Mend. As long as Bloodsong stays up I can apply constant pressure. This build kills sins and warriors easily. It does well against all classes except rangers.
The other thing I like is that I can spot heal to help out a monk or other teammate that's being targeted. Be careful with applying Shadow to teammates. It has a long recharge and if focus switches to you you'll be sorry you don't have Shadow to fall back on.
Of course I'm weak against interrupt / migraine / backfire mesmers.
P.S. This build synergizes very well with rangers and other rits that use spirits.
Last edited by MelechRic; Jun 29, 2007 at 12:42 AM // 00:42..
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Jun 28, 2007, 11:56 PM // 23:56
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#52
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Quote:
Originally Posted by African War Lord
Pure characters with no secondaries.
Elementalist
Savanna death
Fire 12+3+1
Energy 12+1
[skill]Searing heat[/skill] [skill]Gale[/skill] [skill]Immolate[/skill] [skill]Glowing gaze[/skill] [skill]Savannah heat[/skill] [skill]Fire attunement[/skill] [skill]Aura of restoration[/skill] [skill]Resurrection signet[/skill]
cast 1234 then switch target and do 5234. you bait them with your weaker searing heat then poor it on with savanna.
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Have you actually played those (bad) builds??? In this one, for example, you seem to like it when your Gale fails 50% of the time.
Quote:
Originally Posted by Patccmoi
11+2+1 Axe
10+1 Strength
10 Air
[skill]Dismember[/skill][skill]Lacerating Chop[/skill][skill]Agonizing Chop[/skill][skill]Shock[/skill][skill]Bull's Strike[/skill][skill]Conjure Lightning[/skill][skill]Charging Strike[/skill][skill]Resurrection Signet[/skill]
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Too energy hungry for a Warrior to be able to use it effectively without something like Succor on him. Even then, I don't believe Charging Strike is worth the slot in the first place.
~Z
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Jun 29, 2007, 12:49 AM // 00:49
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#53
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Desert Nomad
Join Date: Jan 2006
Location: Maryland
Guild: The Mirror Of Reason [SNOW]
Profession: E/Mo
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Quote:
Originally Posted by Mokone
Mo/R - OwIT8SIjzZ4MTurlkbCL57xRAA
Prot: 10+1
Divine: 12+1+1
Wilderness: 9
+HP or +AL enchanted armor for all
[skill]Melandru's Resilience[/skill][skill]Reversal of Fortune[/skill][skill]Shield of Absorption[/skill][skill]Signet of Devotion[/skill][skill]Draw Conditions[/skill][skill]Contemplation of Purity[/skill][skill]Deny Hexes[/skill][skill]Divine Boon[/skill]
very fun build to run. can run guardian/ps/sb/shielding hands for soa. :>
Pros:
- can supply a lot of energy
- able to preprot with powerful heals
- good hex removal compared to most solo hybrid builds in 4vs4 that aren't Divert Hexes based
- can tank dazed/migraine without many problems (if you kick soa for another 1/4 cast)
- you're invinsible on deathmatches (stand in lava)
- you can tank for the giggles. LOL
Cons:
- weak to stance removal (a single wildblow and you are done)
- if there's no hexes on you, neither conditions that can be drawn you're doomed and your energy just dies
40/40 protection wand and offhand
-5 spear +30 health, shield +30 +10AL vs whatever
+5 e +30 health spear, +30hp +5 AL enchanted offhand
+15-1x2 wand and offhand
can be very conditional but seeing how nearly everyone has some kind of conditions it's usually fun. and when you run into traps with soa on you you won't be able to stop laughing.
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I played this with Guardian and Spirit Bond instead of Shield of Absorption and CoP, and it worked pretty well, though not spectacular. I found myself running dry a lot of the time, but still kept everyone alive by firing off some RoF's here and there. If I could find some skill to conserve energy more (though Sig of Devotion is great), I'm sure this build would shine. I actually thought about using Apply Poison (I use a spear) instead of Spirit Bond, cause I actually forgot that skill was there and never needed it :P I got a 10 win streak quickly with the build, not sure if it was luck though...this build DOES shine against assassins, I sat there tanking three of them as they poured the hexes and conditions on me.
