User:Gelbrekt/Flux Builds
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All In[edit]
Empty Bar[edit]
- [[]]
- Optionals
Lord of the Beetles - Fort Aspenwood Version[edit]
- AFTER RUNES (Strongly consider at least 1 major rune and 1 superior):
- 14 Expertise - Adding All in, 10 energy skills will now cost 3 energy!
- [Rest] Beast Mastery
- 9 Marksmanship
- See the "Hall of Fame" for GEAR.
- BUILD LOGIC
- Due to the reduced energy from the flux, as well as increased survivability from the extra hp and Regen, this opens up for using Magebane Shot, since there is now more energy available, and attributes can be reaised through Major and SUperior runes to allow for 9 marksmanship in addition to the other 2 attributes.
- ADVANTAGES:
- Can deal considerable damage with the bow while also frequently interrupting attacks with Magebane.
- Same strengths as the regular "Lord of the Beetles"-build.
- Optionals
- Fertile Season - [Resurrection Signet used for Random ARenas isn't needed]. Useful since fort Aspenwood for the Kurzick is defensive; it benefits the kurzicks significantly more.
- Otyugh's Cry - Originally used in Random Arenas, although in this case there is a strong case to make for instead using the below:
- Scavenger Strike + Poisonous Bite - Case for using this combo:
- The energy gain is significant and SYNERGIZES nicely with the energy reduction, allowing very frequent spam of all skills.
- Potential for dealing more damage.
- Otyugh's Cry is not as important as in Random Arenas, since the foes using blocking are fewer.
Main Suggestion[edit]
- As per the logic for Scavenger Strike + Poisonous Bite described above.
Fort Aspenwood Inspiration All-in Build[edit]
- 14-16 Inspiration Magic
- 12-13 Fast Casting
- NO-BRAINERS
- Power Flux - Best Inspiration Elite for energy control and hex management.
- Expel Hexes - Extreme hex removal for sustained clearing.
- Signet of Humility - Epic shutdown for disabling key enemy elites.
- Ether Feast - Provides self-heal and energy denial.
- Ether Lord - Energy denial with self-sustaining energy management.
- Ether Phantom - Cover hex to protect main hexes and disrupt opponents.
- Web of Disruption - Adds interruption and additional cover hex potential.
- Arcane Echo - Can be used to copy Power Flux or Ether Lord for flexibility and energy hide.
- STRONG Candidates
- Drain Delusions - Effective energy management with good synergy alongside Web of Disruption or Ether Phantom.
- Discharge Enchantment - Beneficial due to low cooldown and high energy availability.
- Spirit Shackles - Strong shutdown against martial professions, limiting their energy.
- Vengeance - Effective due to high Fast Casting, allowing for swift ally resurrection.
- BUILD STRENGTHS
- Strong **energy control and hex removal** capabilities allow for managing the battlefield effectively.
- **Interrupt and shutdown** skills provide control over key enemy skills, especially through Web of Disruption and Signet of Humility.
- **Flexible playstyle** through Arcane Echo, which allows for adaptive use of Power Flux or Ether Lord as needed.
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All in Touch Ranger[edit]
- 16 Expertise
- 12 Blood Magic
- Optionals
- SUMMARY
- The Touch skills will steal 71 health during Awaken the blood, costing only 4 energy each due to the reductions.
- Well of Power synergizes with the build, as energy gain scales nicely with the reduced energy cost.
- Inflicts 3 conditions with Barbed Signet + Opressive Gaze
- Removes enchantments with Oppressive Gaze
Luxon VoS Frenzied Defense ALL IN Build[edit]
- 14 Mysticism - Having higher than fourteen here is likely NOT advantageous because a significant part of the build is focused on defense which synergizes nicely with 75 extra hit points
- 12-13 Scythe Mastery
- STRONGEST Candidates
- Mystic Sweep - Nice extra damage output
- IAS OR enchantment Removal (For increased damage AND synergy with Mystic Vigor):
- Heart of Fury (PvP)
- Pious Fury (PvP) - Nice because it allows the trigger Heart of Holy Flame. REALIZATION: Pious Haste is a stance, so it CONFLICTS with Frenzied defense; Suggestion: Replace it with Rending Touch.
