Various New Builds

devnull

devnull

Pre-Searing Cadet

Join Date: Oct 2005

N/Me

For TOMBS

Classes - Mo/Me prot, 2 Mo/W healers, R/Me trapper, Ward/AoE earth ele, N/E shutdown, Me/Mo shutdown, W/Me axe spike.

Mo/Me Prot
Elite - Restore Conditions (Mo)
Skills - Shielding hands, mend aliment, prot spirit, aegis, convert hex, spirit of failure, inspired hex (can be swaped out for remove hex, smite hex, or holy veil)
Attributes - 15 prot, 11 divine, 10 inspiration
Notes - Need to work with healer to keep the dual aegis up. Trust spirit of failure. The cast time/cost may not seem worth it, but if you can get it on a warrior or 2, you'll have no energy problems whatsoever. You must maintain this though, it can be very easy to forgot to put it up and all of a sudden you are out of energy.

Mo/W #1
Elite - Victory is mine (W)
Skills - Touch, orison, kiss, other, seed, party, shields up
Attributes - 15 heal, 11 divine, 10 tactics
Notes - In order for VIM to work, you must be near foes with conditions. It will provide a full heal and full restore of your energy, so feel free to run on it, cast it, and run out. We will be working with shields up to try and develop a way we can shut down ranger spike. If it becomes completely uneffective, we will drop it for something else. Because of the large amounts of energy produced by VIM, use party as often as you can.

Mo/W #2
Elite - Victory is mine (W)
Skills - Touch, kiss, other, seed, aliment, aegis, shields up
Attributes - Heal 15, 7 prot, 9 divine, 10 tactics
Notes - In order for VIM to work, you must be near foes with conditions. It will provide a full heal and full restore of your energy, so feel free to run on it, cast it, and run out. We will be working with shields up to try and develop a way we can shut down ranger spike. If it becomes completely uneffective, we will drop it for something else. Work with the prot on timing for the dual aegis. Feel free to use aliment at your discresion, but when going against a heavy trapping team, you will again need to work with the prot to keep the group cured.

N/E
Elite - Lingering Curse (N)
Skills - Glyph of lesser energy, defile flesh, malaise, necrotic traversal, consume corpse, well of suffering, rez sig
Attributes - 15 death, 11 curse, 11 soul reaping
Notes - Necro should try and hex stack target and focus on controlling corpses. In down time, try and get malaise on all monks if able. Use necrotic as your primary corpse control spell, useing consume as needed, and suffering only when you are sure you can get it off. Try and always use glyph of lesser before the use of lingering.

E
Elite - Elemental Attunement (E)
Skills - Earthquake, aftershock, ward against melee, foes, elements, earth attunement, rez sig
Attributes - 16 earth, 13 energy storage
Notes - Keep attunements and wards up at all times. If you get bum rushed by a warrior or 2, feel free to off target and take him out. The combination of wells, condition degen, and your 250 + EQ, AS dmg should be enough to drop almost anyone.

R/Me
Elite - Spike Trap (R)
Skills - Dust trap, flame trap, barbed trap, mantra of resolve, frozen soil, serpents quickness, rez sig.
Attributes - 15 wilderness, 12 expertise, 8 inspiration
Equipment - any given staff, +5 energy, +30 HP
Notes - This is designed to be an aggresive trapper. Focus fire on soft skins, especially mesmer and necros. Always try and trap corridors and vital areas, such as alters, priest stands, and relics.

Me/Mo
Elite - Panic (Me)
Skills - Backfire, power drain, signet of weariness, energy burn, ether lord, restore life, inspired hex (or remove hex)
Attributes - 14 Domination, 12 inspiration, 11 fast casting, 1 healing
Notes - Main goal is to shut down 1 target, but a well placed panic can be vastly detrimental to the other team. Use it wisely in hope to affect the greatest number of foes. You are our resmer, so if anyone is killed, you are the person responsable for getting them up. Also, try and keep hexes cleared from the group with remove.

W/Me
Elite - Eviscerate (W)
Skills - Spirnt, frenzy, axe rake, exe strike, swift chop, cry of frustration (can be subed out for blackout) rez sig.
Attributes - 15 axe, 11 stregth, 10 domination
Equipment - Zealous axe +15% while in stance +30HP, Should use domination chokram for offhand, While enchantment one.
Notes - This is the main target caller. If you can't call targets, don't even try being the warrior. Be careful when using frenzy. If you find yourself taking dmg, cast sprint to avoid the double dmg. Use swift against a nearly dead foe or simply while your adren is building up. blackout/cry can be used as interupts and shutdowns. Blackout clears all adrenaline, so keep that in mind before you cast it.

