User:Gelbrekt
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Other Pages[edit]
Uncategorized[edit]
- User:Gelbrekt/Screenshots
- User:Gelbrekt/Useless_Skill
- User:Gelbrekt/Skill_Ideas
- User:Gelbrekt/The Beginning of the End
- User:Gelbrekt/ArchersSignet_and_Epidemic
- User:Gelbrekt/Interesting_facts
Build-Pages[edit]
- User:Gelbrekt/Archive_1 Since i got like 50 skillbars on this page, I decided to split it into archives. The page loads faster then, which saves alot of time when uploading new skillbars.
- User:Gelbrekt/Avatar_of_Lyssa - I can't believe i wrote a whole Bible on this build. Either way, it deserves its own page.
- User:Gelbrekt/Hall_of_Fame
- User:Gelbrekt/Fa_Mine_Cap
- User:Gelbrekt/Flux_Builds
- User:Gelbrekt/Fort_Aspenwood_Builds
- User:Gelbrekt/Heroic_Refrain_Team
- Specific Professions
- User:Gelbrekt/Dervish_Builds -> Useful to have on one SINGLE page since Teardowns and Feeder enchantments are good to list on a single space.
- User:Gelbrekt/Warrior_Builds
Campaign Rushes[edit]
[edit]
- User:Gelbrekt/Adding the Mursaat as a playable race in Starcraft 2
- User:Gelbrekt/Razah
- User:Gelbrekt/Unrelated Ideas
- User:Gelbrekt/Animation IDs
Links to Arena Screenshots[edit]
- Ascalon City
To do list[edit]
- Aquire artifacts:
- Get interesting weapons from Grenth's Footprint (See the "Interesting Facts" section of the page).
- Kill Erek.
Trivia[edit]
- I remember long ago, my cousin had a character named "Zuh the Quick". Later in Winds of Change, a boss "Zu Jin the Quick" exists. I initially thought this was long after he had quit the game, but he most likely quit the game near the release of guild wars 2 in 2012, which was about the same time that winds of change was released.
General cool features to include[edit]
Warning: [This is how you create a warning text] |
- Direct colors:
- This_is_Orange
- This_is_Gold
- This_is_Red
- This_is_Green
- This_is_light_blue
- This_is_Purple
- Quotes:
- "This is a quote written in red."
- "This is a quote written in blue."
- Other:
- This is green text
- Copy here: -->
- This is blue text -->
- Copy here: -->
- This is green text
- SEE MORE HERE:
Empty Bar - ALTERNATIVE[edit]
- This Alternative setup allows for the chosen skills to include descriptions of why they are chosen; Order them in order of importance and explain briefly why.
- [[]]
- Optionals
Final build[edit]
Empty Bar[edit]
- Optionals
Empty Bar (Alternative)[edit]
INSERT_TITLE_HERE |
|
Communing: XX Communing: XX |
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- Optionals
- File:.jpg [[]]
Avatar of Dwayna - Dervish Healer[edit]
- See the dedicated Dervish Builds page.
Pve Paragon[edit]
- Optionals
- Snow Storm (Instead of "there is nothing to fear")
- "Save Yourselves" "Save Yourselves" - I should have known that necromancer was not the best profession :/ Necrosis is great for damage though.
- Spear Mastery:
- Barbed Spear - For necrosis, but is probably not needed since party inflicts conditions.
- Chest Thumper + Weaken Armor
- Command:
- "Never Surrender!"
- "Stand Your Ground!"
- "Incoming!" - Great for running past enemies
- "Fall Back" "Fall Back" - Great for running past enemies
- Motivation:
- Energizing Chorus - Even though it doesnt help allies, it can be great for personal energy management due to leadership. Also benefits from soldier's fury.
Tactics Dervish[edit]
- [[]]
- Optionals
- Steady Stance - Could still work as dervish since they benefit from hitting 3 targets.
- Useage
- The desperation Blow and its duplicate hits 3 targets, inflicting lots of conditions. Also it requires no Tactics investment in order to inflict the conditions.
Adrenaline Derv - Wind Prayers[edit]
- Optionals
- Test of Faith - Likely to kill the monk, but has a cooldown and does not provide defense.
- Wild Blow - Great for killing the commanders. However a build focusing on capturing the mines could be more beneficial in the end.
Soul Reaping for Energy Management[edit]
- General
- The idea is that since Necromancers have extreme energy management using Soul Reaping, they should be able to manage elementalist skills farily well. This seems like a total noob build, but I am amazed that I've not thought of this before. A necromancer with 15 energy gets (assuming that 3 enemies die every 15s) 45 energy every 15s, which is equivalent to +9 (NINE!!) extra pips of energy regeneration. What is also cool about this is that it is caused WITHOUT filling up the skill bar with energy management skills like Aura of Restoration and the various Elemental Attunaments. Some caveats include:
- This is dependant on 3 creatures dying every 15 sec. But this is easily met by having a minion master, spirit lord, a team that kills enemies quickly, or playing in an area like Fort Aspenwood or AB.
- The Elementalist has higher attributes through runes. This difference is fairly small, considering that the only difference usually comes from the headgear + a minor rune, which based off the calculations i made makes the skills deal roughly 10-20% more damage. For example, Frozen Burst deals 70 damage at rank 12, and 80 at rank 14, which is 14% higher.
- The necromancer does not have as high energy. But this is a very insignificant problem considering that he can use Radiant Insignias and +15 energy sets to prevent the energy from becoming capped (and thus use the full potential of the energy gains from soul reaping)
- All builds must use Radiant Insignias and runes to increase max energy. +15 Energy sets should also be switched to regularly since much of the energy management relies on Soul Reaping.
- (Build is mainly for FA / AB. Could also be used for JQ)
Water Magic Hexes[edit]
- 12+2 Soul Reaping
- 12 Water Magic
- Optionals
- Elite: Mist Form Mirror of Ice, Shatterstone
- Support/buff: Armor of Frost, Armor of Mist Conjure Frost, Glyph of Elemental Power
- Energy Management: Signet of Sorrow, Signet of Lost Souls Water Attunement
- File:.jpg [[]]
- File:.jpg [[]]
- File:.jpg [[]]
- Mist Form
- Mirror of Ice
FLUX: ALL IN -> Great synergy with this build[edit]
- Strengths
- Decent survivability with +7 Health regeneration using All in + Ice Spear + 40 physical armor (Armor of Frost) + 100 health from All In.
- 15 Water Magic through buffs
- Great energy management due to high soul reaping combined with -25% energy cost from all in.
- Both high single-target damage and AoE
- Deep Freeze is a very powerful snare.
Seven Weapons Stance[edit]
- [[]]
- Optionals
- File:.jpg [[]]
GUILD WARS 2 REVENANT BEFORE IT WAS COOL[edit]
- [This was my old warrior build for VQing]
- Channeling Magic
- Strength
- Useage
- While warriors have low energy management, Spirit Siphon handles that easily (since there are at least 3 spirits present when running Discordway: Bloodsong / Life / Recuperation)
- Knock down all nearby foes for 6 seconds using Grasping Was Kuurong + Stonefist Insignia.
