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Guild Wars Builds, Every Class

This is a discussion on Guild Wars Builds, Every Class within the Guild Wars forum part of the RPGs, MMORGPs, Online Strategy Games category; /~!~ [Under Construction] ~!~\ Note: All builds have been gathered and compiled into this thread. While I have my own ...

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Old 06-23-2008, 05:54 PM
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Post Guild Wars Builds, Every Class

/~!~[Under Construction]~!~\

Note: All builds have been gathered and compiled into this thread. While I have my own builds, these are possibly the best in the game. I have gathered them together for a while now, and they are here, for your use. Have fun and happy PVP/PVE/Farming!
__________________________________________________ _____________________________________

Table of Contents. [Simple really...]
- Post 1: Builds for E, Me, W
- Post 2: Builds for Mo, N, R
- Post 3: PVP Builds [No specific classes]
- Post 4: Dervish Builds [a whole post for my favorite profession ]
__________________________________________________ ______________________________________

If you find yourself enjoying/using this post, it would only be nice to +rep me (don't know how? PM me.)



=====================
The Elementalist
=====================

Profession:
E/N


Name: Obsidian Hammer

Type: PVE/ PVP CA Tried and True/ PVP-viable in TA.

Category: Burst damage with interrupt.

Attributes:
Earth Magic: 12 + superior rune + stoneseye (16)
Energy Storage: 12 + minor rune (13)
Curses: 3
--All attribute points used.

Weapons: I personally use a 8/8 staff with energy +5 head and earthmagic +1 20% wrap.This build does not have a dependancy on enchantments, and given the skills used, fast casting/recycle is a bit of a non issue.I use the +1 wrap as opposed to a +30 health, as I am a sucker for that 1 in 10 or whatever obsidian flame that does 120+ .Also, keep in mind that this particular build is a PVE character that does PVP, as opposed to the standard PVP only character.So obviously weapon choice is entirely maleable.

Skill Set:
Glyph of Energy {Elite}- Unlinked
Obsidian Flame - Earth Magic
Res Signet- Unlinked
Magnetic Aura - Earth Magic
Shock - Air Magic
Aftershock - Earth Magic
Enfeeble - Curses
Stoning - Earth Magic

Summary:

The main goal of this build is to do damage, and lots of it as quickly as possible, while still maintaining enough energy to be effective over long matches and through large mobs. If its going to die, it will be by your hands. This build causes the most damage against casters, do to the traditonally lower hitpoints that they carry, but is far from handicapped against even the most sturdiest of warriors.

Strategy:

PVE provides very little challenge so not much can be said here, except "Nuke dem!!!" and watch your exhaustion levels.Hit the called target with Glyph of Energy + Obsidian Flame. If you get a brawler on you, hit Magnetic Aura, shock then aftershock if said target survives the encounter he will run away due to the AOE adjusted bot scripting.Finish with Enfeeble + Stoning, onto the next target.

Now PVP is a different matter...
The goal here is hit key targets hard and fast.Much like in PVE most targets can be done away with quickly with a Glyph of Energy + Obsidian Flame, Obsidian Flame, Shock + Aftershock combo. (Roughly 430 points of damage, with an energy expenditure of 25 points, with a 10 point? exhaustion penalty, in approximately 6 and a half seconds, plus or minus a second for runtime to close with the target to finish.)

Not all encounters will go as easily as the afore-mentioned scenario implies.Player skill both on the part of the target and the user of this build has to be factored.As well as inherent counters, such as Protective spirit/LifeBond/Barrier/Aotl and the Mesmer problem.
Running into one of the afore-mentioned hangups is not as troublesome as it would appear.

Countering the counters:

Protective Spirit/Bond/Barrier all have one main weakness.The monk or /Mo doing the casting.Nothing attracts attention in PVP like somebody spamming protection spells.To counter this we switch our skill focus off of Obsidian Flame for a moment, and focus on Enfeeble + Stoning.With Curses set at 3 we can easily generate two stones for every 1 use of Enfeeble, at a cost of 35 energy, with 0 exhaustion penalty.Assuming that the protector was in fact the called target this double dose of knockdown (can't cast while laying down) should be more then enough to put him under with capable allied support.If not, we always have our good friend the Shock +Aftershock combo to finish the job, as you should have been closing the distance on him in between knockdowns.If for some reason he infact survives this assault, well you always Enfeeble + Stoning to make sure he doesn't get very far.Ofcourse you will waste a lot of energy, repeating this chain, but if it must be done, it must be done.

Aura of the Litch is an interesting skill, but ultimately not a threat.At its best the target will take only half damage from our main chain attack. Roughly 215 points of damage.But remember that your target's health has been halved by the very skill he using to hinder you.In most cases, this means he has between 150-250 hitpoints.So chances are he is dead anyway, and if he isn't he's probably trying to run.If he is, let him.One less guy in the fight, or if you are feeling really mean, give him a naked flame and watch him fizzle.
Also remember that this skill has a 3 second cast time.
Shock, will easily interrupt this skill...


Concerns: Where to start? This build has no self-healing ability, your only source of energy management comes from a glyph and your own fire discipline.This build has no ability to remove enchantments.
You can't run, and your only "defense" is Magnetic Aura that only repels melee attacks.Thankfully though its cheap, casts quickly and does a very good job of keeping the warriors at bay for a short time.
Interrupt Rangers and Mesmers are obviously a huge problem, but then again this is to be expected they are the counter to this class, and you have teammates right?The good news is that if you are not the first one targeted, chances are the mesmer or ranger in question wont be alive long enough to be a concern.

In closing, its a fun build at least for me.It has obvious flaws sure, but when it works it works well.A few points to consider, /N was chosen for the cheaper cost of Enfeeble vs. Enerverating Charge.Magnetic Aura was chosen over Armor of Earth, because I wanted this build to be as enchantment free as possible, while still having some sort of defensive ability.Finally, no points are invested in Air magic, yet shock is there, not in so much to do damage, but to cause the all important knockdown quickly, and reliably.


Thanks: Inde @ GuildwarsGuru

______________________

Profession
: E/R

Name: E/R Tank Farm

Type: PvE

Category: Tank/Farming

Attributes:
Earth 12+3+1
Wilderness Survival 12
Energy storage - rest

Skills Set
Whirlwind (for the knockdown) (or Crystal Wave)
Aftershock
Armor of Earth
Kinetic Armor
Obsidian Flesh {Elite}
Serpents Quickness
Storm Chaser
Troll Unguent

Summary:
You also need a 20% enchantment staff – Galigords Stone Staff is perfect

The purpose/goal of this build is to farm Ice Imps (though im sure it could be used elsewhere) I’ve really only tried it a few times but it seems to work very well - I wanted a build to resist the imps after constantly being beat down by them, so I came up with this.

The aim is to keep Kinetic Armor and Obsidian Flesh up constantly, the latter being done by Serpents Quickness.

First get your armor up with Kinetic Armor and Armor of Earth then cast Serpents Quickness followed by Obsidian Flesh – once Serpents has nearly ended you cast Obsidian again – when that has almost ran out Serpents has recharged so you cast them both again.

I use Whirlwind and Aftershock when im up close to the imps giving hefty damage and also attack them.

With Kinetic Armor, Armor of Earth and Obsidian Flesh up constantly I have 84+62+20= +166 armor and since they can’t target me they usually attack me for 0-3 damage, which does add up eventually hence the Troll Unguent which you use as needed.

Once Serpents ends you cast Storm Chaser (since both are a stance you can’t use them together), which gives you +4 energy whenever you take elemental damage – and with 10 Ice Imps hitting you your energy is recharged in seconds.


Notes & Concerns:
Timing is critical here as there is very little room for error, and once they start casting your finished.
I’ve used this against 10+ Ice Imps at a time with no problems


Thanks: Inde & GyMe

_______________________

Profession: E/Mo

Name: The lone Elementalist

Type: Primarily PvE, Random Arenas

Category: Solo Farmer

Attributes:
Earth Magic: 16 (12+Sup. Rune+Headgear)
Energy Storage: 13 (12+Minor Rune)


Skills:
Stone Daggers: Earth Magic
- Cheap, effective, and keeps up Kinetic Armor
Obsidian Flame: Earth Magic
- Cheap, major direct damage. The exhaustion is negligible due to the nature of the build.
Crystal Wave: Earth Magic
- When you aggro groups, it does major damage to all those around you
Armor of Earth: Earth Magic
- Provides excellent armor for the cost
Kinetic Armor: Earth Magic
- Keep up at all costs. When combined with Armor of Earth and droks armor you will have over 200 armor!
Earth Attunement: Earth Magic
- To keep you from wasting too much energy and when combined with Balthazar’s aura will rarely leave you without energy.
Aura Restoration: Energy Storage
- Primary Healing spell. A spell costing 5 energy, for example, will heal you for 18 health. This is great considering that with all the enchantments going you should be healing faster than you're taking damge.
Balthazar’s Spirit: Smiting Prayers
- By far one of the best energy skills in the game, if not misunderstood. It requires 0 in smiting skills but provides plus one energy for EVERY attack. All those magical projectiles (spells in particular) that a skill like essence bond doesn’t account for are taken care of.

Summary:
As an Ele there I feel there is a terrible misconception that we cannot solo. To often is it assumed that it you need a 55hp monk or a buffed Warrior to succeed on your own. While the geomancer build is not new, this refinement is the best I could come up with and is very easy to use. With this build you can solo almost any area or monster with a few notable acceptations (which are addressed below). I prefer to farm hydras and griffons in the desert as they have great drops and work very well with this build. Ice trolls outside of droks also provide good loot but their inturrupts can make life hard. In truth its melee creatures that work best but all enemies work well enough.

