Jun 20, 2006, 11:38 AM // 11:38
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#1
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Ascalonian Squire
Join Date: Jun 2006
Guild: VoFK
Profession: Mo/Me
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Rate this build please
This is basically a balenced build that has 3 offense 4 defense and a runner.
MyCharacter
Warrior/Elementalist
Level: 20
Strength: 10 (9+1)
Tactics: 10(9+1)
Hammer Mastery: 16 (11+4)
- Healing Signet (Tactics)
You gain 122 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4
- 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 20 seconds.
Adrenaline:7
- Crushing Blow (Hammer Mastery)
If this attack hits, you strike for +20 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 20 seconds.
Energy:5 Cast:0 Recharge:10
- Fierce Blow (Hammer Mastery)
If Fierce Blow strikes a foe suffering from Weakness, you deal +40 damage. Otherwise, you deal +20 damage if it hits.
Adrenaline:6
- Irresistible Blow (Hammer Mastery)
If this attack hits you strike for +30 damage. If Irresistible Blow is "blocked," your target is knocked down and takes 30 damage. Irresistible Blow cannot be "evaded."
Energy:5 Cast:0 Recharge:4
- Sprint (Strength)
For 12 seconds, you move 25% faster.
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
MyCharacter
Warrior/Elementalist
Level: 20
Strength: 10 (9+1)
Axe Mastery: 15 (11+4)
Tactics: 11 (10+1)
Air Magic: 4
- Frenzy (Warrior other)
For 8 seconds, you attack 33% faster but take double damage.
Energy:5 Cast:0 Recharge:4
- Healing Signet (Tactics)
You gain 122 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4
- Shock (Air Magic)
Target touched foe is struck for 23 lightning damage and is knocked down. This Spell has 25% armor penetration and causes Exhaustion.
Energy:5 Cast:0.75 Recharge:10
- Eviscerate [Elite] (Axe Mastery)
If Eviscerate hits, you strike for +40 damage and inflict a Deep Wound, lowering your target's maximum Health by 20% for 20 seconds.
Adrenaline:8
- Executioner's Strike (Axe Mastery)
If this attack hits, you strike for +40 damage.
Adrenaline:8
- Furious Axe (Axe Mastery)
If Furious Axe hits, you strike for +35 damage. If it is blocked or evaded you gain 2 strikes worth of adrenaline.
Adrenaline:9
- Sprint (Strength)
For 12 seconds, you move 25% faster.
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
MyCharacter
Elementalist/Monk
Level: 20
Energy Storage: 11 (10+1)
Air Magic: 15 (11+4)
Healing Prayers: 10
- Ether Prodigy [Elite] (Energy Storage)
Lose all Enchantments. For 16 seconds, you gain Energy regeneration of 6. When Ether Prodigy ends, you take 2 damage for each point of Energy you have. This Spell causes Exhaustion.
Energy:5 Cast:1 Recharge:5
- Lightning Orb (Air Magic)
Lightning Orb flies toward target foe and strikes for 100 lightning damage if it hits. This Spell has 25% armor penetration.
Energy:15 Cast:2 Recharge:5
- Lightning Strike (Air Magic)
Strike target foe for 50 lightning damage. This Spell has 25% armor penetration.
Energy:5 Cast:1 Recharge:5
- Arc Lightning (Air Magic)
Target foe is struck for 50 lightning damage. If that foe is sufferng from a Water Magic Hex, one foe near your target is struck for 50 lightning damage. Damage from Arc Lightning has 25% armor penetration.
Energy:5 Cast:1 Recharge:8
- Lightning Hammer (Air Magic)
Target for is struck for 100 lightning damage. Lightning Hammer has 25% armor penetration.
Energy:25 Cast:2 Recharge:15
- Remove Hex (Monk other)
Remove a Hex from target ally.
Energy:5 Cast:2 Recharge:7
- Heal Party (Healing Prayers)
Heal entire party for 59 points.
Energy:15 Cast:2 Recharge:2
- 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
MyCharacter
Ritualist/Elementalist
Level: 20
Spawning Power: 11 (8+3)
Restoration Magic: 9 (8+1)
Communing: 13 (11+2)
Earth Magic: 9
- Glyph of Energy [Elite] (Elementalist other)
Your next Spell costs 20 less Energy to cast and does not cause Exhaustion.
