Frenzy (Warrior other)
For 8 seconds, you attack 33% faster but take double damage.
Energy:5 Cast:0 Recharge:4
Devastating Hammer [Elite] (Hammer Mastery)
If Devastating Hammer hits, your target is knocked down and suffers from Weakness for 21 seconds.
Adrenaline:7
Crushing Blow (Hammer Mastery)
If this attack hits, you strike for +21 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 21 seconds.
Energy:5 Cast:0 Recharge:10
Fierce Blow (Hammer Mastery)
If Fierce Blow strikes a foe suffering from Weakness, you deal +42 damage. Otherwise, you deal +21 damage if it hits.
Adrenaline:6
Rush (Strength)
For 15 seconds, you move 25% faster.
Adrenaline:4
Healing Signet (Tactics)
You gain 122 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4
"To The Limit!" (Tactics)
For each foe in the area (maximum 5), you gain one strike of adrenaline.
Energy:5 Cast:0 Recharge:20
Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
Melandru's Arrows [Elite] (Wilderness Survival)
For 18 seconds, whenever your arrows hit, they cause Bleeding for 26 seconds and do +28 damage if they hit a target who is under an Enchantment.
Energy:3.2 Cast:2 Recharge:12
Savage Shot (Marksmanship)
If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for 25 damage.
Energy:6.4 Cast:0.5 Recharge:5
Distracting Shot (Expertise)
If Distracting Shot hits, it interrupts target foe's action but deals only 10 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
Energy:3.2 Cast:0.5 Recharge:10
Pin Down (Marksmanship)
If Pin Down hits, your target is Crippled for 13 seconds.
Energy:9.6 Cast:0 Recharge:15
Lightning Reflexes (Expertise)
For 9 seconds, you have a 75% chance to "evade" melee and projectile attacks, and you attack 33% faster.
Energy:6.4 Cast:0 Recharge:45
Troll Unguent (Wilderness Survival)
For 10 seconds, you gain Health regeneration +10.
Energy:3.2 Cast:3 Recharge:10
Storm Chaser (Wilderness Survival)
For 20 seconds, you move 25% faster, and you gain 5 Energy whenever you take elemental damage.
Energy:6.4 Cast:0 Recharge:30
Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
Tainted Flesh [Elite] (Death Magic)
For 45 seconds, target ally is immune to disease, and anyone striking that ally in melee becomes Diseased for 16 seconds.
Energy:5 Cast:1 Recharge:0
Rotting Flesh (Death Magic)
Target fleshy creature becomes Diseased for 26 seconds and slowly loses Health.
Energy:15 Cast:3 Recharge:3
Deathly Swarm (Death Magic)
Deathly Swarm flies out slowly and strikes for 84 cold damage on up to three targets in the area.
Energy:10 Cast:3 Recharge:3
Putrid Explosion (Death Magic)
The corpse nearest your target explodes, sending out a shockwave that deals 127 damage to nearby foes.
Energy:10 Cast:1 Recharge:5
Well of the Profane (Death Magic)
Exploit nearest corpse to create a Well of the Profane at its location. For 21 seconds, foes in that area are stripped of all Enchantments and cannot be the target of further Enchantments. (50% failure chance with Death Magic 4 or less.)
Energy:25 Cast:3 Recharge:10
Draw Conditions (Protection Prayers)
All negative Conditions are transferred from target other ally to yourself. For each Condition acquired, you gain 10 Health.
Energy:5 Cast:0.25 Recharge:2
Gift of Health (Healing Prayers)
All of your Healing Prayers skills are disables for 7 seconds. Target other ally is healed for 96 Health.
Energy:5 Cast:0.75 Recharge:5
Resurrection Chant (Healing Prayers)
Spell. Resurrect target party member with up to your current health and 23% Energy. This spell has half the normal range.
Energy:10 Cast:8 Recharge:0
Protective Spirit (Protection Prayers)
For 17 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.
Energy:10 Cast:0.25 Recharge:5
Reversal of Fortune (Protection Prayers)
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 58.
Energy:5 Cast:0.25 Recharge:2
Mend Condition (Protection Prayers)
Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target other ally. If a Condition is removed, that ally is healed for 48 points.
Energy:5 Cast:0.75 Recharge:2
Signet of Devotion (Divine Favor)
Heal target ally for 100 points.
Energy:0 Cast:2 Recharge:5
Energy Drain [Elite] (Inspiration Magic)
Target foe loses 7 Energy. You gain 2 points of Energy for each point of Energy lost.
Energy:5 Cast:1 Recharge:25
Inspired Hex (Inspiration Magic)
Remove a Hex from target ally and gain 9 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0
Distortion (Illusion Magic)
For 5 Seconds, you have a 75% chance to "evade" attacks. Whenever you evade an attack this way, you lose 2 Energy or Distortion ends.
