Dec 03, 2006, 11:55 AM // 11:55
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#1
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Academy Page
Join Date: Dec 2006
Location: USA
Guild: Psychic Distraction [PD]
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City of Torc'qua - Mallyx Quest
This has been posted here to help the community in this new area of the game. There are numerous solutions to a problem, this one is simply the one I use. You can find more builds and discussions from myself and other members of the Guild Wars community at http://www.4x10m.com/forums/
I. Overview
This is an MoF build for the first portion of the Mallx quest in the new elite area in Nightfall. If a weapon or offhand is specified then it is required for that position, otherwise you can run whatever you feel comfortable with. All casters should have a -5 energy sword or axe and a -5 energy offhand of some sort to make Wither and Malaise end sooner by swapping to your "neg set" then back to normal set.
II. Positioning
The tank should take all aggro with the casters barely touching their aggro ring to the enemies after the tank has established aggro. The monks should stand with their aggro ring barely touching the tank so the enemy cannot hit them. The BiP Necro should stand with his aggro ring barely touching the midline casters that are attacking so the enemy cannot reach him but he can still BiP as needed.
III. Energy Management
The SS Necro also has Blood Ritual for the midline attacking casters. The BiP Necro should be using BiP on the monks and the SS Necro primarily and on the midline casters as needed. This will reduce the amount of BiPs needed and takes some pressur eoff the monks from having to heal the BiP Necro or him having to heal himself with Heal Area.
IV. Healing and Party Survival
The BiP Necro should use Heal Party as needed and save the Heal Other, Jamei's Gaze and Infuse Health for use on the monks so they do not die. Let the monks heal the rest of the party with the exception of the BiP Necro's Heal Party. The monks should heal as needed and be sure to prot the party quickly. Stay away from spamming 10 energy spells like Protective Spirit if at all possible. Protective Spirit should only be used if someone takes damage from a single hit that exceeds more than 50% of their maximum life total. The Shield of Absorption and Shielding Hands are reserved for use on the tank primarily. The Spirit Spammer ranger should make sure to keep Energizing Wind up when Quickening Zephyr is in play. All other spirits should be up 100% of the time. Use the staff primarily while laying spirits but swap to the vampiric bow when running Choking Gas to interrupt monks or pesky casters.
V. Damage Output
The midline casters are the real damage output of this build. They include the SV Necro, SS Necro and SF Nuker. There are 3 different types of high damage output characters here. The SV Necro is used to primary take down single targets quickly with high amounts of packet damage. The SS Necro is used to take down mobs of attackers such as warriors, dervishes, paragons and rangers. The SF Nuker will primarily be useful against monks, elementalists, mesmers, and necromancers. Of course all 3 casters can deal damage to enemies outside of the scope of their build, but if presented with a choice to attack something they are designed to kill and attacking something else... the choice should be obvious.
1. Up Armor Tank
Warrior/Mesmer
Level: 20
Strength: 11 (10+1)
Tactics: 12 (10+2)
Inspiration Magic: 11
Furious Sword of Fortitude 10%/+30hp/+15^50
Icy Sword of Fortitude +30hp/+15^50
- Riposte (Tactics)
- Deadly Riposte (Tactics)
- Defy Pain [Elite] (Strength)
- Dolyak Signet (Strength)
- "Watch Yourself!" (Tactics)
- "To The Limit!" (Tactics)
- Mantra of Frost (Inspiration Magic)
- Resurrection Signet ()
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2. Spirit Spammer
Ranger/Mesmer
Level: 20
Beast Mastery: 13 (11+2)
Wilderness Survival: 11 (10+1)
Inspiration Magic: 10
Insightful Staff of Fortitude +5e/+30hp/+5e
Vampiric Recurve Bow of Fortitude -3/+30hp
- Choking Gas (Wilderness Survival)
- Greater Conflagration [Elite] (Wilderness Survival)
- Winter (Wilderness Survival)
- Energizing Wind (Beast Mastery)
- Symbiosis (Beast Mastery)
- Edge of Extinction (Beast Mastery)
- Mantra of Frost (Inspiration Magic)
- Resurrection Signet ()
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3. SF Nuker
Elementalist/Mesmer
Level: 20
Energy Storage: 11 (10+1)
Fire Magic: 13 (11+2)
Inspiration Magic: 10
- Searing Flames [Elite] (Fire Magic)
- Glowing Gaze (Fire Magic)
- Liquid Flame (Fire Magic)
- Rodgort's Invocation (Fire Magic)
- Glyph of Concentration (Elementalist other)
- Fire Attunement (Fire Magic)
- Mantra of Frost (Inspiration Magic)
- Resurrection Signet ()
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4. SS Necro
Necromancer/Mesmer
Level: 20
Soul Reaping: 11 (10+1)
Blood Magic: 2 (1+1)
Curses: 13 (11+2)
Inspiration Magic: 10
Vilnar's Claw
Curses Offhand HCT 20%/HSR 20%
- Spiteful Spirit [Elite] (Curses)
- Arcane Echo (Mesmer other)
- Reckless Haste (Curses)
- Desecrate Enchantments (Curses)
- Spinal Shivers (Curses)
- Blood Ritual (Blood Magic)
- Mantra of Frost (Inspiration Magic)
- Resurrection Signet ()
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5. SV Necro
Necromancer/Mesmer
Level: 20
Soul Reaping: 6 (5+1)
Blood Magic: 12 (10+2)
Inspiration Magic: 10
Domination Magic: 10
- Spoil Victor [Elite] (Blood Magic)
- Wastrel's Worry (Domination Magic)
- Unnatural Signet (Domination Magic)
- Well of Blood (Blood Magic)
