Fast Cast: 8+1
Domination: 11+3
Inspiration: 8+1+1
Curses: 9
Soul Bind, 10e 2 5s *elite
Hex. For 14 seconds, target foe attacks 30% slower than normal. If that foe becomes the target of a Hex while attacking, that foe is knocked down.
Parasitic Bond, 5e 1 2s
Hex. For 20 seconds, target foe suffers health degeneration of 1. The caster is healed for 84 when Parasitic Bond ends.
Wastrel's Worry, 5e 1/4 1s
Hex. After 3 seconds, target foe takes 60 damage. Wastrel's Worry ends prematurely if that foe uses a skill.
Blackout, 10e 1 12s
Skill. For 7 seconds, all of target foe's skills are disabled, and all of your skills are disabled for 5 seconds.
Diversion, 10e 3 10s
Hex. For 6 seconds, the next time target foe uses a skill, that skill takes an additional 53 seconds to recharge.
Drain Enchantment, 10e 1 25s
Spell. Remove an Enchantment from target foe. If an Enchantment is removed, you gain 18 Energy.
Power Drain, 5e 1/4 25s
Spell. If target foe is casting a Spell, the Spell is interrupted and you gain 21 Energy.
Rez Sig
This is almost a Random Arena build, but the only self healing is from Parabond, and therefore rather spotty. Ether Feast will return 111 health at 10 Inspiration, and might merit a spot someplace.
Anyway, this build can deal with to-hit threats as well as casters. Pretty much anyone that attacks can be neutralized with Soul Bind/Wastrels Worry- WW triggers the knockdown on an attacker, and the knockdown allows WW's damage to go through. Blackout lets you reset adrenaline on Warriors.
Of course, Blackout is also a very mean trick to play on a Monk, as is Diversion, and both give teeth to Wastrel's Worry as a source of damage and dilemma.
Parasitic Bond is acting as a cover hex for Soul Bind, as well as being incidental healing.
Drain Enchantment and Power Drain are necessary for energy management.
Soul Bind allows you to shut down a warrior/ranger/assassin while delivering some armor-ignoring damage on the side. This will probably be where most of your time (and energy) goes- blackout and diversion are 'moment of truth' skills, used right when they matter most.
[C] [Me/N] Soul Waster
swordfisher
Terra Xin
omg... soul bind... that's not fair...target wont even be able to stand to remove it.
shoot n loot
Wow man, thats a really good build with one flaw; it would b hard to cast hexes enough to keep em down, but this could be easily mended (seeing as how theres about 1,000,000 rits out there who brig Earthbind the spirit which would legnthen the duration per knock down by 3 seconds)... also mayb try out a n/rit (so this prolly shouldnt be on this forum lol) but i think that would work as well.. I like your build alot though man, specially with the good energy management.
swordfisher
So I played this for a bit, and Wastrel Worry worked just like a melee interrupt- I could watch for an attack skill going off, then WW them for the knockdown midcast. The advantage of WW is not the extra 60 damage (...maybe), but its rapid recharge and 1/4 second cast time.
Evilsod
Lol, i can imagine you annoying the hell outa PvP characters with that build. Sadly it would do too little damage if they simply used Signet/Refuge, which are both difficult to simply Diversion. Unguent however.... is bleeding obvious.
I bet you triumph over pre-build paladins and there Healing Hands alot
I bet you triumph over pre-build paladins and there Healing Hands alot

suiraCLAW
soul barbs might be nice to add, extra dmg on every WW

corrupted bloodline
The variation I play with runs the following (similar attributes to OP)
Soul Bind
Soul Barbs
Wastrels Worry
Parasitic Bond
Drain Enchant
Power Drain
Ether Feast
This build was intended for Randoms since that's all I play. The Ether Feast adds more survivability since the chance of getting a monk in Randoms is slim. Also, the inclusion of Soul Barbs means higher damage output and sometimes allows you to finish off someone near death with a few machine-gunned Wastrel's Worries.
The build quite honestly does CRAP against casters however it decimates wars, asses, and rangers. Of course, if they sit there and Heal Sig or Troll Unguent until you leave them alone, it's much less effective, although it still greatly lowers their damage output.
Soul Bind
Soul Barbs
Wastrels Worry
Parasitic Bond
Drain Enchant
Power Drain
Ether Feast
This build was intended for Randoms since that's all I play. The Ether Feast adds more survivability since the chance of getting a monk in Randoms is slim. Also, the inclusion of Soul Barbs means higher damage output and sometimes allows you to finish off someone near death with a few machine-gunned Wastrel's Worries.
The build quite honestly does CRAP against casters however it decimates wars, asses, and rangers. Of course, if they sit there and Heal Sig or Troll Unguent until you leave them alone, it's much less effective, although it still greatly lowers their damage output.
Evilsod
Quote:
Originally Posted by corrupted bloodline
The build quite honestly does CRAP against casters however it decimates wars, asses, and rangers. Of course, if they sit there and Heal Sig or Troll Unguent until you leave them alone, it's much less effective, although it still greatly lowers their damage output.
Hence Diversion i think, you pretty much can't miss Unguent its so damn slow, of course it would be a bit annoying if when you went to hit Unguent with it Soul Bind knocked them over instead

Cherng Butter
lol i thought of WW Soul Bind combo the minute i saw the new skill, very nice
Perhaps using ether feast instead of diversion would make this build more viable in RA...you can BO healing sigs if you're paying attention
Perhaps using ether feast instead of diversion would make this build more viable in RA...you can BO healing sigs if you're paying attention
Siren
I can't wait to try it, swordfisher. (C'mon, CE delivery...)
Excellent synergy!
Though I probably don't have to point out Blackout-->anything isn't entirely viable, especially when you're looking to get WW damage from it.
Other than that, I'm very impressed.
Excellent synergy!
Though I probably don't have to point out Blackout-->anything isn't entirely viable, especially when you're looking to get WW damage from it.
Other than that, I'm very impressed.
shoot n loot
ya... i posted the necro/rit build i made off of this one;s hould work even better, not to kill the mesmer part, but really not necessary, and /rit allows you to bring Earthbind which keeps emd own for 3 seconds every knock down,coupled with a ton of necro hexes = boom very very unlucky target