The way to use the build is to equip Balthazar’s spirit once you enter an area. Select the group you wish to attack and get just outside of aggro range. You of course don't want to be to far though as you have to be able to cast a spell as soon as you cast kinetic armor. I cast the enchantments in this order:

Aura of Restoration, Earth attunement, Armor of Earth, Kinetic Armor

The second I finish casting Kinetic armor I attack the nearest enemy with stone daggers (if a spell isn’t cast in time to keep kinetic armor up, run away, this build needs that enchantment). I keep casting stone daggers until all the enemies I wish to aggro are around me. I than cast crystal wave to start taking off massive damage to everyone. Now in truth you can beat any amount of enemies with just stone daggers and crystal wave, but obsidian flesh can finish off enemies very well, and through earth attunement and Balthazar’s spirit largely ignores exhaustion. You must consider though that the more exhaustion you have the longer you will have to regain after the battle so keep a mental note.

Notes & Concerns:
This build, thanks to Balthazar’s spirit, actually does better when engaged with more enemies. I’ve taken on 9 Hydras before (3 groups of 3) with no problems and had full health at the end.

As with any build that relies on enchantments, any kind of npc that strips them is going to be a real problem. Thus mesmers, and necros to a lesser extent, should be avoided if possible.

Ranger mobs are also a bit harder, but certainly manageable with this build. Obsidian flame and Stone Daggers will be doing your damage so it will take longer, but just be patient and any enemy will fall.

I actually beat the doppleganger with this build fast and effectivley.

Other posters have provided great variations of this build so plz treat this as a template for your own play style if you feel like you can improve upon it.


Thanks: Inde


=====================
The Mesmer
=====================

Profession: Mesmer/Elementalist

Type: PvE

Category: Damage that ignores or penetrates armor

Thusly, I'm not the normal mesmer you tend to see. In fact, I've been called crazy, a noob and an oddball on many occassions when people see this build. Go ahead and say so, because it works well and your comments dont really bug me.

First off: I hate Majors and Superiors, thusly, I only use Minors. I suppose this build would be alot more powerful with those runes, but I dont like the health cost needed.

Fast Cast 5+1+1
Dom: 10+1
Illus: 10+1
Air: 10

Energy Surge {E}
Energy Burn
Chaos Storm (used less since the patch)
Conjure Phantasm
Phantom Pain
Lightning Strike
Envenerating Charge
Chain Lightning

This is a PVE Build. I dont do much PVP, and when I do its not with this.

I always start out by Surging the Mob. Usually right after comes the
Chain, get to get the damage heavy on in the first few moments. Switching targets is obviously the key with this build. The point is to get as much damage going on as many targets as possible so that the whole party has an easier time of dealing the majority of the damage. I usually pick on the monk first. Using my Lightning spells to really cut into their armor, then if a tank is near by using Charge on him to give him weakness. Conjure and Phantom are used on one target first, then Conjure is cast again on someone else when it has recharged. Usually, when using this build and going along with a hench party most aggro encounters dont last long enough for anyone to take considerable damage.

Chaos, since the patch, is only cast as needed, and usually just to get the warriors away from the casters.. or me. It used to be a lynch pin in the build but it has become less so, and is better off being used on a monk in regular situations because it causes the monk to break off whatever they were doing and
run away. Leaving the others heal-less for a few moments. Surge is used when ever I can, and Burn usually right along with it on the same target. I tend to take some time to let the Exhaustion wear off before I cast Chain again.

The masks I wear change depending whether I think I'm doing enough damage or not. Thus being able to change Dom or Illusion to 12 instead of 11.

Me/E Arcanis' Armor Buster - Guild Wars Forums - GW Guru

________________________________________

Profession: Me/Mo

Name: Raine Swift(name of character)

Type: PvE

Category: Interrupt

Attributes:
Fast Casting 10 + 1
Domination 11 + 1 + 3
Inspiration 10 + 1

Skills Set:
Empathy
Ether Feast
Shatter Enchantment
Power Leak
Power Drain
Power Spike
Backfire
Energy Drain {Elite-Inspiration}

Summary:

Basically, this is a build to stop spellcasters while still damaging fighters of a group. I use this build to farm in Sorrows Furnace with henchmen(2W/2Mo). I do effectively well, I can clear SF with little DP. When farming with henchies, you have say of who gets hit and you attack first. Good and bad, since you, as a weak Mesmer would be targetted first by the badguys.

First off, lets run down the spellcaster classes. Necros are easy to interrupt. So, targetting a necro, I would use empathy, the power(interrupt skills) and basically they are dead. A monk, say Doylak Master. Oriscon of Healing is a little faster to interrupt, but can be done. Shatter enchantment is used for any prolonged spell, Healing Breeze, Mark of Protection, etc, etc. Mesmers I usually attack first, casting backfire. Once it hits, the mesmer starts casting, usually 3 spells in the 10 second time limit, which brings their HP next to 0. Elems can be interrupted as well as backfired. An ice imp continously casting ice spear is toast when backfire is cast on them. Rangers and Warriors I use empathy, which is like attacking them with another warrior, doing 30-31 damage each time they attack.

Say a basic battle against 2W, 1Mo, 1N, 1Me, 1R. I would backfire the Mesmer first, switch to the closest fighter and cast empathy, then switch back to the Mesmer, kill him, then go to the Necro, interrupt him(regaining some energy using power drain) and continue on him till he is dead. All this time, the monk is casting spells, so I am looking out for any spells cast on targetted creatures that I might use shatter enchantment on. With the necro and mesmer dead, I am my sights on the immediate threat. This being either the Warriors or if the Monk had a Raise ability. I would use empathy on the Warriors, if it was them, casting energy drain to regain energy from them, since my Me interrupts do not work on skills, and continue with them. The monk, I interrupt while my Warriors pound him into dust, and set my sights on the ranger. Casting empathy, rangers go down fairly quickly, especially if they use tiger fury. *This is not always how I face a battle. Variables and A.I. decide what I do and when I do it.

The one spell I did not talk about yet is rarely used, except to ease the healing duties of a monk or in dire situations. Ether feast, when used, would give my build roughly 120hp, about 1/4 his HP.


Notes & Concerns:
As with any spellcaster, even a fast casting mesmer, they can be interrupted, using savage slash, etc, etc. I can have a spell down to 1/4 sec casting time and have seen it interrupted by A.I. enemies. Using power drain and energy drain successfully, you will never run out of energy. Health on the other hand is really dependant on your monk(s). When being attacked by 3 or 4 people, Ether feast is like Demonic flesh or Endure pain, it prolongs the inevitable, until a monk helps you, you escape, you kill them, or you die. Last, but not least, this build is for the nibble-fingered on the keyboard. A second slow on some interrupts and you miss and lose 5-10 energy(depending on the interrupt) and have to wait for the recharge time to use them again.

Credit:*
I would like to say that I am apart of a great guild, Elite Danger Society. Although this build is of my own ideas, I would like to thank Dark Purity(the big chief) for giving me Korvald's Cane.

Me-Dom/Inspir build - Guild Wars Forums - GW Guru



_____________________


Profession: Mesmer/Monk
Name: Rayne’s Shutdown
Type: PvE
Category: Anti-Fighter/Anti-Caster with Interruption

Attributes:
-Domination: 11+3+1
-Illusion: 11+1
-Fast Casting: 8+1
-Protection Prayers: 3

Skills Set:
-Conjure Phantasm (Illusion)/ Diversion(Domination)
-Clumsiness (Illusion)
-Ineptitude {Elite, Illusion}
-Empathy (Domination)
-Backfire (Domination)
-Power Leak/Cry of Frustration (Domination)
-Power Spike (Domination)
-Arcane Conundrum (Illusion)

Summary: The purpose of this build is to target the effectiveness of both Fighter types(Warriors and Rangers) and Caster types(Monk, Mesmer, Elementalist, Necromancer) and also shut them down or even kill them. The first four skills listed are primarily used against Warrior and Ranger types. Ineptitude + Clumsiness will deal a respectable amount of damage along with blinding them for a short time. Conjure Phantasm acts as a quick debuff of -5 Health degeneration for 12 seconds. This skill is essentially spammable, but don’t waste your energy on this by any means. And of course Empathy will deal a great amount of damage over time, especially against sword or axe-wielding Warrior types.
The final four skills are used against caster types. Backfire can have the potential to kill off a foe very quickly, but it requires the enemy to cast several spells within 10 seconds. The other way to kill off a caster is by hexing it with Arcane Conundrum, and then use Power Spike along with Power Leak (or Cry of Frustration which can target non-spell skills).

Notes & Concerns: You’ll notice that the total energy cost of this build is a whopping 85-90. And without any use of Inspiration, it’s quite easy to exhaust your energy quickly. So Enchanter’s armor is recommended for the max amount of energy. Also the Willcrusher and/or Illyana’s staff work great for this build (I carry both). Using this build takes a bit of quick judgment on which enemy type to focus on, obviously you’re not going to be able to keep enemy Warriors at bay while also interrupting every spell the enemy Monk casts. Also it’s a good idea to consider taking either the option of one spell interrupt/one skill interrupt or the option of 2 spell interrupts. Usually if you’ll be up against Healing Signet-spamming Warriors and Troll Unguent-spamming Rangers, it’s a good idea to throw in Cry of Frustration.
One last note, Conjure Phantasm by no means is necessary in this build, it just helps sometimes with the -5 degen. A personal favorite of mine against Monk enemies is Diversion. It works amazing when the enemy Monk starts spamming Orison to keep himself alive. Also, it may be a wise choice to put in Rebirth instead of Phantasm, depending on the situation. But use your judgment before heading out as to what skill to put in the slots of Conjure Phantasm and Power Leak. So give this build a shot, it’s a lot of fun, and works wonders in advanced Missions later in the game.

Credit: Inde along with his guild, AL.