- Rending Touch
- Banishing Strike - While not looking impressive at first, it is clearly MORE POWERFUL than Mystic Sweep at high Mysticism since it has a shorter CD.
- STRONG Candidates
- Imbue Health - Allows healing the allies between the VoS Casts; useful for e.g supporting turtles alive.
- Distracting Blow - Allows for some interruption, which is nice to e.g interrupt the Kurz Elementalists' Ward Against Melee.
- Intimidating Aura - Strong candidate because (1) It provides much needed defensive capabilities during VoS. (2) It synergizes with the extra health from All In
- Extend Enchantments - Allows for extending Intimidating Aura, which is convenient since it can be difficult to recast during the time where VoS is let go.
- Watchful Intervention - Normally not fantastic, but GREAT if using Extend Enchantments since you can make it last 2,5 minutes on allies.
- Aura Slicer - Nice overall damage over time due to bleeding alone.
- Optionals
- BUILD STRENGTH
- The extra health and energy regen from the flux increases survivability. In particular the +3 health regen is nice since it is always active.
Build Suggestion 1 [WORSE than build 2]: Rending Touch Combo + Extend Enchantment Combo[edit]
- SUMMARY
- Limited damage, with only:
- Regular Scythe Attacks
- Heart of Holy Flame + Rending Touch inflicts 5s burning and 30 Holy damage (Area), and 65 cold damage (single target)
- Overall very good defense, having in addition to VoS + FD:
- Mystic Vigor + Vampirit Scythe heals per attack.
- Watchful Intervention can be pre-cast on self
- Intimidating Aura reduces damage by 10
- Flux +100 hp, +3 regen.
Build Suggestion 2: Offensive focus[edit]
- Because the build uses for instruments.Consider using the windwalker insignias.
- Strengths
- Due to the reduced energy costs (high mysticism and -1e cost on the attack skills due to the flux), there should be enough energy to spam banishing strike, thereby having more DPS than the previous build.
- For additional damage output,
- Replace Indimidating Aura with AURA SLICER (since the bleeding does decent damage over time)
- AND replace Distracting Blow with DISTRACTING STRIKE; Distracting strike Both deals damage unlike distracting blow And it also has an additional effect if the enemy has cracked armor, Which
IS applied through aura slicer.
Updated version after testing in pracrice[edit]
- NOTES:
- Extend Enchantments does NOT apply to Watchful Intervention cast on allies!
- Distracting Strike is NOT better than Distracting blow since it does NOT deal any damage).
Luxon Spawning Power MM (All In)[edit]
- 14 Spawning Power
- 12 Death Magic
- Strong Candidates
- Taste of Death - Much needed self-heal, which due to Spawning Power does NOT necessarily kill the minion
- Minions:
- Animate Shambling Horror - SUGGESTION: If using a 40/40 Death Magic set, Shambling + Vampiric could potentially be a suficcient basis for a minion army.
- Animate Vampiric Horror
- Animate Flesh Golem - Nice complement to Shambling + Vampiric
- Aura of the Lich - Nice since it (1) Replaces the need for other Minion Skills (freeing up slots). (2) Increases DM
- Deathly Swarm - General Damage; Nice since it strikes 3 targets (and often you have 3 targets packed in FA)
- Grenth's Balance - For much-needed healing in addition to damage.
- Gaze of Contempt - To Clear enchantments
- Toxic Chill - for damage
- File:.jpg [[]]
- Optionals
- File:.jpg [[]]
"All In" Warrior Strength Scythe[edit]
- 14-15 Strength
- 12 Scythe Mastery
- GEAR:
- Vapiric and Zealous Scythe are both brought and used when needed.
- SENTINEL Insignias (High armor)
- BUILD IDEA
- What I have found from my experience in FA is that the golden rule for the Luxons is that they fail if the Siege Turtles do not reach the green gate (in 95% of the cases). As such, if the Kurz can delay the turtles, this can be an effective defensive strat.
