Jan 19, 2008, 08:43 PM // 20:43
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#681
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Wilds Pathfinder
Join Date: Mar 2006
Profession: Mo/N
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Quote:
Originally Posted by Lordhelmos
Currently in RA im running:
Me/Mo ~Fast Cast Healer
Signet of Rejuvenation
Word of Healing {e}
Guardian
Prot Spirit
Cure Hex
Dimiss Conditon
Channeling
Rez Chant
FC: 12 (major)
Prot: 8
Healing: 12
~
Pretty fun build since you can cast WoH in less than .4 seconds and guardian at about .5. I give interrupters nightmares when they try to catch my WoH and can sometimes even outmonk Mo/A primaries running ZB builds. Definitely fun when you want some crazy proactive FC monking. Signet of Rejuv is also godly with 12 FC, its near instant.
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Just wondering what's the point of having Channeling on there? It lasts 8 seconds because you have no attributes in Inspiration.
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Jan 19, 2008, 09:47 PM // 21:47
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#682
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Krytan Explorer
Join Date: Jun 2006
Guild: I've had it with guilds.
Profession: E/Me
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[skill]Scorpion Wire[/skill][skill]Twisting Fangs[/skill][skill]Moebius STrike[/skill][skill]Shadow Refuge[/skill][skill]Dash[/skill][skill]Mending Touch[/skill][skill]Resurrection Signet[/skill]
I've been doing this up in RA, and its pretty sick. Scorpion wire is overpowered once you learn to use it.
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Jan 20, 2008, 08:42 AM // 08:42
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#683
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Ascalonian Squire
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w/e
Frenzy
Eviscerate
Exec strike
disrupting chop
bstrike
enraging charge
shock
res sig
the shock axe build that i've found fits best for me.
Last edited by stupidbon; Jan 20, 2008 at 08:45 AM // 08:45..
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Jan 20, 2008, 03:26 PM // 15:26
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#684
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by stupidbon
w/e
Frenzy
Eviscerate
Exec strike
disrupting chop
bstrike
enraging charge
shock
res sig
the shock axe build that i've found fits best for me.
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I personally find Rush is better than Enraging in that slot. The low adrenaline cost means that you can Frenzy more often, and kiting targets is less of an issue. The adrenaline bonus of Enraging is nice, but it's appeal wears off when you are struggling to hit a fleeing opponent.
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Jan 20, 2008, 04:17 PM // 16:17
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#685
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Elite Guru
Join Date: Sep 2005
Location: Manchester, England
Guild: SMS/Victrix
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I pretty much agree with JR on the Rush comment, it allows for much more switching between speed stance and IAS - Things are going to be much less able to kite you plus you'll be able to cancel frenzy with much more frequency and be a lot safer when using it.
On Shock Axe in arenas I used to take Healing Signet over D Chop too... it made getting wins without a monk a bit more viable but when I did have a monk I really despised not having D Chop (then watching enemy monks using their 2r Guardians >_<) - I just always take D Chop now .
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Jan 20, 2008, 06:34 PM // 18:34
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#686
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Krytan Explorer
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Quote:
Originally Posted by Dave-o
This build rapes ALL, i even feel a bit dumb giving it away.
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Don't feel dumb, it's bad build. Doesn't have speed buff, enchantment removal, interupt, nothing...Oh, but it has 3 skills for tanking. How nice.
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Jan 20, 2008, 08:03 PM // 20:03
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#687
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Krytan Explorer
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[skill]Eviscerate[/skill][skill]Executioner's Strike[/skill][skill]Bull's Strike[/skill][skill]Shock[/skill][skill]Enraging Charge[/skill][skill]Frenzy[/skill][skill]Rush[/skill][skill]Resurrection Signet[/skill]
Last edited by neoflame; Jan 20, 2008 at 11:07 PM // 23:07..
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Jan 20, 2008, 10:29 PM // 22:29
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#688
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Wilds Pathfinder
Join Date: Jul 2006
Guild: Your Personal Savior [gsus]
Profession: W/E
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[skill]gale[/skill]
[skill]enervating charge[/skill]
[skill]blinding flash[/skill]
[skill]mystic corruption[/skill]
[skill]faithful intervention[/skill]
[skill]storm djinn's haste[/skill]
[skill]arcane zeal[/skill]
[skill]air attunement[/skill]
15 myst
12 air
Dervish blindbot. yeyeyeye
Gale can be swapped for Shell Shock, Rez Sig, Meditation, pretty much anything...
I claim all rights to say that I was the first to make this build.
Last edited by Seraphim of Chaos; Jan 22, 2008 at 05:21 AM // 05:21..