======================
The Warrior
======================

*UPDATE*
http://files.filefront.com/The_Spide.../fileinfo.html to see it in action.
Filefront is currently not allowing downloads, alternate link: http://rapidshare.de/files/9134185/T...erRun.wmv.html
Do not kill the Ancient Skales under any circumstance unless you're looking for a challenge afterwards.
If you're confused about running to them, download this:
http://files.filefront.com/Runningwm.../fileinfo.html

There are far too many warrios in ToA that sit there endlessly spamming "LFG" so it's about time we put them to good use.

Sprint
Flurry
Hundred Blades
Watch Yourself!
Galrath Slash
Final Thrust
Healing Signet
Dolyak Signet

EDIT: My original attributes were 11 strength, 13 sword and 12 tactics. However using a Superior Swordsmanship Rune allows you to achieve 12 strength, 13 sword, and 12 tactics.

Strength: 11 + 1
Sword: 10 + 3
Tactics: 11 + 1

Zealous and of Defense/Shelter sword upgrades. You need the bonuses to defense because you will be taking a lot of hits. Any stance equipment is optimal since well, you won't be enchanted and your health will dip above and below 50% with some frequency.

You appear in FoW, Sprint to the group on the right and run past them up to where a group of 2 warriors and a monk will be coming down. Take a break, and healing if nothing is chasing if you got hit by a fireball or something along those lines. Once they get close enough, run up to the path to the beach. Make the three patrols that are in that valley come up. With where you are standing, there should be a tall mountain which you will need to circle around should anything be following you. Once you start your path down to the beach you're home free. Use Sprint to break off any patrols, if you're a droknar runner I'm sure this sort of tactic is probably familiar to you.

Now, you can opt to do one of two things. You can keep running and not stop till you reach the entrance to the tunnel on the beach, or stop and kill every Snarling Driftwood and Doubter's Dryder on the way. I kill everything I can simply because they can both drop shards and I've even scored a few rare shadow shields. If you choose this route, run down all the way to almost in front of the dryder and fight the group there. You need to go this far down because the patrols of shadows do come back and you need to be far enough down.

Once done, hug the left wall and stop about where the wall cuts off maybe a little before. Kill the doubters and snarlings that come by. I advise NOT using Dolyak Signet at all during this point because in case the skales decide to wander you could be in trouble. Run to the next little area running past the skales, if you aggro them no big deal they'll stop following as long as you're at 25% faster running speed.

The areas where you can stop safely are on the radar images here:



Examine the groups in the next little area to determine where it is safe to run to next. At this part, I would suggest clearing any doubters or snarlings.

Now, you're at the tunnel. Pull the two closest dryders back. Under no circumstance should your aggro bubble touch where they were standing otherwise you release the spiders. They tend to be relucant to move too far out, but a longbow works just fine in this situation. Once they're dead, do the same thing on the last one.

Once they're dead. Run into the tunnel until three spiders appear. Then, run back luring the spiders with you (if they don't follow no big deal). Pull them along the wall until you're a fair distance from the entrance but not too far that you're aggroing skales. While engaged with these first group, the rest of the spiders will emerge from the cave and come out onto the beach.

Now, the tricky part.

Fighting them can be annoying, and you need to use a lot of strategic movements to get them to position themselves just right. When you're pulling them back they will bunch up together and use Healing Spring every so often. You can't compete against 3 healing springs in terms of damage. As such, when you're pulling them back watch your radar closely. When one of them hangs back slightly (because it will be using Healing Spring or Apply Poison) it will separate from it's comrades. At that point, turn around and run to the group of two and start fighting IF the lone spider decides not to move. Since they have a long range with their shot it shouldn't be too difficult to achieve this result, so as long as you're in it's range it will not move.

When fighting two at once, here is what you have to do if you want to get things done quickly. Otherwise, stick with one until it dies. Choose your target and attack it until one of two things happens. A) It uses Healing Spring or B) The other one uses Healing Spring. You can tell because it's health will start to go up naturally

A) Switch to the other spider and attack it until it does Healing Spring. At which point use Healing Signet and switch back to your first target. Repeat.

B) Continue to attack your current target until it does Healing Spring. Once it uses Healing Spring, use Healing Signet and switch to the other spider. Repeat.

Now, this deals with the first group you pulled. When dealing with the next lot, simply pluck an arrow into one and it will pull three spiders towards you. It's really THAT easy.

Once you clear the beach, note that every dryder afterwards has 6 armoured spiders that will spawn. One group from behind once the dryder is in your aggro bubble, the other after a certain period of time has passed. Deal with these annoyances in the similar pattern as before.

Remember:
Use healing signet (I use it twice inbetween springs) when Dolyak Signet and Watch Yourself are up. If you need to, settle with one or the other, but using it while neither is up is foolish.

The run itself is profitable if shards and the like are actually dropping (similar to UW naturally). Clearing the beach and tunnel of all the pests takes me about 45 minutes. All and all, you could probably make just as much gold farming griffons or trolls, but the potential this area provides makes it worth the risk. In that same sense, I use this exact same build to farm Avicara Fierce and Brave in Mineral Springs.

I'd think of an axe variation, but I don't like axes. Have fun, and happy hunting.

In case there is anything I didn't cover, Ubermancer has provided another guide that is rather lengthy, but answers a lot of questions that you would have to sift through the numerous pages here to discover. http://p3.forumforfree.com/here-vp845-rfe.html#845

W/X FoW Spider Farmer - Guild Wars Forums - GW Guru

_______________________________________


Bring Da Freakin Pain build
Uses: Mainly PvE, Untested for effectiveness in PvP as of yet
Category: [Damage Dealing]
Character Build: Warrior/Monk

Stats
Strength - 13 (+1 from rune)
Axe Mastery - 12 ( +1 from rune)
Smiting Prayers - 7

Skills:
Executioner's Strike
Penetrating Blow
Dismember
Cyclone Axe
Judge's Insight
Endure Pain
Warrior's Endurance {E}
I Will Avenge You

Summary:
This build is designed to work in groups to maximize efficiency, it can be used solo, but not to full effect. What this build does is maximizes the extra damage added from armor penetration. Strength at lvl 13 base adds 13% armor penetration when using skills, shich is alwasy nice when you are a damage dealer. As you enter combat, cast Judge's Insight, which makes your damage holy (which is uneffected by armor) AND adds another 20% armour penetration. as you attack your adrenaline should be building up nicely, if you have Penetrating Blow available to use and Judge's Insight is still active, this is the perfect time to use it. Doing this will add +whatever amount of extra damage added onto you base damage as well as ANOTHER +20% armor penetration! Congratulations, you have now hit your foe with the power of your base attack plus the damage added from Penetrating Blow and added 53% armor penetration to your damage!

Notes:
I did not add any ressurection skills at all because I use this build mostly when I party, so that I can focus n my main goal in mind, damage. This build has some flexability in it as well too. you could possibly take out Warriors Endurance {E}, for Defy Pain {E} to boost your HP to HUGE levels! or you could switch I Will Avenge You for Restore Life, so you can become a back up ressurector. If I do solo work, I switch I Will Avenge You (useless in solo) for Symbol of Wrath, so that if I get surrounded, it makes the enemies scatter, allowing me to chase down foes or retreat.

Credit: Myself - Adeptus Astartus
PM me ingame if you would like to talk more about some build ideas, as I am alwasy open to discussion.



_______________________________________________

Profession: W/E
Name: The Rock
Type: PvE
Category: Support Tank
Attributes:
(flexible)
earth - 10
hammer - 10 + 1
strength - 7 + 1 + 1
tactics - 9 + 1

depending on which side skills you choose, it is possible to drop one attribute line altogether and pump up the other 3.

Skills Set:
main skills -
counter blow
belly smash
earthshaker {elite}
aftershock
armor of earth
healing signet
side skill 1
side skill 2

side skills -
irresistable blow - for a more offensive style
berserker stance - for ias, more damage and quicker charge of adrenaline
ward vs. melee - added protection for the whole party
"i will survive" - for condition heavy areas
"watch yourself" - additional armor for the whole party
dolyak signet - armor of earth + dolyak anyone = a lot of armor

Summary:
this is a tried and true tanking build, and it is amazing since it allows me to both tank for myself as well as protect the softer targets. self tanking builds are only good if you can ensure aggro on yourself. however, in non-ideal situations (which is the case in most pugs), this build allows me to stay effective by becoming a protector instead of a tank. counter blow, belly smash, earthshaker, "watch yourself", and ward vs. melee all allow you to protect anyone being attacked and knockdown is the ultimate snare. this is a party friendly build designed for bodyguard tanks. it is a build that can both stand on its own and help ensure survival of the softer targets. it's also a good mix of both offense and party defense.

Notes & Concerns: the only places where the build is weak are places with enchant stripping, blinds, and enemies that cannot be knocked down. enchant strippers always suck, but i usually get so loaded with monk enchants that those get stripped first.

Credit: Strider Kaaru

[PvE] The Rock (W/E) - Guild Wars Forums - GW Guru




Last edited by Diesel; 06-24-2008 at 01:00 AM.
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Old 06-23-2008, 06:26 PM
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===========================
The Monk
===========================


Profession: Monk / Necro
Name: Spiteful Monk Farmer
Type: PvE
Category: Solo-farmer
Attributes:
  • Curses: 12 [max for spiteful spirit]
  • Smiting: 12 (8+3+1) [as high as possible for Zealot's Fire]
  • Healing: 9 (6+3) [for Healing Breeze]
  • Prot: 9 (6+3)
  • Divine: 9 (6+3)

Skills Set:
  • Protective Spirit (>15s)
  • Healing Breeze (+7)
  • Guardian (~40%)
  • Spiteful Spirit {Elite}
  • Essence Bond
  • Balthazar Spirit
  • Mending (+3 <-- bwahaha, I'm invulnerable!!!)
  • Zealot's Fire (~40dmg)

Summary:
My old builds are still working but their killing speed has been drastically reduced by the ping-pong running (read: AoE panic patch). New variants of old builds have been published here and there. They generally rely on Shield of Judgement (with A.Echo) or Gladiator's Defense to kill the enemy. I find both options really slower than old builds, so I've decided to use my favourite PvE curse: spiteful spirit. I've been using this build since the AI upgrade, and I like like this safe, smooth and efficient build.