Wild strike annoyed me, as well as drawing off daze, which isn't fun either, but it really turned out to be a pretty fun build!
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Jun 29, 2007, 01:09 AM // 01:09
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#54
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Wilds Pathfinder
Join Date: Mar 2006
Location: Quebec
Guild: Pretty much stopped
Profession: Rt/
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Quote:
Originally Posted by Zuranthium
Too energy hungry for a Warrior to be able to use it effectively without something like Succor on him. Even then, I don't believe Charging Strike is worth the slot in the first place.
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It's not too energy hungry. I worried about that too at first, but i played it tons now and i don't run in energy trouble really. You use Charging Strike, but notice that there's not Frenzy. An Evis-Exec Shock Axe hits Frenzy regularly, while on this one you hit Charging Strike regularly. It's certainly not worse than many warrior builds that use Frenzy and Pious Haste. The rest is pretty much the same. It's not a theory build, it's something me and other guildies now play regularly, so unless you tried it and ran into obvious energy problem (which would be weird since none of us do) don't say it's too much energy.
And i was doubting Charging Strike till i tried it too, i threw it in there just for fun cause i never tried it and wanted to see how it goes. And trust me, it's worth the slot. It can be used to add damage whenever you need it, or to run fast anywhere (like if you need to go backup flag running for example or go get help on a split), to catch a target fast for a Bull's Strike, etc. It's very versatile and totally worth the stance slot.
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Jun 29, 2007, 03:25 AM // 03:25
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#55
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Lion's Arch Merchant
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Quote:
Originally Posted by Dark Saga
Why on earth would you take protectors over wild blow on a dervish? Especially with all the frenzied defense monks running around in RA
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Protector's Strike is another spammable attack to pump out the damage from Lyssa, Frenzied Defense shouldn't be a problem if you switch targets rather then monk stomping.
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Jun 29, 2007, 08:02 AM // 08:02
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#56
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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Quote:
Originally Posted by Son Of The Axe
Conjuring Axe Spiker w/e
Eviscerate {e}
agonizing Chop
critical chop
enraging charge
tiger stance
Conjure flame
heal sig
res sig
okay this is a great build for any type of PvP.
build up adren then spike a target hitting tiger stance--> eviscerate--->then both chops in quick succession(note the 1/2 ectivation) this creates not only a great spike but will interrupt any skills the monk or other will try to use to heal---> if they not dead hit enraging to build for another spike.
enjoy:
btw i think the Mo/R is a horrible build
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Btw I think your build is a horrible build. The Mo/R one is very possibly one of the funnest and best builds I've played for monk in the past two years.
As for your build, I think tiger stance sucks because a lot of the people in RA have block stances, and for higher PvP, there is usually party wide blocking (or at least SoD/guardian). Conjure flame is not as optimal on this build versus a sun and moon sword build. Using an Evis warrior without executioner's strike is pretty dumb too. You mention no attributes for this character, but I'm pretty sure it's not that great either since you'll be split between fire, tactics, and strength with your remaining 100 or so attribute points.
So yeah, if I rated the Mo/R build a 9/10, yours would get like a 2/10. Have a nice day ^^
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Jun 29, 2007, 09:30 AM // 09:30
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#57
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Krytan Explorer
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RA deserves a cluttered thread like this, after all, it is a low place and a pool of filth really. Having said that, I sometimes go there anyway when nothing else is happening... as occassionally it can be more fun than cartographing.
In RA, one should get away with a degree of laziness IMO. So, I tend to play warrior rather than say, monk. Keep in mind that playing a warrior in RA will virtually ensure defeat, as the melee hate in there will get you sooner or later.
Here's a simple build I run. It is meant to be resilient, but as always "block block" limits the damage. Worry #1 is hexes and monks have Holy Veil at most. Enter smite hex. Drawback is that some people will leave the game as soon as they see W/Mo. I also take the Lieutenant's mod on my helm, but I am aware it doesn't do all that much. Another drawback is that one could probably do more pressure with a conjure-x + snare build, but that is more vulnerable to shutdown. Also, this build has no self heal. Heal should come from monks & rits really. The price of heal sig is just to high (armor penalty, activation time, puny heal, attrib spread, no hex remove).