Energy:5 Cast:1 Recharge:15
- Recuperation (Restoration Magic)
Create a level 6 spirit. Allies within its range gain +2 Health regeneration. This Spirit dies after 33 seconds.
Energy:15 Cast:3 Recharge:60
- Soothing (Communing)
Create a level 9 spirit. All foes within its range take twice as long to build adrenaline. This Spirit dies after 41 seconds.
Energy:10 Cast:5 Recharge:60
- Union (Communing)
Create a level 7 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 56 seconds.
Energy:15 Cast:3 Recharge:60
- Shelter (Communing)
Create a level 7 spirit. Allies within its range cannot lose more than 10% maximum Health from a single attack. When this Spirit prevents damage, it loses 34 Health. This spirit lasts 56 seconds.
Energy:10 Cast:5 Recharge:60
- Ward Against Melee (Earth Magic)
You create a Ward Against Melee at your current location. For 15 seconds, non-Spirit allies in this area have a 50% chance to evade melee attacks.
Energy:10 Cast:1 Recharge:20
- Ward of Stability (Earth Magic)
Create a Ward of Stability at your current location. For 19 seconds, non-Spirit allies in the area cannot be knocked down.
Energy:10 Cast:1 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
MyCharacter
Necromancer/Monk
Level: 20
Soul Reaping: 9 (8+1)
Curses: 16 (12+4)
Blood Magic: 9 (8+1)
Protection Prayers: 7
- Faintheartedness (Curses)
For the next 37 seconds, target foe attacks 50% slower, and that foe suffers Health degeneration of 3.
Energy:10 Cast:1 Recharge:8
- Shadow of Fear (Curses)
Target foe and all adjacent foes attack 50% slower for 45 seconds.
Energy:10 Cast:2 Recharge:5
- Enfeeble (Curses)
Target suffers from Weakness for 21 seconds.
Energy:5 Cast:1 Recharge:5
- Parasitic Bond (Curses)
For 20 seconds, target foe suffers Health degeneration of 1. The caster is healed for 126 when Parasitic Bond ends.
Energy:5 Cast:1 Recharge:2
- Offering of Blood [Elite] (Blood Magic)
Sacrifice 20% maximum Health. You gain 15 Energy.
Energy:5 Cast:0.25 Recharge:15
- Remove Hex (Monk other)
Remove a Hex from target ally.
Energy:5 Cast:2 Recharge:7
- Draw Conditions (Protection Prayers)
All negative Conditions are transferred from target other ally to yourself. For each Condition acquired, you gain 15 Health.
Energy:5 Cast:0.25 Recharge:2
- 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
MyCharacter
Elementalist/Monk
Level: 20
Energy Storage: 11 (10+1)
Water Magic: 15 (11+4)
Healing Prayers: 10
- Ether Prodigy [Elite] (Energy Storage)
Lose all Enchantments. For 16 seconds, you gain Energy regeneration of 6. When Ether Prodigy ends, you take 2 damage for each point of Energy you have. This Spell causes Exhaustion.
Energy:5 Cast:1 Recharge:5
- Armor of Mist (Water Magic)
For 20 seconds, you gain +40 armor and move 33% faster.
Energy:10 Cast:2 Recharge:30
- Ice Spikes (Water Magic)
Target and adjacent foes are struck for 80 cold damage and move 66% slower for 6 seconds.
Energy:15 Cast:2 Recharge:15
- Deep Freeze (Water Magic)
You cause a Deep Freeze at target foe's location. All foes in this location are struck for 85 cold damage, and for 10 seconds, they move 66% slower.
Energy:25 Cast:3 Recharge:15
- Shard Storm (Water Magic)
Target foe is struck for 65 cold damage and moves 66% slower for 6 seconds.
Energy:10 Cast:1 Recharge:10
- Healing Breeze (Healing Prayers)
For 10 seconds, target ally gains +7 Health regeneration.
Energy:10 Cast:1 Recharge:2
- Heal Party (Healing Prayers)
Heal entire party for 59 points.