- AoE With Light of Deldrimor and Ancestor's Rage
- Optionals
Offensive Restoration N/Rt[edit]
- Optionals
- File:.jpg [[]]
Random Mesmer bar[edit]
- Domination Magic
- Illusion Magic
- Optionals
- File:.jpg [[]]
Disturbed Was Draiman[edit]
- 10 Channeling Magic
- 12 Fire Magic
- 12 Energy Storage
- Useage
- Using Fire Storm, Ancestors' Rage (PvP) Flare and Breath of Fire will trigger Disturbed Was Draiman repeatedly; constantly interrupting foes.
- Strengths
- Massive interrupts (Almost as good as Panic)
- Weaknesses
- Vulnerable to interrupts, as the skills have long activation times and are mead easilu interrupted by DwD.
Defeat the Smiting Monks in Zaishen Challenge Solo (Extremely easy i guess)[edit]
- Description
- The idea is that the monk cannot deal any significant damage without enchantments and especially when not standing near them. They also have limited ability so heal themselves.
Troll build - All in Divine Favor[edit]
- 16 Divine Favor] - Superior rune can be used due to the +100 Health from All In.
- 9 Spear Mastery - For Auto attacks (No other attribute will be effective)
- 9 Command - For Shield set.
- Strengths
- By maintaining Divine Spiris and usine All in, abilities will cost:
- 5e -> 1e 10 -> 8-5 = 3e 15 -> 12-5 = 7e.
- This will allow Watchful Spirit to be spammed, which will heal 189 + 3.2*16 + 63 = 303 health every 5s, and can be used even more often if using a 40/40 set.
- Deny hexes will completely crush all hexes on that ally when used, since the build will have many recharging divine favor skills.
- Release enchantments heals for 111 when using Divine Spirit, Divine Boon and Watchful healing. Only Divine Boon suffers from the removal, since Divine Spirit has to be reapplied frequently anyway, and Watchful healing gets its end effect triggered.
- Weaknesses
- Useless if Watchful Spirit is Disabled or if Divine Spirit is removed.
- Will likely lack in energy management overall.
- While Divine Boon can be maintained, Divine Favor alone lacks abilities that can be repeatedly spammed. It is without question better to forget about All In for this build bring in Protection prayers as well.
Divine Spirit + Divine Boon Healer/Protector[edit]
- Strengths
- Great energy management by maintaining Divine Spirit using Glyph of Renewal.
- Divine Boon combined with a high divine favor will cause each Protection Prayer to heal 54+13*3.2 = 96 health per cast in addition to the skill's regular effect.
- Deny Hexes will remove 2-3 hexes per cast, and Dismiss Condition can frequently remove conditions.
- Weaknesses
- Very vulnerable to interrupts on Glyph of renewal of removal of Divine Spirit.
Bot annihilator Heroes Ascent[edit]
- 12+3 Domination Magic
- 9+1 Inspiration Magic
- 9+1 Fast Casting
- Optionals
- File:.jpg [[]]
- Version 2 - Symbols of Inspiration + Signet of Humility
- 15 Fast casting
- 13 Inspiration Magic
- Useage:
- Use Signet of Humility as soon as the battle begins to disable the bot's Panic, and then steal it using Symbols of Inspiration.
- Use Panic on the enemy team, followed by Deep Freeze. This should disable them completely for 10 seconds, allowing your nukers to deal with them.
- Copy an appropriate skill (Searing Heat is likely best) from one of the henchmen, and copy it again with Arcane Echo. If doing this, it should deal enormous damage to the enemy team while keeping them disabled with Panic+Deep Freeze, on TOP of disabling the enemy's Panic.
- Note that due to having 15 in Fast Casting, it is unlikely that Deep Freeze or Panic will be interrupted!
- Also, Power Drain and Auspicious Incantation should be enough for energy management.
- Power drain grants 27 energy per cast
- Auspicious Incantation grants 27 energy if used with Deep Freeze
Extreme Healer FA[edit]
- 15 Healing Prayers
- 13 Divine Favor
- Optionals
- Boon Signet - Fun to try out. Has a much longer cooldown than WoH, but is immune to Daze, costs no mana, and does not have the 50% health requirement that is bad vs spikes.
- Peace and Harmony - Cheap cost and extremely good vs heavy hexes.
- Word of Healing
- Signet of Devotion - Great because its free.
- Heal Area - Great self-heal and to heal multiple targets, like the gate guards.
- File:.jpg [[]]
- Useage
- Having high healing prayers and divine favor allows for high heals which is very useful for the Kurzick side. Most of the skills have long cooldowns, which combined with Glyph of Lesser Energy gives the build good energy management.
- Watchful healing is great since its end effect is triggered by the Siege Turtles.
- use Storm Djiin's Haste to run amber.
- Version - ALL IN
- 12+1+3 Healing Prayers
- 13+2 Divine Favor
- Useage
- A superior and Major rune is feasable due to the increased health and health regeneration from All in.
- Healing Light's 3 energy comined with the energy reduction from All in should give this build very good energy management, allowing skill to be spammed, which triggers Divine Favor.
- Has 2 hex removals and 1 condition removal.
- Weaknesses
- Enchantment removals; Doesn't have much healing if the enchantments are stripped.
Symbolic Strike Dervish[edit]
- Vampiric Scythe
- Scythe Mastery
- 9 Wind Prayers (No more is necessary excetpt maybe for energy management - Although 13 Wind Prayers could be used for PvP)
- Earth Prayers / Tactics - Mysticism NOT needed since Onslaught is the only energy consuming skill.
- Optionals
- Fill all optionals with signets
- File:.jpg [[]]
- Strengths
- As long as you strike 3 targets with the Scythe, every single attack will be a Symbolic Strike dealing 70 extra damage in addition to the regular scythe damage of maybe 25.
- This will strike the enemies once every 1.125s (according to the Attack Speed page) meaning that the build will deal around 100 damage per second to 3 targets.
- Weaknesses
- Requires 3 targets to be hit simultaniously to be fully effective.
- Lacks skills for self-survival.
All In Water Magic Necromancer JQ[edit]
- 14 Soul Reaping
- 12 Water Magic
- MAYBE worth using +15 energy wand and/or focus since Soul reaping will grant more energy than energy reg.
- Optionals
- Maelstrom - Great because it is fairly effective for capping and because the 10 overcast provided by it lasts for exactly 30 seconds, which is its cooldown.
- Blurred Vision - Against rangers
- Armor of Mist - Almost maintainable 33% speed boost and +40 armor against all sources
- Ice Spikes - Additional movement speed recution and AoE
- Ice Spear - Cover enchantment and one of the few healing skills in Water Magic.
- Icy Prism - Decent for capping and for getting the overcast req for some skills.
- Armor of Frost - Increases physical armor and water magic for basicly 0 energy. Also works as cover.
- File:.jpg [[]]
- Strengths
- Great energy management with 14 Soul Reaping, All in (25% cheaper skill cost) and Water Attunement.
- This should allow for constant spam of high-energy skills, granting plenty of AoE-healing from mist form.
- Can tank bots (and greatly slow down their movement with Deep Freeze!).
- Weaknesses
- No great damage for capping, and rangers take half damage when it is elemental.
- However, the rangers are easily tanked using Mist Form (with heals AND -33% damage), Blurred vision, and Armor of Frost/Mist.
- Enchentment removal.
- I think pure resto nec spamming Weapon of Remedy / Vengeful Weapon / Spirits is probably better, BUT try this out - the healing and damage reduction from mist form might prove to be powerful.