Now that duo farming (monk + spiteful necro) is prevalent in the UW, it's no longer a secret build, and I expect Spiteful Spirit to be altered in the next upgrade.

Spiteful spirit has the following pros:
- 29 aoe damage per attack at 12 curses (~23dps per copy of this hex)
- doesn't trigger AoE panic from mobs
- 18s duration and 10s recharge (you can have 2 of them almost permanently)
- only 15e (as opposed to 25 for balth aura)
- it is triggered by attacks *and* spells *and* non-spell skills

It's not as powerful as the pre-patch skills because:
- it's a hex (removed quickly from bosses due to their special ability)
- if your target dies early, you must cast another hex to deal damage
- you need to pick the right target which makes it a bit more difficult to play than mind-numbing farming builds
- 2s casting time (somewhat dangerous against interruption)
- you need to herd your preys before killing them (as opposed to SoJ, which works well against devourers)

The core of the build is a 55hp monk. Pretty resilient against most of forms of damage (for instance, you can safely go through Avicara packs). You can be killed by only four things:
- severe DoT coupled with a lot of damage
- enchantment removal
- protective spirit locked (or interrupted three times in a row)
- breeze *and* your spam spell (I like to use guardian) both locked

We're talking of a Mo/N, so the energy source cannot be Bonetti. I'm using the classical Balthazar's Spirit + Essence Bond duo. I usually have more energy than I need (even against only one enemy).

The last slot is pretty flexible (you can use whatever favourite spell you want). Symbol of Wrath or Desecrate Enchantment are good candidates but I settled on the good ol' ZF. You can easily and safely deal 120+ dmg with zealot alone. As long as you use your monk spells slowly (read: 1 every 3/4 seconds) it doesn't trigger AoE panic. It's also perfect if you *need* AoE panic to flee or to cast a spiteful spirit safely when guardian is locked, or if you need a quick burst of AoE dmg to finish mobs off. In short, ZF is a good robust and flexible source of offensive/defensive AI control.

Note that you can also recast Mending or Essence Bond, as bait for interrupts (wait until disrupting chop/shot or savage slash is charged, use a slow spell, get it locked, then cast spiteful spirit).

This build is able to solo many places (Augury Griffons, Hydrae, Droknar trolls, and even the UW albeit dangerously) almost as fast as old builds. The only weakness is heavy interruption. Guardian is able to help, but it's far from perfect (40% vs. 75 for bonetti). Keep it up at all times against heavy interrupters, and always spam 1/2 quick skills before using a slow one (especially Spiteful Spirit) to make mobs miss their interruption and to cast your slow spells safely.

You can basically take:
- as many griffons/minotaurs as you want (even if 2 devourers are nearby, but you need a good timing to avoid their disrupting shot)
- 6/7 hydrae (spam your monk spells, synchronize with meteor waves, and cast spiteful spirit between 2 waves of meteors)
- huge groups of trolls (against 10+, you need practice and a good timing to avoid deadly skill locks)
- UW beasties (small groups of aatxes only)

Notes & Concerns:

Dying nightmares

They cast a rend enchantments as soon as they spawn and they die in the process. Unfortunately if they successfully cast their rend, you're dead in one hit. There are three solutions to this problem:
- to kill them very quickly as soon as they spawn (with 2 wand attacks or with a zealot burst). This technique requires some knowledge of spawn points, a good practice, and good reflexes.
- to use a longbow and to pull aatxes and to stay away from nightmare spawn points. It's quite a dangerous strategy since you'll often miss a nightmare spawn, and you don't have much time left to kill it.
- to use spellbreaker to gain an immunity long enough to wand 2/3 nightmares to deaths. Unfortunately, this solution is incompatible with the above build (you lose the elite slot).

Aatxes' Savage Slash

Contrary to the trolls' Disrupting Chop, Savage Slash doesn't lock your skill for 20s. So it's not as deadly as a well-timed chop on Prot.Spirit or Breeze. On the other hand, it's a bit hard to cast a long spell because S.Slash recharges in 10s (just like Spiteful Spirit), and because using bait spells (to trigger the savage slash) doesn't always work. Against 3 aatxes, it's not a big problem, but against 5+ it is hard to cast a spiteful spirit through a swarm of fast recharging savage slashes. Bonetti would be a precious protection but guardian is strong enough to help much. In short, solo-killing 3 aatxes is ok, but you'll need a lot of time to kill 5+ aatxes.

2 man farming

The fastest and the safest option is the popular 2-man squad able to slice through the UW beginning. The 55hp tank (Mo/W) can use spellbreaker for safety, at least until he's fast enough to insta-kill nightmares with a wand/zealot burst. During the fight, he'll concentrate on staying alive. Once he's fast enough to kill nightmares before the rend, he can use a damage dealing elite. SoJ is not the best option because the k/d reduces the efficiency of the necro's Spiteful Spirit.

His partner is a N/Mo with high curses and some protection. Awaken the Blood and Spiteful Spirit are his main source of damage (spamming SF every 10s would require all his energy), and he can use Protective Spirit and Rebirth if things go wrong. In terms of dmg output, a spiteful necro is able to reach 18+ curses for a spiteful spirit with 41dmg per attack, and you can have 2 curses active almost permanently (so we're talking of ~70 armor ignoring AoE damage per second). That's much faster than most popular options: Spiteful Spirit doesn't k/d like SoJ so the enemy can keep killing itself very swiftly.

Mo/N Solo farmer - Guild Wars Forums - GW Guru


_________________________________


Profession: Mo/E
Name: The Glyph Healer
Type: PvE
Category: Pure Healer

The Attributes:
16 Healing Prayers: 12 + 3 (superior) +1 (helm)
13 Divine Favor: 12 + 1 (minor)
4 Smite: 3 + 1 (minor)
1
Protection: 0 + 1 (minor)
[or 4 protection and 1 smite - see below for explaination]

The Skills:
Rebirth (protection)
Healing Seed - (healing prayers)
Dwaynas Kiss - (healing prayers)
Orison of Healing - (healing prayers)
Word of Healing - (healing prayers) {Elite}
Glyph of Lesser Energy - (none)
Heal Party - (healing prayers)
Smite Hex OR Mend Aliment* - (smiting) or (protection)

*If you need to put a capsig in my 8 then drop smite hex/mend aliment.

The Summary:
The build concentrates on multiple low cost heals thus maximizing the high divine favor with Word of Healing providing the large spike heal where needed. This doubles up as a form of energy
management - why put ~9 points into blood/inspiration and heal for less!
Usage is fairly straight forward, Seed the person taking damage (hopefully a warrior) and heal damage when the person is on ~75% health, using Kiss on those that are hexed and/or enchanted. If they slip below 50% then use Word and if 2 or more people need healing then use the Glyph + Heal Party combo. This combo will help with your energy management so use it whenever glyph is available (every 30 seconds). So if your glyph has recharged or is about to be recharged then it’s fairly safe to skip a heal or two and let a few characters slip down to 60-90% health then use the combo and then follow up with OoH or Kiss to top those that need an extra heal. Remove hexes / conditions as needed. Other secondary professions offer energy management skills that may net slightly more energy over time but this setup provides you with higher healing and keeps your elite slot free.

The Choices Explained:
Rebirth (10 energy cost / 6 casting time / 0 recharge time**) - The debate over which is "best" will never be settled. My theory is that if people start dieing then the monk should RUN away, and rebirth gives you the best chance to res a party member out from a group of monsters. On a side note here, it's a good idea to make sure at least one NONE monk takes a res SIG to be able to res any fallen monk ASAP. **The only downside to rebirth is that once it has cast, it will reduce the caster to zero energy.

Healing Seed (10e / 2c / 25r) - In any organized party the warriors (it's pretty safe to assume a 6 or 8 man party will have 2 warriors) will take the initial aggro and damage. So as soon as a warrior starts taking damage, cast a HS on him. That HS will keep him and any other warriors near him alive (hopefully the warriors will be
attacking the same target). HS is also an enchantment, so if he needs more healing, then Dwaynas Kiss will do extra healing on anyone with a HS cast on them.

Dwaynas Kiss (5e / 1c / 3r) - DK will do extra healing on anyone with hexes or enchantments on them, so bear this in mind when deciding whether to cast a DK or an Orison of Healing on someone. DK therefore makes an excellent secondary anti-hex healing spell.

Orison of Healing (5e / 1c / 2r) - Quick, cheap fast casting and very importantly it is a spell that you can cast on yourself.

Word of Healing {Elite} (5e / 0.75c / 4r) – Since a recent update fixed WoH it is capable of healing for huge amount on a party member with less than 50% health. It makes a superb lifesaving spell and is also very useful to cast on someone who has just been resurrected.

Glyph of Lesser Energy (5e / 1c / 30r) - Best used in conjunction with Heal Party, but can be used before a HS. GoLE means that you can cast a Heal Party for 5e instead of 15. It recharges in 30 seconds, so over the course of a long battle you may get 4 or 5 casts from it. As part of the energy management strategy it requires zero attribute points. Another variation that a guild-mate uses is to bring the elite Glyph of Energy which has a recharge of 15 seconds and substitute WoH with a non elite healing spell.

Heal Party (15e / 2c / 0r) - Heal Party is an excellent spell to counter AoE damage given to your team as well as being an excellent shortcut. Why cast 4 5e healing spells to heal 4 different party members when for 5e (using GoLE) you can heal all your party? One thing to note is that the GoLE+HP combo takes 3 seconds to cast, so in emergencies you may be better forgoing the glyph and saving what may be a vital second casting at the cost of 10e.