Necro, Ele, and warrior will be on same target, Mesmer off target heal or prot monk. Monks should always stay near elementalist. Combination of the wards, plus 250+ dmg from EQ and AS should be good enough reasons why. All rez sigs are in place to keep the resmer alive. Unless a rez chain is called, let the resmer do the rezzing.

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e/r - pindown, frozen soil, enervating, immolate, blinding flash, ward against melee, Ward Against Foes, resurrection signet

w/me - (axe) Shatter enchantment, Blackout, Frenzy, executioners strike, penetrating blow, eviscerate, swift chop, resurrection signet

w/me - (axe) Shatter enchantment, Blackout, Frenzy, executioners strike, penetrating blow, eviscerate, swift chop, resurrection signet

ele/mo - Ether Renewal, Balthazaur's Aura, Zealot's Fire, Draw Conditions, Reversal of Fortune, Aegis, remove hex, resurrection signet

me/N - Fragility, Phantom Pain, conjure phantasm, virulence, shatter delusions, backfire, Shame resurrection signet

ele/Nec - Tainted Flesh, Putrid Explosion, Necrotic Traversal, Well of Profane, Chillblains, Rend Enchantment, Resurrection Signet

Mo/Me - Orison of Healing, Heal other, Healing Touch, Healing Seed, Aegis, Reversal of Fortune, Martyr, Drain Enchantment

Mo/Me - Orison of Healing, Heal other, Healing Touch, Healing Seed, Mark Of Protection, Mend Ailment, Drain Enchantment, remove hex


This is a build based off the massive damage that a frag spike can do coupled with the ability of blackout to completely disable heals for a set period of time. It is highly coordinated, and if teamwork fails the blackouts are useless. The main reason the warriors carry the blackout is they can still do a ton of melee dmg in lieu of spells. (Blackout also causes your skillbar to be useless)

Essentially, I'd like it to go something like this. One of the War's is main target caller, while the second is off-target, preferably on one of their other monks, if choice between healer or prot, choose healer. Nobody really needs to cast anything up to this point, except the necro who should be keeping tainted up on everyone. After main target is called, give the warriors a chance to charge up adrenal skills. Once this is done, the warrior should strip any enchants on target, cast frenzy, and then should begin a countdown to cast blackout. (Casting blackout in 3..2..1)

When the warrior begins his countdown, a condition needs to be applied to main target, fragility needs to be cast, and then virulence. A couple seconds after the blackout is cast, backfire should be placed on main target, while shame should be cast on other monks. (If they try to heal themselves after blackout, they die, and if their allies try to heal them it fails.)

The E/R basically has every condition virulence doesn't apply, so spam immolate, pin down, and blinding flash as much as you can on fragged target. They should also lay down frozen soil once the blackout countdown begins.

The e/mo will smite the main target caller/counter and the monks heal, and basically that's about it. This is huge amounts of concentrated damage over a short period of time. If coordinated well, this can drop people very quickly. Coordination though is what separates the top 50 guilds from everyone else.

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Ele/War (Hammer) - Frenzy, Sprint, Backbreaker, Heavy Blow, Aftershock, Crystal Wave, Ward Against Foes

Ele/War (Hammer) - Frenzy, Sprint, Backbreaker, Heavy Blow, Aftershock, Crystal Wave, Ward Against Melee

Ele/War (Hammer) - Frenzy, Sprint, Backbreaker, Heavy Blow, Aftershock, Crystal Wave, Ward Against Elements

-- Ele/Warriors use frenzy for a speed buff, when they begin taking damage use sprint to clear --

-- Also, Knockdown elite hammer skills should be called and only used for either final damage or if the Ele/ME is down, out of energy, or exhausted --

Ele/ME - Glyph of Lesser Energy, Ice Prison, Earthquake, Obsidian Flame, Energy Drain, Drain Enchantment, Inspired Hex

-- When spiking cast order should always be first four listed in that order, both ice prison and Earthquake are 25 energy, the glyph is necessary to reduce strain on energy--

R/Me - Distracting Shot, Concussion Shot, Savage Shot, Incendiary Arrows, Energy Tap, Drain Enchantment, Inspired Hex

--Keep Incendiary arrows up as much as possible, and try to save the three other interrupts for when it's cooling down. Remember this is simply to interrupt, not to deal damage. Use your preferred mesmer skills for energy management to avoid mana problems--