Paragon wtihout Spear Mastery[edit]
- Optionals
- File:.jpg [[]]
Mesmer Discordway support[edit]
- 10 Fast Casting
- 10 Inspiration Magic
- 12 Death Magic
- Optionals
- Lyssa's Aura - [If used: Set Inspiration to 14]: If the Assassin's Promise spiker (leading the discordway) is a mesmer, Lyssa's Aura can be copied and easily maintained though Arcane Mimicry, allowing for much more DPS. HOWEVER: The energy management on the Me/N can easily be maintained throuhg the other skills for constant spam of Death Nova and a few other skills. The advantage with Lyssa's Aura is that it frees up alot of energy for other skills such as:
- Animate Bone Fiend * - Very Heavy energy, but is useful because it helps spread the minions out making the build more resistant to AoE.
- Rotting Flesh - NOT viable because minions are better and Extend Conditions is far superior.
- File:.jpg [[]]
- Extend Conditions - Useful since discordway (and Finish Him + YMLAD) inflicts lots of conditions and benefits (through Discord) that conditions are spread. However this requires better energy management, so take skills such as:
- Other optionals:
- Taste of Pain - Apparently the Ai is good at using this type of skill more effective than the average player.
- Animate Bone Horror * Quite energy heavy, but makes use of the Death Magic's inherent effect of allowing multiple minions. DOWNSIDE is that there are already a bunch of minion masters, and the minions tend to group up.
- Deathly Chill - Gives the hero some punch in early battles before the minion army is built.
- I chose to add Putrid Bile as non-optional since: 1. It isn¨t very energy heavy. 2. It frees up space for the Discord Necros, who have very packed bars (multiple cool skills that can't all fit).
- Jagged Bones - NOT VIABLE because other alternatives are better. For even more undead. Advantages: 1. It allows the mesmer to keep making minions and make use of its Death Magic. 2. It contibutes to defending against the main counter to the legion minion build - AoE - since minions killed will instantly respawn; requiring more AoE to kill.
- Stolen Speed - NOT viable since it only affects spells cast on FOES.
- Strengths
- High Fast Casting allows the mesmer to spam Death Nova faster than necromancers, which is powerful when using the Rit build below combined with Discordway (since the build allows for massive amounts of minions to be created).
- It also frees up skillbar space and casting time for the necromancers.
Example 1[edit]
Example 2[edit]
Rit Necromancer Hero =[edit]
- 14 Spawning Power
- 12 Death Magic
- Optionals
- File:.jpg [[]]
- Strengths
- Creates high-health minions through spawning power (+56% health)
- Jagged Horror health with 12DM/Rit: 320*1,56 = 499,2
- Jagged Horror health with 15DM/Nec: 380
- Provides healing, Damage, and Energy management with the 3 enchantments.
- Spirit's Gift is particularly good in this build, since it has the potential to create massive area heals to not just Xandra's own minions, but the other Discord Heroes' minions as well. The fact that it removes a condition is also useful to prevent area burning/blindness/weakness.
- Allows Xandra to act as a fifth Discord/Sabway hero.
- Weaknesses
- Area damage
- Enhantment removals (in particular spirit's gift for energy management)
- The build does nothing if there are no corpses (unlike a spirit spamming build. However, the spirit spamming role can be covered by an Expertise-Ranger).
- Notes
- Use 20% enchant staff
- Verata's Sacrifice is used because of its long cooldown (The energy management isn't enough for any more energy-consuming skills).
HA henchway VoS[edit]
- 15-16 Earth Prayers
- Optionals
- Shield of Force - Potential Area Knockdown
- Aura of Thorns (PvP) - Area damage and makes scattering harder
- Chilling Victory - Powerful extra area damage for finishing. Also it gets charged instantly by Eremite's Attack.
- Pious Assault (PvP) - Great teardown and gives some extra AoE
- Veil of Thorns (Good defensive effect and has the highest Initial damage of all flash enchantments)
- Eremite's Zeal - Great of energy management in longer battles, but useless initially.
- Pious Fury (PvP) - Good synergy with Chilling Victory, Eremite's Attack (since the attacks are made faster) and with Aura of Thorns (PvP) since the cripple can be inflicted instantly.
- Death's Charge - Obvious powerful effect
- Meteor Shower + Glyph of Sacrifice - There should be enough energy for this. The biggest downside is that you cant use a shadow step in this case, but in the right scenario the knockdowns will make up for it.
- File:.jpg [[]]
Example 1[edit]
- Probably the funniest build, since it requires alot of APM
0 Scythe mastery version[edit]
- 15-16 Earth Prayers
- 14 Mysticism (14 is needed because it makes 10e -> 5e)
- Max energy runes/Insignias. can use +30/-2 energy set as well.
- Optionals
- The optionals depend on the energy management, but i think it should be pretty decent if 14 mysticism is used and since you just need enough energy for a few seconds.
- Strengths
- Massive area damage with the 4 first abilites.
- Aura of thorns + burning grants 10 health degeneration and cripple, which slows down escapes.
Release Enchantments Party Healer[edit]
- [[]]
- Optionals
- File:.jpg [[]]
- File:.jpg [[]]
- Reversal of Damage
FA Ritualist[edit]
- [[]]
- Optionals
- Strengths
- Vital Weapon is very powerful in FA.
- Good Enegy management.
- Massive Party Heals with Life, Feast of Souls and Protective Was Kaolai.
Party Healer Rit for HA Henchway[edit]
FA Ritualist[edit]
- [[]]
- Optionals
- Attuned Was Songkai
- Spirit Channeling
- Expel Hexes
- Second Wind
- File:.jpg [[]]
- File:.jpg [[]]
- File:.jpg [[]]
- Idea
- Henchmen are really weak because they ball up so easily, but as soon as the ball is gone they become much more dangerous. By the massive spike heals that this build can accomplish this should give the henchies enough time to spead and destroy the enemy team.
Example 1[edit]
Example 2[edit]
- Optionals
- Attuned Was Songkai (Powerful synergy with Spirit Siphoon! Replace Kaolai if used)
- Ritual Lord (cool because of +4 in all attributes!
- File:.jpg [[]]
- File:.jpg [[]]
- Strengths
Pvp Signet Mesmer[edit]
- Illusion Version
- [[]]
- Optionals
- File:.jpg [[]]
- Inspiration Version
- [[]]
- Optionals
- Mantra of Signets (PvP)
- Symbolic Posture
- Purge Signet
- Signet of Disenchantment
- File:.jpg [[]]
- File:.jpg [[]]
- Examples Inpsiration
PvP Signet Mesmer 2 (For FA i guess)[edit]
- Strenghts;
- High permanent armor (around 80) and maximum health (around 900) due to Artificer's Insignias and Signet of Stamina.
- Constant self-healing with Mantra of Signets
- Many interrupts, especially AoE interrupts.
- Not vulnerable to enchantment removals since the effect of Signet of Stamina is permanent (and the other signets preform quite well without the enchantment).
- By using Signet of Disruption/Distraction/Clumsiness as soon as they recharge before reactivating Keystone Signet, you can make use of all 6 charges of each Keystone Signet Cast despite only having 4 "other-target"-signets.
- Weaknesses
- Very little single-target damage.
FA Rezmer[edit]
- Optionals
- File:.jpg [[]]
- Strengths
- Fast Casting stacks with Healer's Boon, making the casting time of Restore Life 1 second (and likely resurrects the ally with 100% Health). This method of ressurecting is especially powerful since there is no death penalty.