Energy:15 Cast:2 Recharge:2
- 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
MyCharacter
Monk/Mesmer
Level: 20
Divine Favor: 9 (8+1)
Healing Prayers: 16 (12+4)
Inspiration Magic: 10
- Healing Light [Elite] (Healing Prayers)
Heal target ally for 104 Health. If your target has an Enchantment, you gain 3 Energy.
Energy:5 Cast:1 Recharge:4
- Orison of Healing (Healing Prayers)
Heal target ally for 73 points.
Energy:5 Cast:1 Recharge:2
- Jamei's Gaze (Healing Prayers)
Heal target other ally for 190 health.
Energy:10 Cast:0.75 Recharge:3
- Infuse Health (Healing Prayers)
Lose half your current Health. Target other ally is healed for 138% of the amount you lost.
Energy:10 Cast:0.25 Recharge:0
- Ethereal Light (Healing Prayers)
Target ally is healed for 105.This spell is easily interrupted.
Energy:5 Cast:1 Recharge:5
- Power Drain (Inspiration Magic)
If target foe is casting a Spell, the Spell is interrupted and you gain 21 Energy.
Energy:5 Cast:0.25 Recharge:25
- Inspired Hex (Inspiration Magic)
Remove a Hex from target ally and gain 11 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0
- Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 18 Energy.
Energy:10 Cast:1 Recharge:25
MyCharacter
Monk/Mesmer
Level: 20
Divine Favor: 13 (11+2)
Protection Prayers: 13 (10+3)
Inspiration Magic: 10
- Guardian (Protection Prayers)
For 5 seconds, target ally has a 46% chance to "block" attacks.
Energy:5 Cast:1 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 61 points.
Energy:5 Cast:0.75 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
- 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
- Revealed Hex (Inspiration Magic)
Remove a Hex from target ally and gain 11 Energy. For 20 seconds, Revealed Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0
- Contemplation of Purity (Divine Favor)
Lose all Enchantments. For each one lost, you gain 70 Health, lose one Hex, and lose one Condition.
Energy:5 Cast:0.25 Recharge:10
- Divine Boon (Divine Favor)
While you maintain this Enchantment, whenever you cast a Monk Spell that targets an ally, that ally is healed for 64 points, and you lose 2 Energy.
Energy:5 Cast:0.25 Recharge:1
- Mantra of Recall [Elite] (Inspiration Magic)
For 20 seconds, you gain no benefit from it. You gain 23 Energy when Mantra of Recall ends.
Energy:10 Cast:1 Recharge:20
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Jun 21, 2006, 06:56 AM // 06:56
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#2
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Lion's Arch Merchant
Join Date: Apr 2006
Location: The Netherlands
Guild: Lightning Strikes Twice
Profession: Mo/
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Try to fit in some names on the characters next time.. Maybe its worth downloading Freaks and GWBB code for nice visuals...
On the boon: I think the sup on protection isnt needed and you might use the 75 health more useful. At least consider taking back-up armor with you.
I am not a fan of Healing light, the healing isnt that much for an elite and the energy bonus is to conditional. You also carry a lot of high output healers on this character, think its an easy overheal character.
Your waterhexer is solid: is it your runner as well?
A lot of defense you have: necro is extreme warrior hate, the rit is pretty defensive and the water and 2 monks... maybe a bit TO defensive? There wont be a problem in an 8vs8 situation, but what if you are forced to split?
Still I think its a very solid build in the sense of survivability...and individual characters or most of all solid.
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Jun 21, 2006, 07:32 AM // 07:32
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#3
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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It's really hard to judge that because of the bad formatting. I know I'm normally just a format nazi, but this time it actually is quite difficult.
A few things I did manage to pick out.
Lightning Hammer sucks, don't bring it.
Lightning Arc sucks, don't bring it.
Rush > Sprint on Hammer for better energy.
Your necro should have
12+2 Blood
12+1 Curses
3+1 Soul Reaping
Offering of Blood*
Life Siphon
Faintheartedness
Shadow of Fear
Parasitic Bond
Draw Conditions
Remove Hex
Res Sig
This guy can run without a superior easily, and a higher blood spec is much more important than curses on an OoB spammer. And Life Siphon is a great skill so I threw that in instead of Enfeeble.