- Strip Enchantment (Blood Magic)
- Awaken the Blood (Blood Magic)
- Mantra of Frost (Inspiration Magic)
- Resurrection Signet ()
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6. LS Active Prot
Monk/Mesmer
Level: 20
Divine Favor: 11 (10+1)
Protection Prayers: 13 (11+2)
Inspiration Magic: 10
- Reversal of Fortune (Protection Prayers)
- Guardian (Protection Prayers)
- Life Sheath [Elite] (Protection Prayers)
- Protective Spirit (Protection Prayers)
- Shield of Absorption (Protection Prayers)
- Shielding Hands (Protection Prayers)
- Mantra of Frost (Inspiration Magic)
- Rebirth (Protection Prayers)
-------------------------------------------------------------------------
7. HB Healer
Monk/Mesmer
Level: 20
Divine Favor: 11 (10+1)
Healing Prayers: 13 (11+2)
Inspiration Magic: 10
- Dwayna's Kiss (Healing Prayers)
- Words of Comfort (Healing Prayers)
- Ethereal Light (Healing Prayers)
- Healing Touch (Healing Prayers)
- Heal Party (Healing Prayers)
- Healer's Boon [Elite] (Divine Favor)
- Mantra of Frost (Inspiration Magic)
- Rebirth (Protection Prayers)
-------------------------------------------------------------------------
8. BiP Necro
Necromancer/Monk
Level: 20
Soul Reaping: 11 (10+1)
Blood Magic: 13 (11+2)
Healing Prayers: 10
Insightful Healing Staff of Enchanting +5e/20% enchant boost/+5e/HSR 20%
- Infuse Health (Healing Prayers)
- Heal Other (Healing Prayers)
- Jamei's Gaze (Healing Prayers)
- Heal Area (Healing Prayers)
- Heal Party (Healing Prayers)
- Dark Fury (Blood Magic)
- Blood is Power [Elite] (Blood Magic)
- Rebirth (Protection Prayers)
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Dec 03, 2006, 05:01 PM // 17:01
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#2
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Ascalonian Squire
Join Date: Jun 2006
Guild: King Arthurs Knights Of Justice [KaK]
Profession: W/R
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If anyone wants to try this out, i'll be happy to give it ago.
IGN- Arthur Richardson
i'll play the warrior role
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Dec 03, 2006, 05:20 PM // 17:20
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#3
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Forge Runner
Join Date: Jun 2005
Guild: ALOA
Profession: E/Me
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I would suggest MS instead of RI for the elem. I also personally prefer Fireball over liquid flame. Also, is it possible to get morale boosts here? If not, no real need for a res signet
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Dec 03, 2006, 05:40 PM // 17:40
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#4
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Krytan Explorer
Join Date: Oct 2006
Guild: International SuperStars
Profession: W/Mo
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id be interestd in doing this
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Dec 03, 2006, 06:42 PM // 18:42
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#5
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Ascalonian Squire
Join Date: Jan 2006
Profession: R/
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Quote:
Originally Posted by Nalia
2. Spirit Spammer
Ranger/Mesmer
Level: 20
Beast Mastery: 13 (11+2)
Wilderness Survival: 11 (10+1)
Inspiration Magic: 10
Insightful Staff of Fortitude +5e/+30hp/+5e
Vampiric Recurve Bow of Fortitude -3/+30hp
- Choking Gas (Wilderness Survival)
- Greater Conflagration [Elite] (Wilderness Survival)
- Winter (Wilderness Survival)
- Energizing Wind (Beast Mastery)
- Symbiosis (Beast Mastery)
- Edge of Extinction (Beast Mastery)
- Mantra of Frost (Inspiration Magic)
- Resurrection Signet ()
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Energizing Wind doenst work on spirits, they are natures rituals, not skills, all it does here is have the monks and eles skills take 25% longer to recharge
To use Choking Gas you have to be in range, so you better take Lightbringers Gaze instead of EW
Symbiosis works on non-spirit creatures in range, so also on the foes
And last, but not least: without points in Expertise (atleast 10) this build is hell on energy.
- Greater Conflagration [Elite] = 5e
- Winter = 5e
- Energizing Wind = 5e
- Symbiosis = 5e
- Edge of Extinction = 5e
- Mantra of Frost = 10e
= 35e
- Choking Gas = 15e
full druids = 33e, +10e from the staff you use = 43e
Laying down all the spirits + your own protection + 1 time gas = 50e needed without points in expertise, and then im not even counting the energy you need to have in reserve to keep the spirits up.
just a few toughts
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Dec 03, 2006, 06:49 PM // 18:49
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#6
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Krytan Explorer
Join Date: Jul 2005
Location: Courtney PantsuLand
Guild: Death By Teazu [TEA]
Profession: W/Mo
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Quote:
Originally Posted by The Great Al
I would suggest MS instead of RI for the elem. I also personally prefer Fireball over liquid flame. Also, is it possible to get morale boosts here? If not, no real need for a res signet
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MS isn't really needed I'm pretty sure the 5 second casting time to get it off, that is if you get it off will just lower your damage output. Also Fireball is decent but it gets blocked very easily, liquid flame works just as well as lon as you use it during the battle when everyone is casting or attacking.
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