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critical vengeance
22-10-2006, 19:17
This build is to go in and stay in until the job is done.


Atributes ~

14 mysticism
10 wind prayers
put rest in scythe to get above 12 or something

use runes to balance out that amount, i would put it but at the moment i can't jugle the points in game with another character.

Anyway, i like wind prayers much more than earth, both useful for different skills, anyway... the skill!


http://gw.gamewikis.org/images/e/e3/Vow_of_Essence.jpg

Vow of Essence

Elite Enchantment Spell. For 10 seconds, you have -4 energy regeneration, and you gain 4 Energy every time you hit with an attack.
5 Energy 1 Activation 10 Recharge


http://gw.gamewikis.org/images/0/0c/Dwayna%27s_Touch.jpg

Dwayna's Touch

Spell. Target touched ally is healed for 45 Health for each Enchantment on you (maximum 150).
5 Energy Activation 2 Recharge

http://gw.gamewikis.org/images/5/57/Mystic_Vigor.jpg

Mystic Vigor

Enchantment Spell. For 20 seconds, every time you successfully hit with an attack, you gain 7 Health for each Enchantment on you (maximum 25 Health).
5 Energy Activation 15 Recharge

http://gw.gamewikis.org/images/0/03/Heart_of_Fury.jpg

Heart of Fury

Enchantment Spell. For 19 seconds, you attack 33% faster. When this Enchantment ends, all nearby foes are set on fire for 3 seconds.
10 Energy Activation 30 Recharge

critical vengeance
22-10-2006, 19:17
http://gw.gamewikis.org/images/5/5e/Watchful_Intervention.jpg

Watchful Intervention

Enchantment Spell. For 60 seconds, the next time target ally's Health drops below 25%, that ally is healed for 190 Health.
15 Energy 1 Activation 15 Recharge

http://gw.gamewikis.org/images/9/90/Mystic_Sweep.jpg

Mystic Sweep

Melee Attack. If this attack hits, you deal 9 damage for each Enchantment on you (maximum 40 bonus damage).
5 Energy 4 Recharge

http://gw.gamewikis.org/images/3/32/Chilling_Victory.jpg

Chilling Victory

Scythe Attack. If it hits, this attack strikes for +17 damage. Whenever it hits a foe who has less Health than you, all adjacent foes are struck for 51 cold damage.
15 Energy 5 Recharge

http://img411.imageshack.us/img411/8246/rezlo7.jpg

Rez signet /spell of choice.

critical vengeance
22-10-2006, 19:18
"LUCY YOU GOT SOME SPLANIN TO DO!"

Yeah, now i must tell you why i thought of this build and the order to do things in.

First to make things simply you should have something to give you a bit of energy, like a preorder rit weapon +15 energy to use temporary, even if you don't you just wait a couple of seconds.

Also use a sycthe of enchanting.

-protect vow of essense with mystic vigor/heart of fury.

-once in battle you should have no energy problems at all, +4 energy each hit at an increased attack rate for a large amount of the time is very good. 12 energy on a good swing is nothing to scoff at.

-mystic vigor can net about 75 health a swing if you hit 3 targets.

-watchful intervention can help keep you in the game if something very bad happens

-dwayna's touch nets you 150 health when you have your enchants up, using it intermiatly with swings and you will have no energy problems whatsoever and a ton of health for instance (25-75 + 150 = 175-225 health)

-heart of fury should last about 22 seconds, it does have a downtime but it lights foes on fire for 3 seconds when it does end. Great IAS if you ask me.

-mystic sweep should do +36 damage a swing, if you have the points you can make sycthe mastery 13 to deal it's full potential of +40, but if it would make you use a major rune don't only if it is a minor.

-chilling victory is used because you are gaining so much energy there should be a pretty good attack to use it all, it being 15 energy is good since you can cause adjacent foes up to 150 cold damage plus the normal damage.


-Unless things are going really bad i wouldn't use a rez, you don't have a lot of armor and your survival depends on gaining the mass amounts of health.

Personally i would use Either:

http://gw.gamewikis.org/images/9/97/Rebirth.jpg

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.

http://gw.gamewikis.org/images/8/86/Resurrection_Chant.jpg

Resurrect target party member with up to your current health and 5...29% Energy. This spell has half the normal range.

http://gw.gamewikis.org/images/5/50/Renew_Life.jpg

Resurrect dead target party member with 50% Health and 5...17% Energy. That party member and all allies within earshot are healed for 55...115 Health.



There you have it, hope you liked the build.

jhffmn
23-10-2006, 00:41
this is a build for PvE or PvP?

For pvp, if you are depending on hits for mana and going wind, I would grab guiding hands. Also for pvp i would use feather foot grace for another enchant. One more thing, I don't see the point in having 14 myst as opposed to 12 or 15 seeing as the mana gained is myst/3.

critical vengeance
23-10-2006, 01:54
it's for pve


and uh since energy isn't at all an issue i didn't really consider that, good point though.

pvp though, i agree with the suggestions, except this build overall would probably go horribly wrong in pvp :shocked: