PvP/GvG SoE Team Builds

one2dredd

Tribe of Judah Aion Chapter Leader
Ok this thread is for only PvP/GvG builds for SoE please do not post random things if you have a Build that works post it here!! This Thread should be a Sticky soon.



Team - IWAY
From GuildWiki
Contents
[hide]

* 1 Overview
* 2 Composition
o 2.1 IWAY Warriors
+ 2.1.1 Two Edge of Extinction Warriors
o 2.2 "Orders" Necromancer
o 2.3 "Tainted" Necromancer
o 2.4 Trapping Ranger
* 3 Usage
* 4 Counters
* 5 Variants
* 6 Criticism
o 6.1 Fame Farming
* 7 History

[edit]
Overview

This build is mainly used in the Global Tournament

The IWAY build is based around the "I Will Avenge You!" shout when used in combination with pets belonging to several warrior/rangers. "I Will Avenge You!" takes all dead allies in the area into account, which includes pets. Having several dead pets in the area is enough to maintain the attack speed boost and health regeneration of this shout indefinitely.-
[edit]
Composition

The most stereotypical IWAY team consists of:

* Four warrior/rangers with pets
* One "orders" necromancer, usually a N/Mo
* One "tainted" necromancer, usually a N/E
* Two trappers, usually a R/Me

[edit]
IWAY Warriors
[edit]
Two Edge of Extinction Warriors

Attributes are:

* 11 Strength (10+1)
* 16 Axe Mastery (12+1+3)
* 8 Beast Mastery

OR

* 10 Strength (9+1)
* 16 Axe Mastery (12+1+3)
* 9 Beast Mastery

Skills are:

* Eviscerate (elite)
* Executioner's Strike
* Disrupting Chop or Distracting Blow
* "I Will Avenge You!"
* Charm Animal
* Tiger's Fury
* Edge of Extinction
* Resurrection Signet


These warrior/rangers with pets form the core of the IWAY team. Each IWAY warrior wears Gladiator's hauberk and leggings, and any of the other types of armor for boots and gauntlets. The usual IWAY warrior is an axe-warrior, bringing:

* Eviscerate (elite)
* Executioner's Strike
* Disrupting Chop or Distracting Blow
* "I Will Avenge You!"
* Charm Animal
* Sometimes Warrior's Cunning
* Sometimes Tiger's Fury for when no allies are currently dead.

----- you can use Distracting Blow, Pure Strike, and either Hamstring or Sever Artery or Savage Slash(based on your preference) instead of axe skills, for those of us with swords and not axes--
-
Each IWAY warrior carries a spirit or support skill. One usually carries Sprint for altar and relic capturing maps. This character can use Distracting Blow to stop any enemy Ghostly Hero who got there first from capturing the altar. The spirits commonly taken by IWAY warriors are:

* Predatory Season
* Edge of Extinction, usually taken by two warriors because these many IWAY teams depend on the damage caused by EoE.

Every IWAY warrior carries a longbow.
[edit]
"Orders" Necromancer

Usually a necromancer/monk with high Soul Reaping and Blood Magic, and also using Healing Prayers. The usual skillset is:

* Order of the Vampire (With the new patch, this skill has effectively become useless and is no longer run frequently in IWAY builds.)
* Order of Pain
* Blood Renewal
* Heal Party.

[edit]
"Tainted" Necromancer

Usually a necromancer/elementalist. Skills are:

* Tainted Flesh (elite)
* Well of the Profane
* Well of Suffering
* Consume Corpse
* Maelstrom or Meteor Shower
* Windborne Speed
* Sometimes Gale or Putrid Explosion.

Attributes are:

* 16 Death Magic (12 + 1 + 3)

[edit]
Trapping Ranger

Usually ranger/mesmer with:

* Spike Trap (elite)
* Flame Trap
* Barbed Trap
* Dust Trap
* Mantra of Resolve
* One spirit, most often Nature's Renewal.

New groups will now often have one ranger/monk for Martyr.
[edit]
Usage

Most teams will start out placing Predatory Season and Edge of Extinction within range of where the team will be fighting. If the enemy team is not IWAY, a trapper will drop Nature's Renewal to slow down enemy enchantment and hex casting.

The IWAY team will then use bows on the enemy team to send their pets at them, setting off traps and giving players who don't know how to correctly counter them the opportunity to kill the pets so that they may be made into wells and such.

After the traps are clear, the W/Rs and trappers rush in while the Tainted Necromancer uses Maelstrom on the enemy team. The Orders Necromancer's primary job is as a Monk, and should focus on using the various healing spells to keep the team alive. With the high value of Soul Reaping, this Necro should take advantage of all dying persons to quickly cast (basically spam) Heal Party so that Edge of Extinction does not also kill his own team. Order of the Vampire and Order of Pain are used to boost the team's health and attack, when the Necromancer feels comfortable casting them.

On Altar Capturing maps, the Sprinting warrior will take the Ghostly Hero. When the doors open, the Tainted Necromancer will place Windborne Speed on the Ghostly Hero to make it run as fast as the sprinter.

On "Relic Runs," the team's trappers will trap their Relic. Most IWAY teams defend on 'Relic Runs'. After defeating most of the enemy team, the Sprinter and Tainted Necromancer will push ahead, taking the relic and applying Windborne Speed to him to make him run as fast as possible (The relic reduces the holder's running speed by around 50-75%)
[edit]
Counters

Several tactics that work against warriors and groups of warriors will still be effective counters against IWAY teams, including:

* Protective enchantments like Aegis and Healing Seed. Note, however, that if the IWAY team has a chance to put a Well of the Profane up, taking these skills will be in vain.
* Use the corpses before the IWAY necromancer can. This can be best done with a Mesmer/Necromancer.
* Use Hexes like Shadow of Fear, Spiteful Spirit, Blurred Vision, Thunderclap, Fevered Dreams ... that are effective against the clumps of warriors. Spiteful Spirit works really well when used on the pets because they don't know to stop attacking through it.
* Traps are very effective against IWAY, but beware, most will have trappers as well. Full trapper teams are usually massacred by IWAY, unless the trapper team uses the skill "Victory is Mine!", which would give the trapper team the advantage, and is very common amongst full trapper teams.
* Cause blindness and weakness.
* The Orders Necromancer is the softest target in an IWAY team, go for him and you can greatly reduce their ability to heal or damage. A warrior, enchantment stripper, or ranger can easily take these out.
* Staying close, such as in a ball, is a bad idea unless you can interrupt Maelstrom and keep their trappers with low energy. Some IWAY warriors will also carry Cyclone Axe to deal with balls and groups that stay together.
* Simply avoid killing all the IWAY pets at once to decrease the bonus warriors get from "I will avenge you!". Attack the pets last.
* Drop a Greater Conflagration nature ritual to totally negate the damage boost from Order of Pain and Order of the Vampire.
* Ward Against Melee, Ward Against Foes, and other slow downs greatly reduce the effectiveness of warriors.
* Frozen Soil greatly hinders most IWAY teams.
* If the team can deal a lot of armor ignoring damage or life stealing, then Fertile Season and/or Symbiosis will greatly reduce the effectiveness of an IWAY team.
* Feast of Corruption spike teams can be extreamly dangerous to IWAY teams. Typically an FoC spike group will stay very close together and wait for the IWAY warriors to form up around them and then quickly dispatch the entire group by casting a hex on each target and following up with Feast of Corruption. By eliminating all the warriors and pets at the same time the benifits of IWAY are severily diminished.

[edit]
Variants

The modern incarnation with a 4/1/1/2 split once used to be a variant known as "Trapway", though it has now become the dominant build and taken over the IWAY name.

There have been many modifications of the IWAY build since its creation. Some have ignored the Necromancers, using two Elementalist/Monks with Heal Party, protection Monks, Elementalist/Mesmer fire "nukers", Elementalists with Wards, and so on. Few of these see use for very long. Though the use of a protection monk was once picking up popularity, most players abandoned this for the "Trapway".

Some IWAY teams use a Ranger/Monk equipped with Martyr which is used to pull off conditions.

