Hey all, as you can tell, I am new to the community. I came upon some builds on a site, which was located on this site: http://www.theugn.net/Guild-wars
and there were a couple of builds that looked neat and was wondering if it would be smart for a newb like me to follow one of these paths. Below are the builds I saw on the site:
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Found Some Builds - Need Advice
MadeInChina
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This BWE, n0 participated in a ton of PvP in both Tombs and GvG. Due to the unlocking of skills for all characters, the PvP scene was quite active this past event even though the overall population was quite slim compared to the previous events.
Originally, for the March BWE, we planned on playing three different builds. From the start, though, we didn’t know that the skill charm crafters would be removed from the game therefore we gave up trying to make our alternative builds and just played our previous build. Later in the event, however, all of the skills were unlocked for PvP characters though we still just didn’t have the patience to spend a whole day farming like we did for the February BWE. In the end, we ran only our main build in GvG though we did a bit of experimenting and a few pickup builds in the Tombs during the downtime.
For the most part, our builds are similar to the previous BWE but I will repost them with the slightly updated skill sets.
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W/Mo
Mighty Blow
Power Attack
Heavy Blow
Devastating Hammer
Crushing Blow
Judge's Insight
Sprint
Berserker's Stance
Most people know Cross’s warrior build. He’s one of the few actual hammer warriors out there and his DPS combined with his knockdowns complement the build very nicely. Judge’s Insight is to add additional Armor Penetration and the rest is self-explanatory.
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Me/N
Conjure Phantasm
Faintheartedness
Signet of Humility
Migraine
Arcane Conundrum
Power Drain
Shadow of Fear
Enfeebling Blood
This build was played by me. For the most part it didn’t really change. I did take out Phantom Pain due to the fact that we really weren’t relying on its DoT damage so I figured I would swap it out for another supportive or offensive skill. Most of the time I ran with Signet of Humility to disable Blood is Power and monk healing elites like Word of Healing, but I also tried Inspired Hex or Inspired Enchantment here and there. My character was mostly a supportive offensive class that slowed warriors and rangers and disabled casters.
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Me/Mo
Mind Wrack
Shatter Enchantment
Energy Drain
Energy Burn
Backfire
Energy Surge
Vengeance
Divine Intervention
This build was played by Salmon so if you want more information I’d ask him. He mostly played a damage/shutdown Mesmer but running with only 6 skill slots as he uses Vengeance and Divine Intervention as one of our resurrection players. One thing we did notice this past event was that many guilds, especially KOR, were very good at removing the Vengeance enchantment before it wore out and we could use Divine Intervention. This basically made our Veng/DI combo useless. As far as I know, Salmon has recently dropped the combo and has a fast cast restore life with a ~4 second cast time. With this change he is also a 7 slot Mesmer and is even more powerful now J
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R/E
Power Shot
Hunter's Shot
Punishing Shot
Tiger's Fury
Distracting Shot
Concussion Shot
Read the Wind
Pindown
If you’ve been keeping track, our ranger build has changed quite a bit and mostly is inspired by our fights with KOR. You can compare the skills from our previous Ranger build from the last write-up I posted, but it’s obvious that this Ranger is designed primarily for high DPS and caster shutdown. There’s not much to say here as most of the skills are self-explanatory.
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E/Me
Lightning Surge
Lightning Orb
Chain Lightning
Lightning Strike
Power Drain
Energy Tap
Drain Enchantment
Inspired Enchantment
This is only one variation of our E/Me as we had another one who was running E/N with curses and a bit of blood for the spell, Blood is Power. Just keep in mind that the E/N’s primary function is high DPS and minor enchantment removal.
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Mo/R
Dwayna's Kiss
Healing Touch
Reversal of Fortune
Healing Seed
Convert Hexes
Draw Conditions
Remove Hex
Melandru's Resiliance
Healer builds generally aren’t very interesting but this one is a bit special. Not only is one of our staple healers but he is also designed mostly for condition removal. Draw Conditions is a spammable spell with no recharge timer. This monk thrives off of people focusing on him and stacking him with hexes and conditions so that Milandru’s Resiliance will give him more health and energy regeneration. You may think that his Protection Prayers are a bit low but, to tell you the truth, Reversal of Fortune is really only good due to its Divine Favor bonus. Just try RoF without Divine Favor and you’ll see how bad it is.
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Mo/E
Healing Touch
Word of Healing
Dwayna's Kiss
Signet of Devotion
Remove Hex
Glyph of Sacrifice
Resurrect
Healing Seed
This is also one of the primary healer builds. The only thing really notable about this build is the Glyph of Sacrifice and Resurrection. We usually depend on people not dying, but it happens. We took Glyph of Sac to cast Resurrection instantly. Also note that Restore Life is not chosen because any amount of time when the healer has to run to the dead target is time lost. Resurrection with the Glyph gets our dead up as soon as they die despite the lack of health and energy when they do get revived.
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Mo/El
Shield of Deflection
Reversal of Fortune
Guardian
Signet of Devotion
Mend Ailment
Shielding Hands
Protective Spirit
Armor of Earth
This is our standard protection monk. He changes here and there but is generally the same throughout.
1 ElMes Ice - Fragility, Phantom Pain, Ice Spikes, Water Trident*, Blurry Vision, Maelstrom, Shard Storm, Water Attunement
11+2 Ice, 10+1 Storage, 10 Illusion
After reading through MANY posts, I realized that I'm leaning toward the elementalist/memer type of builds
The final question again is: are these builds good for a newb to follow? Thanks a lot!!!!