Also, and this is pretty big, your offense is very lacking. It's basically a few hexers here and there, and then you're resorting to a two warrior, one ele spike. You'll be able to get a few kills in, but not nearly enough. I'd drop the Rt for maybe an illusion mesmer to compliment the Necro, or a Dom mesmer that compliments anything.
Maybe through a low spec WaM onto the E/Mo if you drop the rit.
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Jun 21, 2006, 08:25 AM // 08:25
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#4
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Lion's Arch Merchant
Join Date: Jul 2005
Location: CA
Guild: [Ryuk]
Profession: W/A
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your monk has the only enchantment removal in the game; if you plan to kill someone, you should really rework the entire build.
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Jun 21, 2006, 08:58 AM // 08:58
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#5
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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Personally, I find enchantment removal to be very overrated. What enchantments are really stopping you from killing people these days? In HA I can understand wanting to strip Seeds, but in GvG it hasn't been very enchantment heavy in a long time.
Prot Spirit and Guardian seem to be the ones that piss me off most as a Warrior. When that occurs I just switch targets though.
It would be nice to have a bit more, but I personally don't think you need any in order to kill people.
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Jun 21, 2006, 09:43 AM // 09:43
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#6
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Lion's Arch Merchant
Join Date: Apr 2006
Location: The Netherlands
Guild: Lightning Strikes Twice
Profession: Mo/
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/agree with vindexus on the enchant removers.
If there is room for some extra, you can bring them, but the main problem of this build will be plain damage output. If one of the wars is effectively shutdown a single interupter can stop your ele and you wont do anything.
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Jun 21, 2006, 12:00 PM // 12:00
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#7
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Ascalonian Squire
Join Date: Jun 2006
Guild: VoFK
Profession: Mo/Me
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Here is an updated version of the build with everyone's input on things needed
MyCharacter
Warrior/Elementalist
Level: 20
Strength: 10 (9+1)
Tactics: 10(9+1)
Hammer Mastery: 16 (11+4)
- Healing Signet (Tactics)
You gain 122 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4
- 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 20 seconds.
Adrenaline:7
- Crushing Blow (Hammer Mastery)
If this attack hits, you strike for +20 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 20 seconds.
Energy:5 Cast:0 Recharge:10
- Fierce Blow (Hammer Mastery)
If Fierce Blow strikes a foe suffering from Weakness, you deal +40 damage. Otherwise, you deal +20 damage if it hits.
Adrenaline:6
- Irresistible Blow (Hammer Mastery)
If this attack hits you strike for +30 damage. If Irresistible Blow is "blocked," your target is knocked down and takes 30 damage. Irresistible Blow cannot be "evaded."
Energy:5 Cast:0 Recharge:4
- Sprint (Strength)
For 12 seconds, you move 25% faster.
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
MyCharacter
Warrior/Elementalist
Level: 20
Strength: 10 (9+1)
Axe Mastery: 15 (11+4)
Tactics: 11 (10+1)
Air Magic: 4
- Frenzy (Warrior other)
For 8 seconds, you attack 33% faster but take double damage.
Energy:5 Cast:0 Recharge:4
- Healing Signet (Tactics)
You gain 122 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4
- Shock (Air Magic)
Target touched foe is struck for 23 lightning damage and is knocked down. This Spell has 25% armor penetration and causes Exhaustion.
Energy:5 Cast:0.75 Recharge:10
- Eviscerate [Elite] (Axe Mastery)
If Eviscerate hits, you strike for +40 damage and inflict a Deep Wound, lowering your target's maximum Health by 20% for 20 seconds.
Adrenaline:8
- Executioner's Strike (Axe Mastery)
If this attack hits, you strike for +40 damage.
Adrenaline:8
- Furious Axe (Axe Mastery)
If Furious Axe hits, you strike for +35 damage. If it is blocked or evaded you gain 2 strikes worth of adrenaline.
Adrenaline:9
- Sprint (Strength)
For 12 seconds, you move 25% faster.
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
MyCharacter
Elementalist/Monk
Level: 20
Energy Storage: 9 (8+1)
Earth Magic: 9 (8+1)
Air Magic: 15 (11+4)
Healing Prayers: 9
- Ether Prodigy [Elite] (Energy Storage)
Lose all Enchantments. For 14 seconds, you gain Energy regeneration of 6. When Ether Prodigy ends, you take 2 damage for each point of Energy you have. This Spell causes Exhaustion.