After the update of March 3rd, 2006 weakened many of the key IWAY skills, many groups have been trying variants to make up for the loss in power of the standard build. Many of these variants deviate quite substantially from the typical IWAY builds. For example, some have tried "Surge-Way", a variant that eliminates the trappers and tone of the necromancers in favor of three Mesmer/Necromancers with Energy Surge, and various other Domination Magic skills (i.e., "e-surgers"). This builds upon the pressure theory of IWAY, combining the Area of Effect damage of the Energy Surges and Edge of Extinction with the constant flow of damage from the warriors to dole out more damage than enemy monks can keep up with, while at the same time denying those very monks of energy.

Another variant is known as "Curse-way", and employs more of a warrior-spike theory. Both trappers and the Orders Necromancer are eliminated and replaced by a fifth warrior, a Martyr Monk, and a Curses Necromancer. The monk's job is to use Martyr to ensure that the warriors are free of blind, crippled, and other major conditions. The monk then needs Mend Ailment to cure himself of the conditions he has obtained, then also carries Heal Party, and other various healing spells. The Curses Necromancer uses Rigor Mortis, Mark of Pain, Barbs, and Weaken Armor. All the warriors then attack whomever the necromancer has targeted with his hexes. Rigor Mortis ensures that the target cannot be protected by popular anti-warrior spells, while Mark of Pain does an immense amount of damage to his nearby allies, as five warriors (all using Tiger's Fury) on him will land a great number of hits. Barbs and Weaken Armor just serve to kill the target as quickly as possible.

Yet another variant is "ViM-Way", which takes advantage of the many conditions caused by the trappers. All the warriors and all the trappers (except for sometimes a martyr trapper) carry "Victory is Mine!" as their elite, serving as a powerful healing spell, and also providing precious energy. This variant usually cuts a warrior for a third trapper. It can be quite powerful, and ViM provides the durability needed to survive a long battle, but it tends to lack the explosive damage needed to defeat spike groups.

Many other variants have been tried, and at the very least serve to make the IWAY build more interesting, although the standard build has not yet changed.
[edit]
Criticism

Note: Like any very popular build this build is being frowned upon by many players as being "overused" and "taking no skill".
[edit]
Fame Farming

Many people have argued that the IWAY build was not meant to take and hold the Hall of Heroes, but to gain quick fame for those using the build; the pejorative descriptor used is "fame farming". The criticism is partly due to the nature of this build: IWAY is quick to put together, easy to understand and use, and generally requires only loose coordination between team members; and partly because unranked players generally find themselves shut out of most groups except for IWAY or similar "fame farming" teams who are trying to get enough fame to achieve rank 3 or higher. It should be noted that good IWAY teams often do make it to the Hall of Heroes and may hold it for a time.

This criticism is perhaps the most apt when the IWAY build is used to win the first 3 maps in the Global Tournament, and then leave, regroup, and do it again, fighting mostly inexperienced teams and gaining a 6 Fame for 25 minutes or less of play. Whether this is actually more effective than playing the normal way, or not, is a matter of dispute.
[edit]
History

Apparently, IWAY started off with 8 Ranger/Warriors, also known as Bunny Thumpers, which utilize a Ranger's Expertise attribute to lower the cost of the Warrior's Hammer Mastery skills. They would also bring along pets and Tiger's Fury to speed up their attacks.

This proved to be quite effective, but eventually it was discovered that Warrior primaries were capable of doing more damage and they were changed to W/Rs. Further improvements were then made by adding a Tainted and an Orders Necromancer.

For quite awhile, IWAY consisted completely of 6 W/Rs, 1 Tainted Necromancer, and 1 Orders Necromancer.

It was general practice, at one time to have one W/R carry Revive Animal to transport dead pets from one area of the map to another. Most groups have stopped using this skill, refering to it as 'noobish'. They opt, instead, to stay near their dead pets. This has since been replaced by the second EoE.

The September 29th, 2005 update reduced the maximum attack speed bonus to 33%, down from 50%, slightly reducing the effectiveness of the IWAY build.

