Jun 29, 2007, 12:43 PM // 12:43
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#61
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Forge Runner
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Quote:
Originally Posted by Cass
I also take the Lieutenant's mod on my helm, but I am aware it doesn't do all that much.
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Lieutenants on helm? Why would you waste that +1 axe? Take it on like gloves or something.
Also, why are you using crit chop over agonizing?
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Jun 29, 2007, 12:46 PM // 12:46
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#62
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Jungle Guide
Join Date: Jan 2006
Guild: [Here] | CKOD
Profession: E/R
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it gives +9 regen... and i was about to post that build D:
i had some fun playing this build:
14/15/16 Death
10 Soul Reaping
10 Deadly Arts
[skill]Toxic Chill[/skill][skill]Vile Miasma[/skill][skill]Deadly Paradox[/skill][skill]Augury of Death[/skill][skill]Signet of Toxic Shock[/skill][skill]Consume Corpse[/skill][skill]Signet of Lost Souls[/skill][skill]Resurrection Signet[/skill]
other skills you might want: , [skill]Siphon Speed[/skill] , [skill]Bitter Chill[/skill]
Last edited by Trylo; Jun 29, 2007 at 12:53 PM // 12:53..
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Jun 29, 2007, 12:59 PM // 12:59
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#63
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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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Quote:
Originally Posted by Trylo
it gives +9 regen... and i was about to post that build D:
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It does indeed, 3x3=9
Corrected my post, thanks
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Jun 29, 2007, 01:02 PM // 13:02
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#64
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Ascalonian Squire
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Quote:
Originally Posted by Ultimate Sacrifice
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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I understod it was supposed to be for spamming Lyssa triggers, but I still think it's got nothing on wild blow. In RA I roll a dervish when I get tired of blocks, just to get wildblow! It's far from just monks that use stances that messes with melee - warriors, sins, rangers all tend to run them often and the utility of being able to cancel them wastly overshadows a quicker recharge in my opinion. It's also better damage. But meh, to each his own I guess :P
Quote:
Originally Posted by TheOneMephisto
Lieutenants on helm? Why would you waste that +1 axe? Take it on like gloves or something.
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Doesn't matter where you put it as it is an insignia (for pvp-toons), so it won't cancel the inherent +1 attribute of helms.
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Jun 29, 2007, 01:39 PM // 13:39
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#65
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Lion's Arch Merchant
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Quote:
Originally Posted by Dark Saga
I understod it was supposed to be for spamming Lyssa triggers, but I still think it's got nothing on wild blow. In RA I roll a dervish when I get tired of blocks, just to get wildblow! It's far from just monks that use stances that messes with melee - warriors, sins, rangers all tend to run them often and the utility of being able to cancel them wastly overshadows a quicker recharge in my opinion. It's also better damage. But meh, to each his own I guess :P
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Wild Blow does seem tempting (yay auto crit), those Rangers with Escape/Natural Stride/Lighting Reflexes/Whirling Defense really bum me out too (would love to hit a monk with it when he's using Frenzied Defense with no Prot Spirit on). I'm going to try it in place of Protector's and see how it runs!
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Jun 29, 2007, 03:38 PM // 15:38
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#66
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Lion's Arch Merchant
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Quote:
Originally Posted by Zuranthium
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.
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I play it all the time I just forgot to mention I had 5 or 6 air magic. so maybe 1 less energy storage, I just wrote it off the top of my head but thx for bein mature about it lol.
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Jun 29, 2007, 05:34 PM // 17:34
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#67
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Krytan Explorer
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Quote:
Originally Posted by holymasamune
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.
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Because monks take Holy Veil. I want to avoid wasting hex removal due to their veil cancelling your own. The pre-veil benefit is the trade-off.
Quote:
Lieutenants on helm? Why would you waste that +1 axe? Take it on like gloves or something.
Also, why are you using crit chop over agonizing?
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The Lieutenant's insignia does not replace an attribute bonus.
Agonizing was updated to .5 cast recently, that's right. I actually take that now, but overlooked it when re-assembling the build on gwshack (which has outdated skill codes atm).
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Jun 30, 2007, 12:44 AM // 00:44
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#68
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Frost Gate Guardian
Join Date: Jun 2007
Guild: [RosA]
Profession: E/
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Ride The lightning War...