Energy:5 Cast:1 Recharge:5
- Lightning Orb (Air Magic)
Lightning Orb flies toward target foe and strikes for 100 lightning damage if it hits. This Spell has 25% armor penetration.
Energy:15 Cast:2 Recharge:5
- Lightning Strike (Air Magic)
Strike target foe for 50 lightning damage. This Spell has 25% armor penetration.
Energy:5 Cast:1 Recharge:5
- Enervating Charge (Air Magic)
Target foe is struck for 50 lightning damage and suffers from Weakness for 20 seconds. This Spell has 25% armor penetration.
Energy:10 Cast:1 Recharge:8
- Ward Against Melee (Earth Magic)
You create a Ward Against Melee at your current location. For 15 seconds, non-Spirit allies in this area have a 50% chance to evade melee attacks.
Energy:10 Cast:1 Recharge:20
- Remove Hex (Monk other)
Remove a Hex from target ally.
Energy:5 Cast:2 Recharge:7
- Heal Party (Healing Prayers)
Heal entire party for 54 points.
Energy:15 Cast:2 Recharge:2
- 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
-Changed the arc lightening and hammer to WaM and Enervate.
MyCharacter
Ritualist/Elementalist
Level: 20
Spawning Power: 11 (10+1)
Communing: 15 (11+4)
Earth Magic: 10
- Ritual Lord [Elite] (Spawning Power)
For 30 seconds, your Rituals recharge 59% faster.
Energy:10 Cast:0 Recharge:30
- Boon of Creation (Spawning Power)
For 48 seconds, whenever you create a creature, you gain 38 Health and 7 Energy.
Energy:10 Cast:2 Recharge:45
- Doom (Spawning Power)
Strike target foe for 32 lightning (maximum 135) damage for every recharging Binding Ritual you have.
Energy:10 Cast:1 Recharge:15
- Shelter (Communing)
Create a level 8 spirit. Allies within its range cannot lose more than 10% maximum Health from a single attack. When this Spirit prevents damage, it loses 30 Health. This spirit lasts 60 seconds.
Energy:10 Cast:5 Recharge:60
- Soothing (Communing)
Create a level 10 spirit. All foes within its range take twice as long to build adrenaline. This Spirit dies after 45 seconds.
Energy:10 Cast:5 Recharge:60
- Union (Communing)
Create a level 8 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 60 seconds.
Energy:15 Cast:3 Recharge:60
- Ward of Stability (Earth Magic)
Create a Ward of Stability at your current location. For 20 seconds, non-Spirit allies in the area cannot be knocked down.
Energy:10 Cast:1 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
-Changed to have some damage added doom and some different energy management.
My Character
Necromancer/Monk
Level: 20
Soul Reaping: 4 (3+1)
Curses: 13 (12+1)
Blood Magic: 14 (12+2)
- Shadow of Fear (Curses)
Target foe and all adjacent foes attack 50% slower for 41 seconds.
Energy:10 Cast:2 Recharge:5
- Faintheartedness (Curses)
For the next 31 seconds, target foe attacks 50% slower, and that foe suffers Health degeneration of 3.
Energy:10 Cast:1 Recharge:8
- Parasitic Bond (Curses)
For 20 seconds, target foe suffers Health degeneration of 1. The caster is healed for 108 when Parasitic Bond ends.
Energy:5 Cast:1 Recharge:2
- Life Siphon (Blood Magic)
For 24 seconds, target suffers -3 Health degeneration, and you gain +3 Health regeneration.
Energy:10 Cast:2 Recharge:2
- Offering of Blood [Elite] (Blood Magic)
Sacrifice 20% maximum Health. You gain 19 Energy.
Energy:5 Cast:0.25 Recharge:15
- Remove Hex (Monk other)
Remove a Hex from target ally.
Energy:5 Cast:2 Recharge:7
- Draw Conditions (Protection Prayers)
All negative Conditions are transferred from target other ally to yourself. For each Condition acquired, you gain 6..22 Health.