Team Build: Complete an infinite amount of battles in the Zaishen Elite[edit]
- Grasping Was Kuurong Warrior
- 12 Channeling Magic
- 10 Strength
- 10 Tactics
- Stonefist Insignia
- Unlike the other 3 players, the health on the warrior is important, although he could likely still use Radiant Insignias like everyone else.
- VoS Dervish
- 16 Earth Prayers
- 15 Scythe Mastery
- 6 Mysticism
- EoE Paragon with Angelic Protection
- 14 Leadership
- 12 Beast Mastery
- 10 Command
- Anti-armor Mesmer with Purifying Veil
- 16 Domination Magic
- 15 Fast Casting
- Gear
- All insignias on all four players should be Radiant Insignias (Except for the warrior, who needs one Stonefist Insignia).
- Superior attiribute Runes on all professions except for the Warrior (of course, only in the attributes that each profession uses).
- All other runes on all four professions should be Rune of Attunement (The warrior might also use a Rune of Superior Vigor, although this is likely not necessary.).
- Wand and off-hand item with Seize the Day and Live for Today respectively.
Explaination[edit]
- The basic idea is that the enemies eventually will be so numerous that they will deal essentially an infinite amount of damage, meaning that:
- Almost no skills can prevent death as soon the players enter combat. Angelic Protection, being one of the few choices available, can only protect a single target for a short time, meaning that Area Knockdowns are extremely important to get out fast.
- (Also note that while encantments like the 55 monk can do this job, the enemy mesmers can remove enchantments, making most enchantments not viable.)
- Superior Attribute Runes and Radiant Insignias will be very effective, since any player that isnt affected by Angelic Protection will die regardless of its health as soon as it engages combat (Health runes and insignias will therefore be unimportant. However, health is important on the Angelic Protection tank, since at least 90-250 damage is needed to be taken before AP is taken in effect).
- Almost no skills can prevent death as soon the players enter combat. Angelic Protection, being one of the few choices available, can only protect a single target for a short time, meaning that Area Knockdowns are extremely important to get out fast.
- The primary goal is to be able to defeat the Degeneration Team, since that is the most difficult team to beat because: 1. They easily spread out from area damage. 2. Rangers have high armor vs elemental damage, making area damage skills like Searing Flames not very viable.
- Since it will likely be difficult to group up the enemy team so that all of them can be targeted by a single "Nearby" spell, the builds have only been designed to kill enemies in "Adjacent" range. All team members focuses on killing a group of enemies that are adjacent to each other, which will most likely kill the remaining enemies due to EoE (this likelyhood increases the more enemies you face).
- Usage:
- 1. The paragon begins by summoning his spirits. Right before the battle begins, the team uses "Make Haste", Angelic Protection, and Purifying Veil on the KD warrior. The KD warrior uses Grasping Was Kuurong before the battle begins, so that it is recharged when he rushes in (allowing him to use it twice in a row).
- 2. The warrior uses Balanced Stance to prevent the Gale knockdowns. The mesmer can help speed him up using Martyr followed by Purge Conditions on himself (removing cripple). This should give the warrior enough defense and speed to rush in and drop his first Grasping bomb in the middle of the entire (grouped up) enemy team. Note that before the warrior has dropped his first bomb, all other players must stay far enough outside of the enemies range not to aggro them. NOTE: If the enemy team rushes past the warrior instead of focusing him, Cornerblocking will be a very effective strategy.
- 3. The paragon uses "Fall Back!" so that the rest of the team can rush in and engage as soon as the enemies are knocked down. If the warrior is hexed with Migraine or Arcane Conundrum, the Mesmer must cast Convert Hexes on him as fast as possible so that he can activate his second Grasping bomb.
- 4. The Mesmer uses his abilities on an enemy Ranger. The Wastrel skills are extremely effective against the Rangers while they are knocked down, since it ignores their armor and since they have no skills to use while knocked down (and can thus not cancel the Wastrel spells). This is important in the early matches, and especially against the Ranger team (not just the Degeneration team, that is) since they can easily survive against the Vos Dervish due to their blocking ability and high elemental armor.
- 5. The Vos Dervish rushes in as fast as he can with Dash immediatley when the KD warrior has dropped his bomb. With his MASSIVE amount of damage the entire enemy team should die before they have a chance to get up from the knockdowns, as long as the entire enemy team is below 90% health at this time which they will be if the KD warrior successfully has used 2 Grasping bombs.
- 6. If the enemy team still is alive and get up from the second Kuurong bomb, the Paragon can buy another 2 seconds with Spike trap.
A Sad Muse[edit]
Inspiration Magic[edit]
- [[]]
- Optionals
- Judge's Insight - Useful because the activation time is reduced, and because Judge's insight apparently stacks above armor cap.
- Defender's Zeal
- Castigation Signet - Nice for energy management
- Ether Phantom + Drain Delusions - Good for energy management and energy stealing
- Reversal of Damage - Cool skill for team support and damage
- Smite Hex - Cool skill for team support and damage
- Power Drain - Fantastic skill, but difficult to use; especially if simultaniously using Reversal of Damage
- Empathic Removal - Cool skill for team support
- Lyssa's Aura - Cool skill for energy management, but needs a cover enchantment.
- Vigorous Spirit - Will be essentially useless due to 0-1 Healing prayers, but is the best available cover skill due to the short CD, short activation, long duration, and cheap cost.
- Scourge Enchantment - Good to keep as substitute if Scorge Healing is disabled. Also good against elementalists and against monks using patient spirit on themselves.
- File:.jpg [[]]
- File:.jpg [[]]
- File:.jpg [[]]
- Example 2
- Example 1
- Strengths
- Potentially high shutdown using Scourge Healing/Enchantment, while simultaneously spamming Reversal of Damage on the own team.
- The Scourge spells last a whopping 30 seconds each, with only a cooldown of 5 seconds, potentially allowing it to be maintained on most of the enemy team.
- Assuming that Lyssa's Aura is kept up, and Power Draing sucessfully hits, the skills can be used very frequently.
- The Scourges are very powerful against elementalists and dervishes, as they use lots of enchantments in addition to the enchantments that the monks might cast on them.
- Weaknesses
- The build is considerably weakened if Lyssa's Aura is removed and/or Power Drain misses.
- The build is considerably weakened by a Dshot on the Scourges, although Dshot can often be blocked with Distortion. Other types of interrupts are likely not that devastating, since the cooldown is only 5 seconds.
Domination Magic[edit]
Illusion Magic[edit]
Amateur Hour Dervish[edit]
- Mysticism
- Dagger Mastery (+2)
- Shadow Arts (+2)
- Description
- As Shadowy Burden stacks beyond the armor cap, it greatly increases the damage delat by the user. This should result in a high amount of damage dealt constantly.
- Weaknesses: Little defense and healing.
- Optionals
- File:.jpg [[]]
Flare Warrior[edit]
- I just think the name "Flare Warrior" sounds so hilarious that i had to make a build on it.
- 12 Fire Magic
- 14 Strength
- Optionals
- File:.jpg [[]]
- Useage
- Open up with Breath of Fire to cause overcast. This will allow you to use the full potential of Flare, which synergizes with Mark of Rodgort. When you get low on health, use Signet of Stamina and Dolyak and spam Flare, as Flare will not cancel the effects of the signet, and the speed reduction from Dolyak signet is not a problem when you are spamming flare (as flare is a ranged spell, not a melee attack).
