critical vengeance
25-10-2006, 22:31
Demo for dervish/monk, not demolition ;)
requires only nightfall for full benefit
This is a pve build, in pvp chances are you would have... quite a few problems.
for this build you want somewhere around 300 health in the end
attributes
11+1+3 mysticism
12 protection prayers
rest of the points with a +3 to windprayers.
Then like do whatever you want to lose health.
Weapons sets:
Most preferred, the mod "halves casting protection spells by 50%" 20% chance. Or the mod with the 20/20 for cast and recharge of protection spells.
Just be careful with the ones that also reduce recharge time, make sure you don't activate it before the first one ends.
http://gw.gamewikis.org/images/c/c1/Faithful_Intervention.jpg
Faithful Intervention
Enchantment Spell. If damage drops your Health below 50%, Faithful Intervention ends. When Faithful Intervention ends, you are healed for 30...126 Health.
5 Energy 2 Activation 20 Recharge
http://gw.gamewikis.org/images/3/36/Pious_Renewal.jpg
pious renewal
Elite Enchantment Spell. For 8 seconds, whenever an Enchantment ends on you, you gain 2 Energy and 10 Health.
5 Energy ¼ Activation 3 Recharge
http://gw.gamewikis.org/images/0/03/Pious_Restoration.jpg
Pious Restoration
Spell. Lose one Enchantment. You gain 30...78 health(this will depend on how many points in it), if you are still under the effects of an Enchantment lose 2 hexes.
5 Energy ¼ Activation 4 Recharge
http://gw.gamewikis.org/images/b/b1/Protective_Spirit.jpg
Protective Spirit
Enchantment Spell. For 19 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.
10 Energy ¼ Activation 5 Recharge
requires only nightfall for full benefit
This is a pve build, in pvp chances are you would have... quite a few problems.
for this build you want somewhere around 300 health in the end
attributes
11+1+3 mysticism
12 protection prayers
rest of the points with a +3 to windprayers.
Then like do whatever you want to lose health.
Weapons sets:
Most preferred, the mod "halves casting protection spells by 50%" 20% chance. Or the mod with the 20/20 for cast and recharge of protection spells.
Just be careful with the ones that also reduce recharge time, make sure you don't activate it before the first one ends.
http://gw.gamewikis.org/images/c/c1/Faithful_Intervention.jpg
Faithful Intervention
Enchantment Spell. If damage drops your Health below 50%, Faithful Intervention ends. When Faithful Intervention ends, you are healed for 30...126 Health.
5 Energy 2 Activation 20 Recharge
http://gw.gamewikis.org/images/3/36/Pious_Renewal.jpg
pious renewal
Elite Enchantment Spell. For 8 seconds, whenever an Enchantment ends on you, you gain 2 Energy and 10 Health.
5 Energy ¼ Activation 3 Recharge
http://gw.gamewikis.org/images/0/03/Pious_Restoration.jpg
Pious Restoration
Spell. Lose one Enchantment. You gain 30...78 health(this will depend on how many points in it), if you are still under the effects of an Enchantment lose 2 hexes.
5 Energy ¼ Activation 4 Recharge
http://gw.gamewikis.org/images/b/b1/Protective_Spirit.jpg
Protective Spirit
Enchantment Spell. For 19 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.
10 Energy ¼ Activation 5 Recharge