Dec 27, 2007, 04:01 PM // 16:01
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#581
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Grotto Attendant
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
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Mo/E
-12+1+1 Protection Prayers,
-12+1 Divine Favor,
-Survivor's or Blessed Insignias,
-Vitae and/or Attunement Runes to suit your own preferences.
[skill]Zealous Benediction[/skill][skill]Guardian[/skill][skill]Dismiss Condition[/skill][skill]Spirit Bond[/skill][skill]Holy Veil[/skill][skill]Deny Hexes[/skill][skill]Glyph of Lesser Energy[/skill][skill]Divine Spirit[/skill]
Equipment:
-20/20 Protection Focus and Wand,
-20/10 Insightful Divine Staff of Enchanting,
-Axe/Sword/Spear with +5 Energy and +30 Health,
-Shield with +30 Health and various +10 Armour mods.
This is a pretty bog-standard ZB build although not many people take advantage of Divine Spirit as a 'Get out of jail free' card. Divine Spirit allows you to spam those 5 Energy spells for 1 energy and the relief will grant you a net gain of Energy. While Divine Spirit is recharging, Glyph of Lesser Energy can help with Spirit Bond an Zealous Benediction.
Benefits:
-Plenty of Energy management,
-Deny Hexes keeps your physicals clean of debilitating hexes moreso while Divine Spirit is recharging,
-Spirit Bond keeps your squishies safe from Scythes and Hammers.
Vulnerabilities:
-Dazed is hard to clean off,
-Enchantment-hate,
-Block-ignoring skills (nerf Magebane please).
This seems to get me plenty of Glad points and Faction providing my team doesn't consist of Monks with no secondary and Healing Breeze, Wammos, Power Shot Rangers and Stone Dagger spamming ele tanks.
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R/W
11 Hammer Mastery
10+1+3 Expertise
11+1 Beast Mastery
-Radiant Insignias
-Vitae and/or Attunement Runes to suit your own preferences.
[skill]Hammer Bash[/skill][skill]Crushing Blow[/skill][skill]Bestial Mauling[/skill][skill]Rampage as One[/skill][skill]Charm Animal[/skill][skill]Comfort Animal[/skill][skill]Edge of Extinction[/skill][skill]Resurrection Signet[/skill]
Equipment:
-Sundering Hammer with +30 Health and +15%^50%,
-Ebon Hammer with +30 Health and +15%^50%,
-Vampiric Hammer with +30 Health and +15%^50%,
-Sword/Spear/Axe with +30 Health,
-Shield with +10 various +Armour mods and +30 Health.
Standard Bunny Thumper build with EoE as a fun twist. Place EoE in a safe place and Rampage in to any enemy (preferably enemy Spirits) to build adrenalin. Once Hammer Bash is ready, switch to a caster like a Monk or defensive Ritualist and use Hammer Bash followed by Bestial Mauling and Crushing Blow. This causes the target to become Dazed which is covered by the Deep Wound, meaning that the Daze is harder to remove. Keep thumping until the caster collapses under the pressure. This triggers EoE and adds to the devastation.
Benefits:
-Extremely offensive. The pet's damage output is high even when you cannot attack.
-Persistent DPS and easy Deep Wound.
-Knock-downs can disrupt high-energy or important skills.
Vulnerabilities:
-Standard anti-physical measures such as Blind, Crippling and hexes.
-Good kiting and blocking.
Last edited by makosi; Dec 27, 2007 at 04:30 PM // 16:30..
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Dec 27, 2007, 04:12 PM // 16:12
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#582
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Krytan Explorer
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mephisto is right about SB doing more than prot spirit. but however, If you run a zb monk, it is much easier to heal under 50% with PS and not run out of energy against pressure builds. With SB, the damage and heals fluctuates so you cannot time a good ZB correctly. With GOLE and ZB and PS, i find it very easy to heal through any pressure degen conditions plus some spike that they throw at me.
But the down side to PS is that if you get Shame or diversion locked or KD, there is going to be a problem because PS does not heal you.
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Dec 27, 2007, 04:15 PM // 16:15
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#583
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Wilds Pathfinder
Join Date: Mar 2007
Guild: two
Profession: W/N
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Quote:
Originally Posted by makosi
This is a pretty bog-standard ZB build although not many people take advantage of Divine Spirit as a 'Get out of jail free' card. Divine Spirit allows you to spam those 5 Energy spells for 1 energy and the relief will grant you a net gain of Energy.
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It is funny that you make this point, yet you only have 2 "spammable" 5 energy skills on your bar (one of them requires an existing enchant on the target in order to give heals, the other one just gives block). Needs moar RoF imo. There is no need for the two hex removals. Choose one and drop the other.
