Fragility builds

Bizarbus

Ascalonian Squire

Join Date: Aug 2005

Slain In The Face

I find myself greatly intrigued by fragility builds and am currently working on a Ranger/Mesmer build using fragility and incndiary arrows...

I was wondering which fragility build you guys find better, the incendiary or the virulence build...?

White Designs

Krytan Explorer

Join Date: Jul 2005

Illinois

None

The Ranger one is easily better. This is because Incendiary Arrows is a great skill with or without Fragility. If designed properly, the Ranger version spikes with Fragility, or still annoys and disrupts without it. The Virulence one is useless if Fragility is removed.

Bizarbus

Ascalonian Squire

Join Date: Aug 2005

Slain In The Face

So basically what you're saying is the ranger version can continue to function as a working build if by chance fragility is removed, where as the virulence build has no backup plan?

Sammiel

Ascalonian Squire

Join Date: Jun 2005

Quote:
Originally Posted by Bizarbus
So basically what you're saying is the ranger version can continue to function as a working build if by chance fragility is removed, where as the virulence build has no backup plan? Yep. The virulence build also uses up a lot of skill real estate to accomplish its spike. It uses 4 skills total, leaving little to play with that isn't fragility related. Sure, Phantom Pain can be used stand alone, but its not all that terrific IMO. So the IA/Frag build only has two skills devoted to causing a spike, one of which is fine on its own as mentioned above. Also the mana strain is less on IA/Frag than on virulence. (20 vs 35 IIRC).

Neo-LD

Neo-LD

Desert Nomad

Join Date: May 2005

USA

[GSS][SoF][DIII]

Either way if the frag sticks then its usually going to be an easy kill.

coldslammer

coldslammer

Frost Gate Guardian

Join Date: Jun 2005

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W/Mo

Heres my PvP build, it's pretty successful for any foe class.

Attributes:
Fast 3 + 1 = 4
Illusion 12 + 3 + 1 = 16
Domination 12 + 1 = 13

Skills:

Standard Skills
Fragility: 21 seconds foe suffers from 36 dmg from every new or recovered condition.
Incendiary Arrows: For 8 seconds, foes struck by your arrows are interrupted, and set on fire for 1 second.

My personal combo
Ethereal Burden: 10 seconds enemy moves 50% slower, gain 21 energy when hex finishes.
Reason: Slow down stupid warriors, while you run around them and attack primary target.

Backfire: Foe takes 126 dmg when foe casts spell.
Reason: There might be enemy casters, works best on monks, air eles, or someone who likes to spam spells.

Clumsiness: Foe takes 97 dmg when foe attacks
Reason: Might be a chance a warriors comes for you, you can cast this on the warrior, good for rangers also.

Hex Breaker: If foe casts hex on you, it fails, and caster takes 41 dmg
Reason: Good skill any mesmer primary or secondary should have, stops those pesky life transfer necros.

Illusion of Weakness: Lose 253 HP, get it back when u get to 25% HP
Reason: well you are usually the primary target, and this is a good health backup, its all about survival.

Res Signet: Bring target ally back to life.
Reason: Sigh, your a no0b if you dont have this.

Conclusion:

Well ive tested this alot, against any class, theres a spell for any situation, and of course the counter to this is hex removal, smite hex, hex breaker, etc etc.