i hate farming, so i pvp a lot. since i dont want to join a guild i play random pvp.
i also often change my build, just to test something different.
(i played with the different smiting skills for quite some time, until smiting became fotm).
right now i use this build, and would like to hear some opinions about it.
you should remember though that is is for random arena, and intentionally not very specialized.
the attribute points are:
earth: 10; +3 superior rune, +1 headgear
energy storage: 8; +1 minor rune
healing prayers: 9
protection prayers: 9
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skills are:
obsidian flame-> [106 damage] my only attack skill, it has to be used carefully as you quite easily end spamming it...
earth armour-> [+58 armour, -14% speed] against elemantal spikes, and for general protection from warriors and rangers.
ward against melee-> [19 seconds] for general melee protection. *duh*
good for your team in fights versus the VERY common Wa/Mos, if your mates dont run out of it all the time... :P
with a 20 sec cooldown i can keep it up nearly permanently if necessary.
life bond-> [halfed weapon damage on target, -19 damage on the other half before it is transfered to me] cast and maintained on the monk or mesmer, if there are any, for the whole battle (cancelled of course if the enemy team has no "weapon users").
otherwise only situational, if i see someone being attacked a lot (if there is no Mo and no Me often i am a primary target).
mend ailment->[+44 health for every remaining condition] for general condition handling, and the very common (in random) ranger poisoning.
short cooldown makes it a spammable.

remove hex-> to remove hexes... *duh again*

it has a quite long cooldown though AND a long casting time, so its only usable as a surgical device...

healing breeze-> [+7 regen] general healing spell, and degen counter (if possible in combination with remove hex). short cooldown makes it usable on several targets in a small timeframe (although that is costly).
rez signet
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it is more of a defensive/supporter build.
except earth armour and obsidian flame every spell can be cast to help your teammates.
obsidian flame is an exellent finisher, and a good attack spell versus "hard" targets (only a few monk protection spells reduce the damage).
all spells are relatively cheap and casted only situational, so i can afford the 3 pips energy regen through life bond for quite some time.
the strategy is to generally prevent damage to my teammates and/or myself, with the occasionally obsidian flame or two to deal some 100 or 200 damage in a short ammount of time.
weaknesses:
-there is little i can do to prevent elemental spikes on my teammates besides healing breeze.
-there is nothing i can do about hex stacking (esp degen hexes) besides healing breeze (+one or perhaps two "remove hex") either.
strenghts:
-most spells are casted fast, and are difficult to interrupt.
-(the VERY common) damage-warriors are no danger to me at all, and have a greatly reduced fighting power vs my teammates.
-knockdown warriors are a lot less dangerous to me too (the knockdown is still a pain in the ass, but with earth armour even "knockdown-damage"+afterschock is not that much of a problem. and as i said most of the spells are difficult to interrupt).
-damage and poison rangers are reduced in efficiency too, by earth armour (on me) or life bond (on teammates) and mend ailment.
-if i am primary target i can withstand weapon and/or elemental damage pretty good, AND can afford to do some damage (obsidian flame for 5 energy) or help my teammates at the same time.
-since all spells are cheap, i can use anyone of them after only a few seconds waiting, even if at 0 energy.
now, what do you think?
/flame shild up