Mo/Me (Heal x2) - Orison, Other, Touch, Seed, Aegis, Drain Enchantment, Mark of Protection

Mo/Me (Prot) - Aegis, Prot Spirit, Guardian, Reversal of Fortune, Martyr, Purge Conditions, Shielding Hands

--Monks are pretty standard, feel free to change build around here to run what you're comfortable with. These are just what I'm comfortable running --


-- A quick note about conventional earth spike builds --

A usual earth spike build doesn't work very well. Generally, the ele's all carry EQ/AS/CW, run up next to target cast earthquake, and then attempt to hit with the AS/CW combo. Earthquake has a 5 second cast time, so if anyone is paying attention what is happening becomes fairly obvious. When they realize this they can run out of range of at least the CW if not both. This is how this build will attempt to counter this problem:

The Ele/Me functions as the main target caller. Once he calls target, and ele/war's adrenal skills are charged, he will then snare the target using ice prison, then call his earthquake as he's casting.
After the Earthquake is called the Ele/war's watch for the target to be knocked down, while trying to maintain a close enough vicinity to target to hit with both Crystal Wave and Aftershock. (Body blocking, Ward Foes, whatever you have to do) When target is knocked down, unload AS/CW then irresistible. If target is not killed, unload the various elites. If the Ranger is doing his job and interrupting the monk, there should be no problem dropping anything with this build.

I believe that is essentially it, Ele/me knocks down, Ele/War's spike, R/Me interrupts, and monks heal and prot. Get it? Got it? Good.

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1. Illusion Mesmer

11+1+3 Illusion
10+1 Fast Casting
10+1 Inspiration

Skills:
1. Conjure Phantasm
2. Migraine {E}
3. Arcane Conundrum
4. Phantom Pain
5. Ethereal Burden
6. Inspired Hex / Drain Enchant / Channeling ??
7. Energy Tap
8. Sig

2. Domination Mesmer

11+1+3 Domination
10+1 Fast Casting
10+1 Inspiration

Skills:
1. Mantra of Recovery {E} / Panic {E} ??
2. Backfire
3. Mind Wrack
4. Guilt
5. Shatter Delusions
6. Wastrel's Worry
7. Inspired Hex / Channeling / Drain Enchant ??
8. Sig

3. Pure Necro

12+1+3 Curses
11+1 Death
6+1 Soul Reaping

Skills:
1. Soul Barbs
2. Spiteful Spirit {E} / Lingering Curse {E}
3. Malign Intervention
4. Defile Flesh
5. Malaise
6. Parasitic Bond
7. Consume Corpse
8. Sig

4. Interrupt/Trap Ranger

11+1+3 Expertise
11+1 Wilderness
8+1 Marksmanship

1. Read The Wind
2. Debilitating Shot
3. Savage Shot
4. Distracting Shot
5. Flame Trap
6. Spike Trap {E}
7. Frozen Soil
8. Sig

5. Axe Warrior

12+1+3 Axe
8+1 Strength
10+1 Tactics

Skills:
1. Sprint
2. Frenzy
3. Eviscerate {E}
4. Axe Rake
5. Executioner's Strike
6. Disrupting Chop
7. "Shields Up"
8. Sig

6-8 Trifecta of Monks preferably running continual Aegis because of our squishies.

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3 Earth Elementalists

12+1+3 Earth Magic
12+1 Energy Storage
+5 Energy Staff Head
+20% Enchant Wrapping

Skills:
1. Earth Attunement
2. Obsidian Flesh {E}
3. Obsidian Flame
4. Kinetic Armor
5. Ward Foes/Melee/Elements
6. Stoning
7. Iron Mist
8. Rez Sig

2 Earth Elementalists

Skills:
1. Earth Attunement
2. Obsidian Flesh {E}
3. Obsidian Flame
4. Kinetic Armor
5. Ward Foes/Melee/Elements
6. Stoning
7. Grasping Earth
8. Rez Sig

1 Ranger/Warrior

6+1+1 Wilderness
11 Tactics
10+3 Expertise
8+1 Marksmanship

Skills:
1. Read The Wind
2. Escape {E}
3. Savage Shot
4. Debilitating Shot
5. Distracting Shot
6. Frozen Soil
7. "Shields Up"
8. Rez Sig

2 Prot Monk/Necros

10 Blood Magic
10+1+3 Protection Prayers
11+1 Healing Prayers
+5 Energy Staff Head
+20% Enchant Wrapping

Skills:
1. Blood Ritual
2. Convert Hexes
3. Mend Ailment
4. Aegis
5. Heal Area
6. Word of Healing {E}
7. Dwayna's Kiss
8. Holy Veil

+ 2 Monks

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I'd like to introduce you all to the SOUL BARBS build with GC. After careful consideration, i have found that just by adding a simple spell, our already stable build can be made that much better. For those of you that don't know, soul barbs works like fragility but instead of activating on conditions, it happens with the recieving of new enchantments or hexes. Since our build is already so enchantment stripping/hex heavy, why not throw in the extra dmg. Heres the build.