Lastly if you aren't going to need a capsig, then you need to decide which of the two choices you are going to take, depending on whether you think hexes or conditions are going to be more of an issue. My preference is Smite Hex (as a monk I can live with being crippled but I can't live with being backfired!). Some areas of the game are very heavy in terms of conditions - the Crystal Desert springs to mind, whereas other areas are very hex heavy. Anywhere post ascension I always take hex removal as towards the end game the hexes do get worse, but the conditions generally don't. As I am taking hex removal I will suggest that some other party member takes condition removal. A secondary monk should be able to squeeze it in somewhere if there isn’t another primary monk. Obviously if you decide to take SH then put your attributes to 4 smite and 1 prot, and if you decided to take MA then put 4 in prot and 1 smite. Of course you can treat this as a free slot and opt for something completely different if hex and condition removal is covered elsewhere.

Smite Hex (5e / 1c / 15r) - Removes a hex and deals damage to those near the person the hex was removed from. So quite a nice dual use spell to use on that warrior surrounded by monsters. It has a 15 second recharge time, so I tend to use it ASAP so it can start recharging. However against Mesmer and Necro monsters it's wise to wait until someone is suffering from a dangerous (and usually elite) hex before deciding to cast it.

Mend Aliment (5e / 0.75c / 2r) - Taken instead of Mend Condition simply so it can also be cast on me. Very fast cast and recharge so it's very effective at removing the conditions from the whole party in a matter of seconds. MA can also heal for much more than Mend Condition as MA heals for 22 (with 4 in prot) for each remaining condition, whereas Mend Condition heals for just 22 per cast. In parties with 2 monks I suggest that the protector (or the monk with the highest protection attribute) takes MA, whilst the healer takes SH.

Credit:
Shanksie

PvE Mo/E - The Glyph Healer - Guild Wars Forums - GW Guru

__________________________



I did a search and outside of some Sorrow's Furnace talk, I didn't find a good discussion on a protection monk specializing in Life Barrier and Life Bond, so I figured I'd start one.

Mo/?
Protection Prayers: 12+1+3=16
Divine Favor: 12+1=13

Required Skills
1) Life Barrier (elite) - (15,2,5,-1) - While you maintain this enchantment, damage dealt to target other ally is reduced by 20...44%. If your Health is below 50% when that ally takes damage, Life Barrier ends.

At level 16, damage is reduced by 52%. Slap this enchantment on the tanks since they should be taking the most damage.

2) Life Bond - (10,2,0,-1) - 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 3...25 points.

At level 16, damage is reduced by 32. You'll be seeing a lot of -0 on top of you. Slap this enchantment on anybody and everybody that will be taking damage. If casting Life Barrier and Life Bond, cast Life Barrier first so you take less damage.

3) Balthazar's Spirit (10,2,0,-1) - While you maintain this enchantment, target ally gains adrenaline and energy after taking damage.

This skill is linked to smiting, but extra points in smiting only give adrenaline, so it's equally useful at smiting 0 for energy. This skill combos with Life Bond in that each damage (even zero) you take turns into one energy. This will ease the pressure off of Blessed Signet when your party is in battle.

4) Blessed Signet (0,2,10) - For each enchantment you are maintaining, you gain 3 energy, maximum 3...20.

Since you will be maintaining a lot of enchantments and have negative energy regeneration, this skill is needed to recharge your energy. Cast it whenever possible.

5) Rebirth (10,6,0) - Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 10...4 seconds. This Spell consumes all of your remaining Energy.

Since you will be spending most of your time as far as possible from the front line, you can serve as the emergency button in case the party gets wiped out. Be warned if you try to cast this ever because most of your enchantments will fall off when your energy hits zero. If there is any one else with a resurrect spell, let them cast instead while you juggle your energy.

Optional Skills

6) Protective Spirit (10,1/4,2) - For 5...19 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.

Use this spell pretty much only on yourself if you are taking damage and need to run away.

7) Signet of Devotion (0,2,5) - Heal target ally for 14...83 points.

A way to do something useful that doesn't cost you energy. It can be used to try to keep your life above 50% to maintain Life Barrier.

Vital Blessing (10,3/4,2,-1) - While you maintain this Enchantment, target ally has +40...168 maximum Health.

You can use this enchantment as an extra buffer when someone is about to die to give the healing monk more time to react.

9) Reversal of Fortune (5,1/4,2) - The next time target ally would take damage, that ally gains that amount of Health instead, maximum 15...67.

Another useful way to prevent someone from dying.

10) Mend Condition (5,3/4,2) - Remove one condition from target other ally. That ally is healed for 5...57 health.

Another active spell to do if you get bored casting Blessed Signet.

11) Mantra of Inscriptions (0,10,20) (Mesmer) - For 30...78 seconds, your Signet rings recharge 25...45% faster.

Pretty much used just to get Blessed Signet to recharge faster so you can get energy quicker.

12) Symbiosis (5,5,60) (Rnager) - Create a level 1...8 Spirit. For creatures within its range, for each enchantment on a creature, that creature's maximum health is increased by 27...125. This Spirit dies after 30...126 seconds.

Well, maybe you can cast this if you take some attribute points away. However, it doesn't matter if another ranger even casts this. I've heard this useful in Sorrow's Furnace where you load up the tank with enchantments and pump up his health quite high.

Strategy
Your main job is to stay in the back and maintain your enchantments so the party can negate a lot (over 50%) of damage. Cast Balthazar's Spirit on yourself to set up your energy harvesting. I prefer to cast this first because it's the last thing that I want to drop if I fail to maintain my energy. Cast Life Barrier on the tanks who will be taking the most damage. This ensures they take less damage. Cast Life Bond on everyone, if possible, or else the ones most likely to take damage. You want that damage redirected to you in order to charge Balthazar's Spirit. Be sure to spam Blessed Spirit whenever possible because once you get to negative energy regeneration, you need to keep that energy as high as possible. If you are close to running out of energy, don't cast anything new. Use a weapon switch to a 15/-1 wand and focus for an extra energy buffer if needed. Drop some enchantments if needed (usually Life Bond on casters). Stay well behind the caster because you don't want to take any damage (or else Life Barrier will fall off). You'll pretty much be staring at your energy bar the whole time (as opposed to staring at the red bars in the party window). If you let your energy fall to zero, you'll take a lot of time putting the enchantment back up, so don't let it happen in the middle of a battle. Use one of your heal/escape spells when you get into trouble. If you are worried about enchantment stripping, lay some cover enchantments or have your healer cast healing breeze on top of your enchantments. If in the middle of battle, your energy is very high, and the team is in trouble, then consider helping the healer out with Reversal of Fortune/Vital Blessing/Signet of Devotion/Mend Condition, but don't get yourself in trouble and start taking damage or else you'll either lose Life Barrier or lose all your enchantments because you died.

http://www.guildwarsguru.com/forum/showthread.php?p=756612#post756612



========================

The Necromancer
========================


Profession: N/E
Name: Cold Fusion Battery
Type: PvE
Category: Support Necro
Attributes:
blood - 12 + 1 + 1
soul reaping - 8 + 1
water - 10

Skills Set:
blood renewal
well of blood
vampiric gaze
blood is power {elite}
blurred vision
ice spikes
maelstrom
res signet

Summary:
since a lot of casters don't bring their own energy management, "battery" necros are usually high in demand for high level areas like the fissure of woe. this build, a pure party support build, is designed to be that battery and more. it provides enemy disruption, and it helps restore hp and energy for allies.

battles should start off with the water magic spells, since your teammates will still have their full energy pool and aren't in need of juice yet. cast maelstrom on any caster groups and immediately follow up with ice spikes to snare them for a bit. blurred vision should be cast on any melee/ranger enemies, with the priority being the ones who have slipped past the tanks and are attacking the softer targets.

after a while, you need to start using bip on the casters. it's good to do this before they even start calling for it, so that it ensures they will always have a healthy amount of energy. cast blood renewal first, then start giving juice to the casters. monks usually have priority, then any other caster. use vampiric gaze to help replenish your health and as a mini nuke. with blood renewal and vamp gaze, you should be self sufficient in maintaining your own health. it is important to let the monks know not to heal you unless you are under fire since the drop in hp is self-inflicted and you can heal yourself. cast well of blood if there is a body to help with party healing.

Notes & Concerns:
keep in mind that this is a pure support build. it is important to keep yourself away from any threat, and simply play a secondary role. if you are with a good group, they will appreciate the disruption provided by maelstrom, evasion provided by blurred vision, the hp regen from wells of blood, and the constant energy regen.

Credit: Strider Kaaru

[PvE] Cold Fusion Battery (N/E) - Guild Wars Forums - GW Guru


______________________


Here is a Build for all of us that dont like farming with monks.
I take no credit for the build.
Read. Discuss. Critisize.


Profession: N/Mo
Name:AotL Dark Bomber
Type: PvE
Category: InvisiNecro/Farmer

Attributes Set #1
Blood:9+1+3
Death:9+3
Protection:12

Skills Set #1
Aura of the Lich{Elite} 10/2/20 (death)
Dark Aura (10/1/10)(death)
Blood Renewal (10/1/10)(Blood)
Dark Pact (5/1/2)(Blood)
Touch of Agony (5/ 3/4 /3)(Blood)
Protective Spirit (10/ 1/4 /5)(Protection)
Balthazar's Spirit (-1/10/2)(Smiting)
Essence Bond (-1/10/2)(none)

Attributes Set #2
Blood:8+1+3
Death:9+3
Protection:11
Healing:8

Skills Set #2
Aura of the Lich{Elite} 10/2/20 (death)
Dark Aura (10/1/10)(death)
Blood Renewal (10/1/10)(Blood)
Touch of Agony (5/ 3/4 /3)(Blood)
Mending (-1/10/2) (Healing)
Protective Spirit (10/ 1/4 /5)(Protection)
Balthazar's Spirit (-1/10/2)(Smiting)
Essence Bond (-1/10/2)(none)

Summary:
Droks or better armor fitted with 5 sup runes, and the -50 hp focus item. Do not get scammed you can still get this item from the Cities of ascalon quest.