I don't take enchants as I find they get removed (painfully) by necros and mesmers, who can shatter your conjure whilst frenzying, which I don't like.
Conditions are annoying too. Short of packing Purge Signet, I just rely on dual blind/crippled reducing. I take runes for both and equip shields for both as well. Given that most monks have Dismiss Condition, this is usually sufficient.
I take 15 Axe, and waste the rest in Strength. Don't forget to put the 1-2 remaining attribs in smiting! Stoneskin gloves for Bull's Strike. Alternatively, you could take Distracting Blow to try to interrupt Guardian and the like (and res sigs!), and do without the stoneskin. Or Wild Blow. Though if you land a KD before unloading on a target, it's pretty sweet, so think 2x about replacing Bull's.
Weapons I take vamp and ele usually. Ele is for wammo's, vamp is main attack weapon. I craft furious ones at times, but the extra adrenalin is probably too little.
[skill]Bull's Strike[/skill] [skill]Eviscerate[/skill] [skill]Executioner's Strike[/skill] [skill]Critical Chop[/skill] [skill]Frenzy[/skill] [skill]Sprint[/skill] [skill]Smite Hex[/skill] [skill]Resurrection Signet[/skill]
Skillwise; axe rocks for spike. Evis+exec+crit is as fast as it gets. Frenzy is the IAS I crave, and it doesn't get punished as much as you'd think. Sprint speaks for itself. Enraging is not better as I don't want my speed boost to end with the first hit. Sprint on = less kiting issues and quicker adrenalin gain.
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Jun 29, 2007, 10:38 AM // 10:38
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#58
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Forge Runner
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Quote:
Originally Posted by Son Of The Axe
Conjuring Axe Spiker w/e
Eviscerate {e}
agonizing Chop
critical chop
enraging charge
tiger stance
Conjure flame
heal sig
res sig
okay this is a great build for any type of PvP.
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OK, there is a lot wrong with this.
1: You don't have a real speed boost. Enraging ends when you hit someone. This is OK, if you can bull's strike them and get another 2-3 hits and maybe spike someone down, but you can't, which brings be to point 2
2: You don't have Bull's Strike
3: You need to spec in 4 attributes. One of this is maxed (axe), because well, lol. Either strenght or Tactics will be 9 because of your shield, this means you either have a really weak heal sig, conjure, or enraging/tiger
4: You don't have Frenzy. Tiger Stance is nice for spiking every 20 seconds if they have nothing to block you, but Frenzy raises your DPS by 50%.
Basically, you need to drop Tiger Stance for Frenzy, Enraging for Rush, Critical for Agonizing, and Heal Sig for Bull's. This means you don't have a self heal, but that's a sacrifice you need to make if you want to use Conjure.
I disagree flagstand warrior builds are bad in RA. Flagstand warrior builds, such as the conjure warrior, usually have very high DPS. The perfect RA build (imo) consists of one monk, one 'utility character' (which can be a rit lord, a BA/Crip ranger, a blindbot, a hexer, usually something to counter melee), and two damage dealing characters. Sure, you rely on having a monk if you take a build without a self heal, but realistically you're not gonna win a lot of matches without a monk anyway, and you can always kill them before they kill you.
A variation on the hex build I posted earlier is this. I think it works better than the previous one.
N/Me
Soul Reaping: 11+1+2
Curses: 11+2
Inspiration: 8
[skill]Faintheartedness[/skill][skill]Price of Failure[/skill][skill]Reckless Haste[/skill][skill]Power Drain[/skill][skill]Reaper's Mark/skill][skill]Spirit Shackles[/skill][skill]Spirit of Failure[/skill][skill]Resurrection Signet[/skill]
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Jun 29, 2007, 11:35 AM // 11:35
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#59
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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Quote:
Originally Posted by Zuranthium
Hahaha!!!!
I knew this thread would end up filled with horrible clutter.
~Z
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Very soon I'll be having to read through 20 pages of crap to find the 2-3 builds I remember liking...
