Pre-Searing Cadet
Join Date: Aug 2006
Guild: The Stoned Clan [tsc]
Profession: W/Mo
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Mf
Sacker monk
weopon: 20/20 prot staff with +5 energy and enchantments last 20% longer
Monk/Necromancer
Level: 20
Divine Favor: 12 (10+2)
Healing Prayers: 8 (7+1)
Protection Prayers: 13 (12+1)
Blood Magic: 3
- Blood is Power [Elite] (Blood Magic)
Sacrifice 33% max Health. For 10 seconds, target other ally gains +4 Energy regeneration.
Energy:5 Cast:0.25 Recharge:0
- Protective Spirit (Protection Prayers)
For 21 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
- Healing Breeze (Healing Prayers)
For 10 seconds, target ally gains +6 Health regeneration.
Energy:10 Cast:1 Recharge:2
- 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 71.
Energy:5 Cast:0.25 Recharge:2
- Divine Boon (Divine Favor)
While you maintain this Enchantment, whenever you cast a Monk Spell that targets an ally, that ally is healed for 61 points, and you lose 2 Energy.
Energy:5 Cast:0.25 Recharge:1
- Balthazar's Spirit (Smiting Prayers)
While you maintain this Enchantment, target ally gains 2..4 adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.)
Energy:10 Cast:2 Recharge:0
- Mending (Healing Prayers)
While you maintain this Enchantment, target ally gains +3 Health regeneration.
Energy:10 Cast:2 Recharge:0
- Resurrection Signet (other)
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
sacker monk
weopon: 20/20 prot staff with +5 energy and enchantments last 20% longer
Monk/Necromancer
Level: 20
Divine Favor: 12 (10+2)
Healing Prayers: 8 (7+1)
Protection Prayers: 13 (12+1)
Blood Magic: 3
- Blood is Power [Elite] (Blood Magic)
Sacrifice 33% max Health. For 10 seconds, target other ally gains +4 Energy regeneration.
Energy:5 Cast:0.25 Recharge:0
- Protective Spirit (Protection Prayers)
For 21 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
- Healing Breeze (Healing Prayers)
For 10 seconds, target ally gains +6 Health regeneration.
Energy:10 Cast:1 Recharge:2
- 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 71.
Energy:5 Cast:0.25 Recharge:2
- Divine Boon (Divine Favor)
While you maintain this Enchantment, whenever you cast a Monk Spell that targets an ally, that ally is healed for 61 points, and you lose 2 Energy.
Energy:5 Cast:0.25 Recharge:1
- Balthazar's Spirit (Smiting Prayers)
While you maintain this Enchantment, target ally gains 2..4 adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.)
Energy:10 Cast:2 Recharge:0
- Mending (Healing Prayers)
While you maintain this Enchantment, target ally gains +3 Health regeneration.
Energy:10 Cast:2 Recharge:0
- Resurrection Signet (other)
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:0Minion Master
Minion master
Necromancer/Monk
Level: 20
Soul Reaping: 10 (9+1)
Blood Magic: 4 (3+1)
Death Magic: 16 (12+4)
Healing Prayers: 9
- Animate Bone Fiend (Death Magic)
Exploit nearest corpse to animate a level 18 bone fiend. Bone Fiends can attack at range.
Energy:25 Cast:3 Recharge:5
- Heal Area (Healing Prayers)
Heal yourself and all adjacent creatures for 120 points.
Energy:10 Cast:1 Recharge:5
- Blood of the Master (Death Magic)
Sacrifice 5% max Health. All adjacent undead allies are healed for 122. You sacrifice an additional 2% maximum Health per minion healed this way.
Energy:5 Cast:1 Recharge:2
- Taste of Death (Death Magic)
Steal 420 Health from target animated undead ally.
Energy:5 Cast:0.25 Recharge:0
- Dark Bond (Blood Magic)
For 38 seconds, whenever you receive damage, your closest minion suffers 75% of that damage for you.
Energy:5 Cast:2 Recharge:20
- 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
- Death Nova (Death Magic)
For 30 seconds, if target ally dies, all nearby foes take 105 damage and are Poisoned for 15 seconds.
