Solo Riverside with a Monk!

tastegw

tastegw

Krytan Explorer

Join Date: Mar 2005

SoCal

E/

build 2.0

build is basicly a balanced gvg build with a solo split to add pressure to opposing team to move back and forth on the maps.

while enemy team is retreating use mass gales to keep one or two enemys left behind and take them out. just like we do allready.

vs split teams, this will outnumber their split team around the flag, so they can take them out faster than just having 4 players to fight them, then move on to the rest of that teams players.
so basicly vs split teams it will be 6 on 4 at the flagstand and you should be able to take them out over and over.

mes /ele
Backfire - Hex Spell
Diversion - Hex Spell
Shatter Enchantment - Spell
Drain Enchantment - Spell
Gale - Spell
Energy Surge {Elite} - Spell
Energy Burn - Spell
Rez sig

ele/ mes
Elemental Attunement {Elite}
Fire Attunement
Immolate
Incendiary Bonds
Fireball
Meteor
Gale
Rez sig

2 monks, not sure how you want these set up as to im no monk expert.

2 War/necro 1 goes hammer 1 goes axe, both bring plague touch

runner is mes/ele, crippling anguish as elite, other degen hexes, brings gale also to stop troll on the average runner.

last but not least is the solo split warrior. solo warrior will be able to tank infinity npcs without worry of death. can also tank very well vs split teams that send guys after him, but mesmers and necros would complicate this some. whom ever plays this role, needs to be aware of whats coming to get him so he can tell if he needs to flee or not.

war/mo
server artery
gash
final thrust
mend ale
healing breeze
healing hands
mending
baltz spirit

altho this war/monk build is very oldschool noobish, its still very effective at this paticular role.
his ability to stay alive without having to stop to cast healing sig and risking that double damage.

Tanik

Tanik

Academy Page

Join Date: Mar 2005

looks solid, and most importantly, quick.. nice build i think ill try it out

FireMarshal

Frost Gate Guardian

Join Date: Feb 2005

The District Nudists

Mark of Pain + Retribution huh? Hmm, never thought of that. Interesting build.

Keramon

Rogue Agent

Join Date: Feb 2005

Surfers Paradise

Retribution (availability) - (10+,2,0) While you maintain this enchantment, whenever target ally takes melee damage, this spell deals 31% of the damage back to the source.

4) Mark of Pain (availability) - (10,2,30) For 30 seconds, whenever target foe takes physical damage, Mark of Pain deals 32 shadow damage to adjacent enemies.

I don't think that Retribution deals physical damage. So, in this case Mark of Pain would not be tiggered. Not fully sure, but I suspect it deals spell damage.

Also ... you would have to try and avoid the Fogs. They make short work of any casting build.

tastegw

tastegw

Krytan Explorer

Join Date: Mar 2005

SoCal

E/

Quote:
Originally Posted by Keramon
Retribution (availability) - (10+,2,0) While you maintain this enchantment, whenever target ally takes melee damage, this spell deals 31% of the damage back to the source.

4) Mark of Pain (availability) - (10,2,30) For 30 seconds, whenever target foe takes physical damage, Mark of Pain deals 32 shadow damage to adjacent enemies.

I don't think that Retribution deals physical damage. So, in this case Mark of Pain would not be tiggered. Not fully sure, but I suspect it deals spell damage.

Also ... you would have to try and avoid the Fogs. They make short work of any casting build.
look more closely

whenever target ally takes melee damage, this spell deals 31% of the damage back to the source

so ya, of the damage means its still physical dmg, otherwise it would say "this spell deals 31% damage" instead of "of the damage".


and about the fog's , i never take that route anyways, i go the other way and stick to fighting the mantle and the hellhounds.

ratatass

ratatass

Lion's Arch Merchant

Join Date: Feb 2005

New Mexico

I think it looks solid too.

The popular variant in the early days was centered aorund the same idea with Retribution, Healing Hands and Amity.

That doesn't work now since Healinh hands have longer recharge and is an Elite.

The monk would attack, with retribution going, he would also trigger Healing Hands, gaining health. When Healing Hands Expired he would use Amity and wait for Healing Hands to recharge and then heal up some. Then he would go at it again.

Your build looks really good. I am not sure Vigorous spirit would be the kicker, but can't think of a good replacement. So Vigorous spirit it is then.


Nice work.

tastegw

tastegw

Krytan Explorer

Join Date: Mar 2005

SoCal

E/

Quote:
Originally Posted by ratatass
I think it looks solid too.

The popular variant in the early days was centered aorund the same idea with Retribution, Healing Hands and Amity.

That doesn't work now since Healinh hands have longer recharge and is an Elite.

The monk would attack, with retribution going, he would also trigger Healing Hands, gaining health. When Healing Hands Expired he would use Amity and wait for Healing Hands to recharge and then heal up some. Then he would go at it again.

Your build looks really good. I am not sure Vigorous spirit would be the kicker, but can't think of a good replacement. So Vigorous spirit it is then.


Nice work. thx

ya vigorous spirit was the last skill i added in., because i too couldnt think of another skill that woudl fit in.

im fairly sure this would work very well in the riverside mission going totaly solo.

the only questions that can be raised is, do i use a a shield or not, and only get half the armor from it. or go for less armor and make retribution deal more damage. i think ill stick to an item that gives me a decent energy boots.
same goes for weapon, a nice smiting prayers cane would fit real nice in here.

walder

walder

Elite Guru

Join Date: Feb 2005

As long as you can keep your groups to a pretty small amount then I think you should be fine because you will have to wait for energy after each group.

This is a Ele/Mo that I've seen on TGH that will work for Riverside:

Ele/Mo

12 Smiting
10 Energy Storage (+1/+2)
8 Healing
8 Protection

Ether Renewal-E
Aura of Restoration
Zealot's Fire
Bathazar's Spirit
Guardian
Reversal of Fortune
Orison of Healing
Healing Touch

This build does 30 DPS to everyone around you constantly until everyone is dead. With Ether Renewal you will never run out of energy and with Aura, Guardian, Reversal, Orison, and Healing Touch you will have full health for most of the time.

tastegw

tastegw

Krytan Explorer

Join Date: Mar 2005

SoCal

E/

Quote:
Originally Posted by walder
As long as you can keep your groups to a pretty small amount then I think you should be fine because you will have to wait for energy after each group.

This is a Ele/Mo that I've seen on TGH that will work for Riverside:

Ele/Mo

12 Smiting
10 Energy Storage (+1/+2)
8 Healing
8 Protection

Ether Renewal-E
Aura of Restoration
Zealot's Fire
Bathazar's Spirit
Guardian
Reversal of Fortune
Orison of Healing
Healing Touch

This build does 30 DPS to everyone around you constantly until everyone is dead. With Ether Renewal you will never run out of energy and with Aura, Guardian, Reversal, Orison, and Healing Touch you will have full health for most of the time. hehe thats allmost a spinoff of one of my builds
ya the only problem is mantle have nice armor vs fire dmg. but ya its a solid build and should be a great tanker.

http://www.guildwarsguru.com/forum/s...ead.php?t=1586