Also if u can manage to get a +5 Denravi sword with a +enchantment pommel it will greatly increase your odds of surviving because you will be able to keep BR up at all times. If you cant get a +5 sword just grab some sword/axe/1 handed with +enchaments.

Basically you are running the same type of setup as an invisimonk except with different skills for your damage and for your healing. The main difference in the two is:set#1 is a higher dmg dealer, while set #2 is more resiliant at staying healed.


Skill Set #1:
Start of by casting BS ans Essence Bond. Now before aggroing cast AotL DA and PS. As soon as you have aggroed the group cast your BR then spam ToA/DP while being sure to keep up BR and PS. Also make sure and refresh AotL and DA before they run out.

Skill Set #2:
Start of by casting BS ans Essence Bond and Mending. Now before aggroing cast AotL DA and PS. As soon as you have aggroed the group cast your BR then spam ToA while being sure to keep up BR and PS. Also make sure and refresh AotL and DA before they run out.

Credit: Im not going to take credit for this but i dont know who first came up with it. I simply posted it because it wasnt listed under the builds directory.

Dark Bomber(Invinsi Necro) - Guild Wars Forums - GW Guru




____________________________


[Diesel Reccomended]
A follow up to my N/Me build, this is my Minion Master build for farming w/ the 5 man team consisting of a Stance Tank/Bond Monk/Heal Monk/Echo SS Necro(preferably my build) Again, this post is prompted by a farming MM I found PuG'd with that was insistent on raising Bone Minions and using Nova on them. This build is tried and tested for many a run in Grenths/Sorrows.


Profession: N/E
Name: Nate's Minion Master
Type: PvE
Category: Damage/Support

Attributes:
Blood 10 + 1 (Base + Rune)
Death 12 + 3 + 1 (Base + Sup Rune + Hat)
Soul R. 8 + 1 (Base + Rune)

Skills Set:
1. Vampiric Gaze/Blood Ritual
2. Glyph of Lesser Energy
3. Offering of Blood{Elite(blood)}
4. Taste of Death
5. Blood of the Master
6. Verata's Sacrifice
7. Animate Bone Horror
8. Animate Bone Fiend

The purpose of this build is to raise a horde of Fiends, and little else. Anticipate when something is going to die, and use the Glyph before Fiend. Only use Horror when Fiend is recharging, or you don't have enough energy and a Gnasher/Binder is about to steal a body. Of course, certain points(Oro quest part A/Dredge Section near Alkar part in Oro farm) in farming if you're not raising dead you're not doing your job, so you might be alternating. Bortaks/Collectors gear is standard issue. Fast casting is key to snatch a body before a Binder can drop a well. If Verata's is charged, cast it, if it isn't recharging you're not doing enough to keep your minions alive. During battle, your Fiends are usually bunched up...I like to hide inside them and spam Blood of the Master as needed. If you drop below 15 Energy, use OoB.

Concerns:
Completely dependent on a heal monk to keep you rolling, and that you know the path for Oro/FA farming as to not sit idle.
Credit: Me I guess, I've been using Glyph since pre-searing, 140hrs & 600,000 XP later I'm still using it.

N/E Minion Master for 5 Man Sorrows Furnace Farming - Guild Wars Forums - GW Guru



________________________


Profession: necro/mesmer
Name: Thorns
Type: PvE/GeneralPvP
Category: Support
Attributes:
Inspiration - 11
Curses - 12 + 1 + 3
Soul Reaping - 6 + 1

Skills Set Mantra of Resolve (Inspiration)
Enfeeble (Curses)
Spirit of Failure (Inspiration)
Price of Failure (Curses)
Energy Tap (Inspiration)
Spiteful Spirit {Elite} (Curses)
Parastic Bond (Curses)
Res Signet (No Attribute)

Summary:
I am writing this summary as though playing PvP arenas, although what has been said can easily be apllied to PvE and on some level larger PvP games. The skills are ideally used in the order shown and against melee characters.

Mantra of Resolve (Inspiration) This skill is essential for any necro in my opinion due to the long cast times of most necro spells. 11 points in Inspiration takes this skill down to 3 energy lost when an interuption is blocked.

Enfeeble (Curses) This skill should be used to keep foes weakened, warriors primarily and rangers secondly. When coming up against warriors and rangers, the closest should be enfeebled first, then the next, until you have a chain of enfeebled melee foes, as mentioned warriors are your main target. This should always be kept in mind. It should be refreshed as often as is needed.

Spirit of Failure (Inspiration) This skill is two fold. It acts to helps regenerate energy and also increases the chance of an enemy foe missing. It should be used in conjunction with price of failure, to increase the chance that a foe will miss, thus increasing the chance of gaining energy.

Price of Failure (Curses) As above this skill is used to increase a foes chance of missing, thus helping to increase energy levels whist doing damage.

Energy Tap (Inspiration) This spell is sell explanatory. When low on energy this is very useful. It can also be used to harass monks and it upsets warriors since they have very small energy pools.

Spiteful Spirit {Elite} (Curses) This is the real damage dealer. When fighting warriors or rangers, this should be used after piling on the aforementioned hexes. It works especially well when placed on multiple warriors chasing a monk. They tend to kill each other or at least disengage. If fighting non melee characters this spell still has its uses, since it activates when skills are used also.

Parastic Bond (Curses) This is used a cover hex for SS, which also acts to increase health occasionally. In any case this should be used on as many player as possible, maximising health boosts.

Notes & Concerns:

My main concern with this build is that there is very little self heal bar parasitic bond. However I am a firm believer that no one build should be able to do everything and that teamwork is necessary in order for it to be effective. For this reason a monk is always useful to team with. Also ele knockdowns in the form of gale etc are problematic, as well as hammer blows. Mesmers can also be annoying with backfire etc. Another annoyance is W/N with plague touch who can remove the effects of enfeeble. These players need constant attention and thus reduce your number of targets. I also tend to use Vilnars Staff with this build.

Credit Me!

Thorns Build - Guild Wars Forums - GW Guru



====================
The Ranger
====================


Berserk Fury
Ranger / Warrior
For General Use
Generally a Damage Dealer

Attributes
Axe Mastery: 12
Beast Mastery: 3+1
Expertise: 9+1+1(hat)
Wilderness Survival: 9+1

Skills
Apply Poison
Cleave {Elite}
Cyclone Axe
Swift Chop
Tiger's Fury
Lightning Reflexes
Dryder's Defense / Resurrection Signet
Troll Unguent

Equipment
Axe +15% damage <50%, anything really
Chakram of some sort I suppose
Druids armor for more mana

Summary
This build, as the name implies, is based on relentless attack. The expertise and tiger's fury allow for constant usage of attack skills, and cleave is used instead of eviscerate because of its lower adrenaline costs, which allow for a constant string of attack skills. Apply poison is present to add damage, and is also very useful with cyclone axe in PvE, and sometimes in PvP. Lightning reflexes is useful for evasion and allow you to cast troll unguent or apply poison with less fear of distracting shot, etc.
Ideally, you will enter the battle with apply poison in effect, and initiate tiger's fury, or lightning reflexes if you are taking a lot of heat, and basically wail on your target. For axe attacks, I usually just use cyclone axe and swift chop until cleave is available. You want to use cleave as much as possible. If that wasn’t obvious.

Concerns
Some concerns I have about this build are about its ability to take damage. It’s not exactly a warrior primary, so it cannot take a lot of heat if you happen to come under fire. You could help this by changing out dryder's defense for greater conflag and cleave for enetrating blow, and using drakescale armor and an ebon axe haft. This is purely theoretical though.

Credits
Credit goes to Inde I suppose, but I would like to thank rangers for being so tight, and someone for giving me the idea of making an R/W, because they are so cool. I would also like to thank my good friend Therion Gaeas for helping me name it.


______________________



Profession: Ranger/Anything

Name: Ranger Running Build

Type: Strictly PvE. Please don't use this in PvP XD.

Category: Running Build

Attributes:
Expertise: 12+1+3
Wilderness Survival: 12+1

Skills Set:
Dodge
Escape [Elite]
Storm Chaser
Dryder's Defenses
Lighting Reflexes
Whirling Defense
Troll Unguent
Antidote Signet

Other Skills
Pin Down
Charm Animal
Ignite Arrows

Summary:
What is 'this' ranger running build? It's a build for basic running to anywhere, using only ranger skills. Does this mean I'd be able to run to Droknars?! No XD. Well, yes, but you must use the warrior's Balanced Stance. This build is Strictly for Rangers only as it only uses Ranger skills.

How does this build work?
Your workhorse here is Dodge and Storm Chaser. You use Storm Chaser for just running 25% faster and Dodge for dodging monster arrows, running 33% faster, and making up for the cooldown of Storm Chaser. The other skills, Dryder's Defense, Whirling Defense, and Lightning Reflexes are used when you are either crippled or slowed down by a hex. Are the monsters you are passing using elemental skills? Use Dryder's Defense. Melee Attacks? Whirling and Lightning. If you are cripple or bleeding there is a useful skill called antidote signet; use it. Troll Unguent when you're health is low or when you are about to go into a challenging mob.