The March 3rd, 2006 update further reduced the effectiveness of the build, by cutting the attack speed bonus from the IWAY skill to 25%, and modifying Order of the Vampire to no longer stack with other necromancer enchantments.
__________________
 
TrapterShock team Build:

4 E/Rs
Air Magic: 5 (4+1)
Earth Magic: 12 + runes + headgear
Wilderness Survival: 9
Energy Storage: 8 (7+1)

SkillZ:
Gale
Spike Trap
Flame Trap
Barbed Trap
Aftershock
Obsidian Flame
Ward Against (Melee, Elements, Foes)
Rez Signet

1 Prot Monk
2 Heal Monks
1 Interrupter or E-Denial Mesmer

(Monks and mesmers please help me with those builds)

So, if I say "We're going to run GvG in 10 minutes, we're running Traptershock, need heal monk and 2 E/Rs" now we'll know what skills to bring.

Dredd, can you please reply with a similar post about minion factory, explaining key builds and such? Also, anyone please share your personal builds for heal and protect monks, and debuffers (anyone who interrupts, denies energy, curses, hexes, or generally makes life miserable for opposing casters).
 
Minion Factory Build:


2 Minion Masters
Skills:
Bone Fiend, Bone Horrors, Vereta's Sacrifice,Vereta's Aura, Blood of the Master, Dark Bond , Rez Sig

2 Saccers:

55 Health is requires as well as the skill Blood is Power which is a NEcro Skill

2 Mesmers:
16 points into Fast casting (Can get away with less) Restore Life, Vengence,

1 Monks:

A Healing Monk with Heal Area is a must other skills are negotiable.

1 Ranger:

Traps and winnowing or Favorable Winds
 
Balanced Build:

1 Word of Healing/ Heal Party Monk (M/Mes) aka WoH/HP
1 Protection Monk
1 Mark of Prot/Infuse Health monk
2 Shock Warriors (W/E) Hammer warriors with AfterShock
1 Ele with Ward against Melee
1 E-drain/Interupt Mesmer
1 Trapper or SS Necro or even another Mesmer (Spot can be used for about anything damage dealing
 
yes...I'm talking about PvP...::shock:: (blame Dredd)

Here is some what of a rough build that I would like to try....it's partially taken from character builds that I've seen but here goes...

Have an Illusion mezmer bring Migraine and Arcane connundrum(not sure on the spelling for that one) and what ever else would be appropriate.

and have an interupt ranger with concussion/savage/distracting shot.

and a warrior to stick with these 2 in an attempt to keep other enemies off of them

first have the mesmer cast arcane connudrum on a healer, then have the ranger hit the healer with concussion shot while the healer is using remove hex (which is now easily interupted) and then ranger should continue to interupt untill dazed is removed, and then have the mezmer cast migrane.

sounds good on paper...but who knows if it would actually work out...that being said I would love to try this on the field.
 
Here is a build that I think might be interesting to try.

Toons:

Succor Swordsman

W/Mo
15 Sword
14 Strength

Battle Rage
Sever Artery
Gash
Galrath Slash
Final Trust
Purge Signet
Succor
Rez Signet

Shocking Axe Warrior

W/E
16 Axe
10 Strength
9 Air

Eviscerate
Executioner's Strike
Bull's Strike
Disrupting Chop
Sprint
Frenzy
Shock
Rez Signet

Hydro Shiver

E/N
14 Water
11 Curses
11 EStorage

Ice Spikes
Deep Freeze
Blurred Vision
Shadow of Fear
Spinal Shivers
Parasitic Bond
Ether Prodigy
Rez Signet

Geo Shivers

E/N
13 Earth (10 + 3)
11 Curses
11 EStorage (9 + 2)
7 Air (6 + 1)

Ward vs Melee
Ward vs Foes
Windborne Speed
Suffering
Spinal Shivers
Parasitic Bond
Ether Prodigy
Rez Signet

Migraine Mesmer

Me/Mo
14 Inspiration
13 Illusion
9 Fast Cast

Migraine
Arcane Conundrum
Conjure Phantasm
Mantra of Persistence
Spirit of Failure
Drain Enchantment
Cry of Frustration / Power Drain
Rez Signet / Resurrect as you prefer.

