Jul 27, 2006, 11:46 AM // 11:46
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#1
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Wilds Pathfinder
Join Date: Sep 2005
Location: my house
Guild: The Cutting Edge [TCE]
Profession: N/
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exhaustion build
seeing as there are some new skills in guild wars, i figured i might use them... these too are OKish alone, but put together can hurt a monk badly...
character builds, then the explanation at the bottom:
Me/E:
fast casting - 16
earth magic - 10
inspiration - 9
domination - 3
1. arcane languor <e>
2. wastrel's worry
3. inspired hex
4. earth attunement
5. ward against foes
6. ward against melee
7. energy tap / channeling
8. res sig
Me/E:
fast casting - 16
earth magic - 10
inspiration - 9
domination - 3
1. arcane languor <e>
2. wastrel's worry
3. inspired hex
4. earth attunement
5. ward against foes
6. ward against melee
7. energy tap / channeling
8. res sig
R/Me:
wilderness survival - 16
expertise - 9
inspiration - 10
marksmanship - 3
1. equinox <e>
2. barbed trap
3. dust trap
4. flame trap
5. mantra of resolve / mantra of concentration
6. troll unguent
7. apply poison
8. res sig
W/E:
axe mastery - 16
strength - 9
air magic - 10
1. eviscerate <e>
2. executioner's strike
3. bull's strike
4. frenzy
5. rush / sprint
6. shock
7. conjure lightning
8. res sig
W/E:
axe mastery - 16
strength - 9
air magic - 10
1. eviscerate <e>
2. executioner's strike
3. bull's strike
4. frenzy
5. rush / sprint
6. shock
7. conjure lightning
8. res sig
Rt/Me:
spawning - 16
communing - 13
inspiration - 3
1. ritual lord
2. boon of creation
3. mantra of concentration
4. shelter
5. union
6. soothing
7. displacement
8. shadowsong
Mo/Me:
healing prayers - 16
divine favour - 9
inspiration - 10
1. orison of healing
2. dwanya's kiss
3. signet of rejuvination
4. healing light <e>
5. mend condition
6. inspired hex
7. energy tap
8. heal area / vengence
Mo/Me:
healing prayers - 9
divine favour - 16
inspiration - 10
1. infuse health
2. divine intervention
3. healing touch
4. signet of devotion
5. gift of health
6. empathic removal <e>
7. inspired hex
8. energy tap
explanation:
first of all, the monks, ritualist and warriors can easilly be switched around and played with, although this setting is what i find to be best.
this build is built around pressure and has an advantage in most Hoh maps.
the mesmers each pick a monk and use arcane languor, then cover and keep covering with wastrel's worry. wastrel's has a chance to cause the monk to cast a spell, just to avoid the damage, and every spell the monk would cast will reduce his max energy by 20, through exhaustion. while arcane is recharging, the mesmers act as warders, taking turns with the wards or creating two areas with wards...
the ranger is an average staff trapper, only he takes equinox instead of spike trap, and carries a bow as a secondary weapon (with a poison upgrade). the ranger uses equinox at the start of the match, near the ritualist, and then traps near it. for the rest of the fight, the ranger acts as a trapper, and when he gets low on energy, he uses apply poison, switches to the bow and spreads poison. this ranger helps the pressure by applying conditions and helping with the exhaustion.
the warriors are normal shock warriors...
the backline is a 2 monk, 1 Rt backline, and if you want, that can be played around with...
this build is great in relic runs (two warders, 2 runners and a trapper), does alright in altar matches (trapper and ritualist) and is more than capable of fighting IWAY (two warders and a trapper).
tell me your thoughts...
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Jul 27, 2006, 08:13 PM // 20:13
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#2
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Wilds Pathfinder
Join Date: Sep 2005
Location: my house
Guild: The Cutting Edge [TCE]
Profession: N/
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bumping...
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Jul 27, 2006, 11:12 PM // 23:12
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#3
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Forge Runner
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Heh, warriors are going to have fun with shock + equinox.
Of course it won't really matter because the other team will just kill equinox.
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Jul 28, 2006, 01:16 AM // 01:16
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#4
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Quote:
Originally Posted by TheOneMephisto
Heh, warriors are going to have fun with shock + equinox.
Of course it won't really matter because the other team will just kill equinox.
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Shock does not interact with Equinox. Equinox only effects spells, and Shock is classified as a "skill." You can test this out easily on Isle of the Nameless, make an Elementalist/Ranger with Shock, and Equinox. Or, just grab a Shock Axe and a friend/guildie.
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Jul 28, 2006, 04:49 AM // 04:49
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#5
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Jungle Guide
Join Date: Sep 2005
Profession: Mo/Me
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Needs more serpents quickness on the ranger. If that equinox goes down which it probably will, you want it coming up as soon as possible.
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Jul 28, 2006, 10:11 AM // 10:11
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#6
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Wilds Pathfinder
Join Date: Sep 2005
Location: my house
Guild: The Cutting Edge [TCE]
Profession: N/
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Quote:
Originally Posted by dgb
Needs more serpents quickness on the ranger. If that equinox goes down which it probably will, you want it coming up as soon as possible.
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guess you can toss out troll's for it...
as for it being kiled, it is placed relatively at the back with traps. it might eventually get killed, but it will live enough for a couple of rounds of arcane languor, and that is enough to hurt the enemy monks badly...
edit - might as well have one of the mesmers get arcane mimicry instead of inspired hex...
Last edited by mortalis doleo; Jul 28, 2006 at 05:26 PM // 17:26..
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Jul 29, 2006, 04:33 PM // 16:33
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#7
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Forge Runner
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I played against one of these yesterday. It was mildly annoying, but I don't think anyone's health dropped below 75% during that fight.
Arcane Languor is just like backfire, but elite. It makes the monk not cast spells for 8 seconds (sorry, worse than backfire - that's 10) unless someone really needs a heal. And since this build has next to no pressure, not that many people need a heal.
Or, you know, hex removal is ftw as well.
Last edited by Alleji; Jul 29, 2006 at 04:35 PM // 16:35..
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Aug 09, 2006, 06:49 PM // 18:49
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#8
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Ascalonian Squire
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arcane mimicry..take out 1 war for oath shotter lol like the old GC builds -.-
builds revolving around elite spirits like that usually stink cuz you cant spam the spirit as fast as the other team can kill it
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