Other skills? Pin Down, Charm Animal, and Ignite Arrows. Use Pin Down on the annoying Drake that keeps chasing you. Do you have a pet that would make a pretty good scapegoat? Use your Charmed pet as bait; let the monsters kill him while you get away. Sadistic isn't it? Ignite Arrows. Imagine this: You are running a group of Characters to Lion's Arch for the very first time. You are confident and have all of your skills ready. Now you get to the ice cave. Oh no! You have been trapped by those fat butt Mountain Trolls. But you remember Chris_nin00's Running Ranger Build, word by word, and being the smart person you are, you figure out how to get out of this predicament. Ignite Arrows, and scatter them like mice! Thank you AoE update. /salute.
Why is this build used? To make money by running people to places they've never been too. You could also explore running. Other than that, be creative.
'But there is nothing else you can do with a running build, except Griefing!'
Who said that?!

Notes & Concerns: I haven't played PvP for the last few weeks. I went back to my PvE players and saw something. I'm out of money! NOOO! So I thought about ways to make money. Dancing? Too boring. Pimp? My ranger is ugly. Scamming? Not in my life. Trapping? Feasible. Running? Easy cash. So now I'm serving the PvE community. Aren't you all happy? Okay on to the meat.

I shall start with Pros and Cons this time
Pros:
-Can run anything, anywhere.
Cons
-People will hate you for doing this in PvP.
Not much going on except running. Enjoy.

Notes: Love and Hate Mail are greatly appreciated as well as posting in this thread! If you want to flame or belittle in any way, do so through PM towards me! My mail is open. Any questions or comments? Thank you.

Credit:
Guild Wars Guru Ranger Goers
Guild Wars
Sleep
And
ME!
Chris_nin00

Chris_nin00's Ranger Running Build - Guild Wars Forums - GW Guru



____________________


Profession: Ranger/Any

Name: Sin Trapper (my ranger's IGN is Sinthea)

Type: PvE Farming

Category: Trapper/Farmer

Attributes:
Expertise 14 (11 + 3 Superior Rune)
Wilderness Survival 16 (12 + 3 Superior Rune + 1 Traveler's Mask)
Marksmanship 9 (6 + 3 Superior Rune)

Skills Set:
Distracting Shot (Expertise)
Whirling Defense (Expertise)
Dust Trap (Wilderness Survival)
Barbed Trap (Wilderness Survival)
Flame Trap (Wilderness Survival)
Apply Poison (Wilderness Survival)
Oath Shot {Elite} (Expertise)
Troll Unguent (Wilderness Survival)

Summary: This build is to farm solo with. I farm Trolls, Ettins, Losaru, Minotaurs, etc. with it, basically any melee-based opponent. The idea is to set up traps (between 1 set and 3, depending on how tough the "farmee" is), apply your poison, then pull using Oath Shot. Tab/space to get as many poisoned as you can while they are coming in.The mobs run in, get jacked up by all the traps, and flee. While they flee, with your newly recharged traps thanks to Oath Shot, lay some more. It's probably about time to apply your poison again as well, and make sure everyone gets their doses. Use Whirling defense any time you feel the need, although with Dust Trap usually it's not critical. Keep in mind that Oath Shot recharges all skills, so if you are about to use an Oath Shot and haven't yet used Whirling, you may as well hit Whirling while firing the Oath Shot, as it will be back instantly anyway. For enemies such as Avicara and Losaru that have Pure Strike/Seeking Blade (attacks that will hit you while in Whirling), wait until they run up to you, and Distracting Shot their respective skill. Of course, Distracting Shot is also handy in case you have any pesky healers around.

Notes & Concerns: Using 3 Superior Runes gets your health low, so this build is to be used carefully. You must always be aware of your aggro bubble, and your surroundings. I offset the health hit by a Grip of Fortitude.

Also, I use Poisoner's Strings on the 2 bows I use with this build - 1 longbow, and 1 shortbow. Use the longbow for the initial Oath Shot, and switch to the shortbow as the enemies converge on you.

If you know you are going against an enemy that may give you trouble, hit Troll Unguent after the traps go off to buffer any damage you may take.

I have 9 in Marks so I can use my bows to deal decent damage. Some would dump all the Marks out and use another, probably secondary class attribute in it's place; personally, I just hate shooting at something and watching 1's and 2's pop up. Plus, I have no room for any other skills.

Credit: Why, Inde, of course.

My Farming Build - Guild Wars Forums - GW Guru



This concludes the Core-Class part of my Build composition, however, I will be adding PVP/Others soon enough
~Diesel


Last edited by Diesel; 06-23-2008 at 06:31 PM.
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==========================
PVP Builds
==========================


Profession: E/Me (Elementalist/Mesmer)

Name: Mesmer in Disguise

Type: Pvp (Any format)

Category: Support

Attributes: Energy Storage: 10+3 (superior rune) +1 (hat)
Illusion: 10
Inspiration: 11

Weapons: Staff of +20% enchanting, then whatever you want after that.

Skill Set:

Ether Prodigy {elite}
Soothing Images (Illusion)
Spirit Shackles (Inspiration)
Conjure Phantasm (Illusion)
Sympathetic Visage (Illusion)
Signet of Humility (Inspiration)
Mantra of Persistence (Inspiration)
Resurrection Signet (Unlinked)

Summary:

You may note that there is only one Elementalist skill here, so I wasn't sure whether to put it in this section or the Mesmer section. However, without said Elementalist skill the build would not be able to perform its function.

I’ve always considered shutting down the enemy offense to be fundamental. Most people nowadays focus entirely on offense, defense, and that’s it. However, shutdown is the offensive defense many disregard. With it, you can stop the enemy offense dead in its tracks. I believe shutdown fell out of favour when the common tactic became to simply kill the enemy offense, so this is more in support of the ‘kill the monks’ style of play, which I much prefer (especially in 2-monk backlines that are common these days). Soothing Images got an increase in cost some time ago, and the wandering nature of warriors means that to take out more than one per cast is a gamble. One top of that, spirit shackles is also a heavy cost. However, with this set up, Ether Prodigy allows more or less chaining of said skills, which is the only set up outside of a spirit of failure build that can do so. Whatsmore, Conjure Phantasm works as an effective cover hex, providing degeneration which can be used well in dps builds, or simply to stop straight-forward removal of the important hexes. There is a slight irony in the inclusion of Mantra of Persistence. It’s too expensive to run in a low-energy income build, but in this build, where energy is not a problem, increased duration isn’t really very important. Signet of Humility can be used to disable any elite required. As a defensive caster, almost a third/fourth monk, I tend to go for Eviscerate warriors, whose primary function is their elite. Also, Hammer warriors, to disable Devastating Hammer or some equally useful skill. Soothing Images then stops any remaining skill from being used, such as Executioners Strike, Penetrating Blow, Hammer Bash, Mighty Blow, and so on. It also stops ‘fear me!’ bots in their tracks. Spirit shackles can single-handedly wipe out bow rangers, and also denies energy to warriors, thus denying IAS such as frenzy (making spiking hard), sprint (making it hard for them to stop kiters), or energy attack skills such as irresistible blow (part of most knock-down chains at the moment). Sympathetic Visage combines soothing images and spirit shackles in a nicely overpowered combination. Any grouping of warriors, even if the other team has large amounts of hex removal, can still be troubled, even if visage is activated only once.

Tactics on running the build: Using Ether Prodigy constantly is the focus. If you need a cover enchantment then use sympathetic visage- or get a vigorous spirit off a monk. Using EP every 30s means the exhaustion isn’t much of a problem, but if EP is removed then recasting isn’t much of a problem. With 14 E. Storage your max energy is large, and you only need a 15 energy pool to cast any of your skills, so stacking some exhaustion is worth it in battle, especially gvg (where there are often breaks in combat) or tombs (where matches are short anyway). As for usage of skills, then basically:
Soothing Images/Spirit Shackles (optional)/Conjure Phantasm – Warriors
Spirit Shackles/Conjure Phantasm – Rangers
Conjure Phantasm – Casters
Focus mainly on Warriors and rangers, branching out to casters if you have the time (i.e. the enemy has little hex removal)
If they do have hex removal, then you can out spam them, and if they don’t, you have an easy ride. The lack of fast casting is a slight problem, but generally it can be afforded. Against, interrupters, fast casting doesn’t make enough of a difference anyway.
Maintain Mantra and use signet of humility on axe warriors primarily.

Notes and Concerns:
- Although in general exhaustion isn’t a problem, watch out for heavy enchantment removal, if left unchecked you can work up a large backlog.
- Shatter Enchantment gets a special mention for a massive amount of damage. Make sure you’re at low energy continuously and you always have a cover enchantment.
- Natures Renewal > you. But you always kill the spirits right?
- Interrupters > you. But then again, if you had fast casting they should still hit your spells.

Credit: Me, and Everous, who helped with general shutdown ideas, etc. Many random ideas probably stolen from many people, but it’s so long ago and there were so many people…

Elementalist/Mesmer: Mesmer in Disguise - Guild Wars Forums - GW Guru


____________________________


Profession: Elementalist/Mesmer

Name: Fire Spammer

Type: GeneralPvP - Competition Arena

Category: Nuker

Attributes: Fire 16 = 12+Hat+Sup
Inspiration 10
Energy 9 = 8+ Minor

Skills Set:

Immolate
Arcane Echo
FireBall
Pheonix
Signet of Midnight {Elite}
Spirit of Failure
Aura of Restoration or (Mantra of Resolve if you want to count on a monk to keep you alive)
Res Signet


General Strategy:

Use Spirit of Failure right away on a warrior or ranger - never a lack of them in CA. Then blind him/her with Signet of Midnight. If you can keep him/her blind and always have the Spirit of Failure active you will never be lacking for energy (gain 4 energy each time target misses and since the spell does no damage to the target he/she will almost certainly continue to attack). Use Arcane Echo then Fireball then start nuking all spell casters because their armor is usually crap so you get the fire damage as advertised on the spell descriptions - and you dont want your energy battery to go away until the end. Essentially this build will let you shut a fighter/ranger down and deal sufficient damage to make your team happy.