Quote:
Originally Posted by Cass
RA deserves a cluttered thread like this, after all, it is a low place and a pool of filth really. Having said that, I sometimes go there anyway when nothing else is happening... as occassionally it can be more fun than cartographing.
In RA, one should get away with a degree of laziness IMO. So, I tend to play warrior rather than say, monk. Keep in mind that playing a warrior in RA will virtually ensure defeat, as the melee hate in there will get you sooner or later.
Here's a simple build I run. It is meant to be resilient, but as always "block block" limits the damage. Worry #1 is hexes and monks have Holy Veil at most. Enter smite hex. Drawback is that some people will leave the game as soon as they see W/Mo. I also take the Lieutenant's mod on my helm, but I am aware it doesn't do all that much. Another drawback is that one could probably do more pressure with a conjure-x + snare build, but that is more vulnerable to shutdown. Also, this build has no self heal. Heal should come from monks & rits really. The price of heal sig is just to high (armor penalty, activation time, puny heal, attrib spread, no hex remove).
I don't take enchants as I find they get removed (painfully) by necros and mesmers, who can shatter your conjure whilst frenzying, which I don't like.
Conditions are annoying too. Short of packing Purge Signet, I just rely on dual blind/crippled reducing. I take runes for both and equip shields for both as well. Given that most monks have Dismiss Condition, this is usually sufficient.
I take 15 Axe, and waste the rest in Strength. Don't forget to put the 1-2 remaining attribs in smiting! Stoneskin gloves for Bull's Strike. Alternatively, you could take Distracting Blow to try to interrupt Guardian and the like (and res sigs!), and do without the stoneskin. Or Wild Blow. Though if you land a KD before unloading on a target, it's pretty sweet, so think 2x about replacing Bull's.
Weapons I take vamp and ele usually. Ele is for wammo's, vamp is main attack weapon. I craft furious ones at times, but the extra adrenalin is probably too little.
[skill]Bull's Strike[/skill] [skill]Eviscerate[/skill] [skill]Executioner's Strike[/skill] [skill]Critical Chop[/skill] [skill]Frenzy[/skill] [skill]Sprint[/skill] [skill]Smite Hex[/skill] [skill]Resurrection Signet[/skill]
Skillwise; axe rocks for spike. Evis+exec+crit is as fast as it gets. Frenzy is the IAS I crave, and it doesn't get punished as much as you'd think. Sprint speaks for itself. Enraging is not better as I don't want my speed boost to end with the first hit. Sprint on = less kiting issues and quicker adrenalin gain.
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Curious as to why not holy veil. I haven't tested this, but with a zealous weapon you should be able to have enough energy to maintain veil for some amount of time, making it possible to pre-veil.
Last edited by Div; Jun 29, 2007 at 11:37 AM // 11:37..
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Jun 29, 2007, 12:16 PM // 12:16
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#60
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Jungle Guide
Join Date: Dec 2005
Location: South East England
Guild: Leader: Lady Hairy Armpits S[mell]
Profession: E/
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Ele/Derv
[skill]Elemental Attunement[/skill]
[skill]Air Attunement[/skill]
[skill]Lightning Hammer[/skill]
[skill]Lightning orb[/skill]
[skill]Lightning bolt[/skill]
[skill]Resurrection Signet[/skill]
[skill]Blinding flash[/skill]
[skill]Mystic Regeneration[/skill]
Attribute Points
Air: 16 (12+1+3)
Energy Storage: 10 (9+1)
Earth Prayers: 8 (minimum to give +3 hp pips per enchantment)
Runes:
Air: Superior
Energy Storage: Minor
Vigor: Superior
+2 Energy
+2 Energy
Armour Insignia:
Radiant x2
Blessed x3
Staff:
20% HSR, 20% HCT, +5 Energy, 20% Enchantments
Double attuned therefore no energy problems. Mystic Regeneration will give +9 hp pips. Damage skills reasonable regen times. Blind can be applied constantly to melee opponents.
Last edited by baz777; Jun 29, 2007 at 12:57 PM // 12:57..
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