Blood Healer

N/Mo
14 Blood
12 Healing
9 Soul Reaping

Offering of Blood
Life Siphon
Well of Blood
Blood Ritual
Heal Party
Infuse Health
Draw Conditions
Convert Hexes / Remove Hex

Boon-Healer

Mo/Me
12 DF (or 14 if you want to use sup rune)
14 Healing
6 Inspiration

Word of Healing
Orison of Healing
Dwayna's Kiss
Heal Party
Divine Boon
Holy Veil
Inspired Hex
Channeling

Boon-Prot

Mo/Me
12 DF (or 14 if you want to use sup rune)
14 Protection
6 Inspiration

Restore Condition
Reversal of Fortune
Guardian
Prot Spirit
Aegis
Divine Boon
Holy Veil
Channeling

How it would work:

This build is based on massive hexing. Degen from Life Siphon, Phantasm, Suffering, Migraine and Parasitic Bond (can easily have a few at -10 with that).

Caster control through Shivers + Migraine + AConundrum.

Warrior/Ranger control through Shadow of Fear, Blurred Vision, Spirit of Failure (there's also wards, aegis, etc. but those aren't hexes).

The two warriors both have strong offense. The sword war can easily kill a caster in one skill sequence if he's not healed, and the axe can spike pretty hard. Both staying as much as possible on shivered targets, which should be monks in priority on balanced, and one monk one spiker in spike teams. In fact, they should call the targets, and the eles will shiver who they call, the hydro will shiver sword's target and the geo axe's target. shiver can be reapplied every 15 sec, so you can switch target relatively often.
The defense should be pretty solid too. Two Boon monks with succor and blood ritual have very good energy menagement and very strong healing power. With all the hexes reducing the other team's damage, it should be more than enough. Add to that wards, well of blood on every death, infuse/heal party support from the N/Mo, there's more than enough healing to go around.
 
Minion-way Build for GVG

I have always loved our minion factory/sac build. So the other night when we cranked up IWAY and tried it in GvG I started thinking about whether it would be feasible to create a GvG-capable build that used both minion factory and IWAY mechanics. Mirawyn and I started discussing it and I think we’ve come up with a pretty fun build. It would be very easy to put together too, because it uses pretty much the same IWAY and minion factory toons we’ve already been using. So what do you think about it? Comments and criticisms would be appreciated.


Minion-way build for GvG

4 IWAY warriors with pets and comfort animal
1 55-monk saccer/group healer
1 rezmer
1 minion master with verata’s aura
1 bond monk or trapper


The group takes a flag and a guild thief to the front gate, and there the factory group works as quickly as possible to create minions. We allow the opposing group to take the flag stand, at which point we rush and take the flag stand. The saccer dies in the flag stand area to allow early activation of IWAY if necessary. Warriors target a single enemy at a time and concentrate damage there, taking out opposing monks and mesmers first. As soon as any one warrior falls below 50% health, ALL warriors activate IWAY and then Tiger’s Fury, and then continue to reactivate IWAY every time it recharges.

After the opposing group has retreated the rezmer brings fallen members up quickly and warriors rez pets with comfort animal. The group then proceeds quickly forward to destroy NPCs in front of the enemy gate and counter any second-wave attack from the enemy. The group then moves in and storms the guild lord. In the guild lord area the strategy is the same as the flag post. The warriors should be able to quickly take out the body guards and then the guild lord.

Advantages

Unlike the normal factory build, this group can still be effective even when the minions are killed or the mm dies. And unlike standard IWAY, the group doesn’t use spirits and can pick up and move itself fairly well, making it viable for GvG.

The factory group also becomes more versatile, by not only serving to create a minion army but also to help with the IWAY mechanic. The rezmer is used both to bring the saccer up and to bring up others when the group needs to move. The saccer spawns minions at the beginning but also provides an immediate IWAY bonus as the group rushes into combat. The necro provides minions when he’s alive and an IWAY bonus when he’s not. And overall a very large army of minions, pets and toons can quickly overwhelm and confuse the enemy.