- The build plays on this, tanking while dashing out significant damage. This should particularly effective VS the turtles & Luxon Warriors.
- +100 HP and +3 Helath regen from the flux.
- Multiple strong defensive skills that greatly increase the max health.
- OFFENSIVE:
- Strength combines well with Scythe Mastery since the powerful damage buffs of strength hits multiple targets through scythe, also granting adrenaline for skills like Body Blow
- Distracting Strike
- Optionals
- Counterattack - For additional Damage (The energy management is easily sufficient and this SYNERGIZES with the Scythe.
- Distracting Blow - For interrupting the Healing Signets of the Luxon Warriors
- Dolyak Signet
- "I Will Avenge You!" / Flail - Strong due to typically having lots of dead allies - ADVANTAGE: Is not a stance like Flail, allowing IAS while affected by a stance.
- Warrior's Endurance The only other viable elite i can imagine here, which isn't even that good, so most likely, Endure Pain is the Way to go here.
- Skills that are NOT used
- Charging Strike - INFERIOR to Power Attack since (1) Running amber is not the idea behind this build; The idea is to deal with the turtles only (2) Charging Strike prevents the use of a stance, e.g Flail.
Build Suggestion 1[edit]
- LOGIC
- Dolyak Signet isn't needed when using Defy Pain, as Defy pain already gives you +20 armor.
- Using a Vampiric Scythe and spamming 3 melee attacks, this should be enough to kill the luxon warriors If it isn't sufficient, other allies can help finish them), thereby voiding the need for Distracting Blow.
- DEFENSIVE STATS
- 110 healing from Lion's Comfort (Also adrenaline potentially generates faster due to hitting multiple targets and/or having IAS)
- +10 Health regen if both the Flux and IWAY is active (which also isn't removable)
- Increased Health (Up to a 1000 increase!):
- +100 Max Health from Flux (Permanent)
- +300 Health from
- +300 Health from Signet of Stamina (Permanent, but requires attacking to stop. Great for tanking turtle)
- +300 Health from Endure Pain (Temporary)
- GEAR:
- Constant 120 armor against Physical and Elemental Damage (Sentinel's Insigia + Defy Pain)
- Superior Rune of Absorption (-3 Physical damage)
- Life Steal from Vampiric Scythe (Small, but is boosed by the IAS and possibility of hitting multiple targets).
Marksmanship - Expert Focus Attack Skill Spam[edit]
- 14 Expertise
- 14 Marksmanship
- Optionals
- File:.jpg [[]]
- Strengths
- Extremely good energy management since:
- At 14 Expertise, 10 energy -> 4 energy.
- PLUS All In: 4 energy -> 3 Energy
- PLUS Zealous Weapon: 3 energy -> 2 Energy
- This allows for constant interrupts
- Expertise Version
- Optionals
- Remove Hex
- File:.jpg [[]]
- File:.jpg [[]]
- Strengths
- Expert Focus allows for even better energy management, and increases the damage dealt with each skill.
- Has 2 Block skills.
All in Blood Magic - JQ[edit]
- 12+4+2 Blood Magic
- 13 Soul Reaping
- IMPORTANT: Use a weapon that increase poison/Bleeding duration by 33%!
- Optionals
- Really all Blood Magic skills are optional due to having 18 Blood Magic and infinite energy.
- Life Transfer
- Well of Blood - Useful for healing shrines.
- Strengths
- At 18 Blood Magic, the abilities deal good damage and create great surviviability despit only relying on a single attribute, since most blood magic skills cause self-heal.
- With 13 Soul Reaping, the build has great energy management.
Healer's Covenant[edit]
- 15 (or 16) Healing Prayers
- 13 Divine Favor
- Optionals
- File:.jpg [[]]
- Strengths
- All in Combined with Healer's Covenant causes Healing Prayer skills that cost 5 energy, to be reduced to costing only one energy, allowing an extremely frequent use of the skills.
- In addition, the healing from Patient Spirit and Vigorous Spirit (both costing 5 energy) is not reduced by Healer's Covenant.
- Since all attribute points are maxed out in Healing Prayers and Divine favor, each spell cast is more powerful than most regular builds.