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Jan 22, 2008, 12:57 PM // 12:57
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#689
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Ascalonian Squire
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what exactly is the point in the dervish blindbot?
the air ele char can assist spikes and use gale more, what advantages does D/E have over E/x?
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Jan 22, 2008, 01:03 PM // 13:03
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#690
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Desert Nomad
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why not D/P with EDA like everyone else?
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Jan 22, 2008, 02:51 PM // 14:51
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#691
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Wilds Pathfinder
Join Date: Jul 2006
Guild: Your Personal Savior [gsus]
Profession: W/E
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Um, 25ish seconds of weakness and 14ish seconds of blind. The energy management on 10 energy skills and below is better than Dual Attunes. 15 energy spells are only 1 energy less than a dual attune.
But that's not really the point...
It's a friggin D/E being a blindbot. That's enough to warrant an excuse to use the build.
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Jan 22, 2008, 03:01 PM // 15:01
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#692
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Forge Runner
Join Date: Sep 2006
Location: Blighty
Guild: The Legion of the Blue Blade
Profession: R/Mo
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I quite like the idea. Would probably replace Storm Djinns with Res sig for RA, rather than gale.
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Jan 22, 2008, 03:10 PM // 15:10
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#693
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Ascalonian Squire
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i still don't see the point. standard air ele can do that and actually do some damage / extra utility too. only advantage i see is a bit of extra armour... you seem to be saying that you should use this gimp build just because you can.
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Jan 22, 2008, 03:20 PM // 15:20
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#694
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Wilds Pathfinder
Join Date: Feb 2006
Profession: Mo/
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I think the point was that he could extend the duration of conditions drawing upon the Mysticism line--something you can't do if you go E/D.
On a side note never really been a fan of playing a support character role in RA, takes too long to find a decent team so you can grab 10+ wins.
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Jan 22, 2008, 03:35 PM // 15:35
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#695
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Wilds Pathfinder
Join Date: Jul 2006
Guild: Your Personal Savior [gsus]
Profession: W/E
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Quote:
Originally Posted by tunabreath
i still don't see the point. standard air ele can do that and actually do some damage / extra utility too. only advantage i see is a bit of extra armour... you seem to be saying that you should use this gimp build just because you can.
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Pretty much, I'm not gonna lie.
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Jan 22, 2008, 05:57 PM // 17:57
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#696
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Wilds Pathfinder
Join Date: Apr 2006
Guild: Sentients of Shadow (noir)
Profession: Me/E
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Quote:
Originally Posted by God Apprentice
Just wondering what's the point of having Channeling on there? It lasts 8 seconds because you have no attributes in Inspiration.
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hehe oops, im actually running 6 insp on that build. It's really there because I don't have too many other options for Emgmt with the exception of Pdrain.
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Jan 22, 2008, 06:57 PM // 18:57
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#697
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Ascalonian Squire
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Quote:
Originally Posted by Lordhelmos
hehe oops, im actually running 6 insp on that build. It's really there because I don't have too many other options for Emgmt with the exception of Pdrain.
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um, but PDrain is w1n??
Quote:
Originally Posted by Lordhelmos
Pretty much, I'm not gonna lie.
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Ah, ok!
I was running a fast cast WoH Me/Mo with all monk skills during peak hours in RA the other day, it was amazing, I didn't even get targetted half the time, nubs must have wondered why it was so hard to kill anything
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Jan 23, 2008, 08:39 AM // 08:39
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#698
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Wilds Pathfinder
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Quote:
Originally Posted by tunabreath
I didn't even get targetted half the time, nubs must have wondered why it was so hard to kill anything
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Strange, people usually target-call mesmer if there is no monk around...
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Jan 23, 2008, 08:54 AM // 08:54
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#699
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Legendary Korean
Join Date: Aug 2006
Guild: The Benecia Renovatio [RenO]
Profession: W/
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[skill]Flail[/skill][skill]Devastating Hammer[/skill][skill]Crushing Blow[/skill][skill]Heavy Blow[/skill][skill]Bull's Strike[/skill][skill]Enraging Charge[/skill][skill]Rush[/skill][skill]Resurrection Signet[/skill]
When I'm not running old school hammer bars, I'm running that. Quarter-knock is just ftw.
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Jan 23, 2008, 09:27 AM // 09:27
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#700
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Ascalonian Squire
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Quote:
Originally Posted by Washi
Strange, people usually target-call mesmer if there is no monk around...
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it's amazing how low the standard of play is early evening.
RA late at night on the other hand is another matter. lots of well co-ordinated spike+shutdown around, mostly sync joiners i think.
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