- Strengths
- None
- Weaknesses
- Low damage output.
- No self healing.
- Vulnerable to interrupts. If flare is interrupted by Dshot, the build is useless for about 20 seconds.
"Complete-all-campaigns-using-eigh-builds-with-attributes-only-invested-in-the-command-attribute"-challenge?[edit]
- Optionals
- Epidemic (To spread the conditions from Desperation Blow / Drunken Blow)
- "Incoming!" (For healing - probably not a good skill since you have to stand still when fighting)
- "Stand Your Ground!" (Probably a good skill since you have to stand still when fighting)
- Bladeturn Refrain (Since "Brace Yourself!" is spammed.)
- Empathic Removal (To add extra heling and condition/hex removal)
- Echo (To increase the damage dealt with brace yourself)
- Grapple (When using echo - use on a paragon that is a warrior because this paragon will have acess to a third KD skill: grapple)
- "Help Me!" (A valuable healing skill that has good synergy with Empathic Removal.)
- File:.jpg [[]]
"Complete-all-campaigns-using-a-build-with-0-in-all-attributes"-challenge?[edit]
- (PvE-only skills excluded - Pretty much any of these skills would make a great addition to the build, since most of the signets are useless aside from powering up Symbolic Strike.)
- Profession: Warrior/Monk
- Weapon: Scythe
- GEAR
- Scythe with req 0 scythe mastery; these are maxed at 8-16 damage as indicated in the "Interesting Facts" page; Level 10 Stormseed Jacaranda in Mehtani Keys dropped a Briarwood Scythe with 8-16 damage, NO REQ and with inscription.
- BUILDS
- Optionals
- Battle Rage
- Strengths: Deals HUGE damage (considering 0 in all attributes) since as long as you hit at least 2 targets with your scythe, EVERY attack will be Symbolic Strike as long as Battle Rage is Active (2 attacks * 2 = 4 adrenaline)
- Echo
- Same as battle rage, but: Strength: Does not require adrenaline to be spent while it is active (battle rage frequently interrupts the adrenaline building). Weakness: Has a downtime of 10s every 30s. The speed boost of Battle Rage is likely hardly noticable.
- Empathic Removal
- Strengths: Empathic removal is really useful for healing and removing condition/Hexes.
Keystone version[edit]
- Strengths (Keystone version)
- There is a bug with keystone signet causing it to apply to all signets that are activated if Fast Casting is 0, allowing this build to make very frequent AOE interrupts
- Keystone signet also gives Relative good AoE damage considering all attributes are 0.
- Even outside of Keystone signet, the build has 4 interrupt skills.
- Disadvantages (Keystone version)
- The Empathic Removal version has tons of Condition and Hex removal + healing (100 health every 8s)
- The Battle Rage Version deals more damage
- However, the interrupts from the Keystone Version can also be a powerful type of defense.
- As a result, If doing this run with multiple players, it will very likely be a good idea to use a combination of these 3 builds (And maybe even more variants of it).
- Notes
- This is a pretty pointless challenge, but in either case, this should be an extremely powerful build for level 1-5 characters, since Symbolic Strike deals 70 damage even at level 1.
- Also, it can be used around 2 times every 3 seconds when using a scythe, and it hits 3 targets!
Boring RA mesmer build[edit]
- [[]]
- Optionals
- Strengths
- Good single target damage, and energy drain. Has self heal. Has counter to both martial professions (Distortion & Empathy) and spellcasters (all other skills).
- Weaknesses
- Power Leech is useless if it misses, and will ruin the energy management of the build.
Single Target Fire magic[edit]
- [[]]
- Note: This build likely benefits from Meek Shall Inherit.
- Optionals
- File:.jpg [[]]
Avatar of Lyssa (Best build?)[edit]
- 11 Wind Prayers
- 14 Mysticism (14 is a must due to the decrease from 5 to 4 energy for enchantments that normally cost 10 energy)
- 11 Scythe Mastery
- Optionals
- File:.jpg [[]]
- Strengths
- In addition to the regular scythe attacks, the build constantly deals an average of (roughly) 29 damage to nearby foes every second (although the damage is reduced on targets with higher than 60 armor);
- Rending Aura deals 32 damage every 3 seconds, resulting in 11 damage every second on average.
- Grenth's Fingers deals 6 damage per second on average
- Including the inflicted burning condition (14*5=70 damage every 10 seconds = 7 damage per second plus 5,6 damage every second from the holy damage), Heart of Holy Flame deals 12 damage per second on average.
- Every 10 seconds when Contemplation of Purity is used, the following happens:
- Avatar of Lyssa steals 5 energy from all nearby foes.
- Grenth's Fingers remove 2 conditions from the user and transferers them to nearby foes.
- Contemplation of Purity guarantees 1 hex to be removed; if there are no hexes to remove, a third condition is removed instead.
- Rending Aura inflicts cracked armor on nearby foes for 8 seconds, and Attacker's Insight weakens adjacent foes for 12 seconds.
- Attacker's Insight provides a nearly constant 50% block chance vs melee damage.
- As the previous Avatar of Lyssa builds, this build benefits greatly from Vigorous Spirit.
- Can heal self and other allies with Watchful Intervention (190 health every 7.5 seconds, as long as the enchantment is triggered).
- Weaknesses
- Any hex-spell that punishes spell-casting, especially Backfire.
- The energy loss causes by this skill only affects longer battles, as they have no impact on quick battles that are over before the energy is depleted.
- Since Contemplation of Purity is used frequently, it is difficult to gain self-healing from Watchful Intervention.
- No Resurrection Signet.
- Earth Prayers version
- 11 Earth Prayers
- 14 Mysticism (14 is a must due to the decrease from 5 to 4 energy for enchantments that normally cost 10 energy)
- 11 Scythe Mastery
- Notes: Dust Cloak (PvP) is better than Staggering Force since blindness typically is more useful than cracked armor. Mirage Cloak provides damage and blocking all in one kit and Aura of thorns deals 60 damage every 10 seconds in addition to the 7 seconds of cripple it causes. Resurrection Signet seems to be more effective than Watchful Intervention overall - despite Avatar of Lyssa.
- Damage dealt on average each second with this build (excluding the basic scythe attacks): 35
- Mirage Cloak deals 32 damage every 5 seconds = 6 damage per second
- Heart of Holy Flames deals as stated above 12 damage per second.
- Dust Cloak (PvP) deals, provided that the energy is not depleted, 11 damage per second (same damage as Rending Aura).
- Aura of thorns deals 6 damage per second.
- STRENGTHS:
1. More damage than the previous build (although this is nearly neglectable and relies to a large extent on applying bleeding).
2. Harder to kite from due to Aura of thorns.
3. Better defense against martial professions (Mirage Cloak+Dust Cloak (PvP) are superior to Attacker's Insight and Rending Aura).
- WEAKNESSES:
1. Much more vulnerable to blindness due to the lack of Grenth's Fingers.
36 second Daze every 5 seconds Ranger[edit]
- 14 Expertise
- 13 Marksmanship
- 3 ???
- Optionals
- Lightning Touch(Swap Lightning reflexes for something else ( Distracting Shot for example) if this is used. Also, increase air magic and reduce marksmanship if this is used.)
