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Post by Richard on Apr 1, 2006 1:38:13 GMT -5
Post your GvG build ideas and suggestions here.
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Post by oompa on Apr 2, 2006 19:17:35 GMT -5
W/E (x2):
1: Charge 2: Gash 3: Sever Artery 4: Final Thrust 5: Frenzy 6: Healing Signet 7: Gale 8: Resurrection Signet
R/ Me:
1: Crippling Shot 2: Distracting Shot 3: Savage Shot 4: Blackout 5: Apply Poison 6: Troll Unguent 7: Distortion 8: Resurrection Signet
Me/E:
1: Energy Surge 2: Energy Burn 3: Mind Wrack 4: Signet of Weariness 5: Arcane Thievery 6: Blackout 7: Shatter Enchantment 8: Resurrection Signet
(Used Arcane Thievery on warriors, since their only spell is gale, you'll disable their gale for a long time and you can make use of it. That's why he's set to Me/E without having elementalist skills)
N/Mo:
1: Life Siphon 2: Faintheartedness 3: Enfeeble 4: Holy Veil 5: Draw Conditions 6: Blood Ritual 7: Offering of Blood 8: Resurrection Signet
E/Mo:
1: Ether Prodigy 2: Ward Against Melee 3: Heal Party 4: Blinding Flash 5: Enervating Charge 6: Lightning Orb 7: Lightning Strike 8: Resurrection Signet
Mo/N (x2):
1: Reversal of Fortune 2: Mend Ailment 3: Signet of Devotion 4: Holy Veil 5: Offering of Blood 6: Contemplation of Purity 7: Divine Boon 8: Resurrection Signet
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Post by titanfox on Apr 11, 2006 19:58:03 GMT -5
thers a good build for gvg/hoh Warrior/Ranger Level: 20
Strength: 11 (10+1) Axe Mastery: 16 (12+4) Beast Mastery: 8
Penetrating Blow (Axe Mastery) If this attack hits, you strike for +21 damage. This axe attack has 20% armor penetration. Adrenaline:5
Eviscerate [Elite] (Axe Mastery) If Eviscerate hits, you strike for +42 damage and inflict a Deep Wound, lowering your target's maximum Health by 20% for 21 seconds. Adrenaline:8
Executioner's Strike (Axe Mastery) If this attack hits, you strike for +42 damage. Adrenaline:8
Tiger's Fury (Beast Mastery) All your non-attack skills are disabled for 5 seconds. For 8 seconds, you attack 33% faster. Energy:10 Cast:0 Recharge:10
Sprint (Strength) For 12 seconds, you move 25% faster. Energy:5 Cast:0 Recharge:20
Endure Pain (Strength) For 15 seconds you have an additional 244 Health. Energy:5 Cast:0 Recharge:30
Fertile Season (Beast Mastery) Create a level 6 Spirit. For creatures within its range, every creature's maximum Health is increased by 210 and they gain +15 armor. This Spirit dies after 31 seconds. Energy:5 Cast:5 Recharge:60
Resurrection Signet () Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission. Energy:0 Cast:3 Recharge:0
Arcane Echo Fire Nuker
Elementalist/Mesmer Level: 20
Energy Storage: 13 (12+1) Fire Magic: 16 (12+4)
Fireball (Fire Magic) Target foe and all adjancent foes are struck for 119 fire damage. Energy:10 Cast:2 Recharge:7
Flame Burst (Fire Magic) All nearby foes are struck for 127 fire damage. Energy:15 Cast:0.75 Recharge:5
Arcane Echo (Mesmer other) If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill. Energy:15 Cast:2 Recharge:30
Rodgort's Invocation (Fire Magic) You invoke the power of Rodgort at target foe's location. All foes in that area are struck for 127 fire damage and are set on fire for 3 seconds. Energy:25 Cast:3 Recharge:15
Fire Storm (Fire Magic) Create a Fire Storm at target foe's location. For 10 seconds, foes adjacent to that location are struck for 30 fire damage each second. Energy:15 Cast:2 Recharge:30
Fire Attunement (Fire Magic) For 61 seconds, you are attuned to Fire. You gain 30% of the Energy cost of the Spell each time you use Fire Magic. Energy:10 Cast:2 Recharge:60
Elemental Attunement [Elite] (Elementalist other) For 45 seconds, you are attuned to air, fire, water, and earth. You gain 50% of the Energy cost of the Spell each time you use magic associated with any of these elements. Energy:10 Cast:2 Recharge:60
Resurrection Signet () Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission. Energy:0 Cast:3 Recharge:0
Arcane Echo SS Necro
Necromancer/Mesmer Level: 20
Soul Reaping: 10 (9+1) Curses: 16 (12+4) Death Magic: 10 (9+1)