This build has a deadly spike, most will be surpirsed by the damage output...I was
Skills:
1. Dismember
2. Executioners strike
3. Agonizing chop
4. Ride the Lightning {E}
5. Rush
6. Frenzy
7. Conjure Lightning
8. Res Sig
Attributes: Axe=12+1+1 Strength=9+1 Air=10
Be sure to use a lightning weapon :P
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Jun 30, 2007, 12:47 AM // 00:47
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#69
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Lion's Arch Merchant
Join Date: Feb 2007
Location: US
Guild: Diversionary Tactics [DT]
Profession: Mo/
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[skill]Eviscerate[/skill][skill]Executioner's Strike[/skill][skill]Mending Touch[/skill][skill]Rush[/skill][skill]Frenzy[/skill][skill]Healing Signet[/skill][skill]Bull's Strike[/skill][skill]Resurrection Signet[/skill]
12+1+1 axe
6+1 strength
11+1 tactics
3 protection Prayers
(you can increase strength and decrease tactics if you want. I just like the 130 HP healsig in RA)
Pros:
Evis + executioner's is a nasty spike.
It has bull's strike.
You can spam frenzy because rush comes back up pretty easily.
self heal
mending touch, for removing blinds, cripples, and deep wounds.
cons:
Bull's strike is your only snare.
you might be mistaken for some sort of Healing Hands Wamo or something.
No interrupt.
Hexes and bonders suck to go against.
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Jun 30, 2007, 01:51 AM // 01:51
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#70
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Wilds Pathfinder
Join Date: Jul 2005
Location: Canada
Guild: Black Crescent [BC]
Profession: W/
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No love for the paragon yet, so here's one:
P/D
Spear Mastery: 12+1+(1-3)
Earth Prayers: 10
Leadership: 8+1
Equipment: Pack an Earth Spear. Figure the rest out on your own
[skill]Aggressive Refrain[/skill][skill]Anthem of Flame[/skill][skill]Ebon Dust Aura[/skill][skill]resurrection signet[/skill][skill]spear of lightning[/skill][skill]blazing spear[/skill][skill]glowing signet[/skill][skill]barbed spear[/skill]
Pro:
- More damage than a B Surge
- Still a reasonable pressure build even if Ebon is stripped
Con:
- No cover enchant for Ebon
- Can be shutdown a little easier than a B Surger
- Some people think of Paragons as completely useless in Arenas, so you may be plagued by leavers (moreso)
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Jun 30, 2007, 02:04 AM // 02:04
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#71
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Jungle Guide
Join Date: Jan 2006
Guild: [Here] | CKOD
Profession: E/R
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one i love to use hat i didnt have time to write earlier:
D/R
7/5 Myst
9/10 Earth
13 Scythe
10 Beast Mastery
[skill]Vow of Strength[/skill][skill]Heket's Rampage[/skill][skill]Call of Haste[/skill][skill]Vital Boon[/skill][skill]Signet of Pious Light[/skill][skill]Comfort Animal[/skill][skill]Charm Animal[/skill][skill]Resurrection Signet[/skill]
optional: [skill]Mystic Regeneration[/skill] , [skill]Mirage Cloak[/skill] , [skill]Run as One[/skill] , [skill]Antidote Signet[/skill]
just a fun mindless build that dishes out damage. good when youve had a hard day
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Jun 30, 2007, 06:57 AM // 06:57
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#72
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Frost Gate Guardian
Join Date: Jan 2007
Guild: We Wrestle Bears In Frenzy [xtrm]
Profession: Me/E
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Quote:
Originally Posted by Thomas.knbk
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.
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ermmmm i think you are missing the point of this build. enraging is used so much as a speed boost as to build adrenaline for spikes.
speaking from experience (mighty gladiator) here you are gonna wanna spike someone who is not kiting anyway otherwise you can't effectively use tiger stance to increase your DPS which hurts like hell with conjure. i think i got axe at like 14 with strength and tatics at 10 each and conjure at like 7-10 can't remeber. anyway i have plenty of a heal for heal sig, but yes as you said a group really isn't going anywhere w/o a monk or heal rit.
okay to adress your ast few points let me re-establish that this is not a pressure build but a wicked spike build. you spike targets who are not watching carefully enough and take them down instantly w/o allowing them to recover.
and uhhh i have agonizing AND critical lol.
but i will consider anding bulls and taking out heal sig even tho in RA it is possible to win with no healers...and self healing helps this.
ummm interrupts > executioner's here because with conjure you get enough bonus dmg that you are spiking for almost twice a single executioners.
you spike as they are not blocking..........ah duh lol.