- Expert Focus
- Rapid Fire
- Distracting Shot
- Strengths
- Archer's signet has great synergy with Concussion Shot (providing a 36 second Daze with only a 5 second cooldown), and provides energy management through Body Shot since it increases the duration of the Cracked armor from Sundering Weapon to 16 seconds, making Cracked Armor easily maintainable. Also, note that cracked armor can be spread to 3 targets since Sundering Weapon affects 3 attacks, making Body Shot much more likely to sucessfully grant 10 energy to the user.
- Can remove blindness / other conditions from self due to Antidote signet.
- Got self-defense against martial professions with Lightning Reflexes.
- The build is not vulnerable to interrupts since the activation time of its skills does not exceed 1 second. Also, 2 of the skills cost no energy, allowing them to be manually cancelled and recast if an interrupt is inbound.
- Weaknesses
- Low damage output.
- Aside from Lightning Reflexes (PvP), the build lacks a counter to martial professions.
- Using Lightning Touch helps cover this, but this makes cracked armor harder to maintain and the touch range of Lightning Touch endangers the user.
- Concussion Shot is very expensive in terms of energy, and does next to nothing if it does not interrupt at spell. (However, it is the only energy-expensive skill in the build.)
- I realize now after reading the talk page on Archer's Signet that the reson why many rangers in Random arenas use Mending Touch instead of Antidote Signet is because of situations similar to this one. In other words, where a monk is unable to remove a long duration of Daze from him-/herself and needs help from another teammate. Simply put: even if the monk isn't able to save itself from the daze, the monk can easily be saved by another teammate.
Echo Exhausting assault spammer[edit]
- 13 Critical Strikes (13 is needed for Critical Strike)
- 12-13 Dagger Mastery
- 6 Illusion Magic (3s distortion)
- Zealous daggers are highly recommended due to the very frequent use of dual attacks.
- 5 Nightstalker's Insignias
- Optionals
- Black Lotus Strike + a hex spell such as Web of Disruption (PvP) or Shrinking Armor
- File:.jpg [[]]
- File:.jpg [[]]
- Strengths
- Aside from blocking, blindness and kiting, the overcast from Exhausting Assault cannot be prevented in any way - it will remain even if the target hides energy or dies. Also, it works well against +15/-1 energy sets because once you have exhausted the normal energy pool (~40 energy), the target will have 0 energy regeneration because their maximum energy is 0, which means that the only way they can regenerate energy is by holding a +15/-1 weapon which decreases their energy regeneration by 1 or 2 pips.
- Effectively 2 interrupts every 4 seconds.
- Wild Strike is an effective counter to blocking stances. At the same time, Exhausting assault is effective at preventing spells like Guardian as it strikes twice, increasing the probability of a sucessfull interrupt.
- Got a blocking skill to survive against warriors.
- Good energy management allows the skills to be spammed.
- Weaknesses
- Echo is vital to the build and can be interrupted. It is also predictable as it must be used right after Jagged Strike in order to sucessfully echo Exhausting Assault.
- No great damage.
- Assassins have low armor against elemental damage.
- The energy management is purely though the use of attack skills; if they are blocked, the energy management dies.
Using weapon modifiers to apply everlasting conditions[edit]
- Apparently weapon modifiers like Cruel, Barbed, Poisonous are not just limited to attack skills, but even skills that inflicts conditions on yourself. As such, the build below should be sufficient to inflict a basically unending duration of bleeding and Poision on foes in adjacent range when equipped on 2 players that draw the conditions between each other while wielding a Poisonous/Barbed weapon (and this is just from 2 skills!). This should be viable in Jade Quarry I guess.
- [[]]
- Optionals
- File:.jpg [[]]
I bet noone has thought of this before...[edit]
- 13 Critical Strikes
- 14 Deadly Arts
- 3 Wind Prayers
- 5 Vanguard's Insignias to help survive against Hammer Warriors.
- Optionals
- Twisting Fangs (Deep Wound)
- Critical Defenses (Useful to surviving against heavy melee or ranged attacks.)
- Channeling
- File:.jpg [[]]
- Useage
- Spam all skills and pray to lyssa that Dancing Daggers don´t get interrupted or that Critical Strike is blocked.
- Use Grenth´s Fingers to cover Deadly Haste.
- Strengths
- Potentially great damage + a rupt every 5 seconds.
- Can make good spikes every 16 seconds with Impale.
- Grenth´s Fingers can be used to cover Deadly Haste.
- The damage of the build cannot be blocked, as it comes nearly exclusively from spells.
- Weaknesess
- Critical Strike(s) is the build´s only source of energy management - if it is blocked, the build is greatly weakened.
- The build depends largely on Deadly Haste and Dancing Daggers - if they are removed/disabled, the build is greatly weakened.
- Assassins have only medium armor, and the build lacks self healing and self-defense. No ability to block attacks makes the build very weak to any foe that concentrates on knock-docks.
- Notes
- Do not forget that Dancing Daggers count as a lead attack, so Palm strike is not a requirement; you can use an actual off-hand attack instead in order to get the Critical Strike Impale combo.
Build 2[edit]
- 12 Inspiration Magic
- 14 Deadly Arts
- 5 Vanguard's Insignias to help survive against Hammer Warriors.
- Optionals
- Tease (Acceptable energy management skills that can help prevent skills like Distortion and Backfire on the own team.)
- Mark of Insecurity (Not sure if this would work, but it is with no doubt the most viable Deadly Arts skill.)
- Echo (Both Disrupting Dagger and Dancing Daggers are viable skils to Echo in this case, so the build doesn´t become desperately dependant on a single skill.)
- Expel Hexes (Will be great in certain scenarios, the question is just if it follows the meta.)
- Wastrel's Collapse (The cooldown is reduced to 14 seconds due to Deadly Paradox. Good for spikes and costs little energy.)
- Siphon Speed (For kiting against melee.)
- Distortion (Powerful defense against hammer warriors. The attribute points are easily sufficient to ger a 3 second distortion. However this skill has a very poor synergy with Deadly Paradox.)
- Ether Feast (Only viable Self Heal.)
- Channeling (Energy management.)
- File:.jpg [[]]
- Strengths
- Not vulnerable to enchantment removals unless using channeling (in comparioson to the previous build.).
- The build is not in any way dependant on sucessfully striking with melee attacks.
- The equipted weapon will no longer be useless, as the build can use a 40/40 pr 20/20 Inspiration Magic set.
- Other strengths depends on the optional skills chosen.
- Weaknesses
- Less damage than the previous build.
- Still roflstomped by hammer warriors. Distortion would have been an excellent counter to this (it is easily one of my favorite skills in random arenas for nearly all professions), but as said it has a very poor synergy with Deadly Paradox.
- Deadly Paradox, Dancing Daggers, Crippling Dagger and Disrupting dagger are very energy expensive overall. Requires good energy management. Other damage-dealing builds are likely going to be better.
Avatar of Lyssa Support/Damage[edit]
- Optionals
- Aura Slicer (Free damage dealing skill that is good vs warriors.)
- Heart of Fury (PvP) (Free damage. Good synergy with zealous scythe.)
- Signet of Pious Light (Great, free, teardown and a great healing skill, but the build already has 2 healing skills, and SoPL is very bad when it gets rupted and gets a
- Staggering Force (Great synergy with Meditation if enough teardowns are available.)