Energy:5 Cast:0 Recharge:5
Divine Boon (Divine Favor)
While you maintain this Enchantment, whenever you cast a Monk Spell that targets an ally, that ally is healed for 70 points, and you lose 2 Energy.
Energy:5 Cast:0.25 Recharge:1
Bestial Fury (Beast Mastery)
All your non-attack skills are disabled for 5 seconds. For 11 seconds, you attack 33% faster.
Energy:6.4 Cast:0 Recharge:10
Enraged Lunge [Elite] (Beast Mastery)
Your animal companion attempts an Enraged Lunge that deals +22 damage (maximum bonus 80) for each recharging Beast Mastery skill.
Energy:5 Cast:0 Recharge:5
Hammer Bash (Hammer Mastery)
Lose all adrenaline. If Hammer Bash hits, your target is knocked down.
Adrenaline:6
Crushing Blow (Hammer Mastery)
If this attack hits, you strike for +16 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 17 seconds.
Energy:3.2 Cast:0 Recharge:10
Irresistible Blow (Hammer Mastery)
If this attack hits you strike for +24 damage. If Irresistible Blow is "blocked," your target is knocked down and takes 24 damage. Irresistible Blow cannot be "evaded."
Energy:3.2 Cast:0 Recharge:4
Comfort Animal (Beast Mastery)
You heal your animal companion for 98 points. If your companion is dead, it is resurrected with 54% Health.
Energy:6.4 Cast:1 Recharge:1
Charm Animal (Beast Mastery)
Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
Energy:6.4 Cast:10 Recharge:0
Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
Expel Hexes [Elite] (Mesmer other)
Remove up to 2 Hexes from target ally.
Energy:5 Cast:1 Recharge:8
Barbed Trap (Wilderness Survival)
When Barbed Trap is triggered, all nearby foes take 62 piercing damage, become Crippled, and begin Bleeding for 24 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
Energy:7.2 Cast:2 Recharge:20
Dust Trap (Wilderness Survival)
When Dust Trap is triggered, every second (for 5 seconds total), all nearby foes are Blinded for 8 seconds and take 24 earth damage. While activating this skill, you are easily interrupted. Dust Trap ends after 90 seconds.
Energy:12 Cast:2 Recharge:30
Flame Trap (Wilderness Survival)
When Flame Trap is triggered, every second (for 3 seconds total), all nearby foes are struck for 29 fire damage and set on fire for 3 seconds. Flame Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
Energy:4.8 Cast:2 Recharge:20
Blackout (Domination Magic)
For 3 seconds, all of touched target foe's skills are disabled, and all of your skills are disabled for 5 seconds.
Energy:4.8 Cast:1 Recharge:12
Troll Unguent (Wilderness Survival)
For 10 seconds, you gain Health regeneration +10.
Energy:2.4 Cast:3 Recharge:10
Distortion (Illusion Magic)
For 5 Seconds, you have a 75% chance to "evade" attacks. Whenever you evade an attack this way, you lose 2 Energy or Distortion ends.
Energy:2.4 Cast:0 Recharge:5
Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
Crippling Shot [Elite] (Marksmanship)
If Crippling Shot hits, your target becomes Crippled for 6 seconds. This attack cannot be blocked or evaded.
Energy:6.6 Cast:0 Recharge:1
Apply Poison (Wilderness Survival)
For 24 seconds, foes struck by your physical attacks become Poisoned for 10 seconds.
Energy:6.6 Cast:2 Recharge:12
Troll Unguent (Wilderness Survival)
For 10 seconds, you gain Health regeneration +7.
Energy:2.2 Cast:3 Recharge:10
Savage Shot (Marksmanship)
If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for 23 damage.
Energy:4.4 Cast:0.5 Recharge:5
Distracting Shot (Expertise)
If Distracting Shot hits, it interrupts target foe's action but deals only 15 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
Energy:2.2 Cast:0.5 Recharge:10
Dodge (Expertise)
For 11 seconds, you move 33% faster and have a 72% chance to "evade" incoming arrows. Dodge ends if you attack.
Energy:2.2 Cast:0 Recharge:30
Distortion (Illusion Magic)
For 5 Seconds, you have a 75% chance to "evade" attacks. Whenever you evade an attack this way, you lose 2 Energy or Distortion ends.
Energy:2.2 Cast:0 Recharge:5
Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
Blessed Light [Elite] (Divine Favor)
Heal target ally for 115 Health and remove one Condition and one Hex. This is an elite skill.
Energy:10 Cast:0.75 Recharge:5
Reversal of Fortune (Protection Prayers)
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 50.
Energy:5 Cast:0.25 Recharge:2
Spirit Bond (Protection Prayers)
For 8 seconds, whenever target ally takes more than 60 damage from a single attack or Spell, that ally is healed for 72 Health.