Mo/r is a craptastic build never seen it do anything than sit around sucking balls in RA. its just horrible with no energy management and a worthless elite because conditions are not that big of a problem and with dc you get a nice heal too.
Mo/r is about self survival and......its called kiting ppl......Mo/R is for ppl who don't have enough skill to keep themselves alive and turn to a crappy elite that could instead be used to heal others if you learn how to kite.....thats why the Mo/R is a worthless build.
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Jun 30, 2007, 07:53 AM // 07:53
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#73
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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
ummm interrupts > executioner's here because with conjure you get enough bonus dmg that you are spiking for almost twice a single executioners.
you spike as they are not blocking..........ah duh lol.
Mo/r is a craptastic build never seen it do anything than sit around sucking balls in RA. its just horrible with no energy management and a worthless elite because conditions are not that big of a problem and with dc you get a nice heal too.
Mo/r is about self survival and......its called kiting ppl......Mo/R is for ppl who don't have enough skill to keep themselves alive and turn to a crappy elite that could instead be used to heal others if you learn how to kite.....thats why the Mo/R is a worthless build.
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You mentioned in your previous post that your build requires the opponent to suck and not pay attention but provides little pressure. Which means if you fight against any reasonably decent monk, you're pretty much useless? Yep, because your build sucks.
No energy management on the Mo/R? You know the elite is the skill that gives emanagement. It's one of the better ways to consistently beat hex overload teams without taking Divert (which is even more conditional and useless normally) or Purge (in which you sacrifice an important skill).
Mo/R is not just about self survival. Sure, it makes it so you can easily survive, but it's meant to give e-management. Seems like you're trying to turn it into a personal attack on my kiting abilities, but frankly, your mighty gladiator doesn't really show how pro you are either...
P.S. At least I can run recall split. Your guild isn't even in the top 1000. Back to RA/PvE you go then.
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Jun 30, 2007, 05:38 PM // 17:38
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#74
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Jungle Guide
Join Date: Nov 2006
Guild: NiTe
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I actually like Mokones build using Boon (if I'm right it was mokone's example?). I tried some other version which worked pretty ok as well. but that one, or any variant on it seems reasonable as well.
@Son of the Axe: even loaded with conditions you are gonna kite, u still wanna minimize damage. Defensive weapon, shield and condition insignias will help a great deal too. Though the conditions and hexes give a nice energy and health regen. Now the ultimate point, is it just survivalist or also supporting the team? I think that when used in combination with draw conditions u are supporting the team best as you can, melee will stay clean of blinds and crips, and in that specific build deny hexes can be very effective to clean them up from hex stacks. I think its a nice build
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Jun 30, 2007, 06:10 PM // 18:10
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#76
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Forge Runner
Join Date: Jul 2005
Location: Communistwealth of Virginia
Guild: Uninstalled
Profession: W/Mo
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The fast-recharge sig Mesmer is pretty popular these days, so here's my variation:
I use full artificer's set for +15 full body armor, plus a shield 30 always / -2 stance. I only have 25 energy but I don't need much. There's a certain unseen synergy between signet of clumsiness and bane signet that you'll only understand when you use them together. I was bringing Signet of Rage, but i dropped it for Mirror because of the #1 scourge of 4v4, the Bonder (Spirit spammers are a close 2nd). Just be sure to not cast it on the bonder himself, but on the ally most likely to not have any other enchant on him, so you can remove Life Bond. That throws the Bonder's game plan completely out the window, since they spec for damage reduction, not actually healing.