- Radiant Scythe (Synergizes with Heart of Fury.)
- Eremite's Zeal (Good energy management that is boosted by AoL. Needs teardown.)
- Zealous Renewal (Synergizes with Heart of Fury.)
- Rending Touch
- Whirling Charge (Prevents kiting and has great synergy with Meditation and Avatar of Lyssa)
- Meditation (Great energy management if enough enchantments and teardowns are available. Also good synergy with Mirage Cloak.)
- Mystic Regeneration (PvP)
- Resurrection Signet (The golden rule says that this is not required for builds with the purpose of keeping the team alive. Does it apply here?)
- Note: Do not forget that AoL causes your attacks to deal Chaos Damage, making it effective against warriors since they lose their +20 Armor against physical damage. Combined with Aura Slicer, warriors have only 60 armor vs physical damage when using this build.
- Note: Great self surviviability (though not against hexes) and good energy drains due to the constant spamming of Whirling Charge and Mirage Cloak (3+5=8 energy drained from all nearby foes every 15 seconds, not including the other 4 enchantments). However, it has much less damage than the previous build.
- Note: Staggering Force doesnt really need a teardown to be used effectively, since it deals a fairly large damage on its own. What it needs i energy management. Heart of Fury (PvP), Radiant Scythe and Zealous Renewal should be sufficient for this.
Assault Enchantments spam[edit]
- [[]]
- Optionals
- Dancing Daggers (Drop Golden Fox Strike and use Deadly Arts only.)
- Impale (If using Deadly Arts)
- File:.jpg [[]]
Steady Stance Scythe[edit]
- 10 Tactics
- 9+1 Wind Prayers
- 11 + 2 Scythe Mastery
- Optionals
- "Retreat!" (Apparently works with ANY corpse within earshot. Also apparently affects allies within Compass range. More useful than normally due to High tactics. Long-unstrippable duration and low energy cost.
- Harrier's Haste
- Featherfoot Grace
- Pious Restoration (Self-heal and hex removal)
- Thrill of Victory
- Vow of Piety
- File:.jpg [[]]
Marksman's Wager ranger[edit]
- 13 Expertise
- 14 Marksmanship
- Optionals
- Flurry
- Distortion (Great for protecting MW)
- Sundering Attack (PvP) (Good damage and low mana cost)
- File:.jpg [[]]
Unimplemented skills[edit]
- 11 Blood Magic
- 12 Curses
- 10 Channeling Magic
- Other skills: Twisted Spikes, Lightning Storm,
Dervish Conjure nightmare spam[edit]
- 11+3 Mysticism
- 12 Illusion Magic
- 6+1 Earth Prayers (8 Earth prayers would make Mystic Regeneration very useful.)
- 5 Windwalker Insignias
- 40/40 Illusion Magic set
- Optionals (Slot 5)
- Mirage Cloak (Strong defense against KD:s, and decent vs ranger rupts.)
- Rending Aura (Spammable and long duration. Grants much more energy than Mirage Cloak.)
- Fleeting Stability (Low energy cost. Protects against knock downs.)
- Optionals (Slot 8)
- Eremite's Zeal (Good additional energy management. With this skill, Arcane Zeal gives 6 energy per spell, in addition to the potential 16 total energy this skill gives.)
- Resurrection Signet (Obvious reasons.)
- Watchful Intervention (Good support in addition to triggering Arcane Zeal.)
- Mystic Regeneration (PvP) (Great self-heal. Almost maintainable.)
- Strengths
- Extreme damage over time on all 4 enemies, under the right circumstances (i.e. not interrupted or disabled).
- Conjure Nightmare deals 208 damage. Conjure Phantasm deals 130 damage. With enough energy available, the monk will not have a chance to remove the hexes quickly enough.
- High armor due to Windwalker Insignias.
- (Good healing if Mystic Regeneration of Watchful Intervention is used.)
- Weaknesses
- Vulnerable to Interruptions. Especially vulnerable to
- Extremely vulnerable do anything that can disable Emerite's Zeal or Conjure Nightmare for a longer period of time.
- No resistance to Knock downs. Adding Mirage Cloak of Fleeting Stability lowers energy management.
- (Lacks a resurrection signet if WI or MR is used.)
Echo (Conjure Nightmare) + Meditation version[edit]
- Use a (20+10)/(20+10) set
- Optionals
- File:.jpg [[]]
- Strengths
- Potentially 208 damage twice every 5 seconds using Echo Conjure Nightmare.
- Conviction is useful when conditioned and Fleeting Stability is great vs knockdowns.
- Powerful defense against melee and ranger rupts due to distortion.
- Weaknesses
- Somewhat vulnerable to Enchantment removals due to the heavy dependency on Meditation, but enchantment removals that only remove 1 enchantment are countered by the cover enchantments.
- Useless when Conjure Nightmare + its echo is disabled, but this is partially countered by Distortion and by the 40/40 set.
- (Cannot use Windwalker Insignia.)
Avatar of Lyssa - Damage-dealing Enchantments spam[edit]
- Instead of using teardowns to trigger AoL's energy drain effect, this build utilizes the 50% reduced cooldown to spam area damage skills which potentially can deal good damage even to single targets.
- 12 Mysticism (If Scythe Mastery is reduced, 14 Mysticism is useful due to the increased duration of AoL and reduced enchantment cost.)
- 12 Wind Prayers
- 11 Scythe mastery (It might be worth going down as low as 8+1 scythe mastery, in order to maximize the damage from the enchantments.)
- Optionals
- Grenth's Aura (Deals damage to nearby foes. While the damage isn't very significant, it provides good survivability.)
- Lyssa's Haste (PvP) (Especially powerful rupt due to the halved cooldown)
- Heart of Holy Flame (Very powerful due to the constant burning it applies. Contemplation of Purity will be constantly spammed in either case, so it doesn't require more energy than Grenth's Aura. However, if Grenth's Aura isnt used, the build lacks a self heal.
- Watchful Intervention (Very powerful self-heal and party support that can be spammed every 8 seconds. However, it doesn't trigger if it is removed prematurely before reaching 25% health.)
- Attacker's Insight or Fleeting Stability (Very useful to prevent knockdowns on self)
- File:.jpg [[]]
- Strengths
- Good damage-dealing in addition to the constant auto-attacking.
- Contemplation of Purity provides condition-transferers + cracked armor on all nearby foes and potentially a hex removal every 10 seconds, in addition to stealing 5 energy from a nearby target since 5 enchantments are removed.
- If the user has less than 2 conditions, CoP is guaranteed to remove a hex, since the removal-effect occurs after the transferer-effect.
- This build has space for a resurrection signet (although if the energy allows, this build could possibly benefit from replacing the res.
(*Powerful party-support with Watchful Intervention, if used.)
- Weaknesses
- Lacks Self-Heal.
- Lacks blocking or KD-preventation.
- The 5 energy-drain spike is somewhat predictable as it should be used often due to the energy management. This makes energy-hiding a somewhat efficient counter.
- Much weaker as soon as AoL isn't active.
- Best build
- Strenghts: Good energy management, damage, healing, resistance from hammer warriors (due to constant 50% block chance), energy denial, high armor (due to Windwalker's) and great ability to remove conditions and hexes from self.
- Note: Lyssa's Haste could potentially be used as a counter to knock-downs. It is a less efficient counter, but it costs less energy on average and greatly helps in killing monks!
