Move Fast
move fast is a stupid build (are Nat)theta i made.
you mast have Vent are Ts for these if you well ever try it.
its all about timing.
the players :
Warrior/Assassin
Attributes
Strength: 11 - Minor (+1)
Hammer Mastery: 15 - Superior (+3)
Tactics: 11 - Minor (+1)
Shadow Arts: 1
skills
Backbreaker [E]
Crushing Blow
Mighty Blow
"To The Limit!"
Death's Charge
Rush
Frenzy
Resurrection Signet
Warrior/Assassin
Attributes
Strength: 11 - Minor (+1)
Hammer Mastery: 15 - Superior (+3)
Tactics: 11 - Minor (+1)
Shadow Arts: 1
skills
Backbreaker [E]
Crushing Blow
Mighty Blow
"To The Limit!"
Death's Charge
Rush
Frenzy
Resurrection Signet
Mesmer/Assassin
Attributes
Fast Casting: 9 - Minor (+1)
Domination Magic: 16 - Superior (+3)
Illusion Magic: 8 - Minor (+1)
Inspiration Magic: 9 - Minor (+1)
skills
Power Block [E]
Power Drain
Cry Of Frustration
Blackout
Shatter Enchantment
Drain Enchantment
Distortion
Death's Charge
Mesmer/Assassin
Attributes
Fast Casting: 9 - Minor (+1)
Domination Magic: 16 - Superior (+3)
Illusion Magic: 8 - Minor (+1)
Inspiration Magic: 9 - Minor (+1)
skills
Power Block [E]
Power Drain
Cry Of Frustration
Blackout
Shatter Enchantment
Drain Enchantment
Distortion
Death's Charge
Elementalist/Monk
Attributes
Energy Storage: 9 - Minor (+1)
Earth Magic: 16 - Superior (+3)
Healing Prayers: 10
skills
Aftershock
Earthquake
Glyph of Energy [E]
Obsidian Flame
Ward Against Foes
Ward Against Melee
Heal Party
Resurrection Signet
the last there is your chaise.
the build:
i sow same groups using W/A wet Shadow arts skills
to teleport and spike fast.
bat most experience monks heal the damage the warriors do very fast and the battle takes a long time.
so i basically want to make the monk useless wan the spike
starts.
OK you get your players and Vent are Ts Wat now.
OK most monk's don't use res in H'A so they are your last target.
wan you enter the battle let the warriors get same adrenalin and the Mesmer
start to kill the casters.
wan the warrior's are set they call the spike , now its the part ware fast is fast.(you need team work here)
the warrior's use Death's Charge on their target and use the skills 1-2-3-4
in the same time the Mesmer's use Death's Charge each on a different monk
(most teams use WoH/Hp RC/prot and SB/infuse mesmer target well be the infuser and WoH)
and pot Blackout(its only 7sec so the warrior's mast kill the target before the monk can cost heals)
in theta your warder can randomly spike same one else jest to make the damage
non stop.
Death's Charge have 45sec recharge time.
now the mesmer's jest stick to their monk's and spamming skills 1-6
the warrior's now well use skill number 4 it well give Adrenalin(maybe you well need foe more hits so all the skills well be set)
now you use rush on the target and wan you start the spike the Mesmer use Blackout and etc tell all are dead.
I'm only at 67 fame so i don't have mach knowledge in H'A as most people do
bat its a build that looks good to me.
[note:the build is Nat tasted]
Last edited by RomeoAngel Monk; May 30, 2006 at 08:59 PM // 20:59..
|