Quote:
Originally Posted by makosi
Benefits:
-Plenty of Energy management
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I would hope so... you have 2 skills dedicated strictly to energy management.
Quote:
Originally Posted by makosi
This seems to get me plenty of Glad points and Faction providing my team doesn't consist of Monks with no secondary and Healing Breeze, Wammos, Power Shot Rangers and Stone Dagger spamming ele tanks.
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Don't most okay monk bars do the same? You can be successful with Blessed Light for gods sake, that doesn't make a Blessed Light bar a good choice.
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Dec 27, 2007, 04:27 PM // 16:27
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#584
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Grotto Attendant
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
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Quote:
Originally Posted by TheHaxor
It is funny that you make this point, yet you only have 2 "spammable" 5 energy skills on your bar (one of them requires an existing enchant on the target in order to give heals, the other one just gives block). Needs moar RoF imo. There is no need for the two hex removals. Choose one and drop the other.
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Divine Spirit helps with ZB too. If ZB costs you 5 Energy and you get a return of 7 energy you're at a net gain. It's relatively spammable, too. Even if you don't meet the <50% requirement the Energy cost and the heal turns out to be a pretty good deal.
There's far too much monk-ganking in RA for RoF to meet its full potential. Spirit Bond is more likely to save me than RoF. Hammer wars and thumpers keep you down whereby you can't use skills so SB passively protects you.
You are often single-handedly responsible to clean off hexes too. I find that having clean melee makes your life easier and the match end sooner. Offence is the best defence, or so they say.
Last edited by makosi; Dec 27, 2007 at 04:29 PM // 16:29..
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Dec 27, 2007, 04:35 PM // 16:35
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#585
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Wilds Pathfinder
Join Date: Mar 2007
Guild: two
Profession: W/N
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Quote:
Originally Posted by makosi
Divine Spirit helps with ZB too. If ZB costs you 5 Energy and you get a return of 7 energy you're at a net gain. It's relatively spammable, too. Even if you don't meet the <50% requirement the Energy cost and the heal turns out to be a pretty good deal.
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Yes I realize this. However, having 2 energy management skills and a third passive energy management skill is pretty pointless. This is especially true on the bar you are running.
Quote:
Originally Posted by makosi
There's far too much monk-ganking in RA for RoF to meet its full potential. Spirit Bond is more likely to save me than RoF. Hammer wars and thumpers keep you down whereby you can't use skills so SB passively protects you.
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Sure, if you want to completely ignore the fact that it is possible to be hit under 60. You could take another 5 energy skill other than RoF, also.
Quote:
Originally Posted by makosi
You are often single-handedly responsible to clean off hexes too. I find that having clean melee makes your life easier and the match end sooner. Offence is the best defence, or so they say.
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I agree, that's why preveil is all that is needed. Pulling the important deep hexes off your warriors right away is going to crush that hex team because they are relying on that stuff to beat you. Killing that hex teams defense makes them crumble because they are low armor targets.
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Dec 27, 2007, 04:47 PM // 16:47
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#586
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Grotto Attendant
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
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Quote:
Originally Posted by TheHaxor
I agree, that's why preveil is all that is needed. Pulling the important deep hexes off your warriors right away is going to crush that hex team because they are relying on that stuff to beat you. Killing that hex teams defense makes them crumble because they are low armor targets.
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I often pre-veil my warriors if see Necros or Mesmers but there's only so much pre-velining you can do. You can't maintain Veil on yourself and others for long because of the energy degeneration. People occasionally have enough brain cells to cover their hexes or even stack to keep the best, most threatening ones on the bottom. I understand that it's good theory to clean those nasty hexes before they can be covered but in reality you have a Thumper, a Magebane Spammer and/or a Migraine Mesmer on your backside giving you grief.
I just feel that Deny Hexes is good value for money when you consider it's potential.
Last edited by makosi; Dec 27, 2007 at 04:49 PM // 16:49..
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Dec 27, 2007, 05:49 PM // 17:49
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#587
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Wilds Pathfinder
Join Date: Jul 2005
Location: Canada
Guild: Black Crescent [BC]
Profession: W/
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Quote:
Originally Posted by makosi
Mo/E
-12+1+1 Protection Prayers,
-12+1 Divine Favor,
-Survivor's or Blessed Insignias,
-Vitae and/or Attunement Runes to suit your own preferences.