PvP Ranger Tank[edit]
- 12 Earth Magic
- 14 Wilderness Survival (While the health reduction of a Major or Superior rune wouldn't be a big issue, the extra ranks will have nearly no impact on the build.)
- 4 Expertise
- 5 Earthbound Insignias
- 40/20 Earth Magic set. IMPORTANT: DO NOT FORGET "Like a Rolling Stone" INSCRIPTION!
- Optionals
- Armor of Earth
- Troll Unguent (extremely slow cast time, but a very powerful heal. also the only healing skill avalible.)
- Serpent's Quickness (You must take into account that experienced players are likely to target other memebers of your party, as this will ruin the build's energy management. As such, this skill becomes pretty effective since you are constantly on full health. However it is a stance, so it will cancel Storm Chaser. Also, it cannot be maintained. )
- Ward Against Melee (Again, in order to support the own team, this skill can be used. The cooldown is lowered by Serpent's Quickness.)
- Ward Against Foes (This is solid gold against melee characters.)
- Poison Tip Signet (Normally the Wilderness Survival isn't this high at all, which makes this skill extra powerful. Also, it is a 0-mana damage over time skill with only a 6s cooldown)
- Stone Daggers
- Stoning (If Storm Chaser does its work, this skills can be spammed constantly. Ebon Hawk is not needed due to Stone Sheath.)
- Glyph of Lesser Energy
- Glyph of Elemental Power
- Shockwave (could also work i guess, but i think Stone Sheath is more suited for this bar; it supports the own team for long durations and covers Stone Striker.)
- File:.jpg [[]]
- File:.jpg [[]]
Bars[edit]
- Optionals for another bar
- Obsidian Flesh (When combined with Serpent's Quickness, this skill becomes maintainable. However, this combination becomes viable only in Jade Quarry or in the Luxon side of Fort Aspenwood.)
- File:.jpg [[]]
PvE ranger tank (DO NOT FORGET "Like a Rolling Stone"[edit]
- Summary
- Total armor: 70+45+58+24+10=207
- Rangers have 70 armor rating by default.
- Stone Striker combined with 5 Earthbound Insignias and the rangers +30 armor against elemental damage, grants an additional +45 armor.
- Armor of Earth grants +58 armor when using Glyph of Elemental Power
- "I am Unstoppable stacks above the armor cap, granting an additional +24 armor.
- "Like a Rolling Stone" grants +10 armor
- Optionals
- Shockwave (Because the user is a tank, he is always near the enemies, so Shockwave is useful.
- Marksman's Wager (grants ALOT of energy)
- Stone Sheath (Nice area damage. Also skips the speed reduction from Armor of Earth. However, it gives less armor.
- Savannah Heat (Why even bother using Expertise? :)
- Star Burst
- File:.jpg [[]]
- File:.jpg [[]]
Bar 1[edit]
- 12 Earth Magic
- 12 Fire Magic
- Optionals
- Tryptophan Signet (Costs no mana and is a great skill for tanks.)
- Light of Deldrimor
- Intensity (great with Inferno)
- Meteor
- Armor of Earth
- Kinetic Armor
Bar 2[edit]
- Optionals
- Tryptophan Signet (Costs no mana and is a great skill for tanks.)
- Light of Deldrimor (Cheap AoE)
- Intensity (great with Inferno) (Affected by expertise :)
- Meteor
Bar 3[edit]
- 14 Wilderness Survival (14 wilderness survival makes storm chaser give 5 energy per hit)
- 12 Earth Magic
- Snow Storm
- Ebon Battle Standard of Wisdom
- Earthquake/Dragon's Stomp
- Glyph of Elemental Power
- Intensity
- Elemental Lord (Kurzick)/Elemental Lord (Luxon)
- Aftershock
- Sliver Armor
- File:.jpg [[]]
- Strength
- As long as the user is the main target by the enemies, he soaks up plenty of damage and gets awesome energy management with Storm Chaser
- Storm Chaser removes the movement speed reduction from Armor of Earth.
- Both a good tank and a decent damage dealer.
- Can knockdown frequently with Dragon's Stomp and Earth Quake.
- Weaknesses
- Vulnerable to enchantment removals.
- Earthquake is vulnerable to rupts.
Bar 4[edit]
- Mist form, Strengths
- Mist Form heals allies and reduces damage taken, also synergizes well with the Earthquake and Dragon's Stomp, since these skills costs alot of mana.
- 40/40 earth magic set, since Mist form and Frozen burst can be used on their own easily without a boost (DS and E have long casting times that needs to be reduced.)
Signet of Removal - Earth Prayers Dervish[edit]
- Hmm.. isn't Empathic Removal better? I know that it is used for the typical healing dervish build in RA, but surely it could be used in an offensive build as well?
- Mysticism
- Scythe Mastery
- Earth Prayers
- Optionals
- Aura of Thorns (Feeder)
- Mystic regeneration Mystic regeneration (good survivability skill with quick cast time)
- Vital Boon (good survivability skill with slow cast time. Feeder)
- File:.jpg [[]]
Attempt to use BiP in Random Arenas[edit]
- (Note that this build might be a poor choice solely because of the fact that people can't imagine a viable way to use BiP, so they will abandon the party after the first battle, or even stop playing as soon as the battle starts.)
- 14-16 Blood Magic (Increased blood magic means increased healing and reduced health means reduced sacrifice cost, so a Major or Superior rune might be in order.
- 12 Earth Prayers
- 40/40 Blood Magic set + Staff of Enchanting
- Optionals
- Life Siphon
- Mark of Subversion
- Jaundiced Gaze
- Vampiric Gaze
- Mystic Regeneration (only if Life Siphon is not used)
- Veil of Thorns (to feed Mystic Regeneration and to reduce damage taken)
- Vital Boon
- Pious Concentration
- Signet of Pious Light (Vital Boon isn't necessary, as the signet can be used right before Mirage Cloak ends. Valuable because the signet costs no energy, cannot be interrupted by most spells, and is protected from ranger rupts by Mirage Cloak.)
- Blood of the Aggressor
Bar 1[edit]
- Strengths
- (Good energy management.)
- (Blood is Power grants 20 energy to allies.)
- Good enchantment removal.
- Jaundiced Gaze allows Mirage Cloak to be spammed, which in turn allows Signet of Pious Light to be spammed for healing on self and allies.)
- Mark of Subversion is good vs monks, and due to the enchantment removals they cant protect themselves with Holy Veil.
Bar 2[edit]
- Strengths
- Better survivability, which allows BiP to be used more frequently, but less damage.
- ...On second thought, Vital Boon probably doesn't work. The build will deal too little damage.
Bar 3[edit]
- Strengths
- Perhaps Signet of Suffering is simply a better choice at the end of the day, at least for this build (Maybe Protection Prayers or Restoration Magic can be used with BiP instead, if Earth Prayers isn't enough?).
- Blood Ritual isn't too bad compared to BiP. The Touch Range is a pain though.
- Weaknesses
- Mirage Cloak can be removed, which ruins the build's self-defense.
- Even with Signet of Suffering, the damage of the build isn't very good.
- Overall, i think the mesmer build in the Hall of Fame is much better at the end of the day. It may not be able to grant energy to allies or remove enchantments, but it drains a massive amount of energy, disables Word of Healing almost entierly, and causes a quite decent amount of damage on the enemy team.