Energy:5 Cast:2 Recharge:0
- Resurrection Signet (other)
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
Minion master
Necromancer/Monk
Level: 20
Soul Reaping: 10 (9+1)
Blood Magic: 4 (3+1)
Death Magic: 16 (12+4)
Healing Prayers: 9
- Animate Bone Fiend (Death Magic)
Exploit nearest corpse to animate a level 18 bone fiend. Bone Fiends can attack at range.
Energy:25 Cast:3 Recharge:5
- Heal Area (Healing Prayers)
Heal yourself and all adjacent creatures for 120 points.
Energy:10 Cast:1 Recharge:5
- Blood of the Master (Death Magic)
Sacrifice 5% max Health. All adjacent undead allies are healed for 122. You sacrifice an additional 2% maximum Health per minion healed this way.
Energy:5 Cast:1 Recharge:2
- Taste of Death (Death Magic)
Steal 420 Health from target animated undead ally.
Energy:5 Cast:0.25 Recharge:0
- Dark Bond (Blood Magic)
For 38 seconds, whenever you receive damage, your closest minion suffers 75% of that damage for you.
Energy:5 Cast:2 Recharge:20
- 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
- Death Nova (Death Magic)
For 30 seconds, if target ally dies, all nearby foes take 105 damage and are Poisoned for 15 seconds.
Energy:5 Cast:2 Recharge:0
- Resurrection Signet (other)
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
M F R
Mesmer/Ritualist
Level: 20
Fast Casting: 15 (11+4)
Restoration Magic: 12
Communing: 6
- Wielder's Boon (Restoration Magic)
Heal target ally for 51 points. If that ally is under the effects of a "Weapon Spell," Wielder's Boon heals for an additional 34 Health.
Energy:5 Cast:0.55 Recharge:4
- Mend Body and Soul (Restoration Magic)
Target ally is healed for 70 Health. That ally loses one Condition for each allied Spirit in your area.
Energy:5 Cast:0.41 Recharge:3
- Soothing Memories (Restoration Magic)
Target ally is healed for 82 Health. If you are holding an item, you gain 3 Energy.
Energy:5 Cast:0.55 Recharge:5
- Vengeful Weapon (Restoration Magic)
For 8 seconds, the next time target ally takes damage from a foe, that ally steals up to 47 Health from that foe.
Energy:5 Cast:0.14 Recharge:3
- Resilient Weapon (Restoration Magic)
For 17 seconds, target ally has a Resilient Weapon. while suffering from a Hex or Condition, that ally gains +5 Health regeneration and +24 armor .
Energy:10 Cast:1.1 Recharge:4
- Mighty was Vorizun (Communing)
Hold Vorizun's ashes for up to 33 seconds. While you hold his ashes, you gain +15 armor and +20 maximum Energy.
Energy:5 Cast:1.1 Recharge:30
- Expel Hexes [Elite] (Mesmer other)
Remove up to 2 Hexes from target ally.
Energy:5 Cast:0.55 Recharge:8
- Flesh of my Flesh (Restoration Magic)
Lose half of your Health. Resurrect target ally with your current Health and 17% Energy.
Energy:5 Cast:2.75 Recharge:0
M F R
Mesmer/Ritualist
Level: 20
Fast Casting: 15 (11+4)
Restoration Magic: 12
Communing: 6
- Wielder's Boon (Restoration Magic)
Heal target ally for 51 points. If that ally is under the effects of a "Weapon Spell," Wielder's Boon heals for an additional 34 Health.
Energy:5 Cast:0.55 Recharge:4
- Mend Body and Soul (Restoration Magic)
Target ally is healed for 70 Health. That ally loses one Condition for each allied Spirit in your area.
Energy:5 Cast:0.41 Recharge:3
- Soothing Memories (Restoration Magic)
Target ally is healed for 82 Health. If you are holding an item, you gain 3 Energy.
Energy:5 Cast:0.55 Recharge:5
- Vengeful Weapon (Restoration Magic)
For 8 seconds, the next time target ally takes damage from a foe, that ally steals up to 47 Health from that foe.
Energy:5 Cast:0.14 Recharge:3
- Resilient Weapon (Restoration Magic)
For 17 seconds, target ally has a Resilient Weapon. while suffering from a Hex or Condition, that ally gains +5 Health regeneration and +24 armor .