Arcane Echo (Mesmer other) If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill. Energy:15 Cast:2 Recharge:30
Spiteful Spirit [Elite] (Curses) For 21 seconds, whenever target foe attacks or uses a skill, Spiteful Spirit deals 37 shadow damage to that foe and all adjacent foes. Energy:15 Cast:2 Recharge:10
Parasitic Bond (Curses) For 20 seconds, target foe suffers Health degeneration of 1. The caster is healed for 126 when Parasitic Bond ends. Energy:5 Cast:1 Recharge:2
Malaise (Curses) For 37 seconds, target foe suffers Energy degeneration of 2 and you suffer Health degeneration of 2. Malaise ends if target foe's Energy reaches 0. Energy:5 Cast:2 Recharge:2
Mark of Pain (Curses) For 30 seconds, whenever target foe takes physical damage, Mark of Pain deals 42 shadow damage to adjacent foes. Energy:10 Cast:2 Recharge:30
Putrid Explosion (Death Magic) The corpse nearest your target explodes, sending out a shockwave that deals 88 damage to nearby foes. Energy:10 Cast:1 Recharge:5
Consume Corpse (Death Magic) Exploit a random target. You teleport to that corpse's location and gain 75 Health and 15 Energy. Energy:10 Cast:1 Recharge:0
Resurrection Signet () Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission. Energy:0 Cast:3 Recharge:0
Oath Shot Trapper
Ranger/Mesmer Level: 20
Expertise: 15 (12+3) Wilderness Survival: 16 (12+4)
Oath Shot [Elite] (Expertise) If Oath Shot hits, all your other skills are recharged. If it misses, all your skills are disabled for 10 seconds. (50% miss chance with Expertise attribute of 7 or less) Energy:4 Cast:0 Recharge:20
Whirling Defense (Expertise) For 20 seconds, you have 75% chance to "block" attacks. Whenever you block a projectile in this way, adjacent foes take 11 piercing damage. Energy:4 Cast:0 Recharge:60
Barbed Trap (Wilderness Survival) When Barbed Trap is triggered, all nearby foes take 68 piercing damage, become Crippled, and begin Bleeding for 28 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted. Energy:6 Cast:2 Recharge:20
Flame Trap (Wilderness Survival) When Flame Trap is triggered, every second (for 3 seconds total), all nearby foes are struck for 31 fire damage and set on fire for 3 seconds. Flame Trap ends after 90 seconds. While activating this skill, you are easily interrupted. Energy:4 Cast:2 Recharge:20
Dust Trap (Wilderness Survival) When Dust Trap is triggered, every second (for 5 seconds total), all nearby foes are Blinded for 8 seconds and take 26 earth damage. While activating this skill, you are easily interrupted. Dust Trap ends after 90 seconds. Energy:10 Cast:2 Recharge:30
Healing Spring (Wilderness Survival) For 10 seconds, all nearby allies are healed for 63 every 2 seconds. While activating this skill, you are easily interrupted. Energy:4 Cast:2 Recharge:20
Distracting Shot (Expertise) If Distracting Shot hits, it interrupts target foe's action but deals only 16 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. Energy:2 Cast:0.5 Recharge:10
Resurrection Signet () Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission. Energy:0 Cast:3 Recharge:0
Warder
Elementalist/Monk Level: 20
Energy Storage: 13 (12+1) Earth Magic: 16 (12+4)
Stone Daggers (Earth Magic) You send out two Stone Daggers. If it hits, each Stone Dagger strikes for 26 earth damage. Energy:5 Cast:1 Recharge:0
Ward Against Foes (Earth Magic) You create a Ward Against Foes at your current location. For 21 seconds, foes in this area move 50% slower. Energy:15 Cast:1 Recharge:20
Ward Against Elements (Earth Magic) You create a Ward Against Elements at your current location. For 21 seconds, allies in this area gain +24 armor against elemental damage. Energy:15 Cast:1 Recharge:20
Stoning (Earth Magic) Stoning strikes for 95 earth damage if it hits. If Stoning hits a foe suffering from Weakness, that foe is knocked down. Energy:15 Cast:1 Recharge:5
Earthquake (Earth Magic) You invoke an Earthquake at target foe's location. All foes near this location are knocked down and are struck for 105 earth damage. This Spell causes Exhaustion. Energy:25 Cast:3 Recharge:15
Earth Attunement (Earth Magic) For 61 seconds, you are attuned to Earth. You gain 30% of the Energy cost of the skill each time you use Earth Magic. Energy:10 Cast:2 Recharge:60