Energy:10 Cast:0.25 Recharge:2
Signet of Devotion (Divine Favor)
Heal target ally for 100 points.
Energy:0 Cast:2 Recharge:5
Gift of Health (Healing Prayers)
All of your Healing Prayers skills are disables for 7 seconds. Target other ally is healed for 87 Health.
Energy:5 Cast:0.75 Recharge:5
Mend Ailment (Protection Prayers)
Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target ally. That ally is healed for 40 points for each remaining Condition.
Energy:5 Cast:0.75 Recharge:5
Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 16 Energy.
Energy:10 Cast:1 Recharge:25
Distortion (Illusion Magic)
For 5 Seconds, you have a 75% chance to "evade" attacks. Whenever you evade an attack this way, you lose 2 Energy or Distortion ends.
Energy:5 Cast:0 Recharge:5
The idea behind the build is basically intense pressure via multiple hexes and conditions as well as two hammer characters running around with the ability to solo spike anything with reasonably low health (death's charge is particularly useful here).
points of contention
-Healing light monk. I wanted to be original, and as the build has an abundance of enchants healing light seemed logical. That and I love dwayna's kiss.
-No heal party emo. I just cant see eles spreading damage efficiently enough to replace one of the rangers as a runner- Experiments with a burning speed fire ele are underway.
-Does the death necro have enough energy? Well i'm hoping that corpses from one side or another will be popping up fairly regulary and soul reaping+careful use of consume can provide great swathes of energy usually when you need it (opponent dies- energy to push, teammate dies- energy to make up for loss of pressure or defense). that aside, the necros will be faily close together- and blood ritual can be a bigger help than many think.
i'm sure those arent all the problems, but let's see what holes people can pick in this
Last edited by lord of shadow; Sep 04, 2006 at 09:47 AM // 09:47..
These types of builds are a lot of fun to play and I have a similar build that we will be running next season (for that reason I'm not going to say too much, check obs :P ). The one suggestion I would make is to either go all out conditions or all out hexes. The other team will likely have a small amount of removal in both categories so if you do both hexes and conditions, its just a couple of extinguishes and single hex removals and your offense is gone. If you just have tons of hexes on the other hand, it will be to much for the other team to remove. This would either mean dumping the rangers and taint in favor of more hexzers or dropping the blood necro for more conditions.
The N/Mo taint is hard to run energy wise and consume corpse is to risky (teleporting softie into enemy backline = bad). Consider Aegis instead of Heal Party. Then some purely situational stuff that is very cheap energy to counter builds yours might be particularly weak against (Ex. throwing a Purge Signet in).
Heal monks are a lot of fun and fit well into these types of builds that don't have a strong heal party. Healing light + Dwayna's is strong and sneaking in an infuse is always helpful. Even though it looks like you went Mo/Me for hex removal, I would consider going assassin, because then you could sneak in a heal party, vigorous spirit, and even holy veil (if you are willing to ditch the heal touch).
generally sound adivce, thankyou for taking the time- but i really only stuck the necro in due to a distinct lack of warrior hate. A flashbot could solve a lot of problems defensively but i just dont think it could add enough damage. A water ele is a potential candidate as well, but that again involves hexes.
the fact is that the blood and curses necro has enough energy to maintain parasitic bond on top of the other hexes with relative ease, the problem with this is that expel or convert hexes become a large threat. In general so far the conditions have proved enough pressure if the opponent is suitably prepared for hexes, but that then simply asks why have the blood nec at all.
potential replacement chars would be welcome suggestions
a Trapper could be a nice addition. Throw Expell Hexes or iHex on him, and you canput more utility on your heal monk (ex. Vigorous SPirit, as was said, or Drain Enchantment {or Power Drain for yet more interrupts. No such thing as overkill.})
Also, a trapper is another char that is decent in a split/solo situation, and as your heal monk would lose a lot of its effectiveness in a split, it would be a welcome addition. Dust Trap is pretty decent war hate, and you already have sevral DIstortions so you shouldnt need to worry in that regard. Probably throw on Distracting Shot for an added interrupt (the more the merrier).
COuld look something like:
(havent checked att spreads yet)
Distracting Shot
Distortion
Dust Trap
Barbed Trap
Inspired Hex
Flame Trap
Oath Shot (Spike Trap?)
Res Sig
Can drop the Heal PArty on the taint, it wouldnt be used nearly enough to be useful (not when you need it most, at least.) and replace it with Draw, or possibly switch one war to Plague Touch.
Spirit Bond is nice...but the lack of a Prot SPirit on the other monk is disturbing...personally i would switch it for Prot SPirit, but its your choice.
