User:Necrolord Reaper/builds

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PVP Builds

Air Spiker

E/Any

Lightning Surge.jpg
Lightning Surge
Lightning Orb.jpg
Lightning Orb
Lightning Hammer.jpg
Lightning Hammer
Lightning Bolt.jpg
Lightning Bolt
Air Attunement.jpg
Air Attunement
Glyph of Lesser Energy.jpg
Glyph of Lesser Energy
Aura of Restoration.jpg
Aura of Restoration
Blinding Flash.jpg
Blinding Flash
  • Air: 12+1+3
  • Energy Storage: 12+1
  • Superiour Rune of vigor
  • Energy/health/armor runes as your discretion. (preferably armor/energy)

First four spells are the spiking spells, the 5th and 6th spells are used for energy management, the 7th isused for healing and the last is used to counter high-damage melee foes.

Bonder Monk

Mo/Me

  • Protection Prayers: 10+1+3
  • Divine Favor: 10+2
  • Inspiration: 11
  • Rune of superior vigor
  • Energy Armor (Inscriptions and runes)
Zealous Benediction.jpg
Zealous Benediction
Life Bond.jpg
Life Bond
Vital Blessing.jpg
Vital Blessing
Balthazar's Spirit.jpg
Balthazar's Spirit
Blessed Signet.jpg
Blessed Signet
Mantra of Inscriptions.jpg
Mantra of Inscriptions
Ether Signet.jpg
Ether Signet
Resurrect.jpg
Resurrect

Or If you are feeling bold and confident you can replace the resurrect with a healer/condition remover

Zealous Benediction.jpg
Zealous Benediction
Life Bond.jpg
Life Bond
Vital Blessing.jpg
Vital Blessing
Balthazar's Spirit.jpg
Balthazar's Spirit
Blessed Signet.jpg
Blessed Signet
Mantra of Inscriptions.jpg
Mantra of Inscriptions
Ether Signet.jpg
Ether Signet
Dismiss Condition.jpg
Dismiss Condition

The Bonder Monk is good for use on tanks like warriors or dervishes, and can be used in conjunction with a Ritualist weapon spell and/or spirit spammer

Because of all the enchantments it is a good idea to use the skill Symbiosis to give a health boost. A likely Build is then a D/R or W/R, here is an example of a D/R

Tank

W/E "Battlemage"

Strength: 11+2+1 Swordsmanship: 10+3Fire Magic: 10 Sup. Health Rune Two Attunement runes 5 radiant insignias

Weapon

Fiery Sword Hilt (explained why later, if you dont already know) Sword Pommel of fortitude (or other) Inscription: "Guided By Fate" (Dam +15% while enchaned)

Shield

handle of devotion +45HP while enchanted Inscription: "Sheltered by faith" Damage -2 While enchanted

Warrior's Endurance.jpg
Warrior's Endurance
Power Attack.jpg
Power Attack
Pure Strike.jpg
Pure Strike
Final Thrust.jpg
Final Thrust
Dolyak Signet.jpg
Dolyak Signet
Phoenix.jpg
Phoenix
Conjure Flame.jpg
Conjure Flame
Resurrection Signet.jpg
Resurrection Signet

Lets explain just why I use this, especially Phoenix as I'm sure your wondering, it costs 15 energy???...

First Warriors Endurance is my elite, why not 100 blades? I'm sure HB would be a good skill for this build in theory as you could use it with conjure flame to do about 80 damage to many people, but to keep conjure flame up while being able to use energy requiring skills isnt easy, besides I think Warrior's endurance to allow for much more than just a single attack. secondly I have to req 5 energy attack skills (power attack and pure strike that do +36 and +26 respectively. Final thrust is handy when you can use it for finishing the bugger of a monk or any other hard to kill character giving that boost that you would've lost by not having hundred blades. Dolyak Signet is useful for 1V1 with another tank (Warrior or Dervish) often giving you the upper hand as you both need to be close to each other, meaning they are not likely to run before they die. Phoenix is there for when you are surrounded (if you ignore the cast time =P) it can do about 140+ damage to all surrounding foes, if you aim for a foe who is next to you the effect is basically double that of say inferno (although the damage is slightly less), this is better then Hundred Blades as it does more damage (and the energy can be collected by W'sE. Conjure flame is basically use for +17 damage for all times, and is best to be kept up at all times, for two reasons. the first is because of the obvious offensive boost of 17 damage, the second is because of the weapon/shield upgrades that have a req. of "while enchanted". While you have this enchantment you recieve the following...

+15% damage (do not include this with the conjure flame effect, this is seperate damage and i have been irritate when people have a skill that makes all attacks for X secs that means damage recieved is 20 less because half the time this negates the extra damage).
Damage -2
+45HP

The only problems I have with this that I wouldn't forsee with any other warrior build are... the inability to self heal and when you are hexed with SS or insidious parasite (even worse if its both). This build is often best when supported by a life bond monk with good healing capabilities (to keep it alive either use a -dam prot skill like shielding hands, or just pure heal it with orison of healing and high divine favour etc...) and use a hex remover as hexes kill warriors.