Glyph of Energy [Elite] (Elementalist other) Your next Spell costs 20 less Energy to cast and does not cause Exhaustion. Energy:5 Cast:1 Recharge:15
Resurrection Signet () Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission. Energy:0 Cast:3 Recharge:0
WoH Monk
Monk/Mesmer Level: 20
Divine Favor: 11 (10+1) Healing Prayers: 16 (12+4) Inspiration Magic: 8
Word of Healing [Elite] (Healing Prayers) Heal target other ally for 84 points. Heal for an additional 106 points if that ally is below 50% Health. Energy:5 Cast:0.75 Recharge:4
Dwayna's Kiss (Healing Prayers) Heal target other ally for 63 points and an additional 21 points for each Enchantment or Hex on that ally. Energy:5 Cast:1 Recharge:3
Orison of Healing (Healing Prayers) Heal target ally for 73 points. Energy:5 Cast:1 Recharge:2
Healing Breeze (Healing Prayers) For 10 seconds, target ally gains +9 Health regeneration. Energy:10 Cast:1 Recharge:2
Healing Seed (Healing Prayers) For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 32 Health. Energy:10 Cast:2 Recharge:25
Holy Veil (Monk other) While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally. Energy:5 Cast:1 Recharge:12
Inspired Hex (Inspiration Magic) Remove a Hex from target ally and gain 9 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed. Energy:5 Cast:1 Recharge:0
Channeling (Inspiration Magic) For 33 seconds, whenever you cast a Spell, you gain 1 Energy from each foe in the area. Energy:5 Cast:1 Recharge:15
SB Infuse Monk
Monk/Mesmer Level: 20
Divine Favor: 12 (11+1) Healing Prayers: 16 (12+4) Inspiration Magic: 6
Spell Breaker [Elite] (Divine Favor) For 15 seconds, Spells targeted against target ally fail. Energy:15 Cast:1 Recharge:45
Dwayna's Kiss (Healing Prayers) Heal target other ally for 63 points and an additional 21 points for each Enchantment or Hex on that ally. Energy:5 Cast:1 Recharge:3
Orison of Healing (Healing Prayers) Heal target ally for 73 points. Energy:5 Cast:1 Recharge:2
Infuse Health (Healing Prayers) Lose half your current Health. Target other ally is healed for 138% of the amount you lost. Energy:10 Cast:0.25 Recharge:0
Healing Seed (Healing Prayers) For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 32 Health. Energy:10 Cast:2 Recharge:25
Holy Veil (Monk other) While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally. Energy:5 Cast:1 Recharge:12
Inspired Hex (Inspiration Magic) Remove a Hex from target ally and gain 8 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed. Energy:5 Cast:1 Recharge:0
Channeling (Inspiration Magic) For 27 seconds, whenever you cast a Spell, you gain 1 Energy from each foe in the area. Energy:5 Cast:1 Recharge:15
Bonder
Monk/Mesmer Level: 20
Divine Favor: 11 (10+1) Protection Prayers: 16 (12+4) Inspiration Magic: 8
Aegis (Protection Prayers) For 11 seconds, all party members have a 50% chance to block attacks. Energy:15 Cast:2 Recharge:30
Life Bond (Protection Prayers) While you maintain this Enchantment, whenever target other ally takes damage from an attack, half the damage is redirected to you. The damage you receive this way is reduced by 32 points. Energy:10 Cast:2 Recharge:0
Balthazar's Spirit (Smiting Prayers) While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.) Energy:10 Cast:2 Recharge:0
Blessed Signet (Divine Favor) For each Enchantment you are maintaining, you gain 3 Energy (maximum 18). Energy:0 Cast:2 Recharge:10
Guardian (Protection Prayers) For 5 seconds, target ally has a 52% chance to "block" attacks. Energy:5 Cast:1 Recharge:2
Protective Spirit (Protection Prayers) For 24 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. Energy:10 Cast:0.25 Recharge:5
Mantra of Inscriptions (Inspiration Magic) For 62 seconds, your Signets recharge 38% faster. Energy:10 Cast:0 Recharge:20
Restore Condition [Elite] (Protection Prayers) Remove all Conditions (Poison, disease, Blindness, dazed, bleed, Crippled, and Deep Wound) from target other ally. That ally is healed 74 for each Condition removed. Energy:5 Cast:0.75 Recharge:2
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