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Jun 30, 2007, 06:28 PM // 18:28
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#77
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Wilds Pathfinder
Join Date: Feb 2007
Location: London, England
Profession: Mo/
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[skill]Spear of Lightning[/skill][skill]Barbed Spear[/skill][skill]Disrupting Throw[/skill][skill]Stunning Strike[/skill][skill]Apply Poison[/skill][skill]Tiger's Fury[/skill][skill]Dodge[/skill][skill]Resurrection Signet[/skill]
12 spear
8+1 beast
8+1+1 expertise
6+1 wilderness
its what i've been running for the past 3 days now after i got bored of monking. its got really high DPS. if theres a rit then stick on him and save the disrupting throw for shadowsong. after you interrupt it, swap target to a different caster.
still needs abit of tweaking. TF/Dodge can be swapped for lightning reflexes/natural stride.
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Jul 01, 2007, 05:20 AM // 05:20
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#78
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Krytan Explorer
Join Date: Jun 2006
Guild: None, I don't play anymore.
Profession: Mo/W
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Man, that Mo/R build has me reinstalling GW
I knew that day would come.
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Jul 01, 2007, 02:25 PM // 14:25
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#79
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Lion's Arch Merchant
Join Date: Jun 2006
Location: RA, reporting you
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12+1 Hammer Mastery
12+1+3 Tactics
3 Protection Prayers
[skill]Steady Stance[/skill][skill]Drunken Blow[/skill][skill]Desperation Blow[/skill][skill]Hammer Bash[/skill][skill]"Watch Yourself!"[/skill][skill]Healing Signet[/skill][skill]Mending Touch[/skill][skill]Resurrection Signet[/skill]
I prefer the healing over strength, which may or may not be noob. Let me know if you have an opinion. It's just an excuse to run 16-tactics-healsig, really, and for me to flame people in this thread. Let us begin.
(Honestly, this thread is full of failure, and I mean you.)
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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Yes, bringing heal sig instead of shock will be weaker when you have a monk on your team, but that's simply because you have too much healing, not any kind of conflict between heal sig and a monk. If you have a monk, then more damage is better, if you don't, then self-healing is better. That's simple enough. I think RA builds should rely on self-healing because it makes them more versatile and overall, better. Regardless, shock axe is documented elsewhere, and isn't particularly meant for RA.
I have to suggest that if you're resigning half your matches in order to get a glad point...then maybe you're not playing in the way that you ought to be. Getting a glad point without a monk is certainly possible. If you want to play with a fixed team, then go to TA, where everyone has fixed teams, and matches are fair. RA is supposed to be random.
Of course you can leave if you want to, to farm your title faster, but I can get a glad point with an empty skill bar if I'm willing to lose enough games. Perhaps this thread should focus on builds intended to collect faction, rather than glad points, since that encourages degenerate strategies.
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Jul 01, 2007, 02:42 PM // 14:42
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#80
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Forge Runner
Join Date: Apr 2006
Guild: vD
Profession: Mo/
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as I already posted in another thread...
MoR rockssssssssssssssss! rawr!
As soon as you dont meet wild blow or a team using little to no conds or hexes. That's the time when divine spirits kicks in (with a lovely 40 % for df spells recharge ofc)
But still, it owns simply cause players tend to underestimate it.
I've run it in TA often enough now simply out of pleasure and beaten plenty of strong teams that ran cond pressure and somehow forgot to put in a wild blow (or forgot to use it on me).
Hell, I've been running it ages ago in TA and RA before the mel resil buff and it STILL worked well. I admit, it's not the easiest build to use and has several critical weaknesses (wild blow/wild strike and grenths avatar are the absolute bane of it :|), but IS nevertheless a very enjoyable build to play (for me, at least).
Are you aware that is has the best non elite hex removal in game?
divine spirit+boon+sig of dev+deny ---> 4 hexes removed in best case with all 3 skills apart from deny recharging <3333
And cond removal owns as well with draw.
It just rly hard to stay alive long when either of the upper 2 are rare or non exsistant in the enemy team's offensive. But apart from rit spikes/monk somw spikes that is almost never the case. It is also far less vulnerable to humility, but then again weak vs old shchool shutdown mesmers...it also makes migrainers look laughable (as long as ther's no nec hexer in same team, at least! =P)
So dont flame this nice build just cause it has a few flaws. Eevry monk build has them, so why picking on this particular one? (;
at martialis, heal sig is actually very good to take some pressure off of your monk when they are being hardly pressured and when there's only degen killing you. But sine it can mess up a Zber pretty good, try using it when above 50 % hp :P
Last edited by urania; Jul 01, 2007 at 02:48 PM // 14:48..
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