[skill]Zealous Benediction[/skill][skill]Guardian[/skill][skill]Dismiss Condition[/skill][skill]Spirit Bond[/skill][skill]Holy Veil[/skill][skill]Deny Hexes[/skill][skill]Glyph of Lesser Energy[/skill][skill]Divine Spirit[/skill]
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I dabbled with Veil and Deny back when curses were OP, and though it helped in some matches, I found that when under heavy pressure I just couldn't afford another passive hex removal with my team degenning out and warriors smashing my face. Aside from my natural prejudice against a monk bar without rof, I think having 4 passive skills on your bar is overkill. Less skills makes you easier to shut down, and handicapped against a team with heavy physical pressure. Hexes aren't as dangerous as they once were anyway. This isn't 6 months ago, when having an intelligent curses necro on your team was almost auto-win.
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Dec 27, 2007, 09:41 PM // 21:41
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#588
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Krytan Explorer
Join Date: Dec 2007
Location: Plato's Cave
Profession: W/E
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Today in RA i was testing a build of Rit. I was thinking ``If monks runs out of energym then a Resto Rit who doesn´t run out of energy will be very good´´.
So, testing, testing and testing, and there is a stub of the build:
-Attuned Was Songkai
-Mend Body and Soul
-Spirit Light
-Shooting Memories
-Weapon of Warding
-Ghotsly haste
-Enpowerment
-Resurrection Signet
The atributes were:
12+3+1 Spawning
12+1 Restoration
The equipement....just a staff of Spawning with Fortitude Mods and a 20/20 inscription.
Now, i have a question:
How can i put those pretty images of skills in my posts? I want to write them.
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Dec 27, 2007, 09:57 PM // 21:57
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#589
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Frost Gate Guardian
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[skill]Attuned Was Songkai[/skill][skill]Mend Body and Soul[/skill][skill]Spirit Light[/skill][skill]Soothing Memories[/skill][skill]Weapon of Warding[/skill][skill]Ghostly haste[/skill][skill]Empowerment[/skill][skill]Resurrection Signet[/skill]
------------------------------------------------------
put it in skill tags, eg: [.skill]Skill here[/skill] (without the dot) Oh, make sure you spell them right, too =P
If you want to know how someone did something in their post, hit quote. It'll have all the BBcode they used in their post so you can figure it out.
Knowing how to find things out = FTW.
Last edited by Dominator1370; Dec 27, 2007 at 10:00 PM // 22:00..
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Dec 27, 2007, 10:51 PM // 22:51
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#590
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Wilds Pathfinder
Join Date: Jul 2007
Profession: N/
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dont bother with attuned was songkai, weapon of remedy is lots better, and soothing memories isnt really needed, take holy veil instead, no hex removal in RA is pretty deadly.
Edit: do not use sup runes, 75 health is much better.
Last edited by Tamuril elansar; Dec 27, 2007 at 10:57 PM // 22:57..
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Dec 27, 2007, 11:11 PM // 23:11
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#591
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Frost Gate Guardian
Join Date: Aug 2007
Profession: Rt/A
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Thanks for the kinetic armor on the monk idea. I got 12 consecs with it in RA. my first 3 glad points
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Dec 28, 2007, 12:54 AM // 00:54
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#592
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Forge Runner
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Quote:
Originally Posted by intarwebs
Thanks for the kinetic armor on the monk idea. I got 12 consecs with it in RA. my first 3 glad points
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Kinetic armor on a monk is bad... If you just learn how to kite and preprot properly it's way better than wasting the skill points and skill slot.
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Dec 28, 2007, 01:27 AM // 01:27
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#593
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Krytan Explorer
Join Date: Jun 2006
Guild: None
Profession: Rt/
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Quote:
Originally Posted by TheOneMephisto
Kinetic armor on a monk is bad... If you just learn how to kite and preprot properly it's way better than wasting the skill points and skill slot.
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I laugh whenever someone in RA calls me a running noob after I kite them to uselessness and we win. I whisper them afterwards saying "I'll make sure to stand still and let you kill me next time. That's what skilled players do".
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Dec 28, 2007, 02:28 AM // 02:28
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#594
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Jungle Guide
Join Date: Jul 2005
Location: Kuala Lumpur, Malaysia
Guild: Deimos Tel Arin [CCTV]
Profession: W/
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Hello all!
This will be my first RA submission into this RA thread:
Ranger / Paragon - Noxious Chucker
Criticisms accepted with open hands!
Thanks!