2 Heal Mo/Me, 1 Prot Mo/Me, 1 Spirit R/Me, 1 Shut down N/Me, 1 E/Mo smiter, 1 KD/AS W/E, and 1 Drain W/ME.

Heal Monk - At this point, there are so many healing builds out there that i am going to pretty much leave this up to you. I want the healing monk to have either energy drain, echo, or healing hands as their elite. Which ever one you choose, ask around the guild to come up with other skills that might be useful. Heres just a sample build for all the clueless ones out there.
Elite - Echo or drain energy
Skills - touch, orison, kiss, other, seed, mantra of flame, rez sig.
Attirbutes - Max out healing, put about 8 or so into inspiration, dump the rest into divine favor.

Prot Monk
Elite - Echo or Drain energy
Skills - Prot spirit, aliment, shielding hands, aegis, sympathetic vissage, mantra of flame, rez sig.
Attributes - Max out prot, put the rest into inspiration.
Use prot spells acordingly, use vissage when called out by group. If you don't know how/when to use some of these skills, don't bother playing prot in this build.

Spirit Ranger
Elite - Greater Conflaguration
Skills - Frozen soil, Energizing wind, Simbiosis, troll, serpents quickness, mantra of resolve, rez sig.
Attributes - Max out wilderness, dump rest into inspiration and expertise.
Use serpents quickness before you use the mantra. You will still get the effect off serpents quickness even if you put up another stance right after it. Be sure to always keep Greater conflag up as it will greatly reduce the dmg dealt to us. Keep simbiosis and energizing wind up as much as posible. Mantra of resolve will make it so you can't be interupted, but you can still be greatly effected by diversion so be on the watch.

Shut down Necro
Elite - Lingering curses
Skills - Soul barbs, rend enchantments, well of profane, diversion, shame, clumsiness, rez sig.
Attirbutes - Share points between curses and domination, dump rest into death.
The people we are going up against will probably already have their enchantments up, so go ahead and cast soul barbs on target first. Begin to strip their enchantments by either lingering or rend and follow up with shutting them down. Shame or diversion will work best on casters, diversion and clumsiness with the warriors/rangers. Well of profane the corpse and continue on to next target.

Emo smiter
Elite - Ether Renewal
Skills - Draw conditions, reversal of fortune, balthazars aura, smite hex, zealots fire, aura of restauration, hard ressurect.
Set up your smite buy always keep restauration and zealots on you at all times. Smite off the ally that calls for the smite, use renewal as needed. You should already know how to play this, so if you don't ask someone in the guild that does.

KDAS Warrior
Elite - Backbreaker
Skills - Crushing Blow, Aftershock, Bulls strike, Berserkers stance, Ward agaisnt foes, Sprint, Rez sig.
Attributes - Max out hammer, dump about 10 into strength, put the rest into earth.
Use combo back, crush, AS to deal out alot of dmg, bull strike to keep people from fleeing, berserkers to keep adrenaline up and ward to keep people from running as much. Ward will also be very useful on relic runs.

Shut down Warrior
Elite - Evicerate
Skills - Berserkers stance, disrupting chop, axe rake, Sprint, phantom pain, phantasm, rez sig.
Attributes - Max out axe, split points between illusion and strength, having at least 9 in illusion so you can use an illusion off hand.
I've found that a zealous axe hilt really helps in keeping energy high. as you run up on someone, start with berserkers to build up some adrenaline, proceed with phantom and phantasm to activation the soul barbs that should be on the target by now. Use axe skills as needed.

zehly

zehly

Sunshine

Join Date: Jul 2005

The Wired

Daughters of Ananke

Mo/E

Damn, did you post enough?

Oryaka Drake

Frost Gate Guardian

Join Date: May 2005

Thank you for these ideas.. they are very nice.. some are original setups.... some are obviously flavors... But generall speaking it would be very fun to see these builds in action any day!