Also, both IWAY and minion factory are rarely encountered in GvG. Most groups are going to have a hard time figuring out what we're doing, and what to do about it.


Disadvantages

As with the factory build, the minion master is a vulnerability. This is why I’ve suggested he could have verata’s aura and maybe bonder to keep him going.

Because the group must rez the rezmer after most combats, as well as the necro when the rezmer is down, it can easily run out of rezzes in an extended game. These need to be used judiciously.

Because of the minions, this group cannot take advantage of Edge of Extinction and is vulnerable to enemy use of EoE.

Lots of toons, pets and minions on the screen at a time means potential lag. :)
 
Last edited:
DarphBobo said:
This build is based on massive hexing. Degen from Life Siphon, Phantasm, Suffering, Migraine and Parasitic Bond (can easily have a few at -10 with that).

Caster control through Shivers + Migraine + AConundrum.

Warrior/Ranger control through Shadow of Fear, Blurred Vision, Spirit of Failure (there's also wards, aegis, etc. but those aren't hexes).

The two warriors both have strong offense. The sword war can easily kill a caster in one skill sequence if he's not healed, and the axe can spike pretty hard. Both staying as much as possible on shivered targets, which should be monks in priority on balanced, and one monk one spiker in spike teams. In fact, they should call the targets, and the eles will shiver who they call, the hydro will shiver sword's target and the geo axe's target. shiver can be reapplied every 15 sec, so you can switch target relatively often.
The defense should be pretty solid too. Two Boon monks with succor and blood ritual have very good energy menagement and very strong healing power. With all the hexes reducing the other team's damage, it should be more than enough. Add to that wards, well of blood on every death, infuse/heal party support from the N/Mo, there's more than enough healing to go around.

Hmmm...I'm pretty sure this kind of build has been used against us a few times, and all that hexing really is murderous. So yea, I can see how effective it could be. The only thing is, I'm not sure how many folks we have who are familiar enough with the toons you're calling for to use them effectively without some practice. I'd certainly be willing to give it a try though.

Paul
 
dorkelf said:
Hmmm...I'm pretty sure this kind of build has been used against us a few times, and all that hexing really is murderous. So yea, I can see how effective it could be. The only thing is, I'm not sure how many folks we have who are familiar enough with the toons you're calling for to use them effectively without some practice. I'd certainly be willing to give it a try though.

Paul

I imagine something like it or the same thing has been used, I like these kind of builds :D. But for practical purposes you are right, it would probably take a lot of practice to get the mechanincs down and everyone up to speed, might be a build to consider after more of us have more pvp experience.
 
Because of the minions, this group cannot take advantage of Edge of Extinction and is vulnerable to enemy use of EoE.
I don't think I've ever seen EoE used in GvG. There's always the chance, but you're probably much more likely to see it in HoH than GvG.

Lots of toons, pets and minions on the screen at a time means potential lag.
Not if your computer if totally kick-butt! :p
 
Thrawn said:
I don't think I've ever seen EoE used in GvG. There's always the chance, but you're probably much more likely to see it in HoH than GvG.

Absolutely true. I was mainly worried about how not using EoE would affect how quickly the pets die in this build, which is why I thought it best for the saccer to die immediately at combat sites.

By the way, I really appreciated the opportunity to run Minion-way the other night - thanks guys for voting to do it. Although we were a couple of toons short of the full build and the healing hench was a problem, I think it ran fairly smoothly for our first try. Well, technically, our second try. :) At least we managed to put together a HUGE army at the flagstaff before we rushed their base, and I thought it was fun to storm in with such a monstrously large group.