Energy:10 Cast:1.1 Recharge:4
- Mighty was Vorizun (Communing)
Hold Vorizun's ashes for up to 33 seconds. While you hold his ashes, you gain +15 armor and +20 maximum Energy.
Energy:5 Cast:1.1 Recharge:30
- Expel Hexes [Elite] (Mesmer other)
Remove up to 2 Hexes from target ally.
Energy:5 Cast:0.55 Recharge:8
- Flesh of my Flesh (Restoration Magic)
Lose half of your Health. Resurrect target ally with your current Health and 17% Energy.
Energy:5 Cast:2.75 Recharge:0Minion Master
Flag Runner
Ranger/Ritualist
Level: 20
Expertise: 15 (11+4)
Wilderness Survival: 12 (11+1)
Marksmanship: 9 (8+1)
Restoration Magic: 3
- Escape [Elite] (Expertise)
For 18 seconds, you move 25% faster than normal and have a 75% chance to evade attacks.
Energy:2 Cast:0 Recharge:30
- Zojun's Haste (Expertise)
For 11 seconds, you move 33% faster and have 75% chance to "evade" incoming arrows. Zojun's Haste ends if you attack.
Energy:2 Cast:0 Recharge:30
- Savage Shot (Marksmanship)
If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for 22 damage.
Energy:4 Cast:0.5 Recharge:5
- Distracting Shot (Expertise)
If Distracting Shot hits, it interrupts target foe's action but deals only 16 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
Energy:2 Cast:0.5 Recharge:10
- Pin Down (Marksmanship)
If Pin Down hits, your target is Crippled for 10 seconds.
Energy:6 Cast:0 Recharge:15
- Barbed Trap (Wilderness Survival)
When Barbed Trap is triggered, all nearby foes take 56 piercing damage, become Crippled, and begin Bleeding for 21 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
Energy:6 Cast:2 Recharge:20
- Troll Unguent (Wilderness Survival)
For 10 seconds, you gain Health regeneration +9.
Energy:2 Cast:3 Recharge:10
- 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
Spirit Spammer
Ritualist/Ranger
Level: 20
Spawning Power: 15 (11+4)
Communing: 11 (10+1)
Beast Mastery: 10
- 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
- Predatory Season (Beast Mastery)
Create a level 7 Spirit. For non-Spirit creatures within its range, all healing is reduced by 20%. If any of your attacks hit, you gain 5 Health. This Spirit dies after 110 seconds.
Energy:5 Cast:5 Recharge:60
- Fertile Season (Beast Mastery)
Create a level 7 Spirit. Non-Spirit creatures within its range have +250 maximum Health and gain +15 armor. This Spirit dies after 35 seconds.
Energy:5 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
- 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
- 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
- Flesh of my Flesh (Restoration Magic)
Lose half of your Health. Resurrect target ally with your current Health and 5..17% Energy.
Energy:5 Cast:5 Recharge:0
Method
This is primeraly a split team build and unless terain dictates otherwise the team will split into two groups.
Group 1
Mo/N, Me/Rt, N/Mo, R/Rt and Rt/R.
Group 2
Mo/N, Me/Rt, N/Mo.
At the start of the fight the 8 players seperate into there groups and the monks begin to sacrifice themselves, once the monk is dead the minion master creates a minion and the messmer rezzes the monk who then begins to sacrifice themself.
The whole process is repeated until both minion masters have 10 minions. The monks then cast mending and balth spirit on themselves and then lead there group to combat.
Group 1 monk will lead the group to the flagstand to engage the enimie team, cap and controll the flagstand.
Group 2 monk will lead the group to the enimie base to take out defences and guild lord.
Before entering combat the minion master casts tainted flesh and death nova on the monk, the monk casts protective spirit and healing breeze on themself the monk then attempts to tank/distract the enimie as much as possible.
During combat if the minion master needs minions they cast death nova on the monk who runs to the enimie and sacrificies themself the minion master creates a minion the messmer rezzes the monk and the minion master casts death nova on the monk. The whole process is repeated until the minion master has ten minions.
Last edited by stoned_dragon; Aug 17, 2006 at 12:42 PM // 12:42..
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