some Pvp's I came up with.

Mouth-For-War

Ascalonian Squire

Join Date: Apr 2005

Hello, I was messing around with the skill calc and came up with some pretty cool PvP builds (imo)

Class: Mesmer / Monk

Attributes: (cost)
Fast Casting: 5 (15)
Illusion Magic: 10 (61)
Inspiration Magic: 10 (61)

Total attribute points used: 137/200


Skills:
1) Inspired Hex - (5,1,0) Remove a hex from target ally and gain 11 energy. For 20 seconds, Inspired Hex is replaced with the hex that was removed.
2) Inspired Enchantment - (10,1,0) Remove an enchantment from target foe and gain 11 energy. For 20 seconds, Inspired Enchantment is replaced with the enchantment removed from target foe.
3) Imagined Burden - (15,1,30) For 16 seconds, target foe moves 50% slower than normal.
4) Ethereal Burden - (15,3,45) For 10 seconds, target foe moves 50% slower than normal. When Ethereal Burden ends, you gain 18 energy.
5) Energy Drain (elite) - (5,1,20) Steal 16 energy from target foe. This is an elite skill.
6) Ether Feast - (5,2,8) Target foe loses 5 energy. You are healed 21 for each point of energy lost.
7) Phantom Pain - (10,2,15) For 10 seconds, target foe suffers health degeneration of 2. When Phantom Pain ends, that foe suffers a deep wound, lowering that foe's maximum health by 20% for 15 seconds.
8) Purge Conditions - (5,1/4,30) Remove all conditions from target ally.

This ones cool because, you keep the guy slowed despell all his hexes and enchantments, use them against him, you can remove all conditions, and on top of this you keep him constantly out of power. (hehe pretty sweet, I know) You'll also never have energy problems, due to the skills. The only problem is his lack of damage output.

Class: Ranger / Monk

Attributes: (cost)
Expertise: 10 (61)
Marksmanship: 11 (77)
Protection Prayers: 10 (61)

Total attribute points used: 199/200


Skills:
1) Read the Wind - (5,2,12) For 12 seconds, your arrows move twice as fast as normal and deal 14 extra damage.
2) Crippling Shot (elite) - (10,0,10) If Crippling Shot hits, your target becomes Crippled for 15 seconds. This attack cannot be blocked or evaded. This is an elite skill.
3) Hunter's Shot - (5,0,5) If Hunter's Shot hits, you strike for +16 damage. If this attack hits a foe that is moving or knocked down, that foe begins bleeding for 20 seconds.
4) Precision Shot - (10,0,6) If Precision Shot hits, you strike for +24 damage. Precision Shot cannot be blocked or evaded. This action is easily interrupted.
5) Penetrating Attack - (10,0,3) If Penetrating Attack hits, you strike for +5 damage and this attack has 20% armor penetration.
6) Mend Ailment - (5,3/4,2) Remove one condition from target ally. That ally is healed for 48 health for each remaining condition.
7) Remove Hex - (5,2,5) Remove a hex from the target ally.
8) Reversal of Fortune - (5,1/4,2) The next time target ally would take damage, that ally gains that amount of health instead, maximum 58.

I like this one because he pretty much stands on his own. Hexs/conditions, not a problem, does decent damage, and keeps your opponent constantly slowed.

Class: Elementalist / Mesmer

Attributes: (cost)
Energy Storage: 10 (61)
Water Magic: 10 (61)
Illusion Magic: 10 (61)

Total attribute points used: 183/200


Skills:
1) Water Attunement - (10,2,60) For 52 seconds, you are attuned to water. You gain 30% of the energy cost of the spell each time you use Water Magic.
2) Conjure Frost - (10,1,60) Lose all enchantments. For 60 seconds, your attacks strike for an additional 11 cold damage.
3) Ice Prison - (10,2,30) For 16 seconds, target foe's legs are encased in ice, causing that foe to move 66% slower than normal. This effect ends if target takes fire damage.
4) Imagined Burden - (15,1,30) For 16 seconds, target foe moves 50% slower than normal.
5) Shard Storm - (10,1,10) This projectile strikes for 60 damage and slows the target's movement for 5 seconds.
6) Water Trident (elite) - (5,1,3) Send out a water trident at target foe. Water Trident strikes for 50 cold damage if it hits. If it hits a moving foe, that foe is knocked down. This is an elite skill.
7) Aura of Restoration - (10,1/4,20) For 60 seconds, you are healed for 317% of the energy cost each time you cast a spell.
8) Glyph of Lesser Energy - (5,1,30) Your next spell cost 15 less energy to cast.

This guy seems pretty good all around. Same concept, keep them slowed, but added knock down would add an extra edge.

Class: Elementalist / Monk

Attributes: (cost)
Energy Storage: 10 (61)
Air Magic: 11 (77)
Earth Magic: 10 (61)

Total attribute points used: 199/200


Skills:
1) Aura of Restoration - (10,1/4,20) For 60 seconds, you are healed for 317% of the energy cost each time you cast a spell.
2) Air Attunement - (10,2,60) For 53 seconds, you are attuned to air. You gain 30% of the energy cost of the spell whenever you use Air Magic.
3) Glyph of Renewal (elite) - (5,1,15) Your next spell recharges twice as fast as normal. This is an elite skill.
4) Iron Mist - (10,2,30) For 13 seconds, target foe moves 90% slower than normal. That foe gains immunity to damage from all sources except lightning.
5) Blinding Flash - (15,3/4,4) Target enemy is blinded for 9 seconds.
6) Lightning Strike - (5,1,5) Strike target foe for 38 lightning damage. This spell has 25% armor penetration.
7) Lightning Orb - (15,2,5) Lightning Orb flies towards target foe and strikes for 76 lightning damage if it hits. This spell has 25% armor penetration.
8) Windborne Speed - (10,1,5) For 8 seconds, target ally moves 33% faster.

Ok this guy is pretty extreme. The key here is cast Glyph of remewal then iron mist. If you get this right your oppenent will be at 10% speed almost constantly. Blind will realy help, and with a fair amount of damage, this guy might kick some real butt.

I haven't try any of these guys yet, but from what I hear (and what I experinced I the beta), I think these would be pretty fun.

I'll enjoy your feed back, see ya.