Dec 12, 2006, 01:50 AM // 01:50
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#1
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Jungle Guide
Join Date: Jun 2006
Guild: Winter Wonderland [brrr]
Profession: W/E
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Mind Freeze Elementalist Team (needs tested)
3 Mind Freeze Elementalists
Elementalist/
Attributes:
Water Magic 16 (12+3+1)
Energy Storage 13 (12+1)
[card]Mind Freeze[/card][card]Maelstrom[/card][card]Ice Spikes[/card][card]Freezing Gust[/card][card]Frigid Armor[/card][card]Water Attunement[/card][card]Glyph of Lesser Energy[/card][card]Resurrection Signet[/card]
1 Ward Against Harm Elementalist
Elementalist/
Attributes:
Water Magic 16 (12+3+1)
Energy Storage 13 (12+1)
[card]Ward Against Harm[/card][card]Maelstrom[/card][card]Ice Spikes[/card][card]Freezing Gust[/card][card]Frigid Armor[/card][card]Water Attunement[/card][card]Glyph of Lesser Energy[/card][card]Resurrection Signet[/card]
1 Word of Healing Monk
Monk/Mesmer
Attributes:
Healing Prayers 16 (12+3+1)
Divine Favor 11 (10+1)
Inspiration Magic 8 (8)
[card]Word of Healing[/card][card]Dwayna's Kiss[/card][card]Orison of Healing[/card][card]Healing Touch[/card][card]Healing Seed[/card][card]Mantra of Flame[/card][card]Inspired Hex[/card][card]Channeling[/card]
1 Restore Condition Monk
Monk/Mesmer
Attributes:
Protection Prayers 16 (12+3+1)
Divine Favor 11 (10+1)
Inspiration Magic 8 (8)
[card]Reversal of Fortune[/card][card]Guardian[/card][card]Protective Spirit[/card][card]Restore Condition[/card][card]Inspired Hex[/card][card]Mantra of Flame[/card][card]Aegis[/card][card]Channeling[/card]
Basically the point of the build is to keep Ward Against Harm and Frigid Armor up all the time. Before the battle, cast Water Attunement to increase your water magic efficiency. Cast attack skills in the following order: Mind Freeze, Glyph of Lesser Energy, Maelstrom, Ice Spikes, Freezing Gust.
Try this build out and tell me how it goes. If you have any suggestions or comments, leave them below.
Last edited by dies like fish; Dec 12, 2006 at 02:15 AM // 02:15..
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Dec 12, 2006, 02:23 AM // 02:23
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#2
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Re:tired
Join Date: Nov 2005
Profession: W/
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You wont kill anything. You do not have enough offense.
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Dec 12, 2006, 02:40 AM // 02:40
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#3
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Lion's Arch Merchant
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Yeah, this doesn't do nearly sufficient damage to threaten anyone.
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Dec 12, 2006, 04:18 AM // 04:18
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#4
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Lion's Arch Merchant
Join Date: May 2006
Guild: Los Chavos Del [Ocho]
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42 * 6 = 252 only.
and i think u folow spike with Freezing gust
84*3 = 252
with 1 sec between spikes. i dont think u can kill somebody
and ur other skill is Ice Spikes. 2 secs Activation.
PS: on the other hand Relic maps :P
Last edited by Theli; Dec 12, 2006 at 04:22 AM // 04:22..
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Dec 12, 2006, 04:31 AM // 04:31
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#5
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Jungle Guide
Join Date: Jun 2006
Guild: Winter Wonderland [brrr]
Profession: W/E
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Quote:
Originally Posted by Theli
PS: on the other hand Relic maps :P
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I was thinking that this build would be good for relic maps and king of the hill maps. It is primarily a defensive build (extra armor, can't be set on fire, slowing down enemies)
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Dec 12, 2006, 04:44 AM // 04:44
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#6
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Lion's Arch Merchant
Join Date: May 2006
Guild: Los Chavos Del [Ocho]
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Quote:
Originally Posted by dies like fish
I was thinking that this build would be good for relic maps and king of the hill maps. It is primarily a defensive build (extra armor, can't be set on fire, slowing down enemies)
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Altar map u need cap, and without Song of concentration / Ward Stability is hard. Yes u can slow the enemies Ghost, but if they have good interrupt they will cap.
Altar map only u need good interrupt, Bodyblock. And if u think the build for king of the hil. Really i dont see holding power
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