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Dec 28, 2007, 05:34 AM // 05:34
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#595
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Wilds Pathfinder
Join Date: Jul 2005
Location: Canada
Guild: Black Crescent [BC]
Profession: W/
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Quote:
Originally Posted by Tuoba Hturt Eht
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My first criticism would be linking that strange website instead of using this forum's skill code, but beyond that, it's generally nice to have an attack speed boost on a damage character. Dazed is a nice arena tool, and you have cover conditions which is also good. However, without an attack speed (or even adrenaline) boost, stunning will take forever to charge. If your stunning isn't landing, you're just a poison spreader with a little more dps than a bow ranger, while lacking the interrupts. A normal ranger can get away with blowing skill slots on stuff like troll and mend (or remedy in your case), but that's because a normal ranger only needs his 3 attack skills to do his job well. In your case, I don't think you have that luxury.
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Dec 28, 2007, 06:30 AM // 06:30
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#596
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Jungle Guide
Join Date: Jul 2005
Location: Kuala Lumpur, Malaysia
Guild: Deimos Tel Arin [CCTV]
Profession: W/
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Well, that strange website happens to be my own site, so it is no strange to me.
Right, the build!
Duh! Yeah. Lack of attack speed.
Perhaps I should swap Natural Stride for some attack speed.
Then again it is a Random Arena build.
For a similar build with increased attack speed, check out this one!
Warrior / Paragon - Flail Chucker
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Dec 28, 2007, 06:40 AM // 06:40
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#597
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Wilds Pathfinder
Join Date: Mar 2007
Guild: two
Profession: W/N
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Quote:
Originally Posted by Tuoba Hturt Eht
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I basically ran this same build a while back. However, I was a P/R. It looked like this:
[skill]Barbed Spear[/skill][skill]Blazing Spear[/skill][skill]Stunning Strike[/skill][skill]Aggressive Refrain[/skill][skill]Leader's Comfort[/skill][skill]Apply Poison[/skill][skill]"Go for the Eyes!"[/skill][skill]Signet of Return[/skill]
This was back when you could spam the crap out of GFTE and Aggressive Refrain was broken. The DPS was absolutely insane. The DPS is a bit larger than the ranger version because of that little extra that can be put into spear mastery. One of the upsides of this bar is it gives you an extremely good self heal (Leader's Comfort). Before GFTE was rebalanced, it also gave you all the energy you needed. The biggest downside is that it lacks an interrupt, but that can be fixed with a little bit of shuffling.
It was just something I ran for fun and had extremely good results with.
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Dec 28, 2007, 12:14 PM // 12:14
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#598
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Wilds Pathfinder
Join Date: Jul 2007
Profession: N/
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Quote:
Originally Posted by TheHaxor
I basically ran this same build a while back. However, I was a P/R. It looked like this:
[skill]Barbed Spear[/skill][skill]Blazing Spear[/skill][skill]Stunning Strike[/skill][skill]Aggressive Refrain[/skill][skill]Leader's Comfort[/skill][skill]Apply Poison[/skill][skill]"Go for the Eyes!"[/skill][skill]Signet of Return[/skill]
This was back when you could spam the crap out of GFTE and Aggressive Refrain was broken. The DPS was absolutely insane. The DPS is a bit larger than the ranger version because of that little extra that can be put into spear mastery. One of the upsides of this bar is it gives you an extremely good self heal (Leader's Comfort). Before GFTE was rebalanced, it also gave you all the energy you needed. The biggest downside is that it lacks an interrupt, but that can be fixed with a little bit of shuffling.
It was just something I ran for fun and had extremely good results with.
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dont even bother bringing hard ress in RA, especially not if it has a 6 sec cast time.
i'd prefer the ranger one, because their harder to kill (with natural stride)
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Dec 28, 2007, 04:34 PM // 16:34
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#599
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Forge Runner
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Quote:
Originally Posted by Tuoba Hturt Eht
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Why rush? I understand wanting to have a cancel for flail, but IMO if you want a stance cancel then something like disciplined stance would be much better. Chasing down people isn't really that big of a problem if you're chucking spears, especially as switching targets is easy. On the other hand, canceling flail can be useful, so I'm assuming that you want another stance of some sort there so that you can cancel. Disciplined stance gives you that stance cancel, along with making you much more durable (6 sec at 14 tactics, great for covering healsigs).
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Dec 28, 2007, 04:53 PM // 16:53
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#600
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Forge Runner
Join Date: Feb 2006
Guild: Kindred Order of Souls [KOS]
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Quote:
Originally Posted by Tamuril elansar
dont bother with attuned was songkai, weapon of remedy is lots better, and soothing memories isnt really needed, take holy veil instead, no hex removal in RA is pretty deadly.
Edit: do not use sup runes, 75 health is much better.
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WTB energy?
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