Energy:5 Cast:0.25 Recharge:2
- 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
-Added life siphon took out sup rune, lost enfeeble props to Vindexus
MyCharacter
Elementalist/Monk
Level: 20
Energy Storage: 11 (10+1)
Water Magic: 15 (11+4)
Healing Prayers: 10
- Ether Prodigy [Elite] (Energy Storage)
Lose all Enchantments. For 16 seconds, you gain Energy regeneration of 6. When Ether Prodigy ends, you take 2 damage for each point of Energy you have. This Spell causes Exhaustion.
Energy:5 Cast:1 Recharge:5
- Armor of Mist (Water Magic)
For 20 seconds, you gain +40 armor and move 33% faster.
Energy:10 Cast:2 Recharge:30
- Ice Spikes (Water Magic)
Target and adjacent foes are struck for 80 cold damage and move 66% slower for 6 seconds.
Energy:15 Cast:2 Recharge:15
- Deep Freeze (Water Magic)
You cause a Deep Freeze at target foe's location. All foes in this location are struck for 85 cold damage, and for 10 seconds, they move 66% slower.
Energy:25 Cast:3 Recharge:15
- Shard Storm (Water Magic)
Target foe is struck for 65 cold damage and moves 66% slower for 6 seconds.
Energy:10 Cast:1 Recharge:10
- Healing Breeze (Healing Prayers)
For 10 seconds, target ally gains +7 Health regeneration.
Energy:10 Cast:1 Recharge:2
- Heal Party (Healing Prayers)
Heal entire party for 59 points.
Energy:15 Cast:2 Recharge:2
- 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
MyCharacter
Monk/Mesmer
Level: 20
Divine Favor: 9 (8+1)
Healing Prayers: 16 (12+4)
Inspiration Magic: 10
- Healing Light [Elite] (Healing Prayers)
Heal target ally for 104 Health. If your target has an Enchantment, you gain 3 Energy.
Energy:5 Cast:1 Recharge:4
- Orison of Healing (Healing Prayers)
Heal target ally for 73 points.
Energy:5 Cast:1 Recharge:2
- Signet of Rejuvenation (Healing Prayers)
Heal target ally for 64. If target ally is casting a spell or attacking, that ally is healed for an additional 53 Health.
Energy:0 Cast:1 Recharge:10
- Infuse Health (Healing Prayers)
Lose half your current Health. Target other ally is healed for 138% of the amount you lost.
Energy:10 Cast:0.25 Recharge:0
- Ethereal Light (Healing Prayers)
Target ally is healed for 105.This spell is easily interrupted.
Energy:5 Cast:1 Recharge:5
- Power Drain (Inspiration Magic)
If target foe is casting a Spell, the Spell is interrupted and you gain 21 Energy.
Energy:5 Cast:0.25 Recharge:25
- Inspired Hex (Inspiration Magic)
Remove a Hex from target ally and gain 11 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0
- Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 18 Energy.
Energy:10 Cast:1 Recharge:25
-Removed Heal Other and added Sig of Rej
MyCharacter
Monk/Mesmer
Level: 20
Divine Favor: 13 (11+2)
Protection Prayers: 13 (10+3)
Inspiration Magic: 10
- Guardian (Protection Prayers)
For 5 seconds, target ally has a 46% chance to "block" attacks.
Energy:5 Cast:1 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 61 points.
Energy:5 Cast:0.75 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
- 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
- Revealed Hex (Inspiration Magic)
Remove a Hex from target ally and gain 11 Energy. For 20 seconds, Revealed Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0
- Contemplation of Purity (Divine Favor)
Lose all Enchantments. For each one lost, you gain 70 Health, lose one Hex, and lose one Condition.
Energy:5 Cast:0.25 Recharge:10
- Divine Boon (Divine Favor)
While you maintain this Enchantment, whenever you cast a Monk Spell that targets an ally, that ally is healed for 64 points, and you lose 2 Energy.
Energy:5 Cast:0.25 Recharge:1
- Mantra of Recall [Elite] (Inspiration Magic)
For 20 seconds, you gain no benefit from it. You gain 23 Energy when Mantra of Recall ends.
Energy:10 Cast:1 Recharge:20
Last edited by King Blitz; Jun 21, 2006 at 12:05 PM // 12:05..
Reason: Typo
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