Paul
 
Ranger Build

P. Read the Wind
1. Duel Shot
2. savage shot

Whirling defense - counter rangerspike/war/minion factory
Spirit - Favorable Winds/Winnowing/EoE/Frozen soil
*Trap - Dust/Flame/Barbed
Heal(troll)

Res Sig

Order Necro (N/Mo pref)
Order of vampire (doesnt stack if other necro ench pres)(cast before strike)
Shadow Strike
Vampiric Glaze
Blood Ritual
Mark of Subversion (cast on healer before spike)
Strip Enchantment (cast if enemy bonded)
Self Heal
Res Sig

pref build is 5 rangers 2 monk(bond and woh/infuse|infuse/sb) 1 order nec


*Thanks Vibro for this build*
 
RSpike - reengineered - 5 rangers - 1 active/passive prot - 1 WoH/HP or Boon/Prot

Ranger Build - R/X

P. Read the Wind
1. Duel Shot
2. savage shot

Whirling defense - counter rangerspike/war/minion factory
Spirit - Favorable Winds/Winnowing/EoE/Frozen soil
*Trap - Dust/Flame/Barbed/Spike (rec Dust)
Heal(troll)
Res Sig

Order Necro - N/Mo

Order of vampire
Heal Party/Blood Renewal (preference here, energy will become a problem after awhile)
Orison of Healing/Healing Breeze
(rec Healing Breeze to counter monk degen killing)
Blood Ritual
Strip Enchantment
Well of Blood
Unholy Feast/Vampiric Glaz (preference here)
Res Sig

Active/Passive Prot mix - Mo/W

Blessed Sig (place this somewhere easy to hit)
Reversal of Fortune
Mend Ailment
Shield of Regen (modified from guardian to counter monk degen kill)
Shielding Hands
Bonneti's Defense/Res Sig (Res Sig if tombs)
Balthazar's Spirit (cast on self for 1 energy per -0-inf received)
Life Bond

WoH/HP Monk (or unkown effectiveness Boon/Prot Monk)
 
What i have...

I have a Iway Warrior, and can be any of the possitions, all that i dont have is a sup axe rune.

i have a Ele who can switch to any of the elements for Balanced

For Trap shock my ele has everything except for Spike trap, something ill have to cap soon....

and for minion factory i think all i can do is saccer.

For the Toons idea:
my ele can do it, just no sup earth rune or blurred vision
My warrior can also do both builds, except maybe having to buy a skill or two, and not (yet) being able to switch to ele, which i will make note of and take care of shortly ;-)
 
Balanced - Shadow Shroud

Mesmer/A (1)

Blackout (rec high dom magic)
Energy Burn
Shatter Enchantment

Drain Enchantment (gains energy min 10)

Shadow Shroud[E] (12 SA)
Dark Escape

<other preffered skill> <i rec a interrupt or Westrel's Worry to play with warriors)
Res Sig


R/Me (1)

Blackout(11 dom)
<backfire>

Crippling Shot[E]
Savage Shot
Distracting Shot

Apply Poisen
Storm Chaser

Res Sig


Air Ele (1)

Air Attunement

Enervating Charge (rec 16 Air)
Lightning Strike
Lightning Orb (Spame these 4 against target)
Lightning Javalin

Blinding Flash
Ward Against Melee (use these 2 to help against warriors)

Res Sig


Gale/Shock War (2) or 1 War/1 Assasin
Boon Prot Monk (1)
WoH/HP (1)
Infuse/sb (1)
 
Degen/br necro 1x
Life Transfer (14-16 Blood)
Life Siphon
Strip Enchantment
Well of Blood
Blood Ritual
Vampiric Glaze
Shadow of Fear (pref around 30 seconds)
Rez Sig

WaH ele 1x
Ward Against Harm (pref 16 water)
Water Attunement
Armor of Frost
Swirling Aura
Glyph of Lesser Energy
Conjure Frost
Rust
Res Sig

Sword Warrior
Hundred Blades
Sever Artery
Gash
Galrath Slash
Final Thrust
"To The Limit!"
"Shields Up!" (counter ranger spike)
Res Sig

Enraged Smash(or other hammer/knockdown)

Boon/Prot (life sheath)
WoH/HP
Infuse/sb
Migrane/Dom mes
 
my goal is to have about 5 pages of builds that we never use, maybe ill take up so much room you will have to make a new sticky for my builds :p
 
My dream is to make a thread so funny it is stickied, locked, unlocked, queried, sent through a screening process, lost, found, lost again, found, and then used as fertilizer in potting soil.
 
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