Ninja build
I posted this build for my ex-guild but it broke up and I quit GW so I decided to post it here. It's a fun build and has potential so feel free to play around with it if you like.
Ninja x 3
Warrior/necro
Level: 20
Strength: 4 (3+1)
Swordsmanship: 16 (12+4)
Tactics: 13 (12+1)
- "For Great Justice!" (Warrior other)
For 20 seconds, your adrenal skills charge twice as fast.
Energy:10 Cast:0 Recharge:45
- Sun and Moon Slash (Swordsmanship)
Attack target foe twice. The first attack cannot be "blocked". The second attack cannot be "evaded".
Adrenaline:8
- Dragon Slash [Elite] (Swordsmanship)
If Dragon Slash hits, you strike for +42 damage and gain 5 strikes of adrenaline.
Adrenaline:10
- "Fear Me!" (Tactics)
All nearby foes lose 4 Energy.
Adrenaline:4
- Distracting Blow (Warrior other)
Swipe your weapon at the target, dealing no damage but disrupting the target's current action (and the actions of foes adjacent to your target).
Energy:5 Cast:0.5 Recharge:10
- Plague Touch (Necromancer other)
Transfer a negative Condition and its remaining duration from yourself to target touched foe.
Energy:5 Cast:0.75
- Healing Signet (Tactics)
You gain 137 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4
- 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
Spirit Spammer
Ritualist/Ranger
Level: 20
Spawning Power: 15 (11+4)
Restoration Magic: 3 (2+1)
Communing: 11 (10+1)
Beast Mastery: 6
Wilderness Survival: 8
- Ritual Lord [Elite] (Spawning Power)
For 30 seconds, your Rituals recharge 75% faster.
Energy:10 Cast:0 Recharge:30
- Boon of Creation (Spawning Power)
For 60 seconds, whenever you create a creature, you gain 50 Health and 8 Energy.
Energy:10 Cast:2 Recharge:45
- Shelter (Communing)
Create a level 6 spirit. Allies within its range cannot lose more than 10% maximum Health from a single attack. When this Spirit prevents damage, it loses 38 Health. This spirit lasts 52 seconds.
Energy:10 Cast:5 Recharge:60
- Union (Communing)
Create a level 6 spirit. Whenever an ally in its range takes damage, that damage is reduced by 15 and the Spirit takes 15 damage. The Spirit dies after 52 seconds.
Energy:15 Cast:3 Recharge:60
- Displacement (Communing)
Create a level 8 spirit. Attacks made by non-Spirit foes within its range are "evaded." Every time an attack is evaded in this way, this Spirit takes 45 damage. This spirit dies after 52 seconds.
Energy:15 Cast:3 Recharge:60
- Primal Echoes (Beast Mastery)
Create a level 5 Spirit. For non-Spirit creatures within its range, Signets cost 10 Energy to use. This Spirit dies after 78 seconds.
Energy:5 Cast:5 Recharge:60
- Quickening Zephyr (Wilderness Survival)
Create a level 6 Spirit. For non-Spirit creatures within its range, all skills recharge twice as fast and cost 30% more of the base Energy to cast. This Spirit dies after 31 seconds.
Energy:25 Cast:5 Recharge:60
- Flesh of my Flesh (Restoration Magic)
Lose half of your Health. Resurrect target ally with your current Health and 8% Energy.
Energy:5 Cast:5 Recharge:0
Feminine Famine Mesmer
Mesmer/Ranger
Level: 20
Fast Casting: 5 (4+1)
Domination Magic: 14 (10+4)
Inspiration Magic: 8 (7+1)
Wilderness Survival: 12
- Famine [Elite] (Wilderness Survival)
Create a level 8 Spirit. Whenever a non-Spirit creature in its range reaches 0 Energy, that creature takes 30 damage. This Spirit dies after 78 seconds.
Energy:10 Cast:4.2 Recharge:60
- Signet of Weariness (Domination Magic)
Target foe and all nearby foes lose 8 Energy.
Energy:0 Cast:2 Recharge:30
- Shame (Domination Magic)
For 10 seconds, the next time target foe casts a Spell that targets an ally, the Spell fails and you steal 13 Energy from that foe.
Energy:10 Cast:1.68 Recharge:30
- Spirit Shackles (Inspiration Magic)
For 19 seconds, target foe loses 5 Energy whenever that foe attacks.
Energy:10 Cast:2.52 Recharge:5
- Serpent's Quickness (Wilderness Survival)
For 27 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%.
Energy:5 Cast:0 Recharge:45
- 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:0.84 Recharge:0
- Troll Unguent (Wilderness Survival)
For 10 seconds, you gain Health regeneration +9.
Energy:5 Cast:2.52 Recharge:10
- 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
+ Flagger (Water for snares) and 2 monk/mesmers (Energy drain).
So, every warrior takes different target. That Fear Me! combo should keep the opponents energy under 5 most of the time. Nice DPS from the Sun & Moon Slash + Dragon Slash + Famine which should trigger from Fear Me! almost always. They also have interruption against spikes, warders and all that. I tried it and the combo goes like this SunMoon -> Fear -> Dragon -> Fear -> SunMoon -> Fear -> Dragon -> Fear etc. FGJ should be up all the time.
Mesmer drains (and damages) rangers & warriors with Spirit Shackles which keeps their energy in 0 and triggers Famine. Signet of Weariness aoe drains and again, triggers Famine.
Spirit Spammer, well, spams spirits. Also carries hard res.
This can also be run with NR but I decided to leave it out.
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