Notes & Concerns: [enemies with condition removal will render you energyless in no time. You are still a softy with little healing and crappy armor, but so long as you are not targetted by too many people at once you are good to go.

Credit:* Inde - Iker Voltz

Fire Spammer - Guild Wars Forums - GW Guru



__________________


Profession: Mesmer/Necro

Name of build: Hexy B***h

Type: CompetitivePvP/GeneralPvP/Gvg

Category: Hexer Anti Melee (warrior and ranger)

Attributes:
9+1 Fast Casting
9+2+1 Illusion
12 Curse

Skills Set: (from order left to right on skill bar)
Rez Signet
Enfeeble
Price of Failure
Distortion
Faintheartedness
Conjure Phantasm
Ineptitude {Elite} (Illusion)
Clumsiness

Summary:
Since your a Mesmer the Warriors will come right after you, big mistake. I start out with a Distortion (for protection purposes) while I cast Price of Failure on them. Then I hit Them with a Clumsiness, then an Ineptitude, and last a Conjure Phantasm. After they attack with Clumsiness and Ineptitude on them they become blinded (not to mention they take a lot of Damage) ,then Price of Failure kicks in big time (dealing more damage when they miss with an attack). While Ineptitude is recharging I hit them with a Series of Faintheartedness, Clumsiness, Enfeebles. While Protecting my self with Distortion. By that time the Warriors or Rangers are dead, everything’s recharged and I find another one to Kill (and then I start the process over again). Faintheartedness & Conjure Phantasm I also use to help take down caster since they use Health Degen.

Notes: If using this Build the Virtuoso's Armor set is the best I would say, since it gives you extra armor when casting and you do cast a lot. Also I uses a Superior Vigor Rune, and Weapons that have Improved skill recharge and Casting time.

Credit: The Credit of this Build goes Solely to Inde.


Please Give you response on this build.
enjoy and discuss

Hexy Mesmer Build - Guild Wars Forums - GW Guru


______________________


Profession: Mesmer/Elementalist

Name: Chris_nin00's Charmander(Flareway) build

Type: General PvP

Category: Damage Over Time
Attributes:
Fast Casting: 10+4+1
Inspiration Magic: 8+1
Fire Magic: 12


Skills Set:
Channeling
Fire Attunement
Elemental Attunement
Mark of Rodgort
Flare
Drain Enchantment/Energy Tap/Hex Breaker
Ether feast/Fireball/
Res Sig

Summary:This build is spams Flare with Mark of Rodgort Hex, which therefore is damage over time. This build puts the chosen target on fire and in a sort of skirmish.
To start off, use Channeling, fire attunement, and Elemental attunement in the given order. Then choose a target to attack. Use Mark of Rodgort on the target. Then, spam flare.
Use Ether Feast to heal yourself; Drain Enchantment to kill a disturbing spell or get some energy; Res Sig when someone is dead.

Notes & Concerns: This build is very fun to play! There are some warnings though.
Pros:
-40 damage per second plus target set on fire.
-Easy to set up
-Fun to play
Cons:
-Enchantment Renderers will eat you alive.

Remember that this build is for fun purposes only. Not for serious PvP. Unless you are into that kind of stuff.

Credit:
GwG posters Mesmer Subforum
Various Variations of Flareway
Imaginary Friend for the Name of the Build
Guild wars
AND
ME! Chris_nin00

Chris_nin00's Flareway build - Guild Wars Forums - GW Guru




_________________________________


This is a setup for a Life Bond monk with a lot of versatility. Depending on what your team is facing, you can apply enchantments to your allies which can counter, or help protect against all kinds of foes.

Profession: Mo/* (Can be anything secondary)
Name: Bonder
Type: PvP (Tombs, GVG)
Category: Support


Attributes

12+1+1 Protection (Hat and minor rune)
12+1 Divine Favor (Minor rune)

Skill set

Life Bond (Protection Prayers)
Guardian (Protection Prayers)
Aegis (Protection Prayers)
Restore Condition {Elite} (Protection Prayers)
Vital Blessing (Protection Prayers)
Blessed Signet (Divine Favor)
Holy Veil (Unassigned)
Balthazar's Spirit (Smiting Prayers)

Summary

Known as a 'Passive' Protection Monk, the Bonder aims to maintain helpful enchantments on his allies to reduce damage dealt by the enemy. Usually replacing the 'Active' Protection Monk, he/she fits well with 2 other Heal monks on an 8-man team.

If you are facing an Elementalist-heavy enemy, Vital Blessings in most cases will stop a spike or give the healers a change to react, unless of course the enchantment is removed. Holy Veils help a lot against Mesmer & Necro heavy teams as it makes their hexes take twice as long to cast (like a Shadow of Fear but for spells). Bonds work great against Warriors and Rangers, especially IWAY.

With this build, it may be hard keeping up the bonds on everyone as there is nothing to make your main energy source, Blessed Signet, recharge faster, but usually it won't be necessary to bond everyone. Balthazar's Spirit gains you energy whenever Life Bond is triggered on any of your allies.

Restore Condition can be subbed out for Martyr, but I prefer Restore Condition considering the amount of trappers (and IWAY) in the current metagame.

Notes

It is very important to have a healthy supply of energy in your reserves always, as losing the bonds due to lack of energy makes it very difficult to put them on again. Nature's Renewal and Primal Echoes are very dangerous spirit as NR will make your Enchantments cost you twice as much as usual to maintain and Primal Echoes will make your Blessed Signet cost 10 Energy to use.
Watch out for interrupting rangers, make sure they do not distracting shot your Blessed Signet either.

If you're facing a melee/ranger heavy team, 90% of the time you'll have a full Energy bar, unless they brought with them the above named spirits.

PvP: Life Bond Monk - Guild Wars Forums - GW Guru





________________________________


i made a complete anti-warrior and ranger build, effective at tombs, but shines in CA and TA...

profession: N/Me
name: warrior ass-puncher
type: mainly competitive 4v4
category: anti-warrior or ranger, passive damage dealing.
attributes: 12+1+3 curses
12 domination
3+1 soul reaping
skill set:
1. empathy
2. spiteful spirit
3. parasitic bond/plague touch
4. enfeeble
5. faitheartedblahblahkuchkiboochki
6. desecrate enchantements
7. shatter enchantement
8. res sig

summary:
you are here to take out the warriors and rangers, and there are lots of those in CA/TA...
you pick a first warrior, and cast empathy, spiteful spirit and parasitic (if u took it) on the warrior. for several seconds, forget about that warrior, since he is hurting himself/not doing anything. on the second warrior, use parasitic (if u took it), enfeeble and faith (that warrior isnt hurting himself, but he is barely hurting others).
when you get the chance, find yourself a W/Mo paladin and smile while using desecrate, followed by shatter. if he isn't dead, he will soon be...
some warriors choose to fight through spiteful, killing their mates too.
parasitic bond is both a cover hex and a self heal mechanism.

concerns:
energy management...
soul reaping isnt enough, so you should take time between casts, and make sure you have that 15 energy when spiteful gets ready...
CA battles are fast anyways, and you will be making a big impact at the beggining of the match.

credit: eh... i guess Inde...

warrior ass-puncher - Guild Wars Forums - GW Guru


________________________________________________


Profession: R/*

Name: Melandru's Favored Archer

Type: Consistent Damage over Time, intended for PvP

Attributes:
14 Expertise (10+3+1)
12 Marksmanship (11+1)
11 Wilderness Survival (10+1)

Skills:
1. Melandru's Arrows {Elite} (Wilderness Survival)
2. Lightning Reflexes
3. Dual Shot
4. Distracting Shot
5. Penetrating Attack
6. Pin Down
7. Throw Dirt
8. Resurrection Signet

Recommended gear:
Druid's armor set
Zealous Shortbow of [whatever you like]

Summary:
This build excels at dealing damage to enchanted targets, as many targets in PvP tend to be. Every caster-type class has enchantments that players love to use and take advantage of, and the Melandru's Favored Archer is adept at using their enchanted nature to his or her advantage. Melandru's Arrows combines the damage-adding power of a preparation like Kindle Arrows (from the +damage vs enchanted foes) with the damage over time power of a preparation like Apply Poison (from the -3 health degeneration from the bleeding inflicted) to afford a ranger with an all-in-one preparation, justifying its elite status. The Melandru's Favored Archer picks a target at the beginning of a PvP match that is enchanted, prepares his arrows, and then starts to alternate Dual Shot and Penetrating Attack, dealing a large amount of damage. If the archer is using a Zealous Shortbow and the recommended 14 Expertise, as long as his arrows hit their mark he will almost never run out of energy, allowing his assault to continue uninterrupted.
If the Melandru's Favored Archer comes under attack from a warrior, he should Throw Dirt at the warrior, use Pin Down, and distance himself from the warrior. Pin Down can also be used offensively, keeping enchanted targets from running away. If coming under heavy fire from rangers, or the archer needs to increase his damage output for a short time, activating Lightning Reflexes will do the trick. Distracting Shot is also a tool of the archer - it should be used at opportune times to either turn the tide of battle or lock in a victory. Prime targets for a Distracting Shot are any sort of resurrection attempt or any spell that takes longer than 1 second to cast.

Notes and Concerns:
The Melandru's Favored Archer, much like most any ranger or warrior that relies on his or her weapon to deal damage, is very vulnerable to the blind condition, as being blind prevents the archer's arrows from connecting with their target. Block/evasion stance users are also poor targets for this ranger build to attack, but substituting Called Shot for Penetrating Attack would mitigate that problem, albeit decreasing the damage output. Mesmers and necromancers can spoil a ranger's day with hexes like Empathy, Spirit Shackles, Faintheartedness, and Shadow of Fear, so be wary of them.
Elementalists tend to make the juiciest targets for this build, as most any elementalist you could encounter will be running at leas