On a last note, i'm a big fan of Forcefull/HEavy in pressure but Dev/Crush/Fierce is still extremely reliable+efficient.
If you're trapping with oath shot you should go with whirling def. over distortion. If you're trapping without oath shot then you sohuld use distortion.
Trappers can very well get annoying to to enemy warriors or even flag runners. If you have smart monks who kites warriors to the trappers your gonna have some pissed of warriors. If you trap the flagstand with barbed and flame trap the flagger gets a instant 10 degen for 3-4 seconds bleeding and is now limping ,due to the cripple, to get the flag giving your runner a flag advantage and letting them get in causing it to be a 8v7 i say add the trapper.
The problem with all builds along these lines; rangers and warriors doing huge pressure is that the defense is severely lacking. You have no heal party, no aegis, etc.
The necro may have energy problems because generally with degen builds, people tend to drop at the same time or roughly around the same time, so the necro could go for ages without any energy and get masses right when he doesnt need it.
Boon Signet monks aren't really going to be the best int his build because Taint is the only semi-permanent enchantment besides DB.
Overall, the build is pretty good, but I would suggest taking out Insight on the necro and putting a more party-support skill in it's place.
lets look at the defense:
vs melee:
dust trap
crippling shot/barbed/that non elite cripple that i always forget/snare
distortion
distortion
distortion
another distortion
vs hexes we have expel as well as decent monk support and blessed
vs conditions we have mend blessed and draw, plus taint in case of disease.
you suggested putting more party support skills on the character who's energy is stretched enough already- but didn't suggest ways to help with the energy.
taint and judges are 2 constant enchants- i may just take e-drain but hey, i like being original
although the lack of heal party is unfortunate- boon signet means small heals will be being spammed, and both condition and hex degen are well covered by the build's defense.
as for warriors? kiting through traps with distortion is child's play
Definately have to agree with dropping Judges. In my experience, it is just too hard to maintain, and aside from being extra micro will divert your attention and energy from exploding corpses, maintaining Taint, spreading disease, etc.
As for what to put in its place, consider Gift of Health. GoH is a nice, powerful off-monk heal, that would beinifit you vs a degen team and could save your monks a bit of energy when saving a spike.If used sparingly, it can be a very powerful addition to your defense, while not adding too much micro to that nec.
8 Healing is enough for a ~70pt heal, likely more. (9 gives you a 96pt heal)
Also, since youre using To The Limit on your Hammer war, consider switching Devastating Hammer for Backbreaker and Fierce Blow for Mighty or Irresistable. Also put one more point in TActics for 5 adrenaline gained as opposed to 4.
On your trapper, I personally would increase Expertise to 15 or 16, to save you energy in case you face a hex team. (not to mention one less energy when using DIstortion and Snare, and less when using other traps.) In my experience the extra little bit of energy does help more than the extra damage/effect duration.
Last edited by Stealth Rider; Sep 03, 2006 at 11:43 PM // 23:43..
I'm sorry, but I'm just really sceptical of builds with no Aegis' or Heal Parties. Even changing your runner to something more party-based would make this build stable, but atm I see this build suffering against heavy tele-pressure.
I'm sorry, but I'm just really sceptical of builds with no Aegis' or Heal Parties. Even changing your runner to something more party-based would make this build stable, but atm I see this build suffering against heavy tele-pressure.
The build clearly has defensive problems, but theres really no way to avoid that given how much offense is packed into the build.
Overall I like it, although full offense isnt really my style. Some weakpoints (that other people have mentioned):
- Drop Judges on Taint
- Why 1 Thump + 1 Hammer? Might as well go dual thump or Axe / Hammer.
- Snare is kinda weak on the trapper.
- A more standard monk will probably serve you better than a boon sig. Boon sig really requires more aegis / orders spam to be fully effective.
goh on the taint is a very nice idea, the point about TTL was helpful too- i'd overlooked it.
to stop everyone complaining i'm going to put my standard two monk backline in, i had a idea about mantra of inscriptions+boon sig but i agree that without aegis it still wouldn't be great.
i know snare is a bit rubbish on the trapper- but it does help movement control and i simply couldn't think of anything better that didn't require a bow.
edit: new build up, i thought of something better
Last edited by lord of shadow; Sep 04, 2006 at 09:46 AM // 09:46..
may I tentetively suggest getting exp up to 14, and dropping 1 from wilderness to do this (2 major runes). The breakpoint for 10 energy skills and 25 energy skills is a nice one (dust flame and black out all being affected).
Also, might it be an advatage to switch in debilitating shot for pin down in the melandrus ranger what with a barbed trap and a crip shot, considering both of those chars are great for a split anyway the extra pressure might really add up (and its fantastic on blight monks).
Blackout btw is a great addition, and I am loving the build, but why does your blight monk have mend ailment, I'm not following that logic...