From GuildWiki
test
|
On May 1, 2007, all articles in the GuildWiki build namespace
will be deleted. After that date, no build articles may be posted
to the GuildWiki in either the main or build namespaces before a
new policy is decided on. Find the reasoning and the details behind
this at GuildWiki:Builds wipe.
|
|
This build is not favored by the
GuildWiki community.
The general consensus among users of GuildWiki is that this
build is not viable.
|
The Blood Alliance Battler uses a variety of skills to
handle themselves in an Alliance Battle regardless of situation, with
good spike
damage which can ignore armor, health
degeneration, health
and energy management and
the ability to remove an opponent's enchantment and interrupt.
[edit] Attributes and Skills
[edit] Equipment
- Cast Awaken the Blood whenever you are about to
enter combat. Recast it whenever there is a lull in the
fighting.
- Life
Transfer a target at
the start of a fight. This will provide a massive amount of damage
over time while providing a solid heal for yourself. Recast it as
often as possible, but be aware that you will lose the regen when your target dies, so
make sure you are not wasting it on a target who is already nearly
dead. If you pass by enemies you do not wish to engage, this skill
should be the one you use.
- Shadow
Strike should be your preference when the target's health is just above 50%, and Vampiric Gaze
after it falls below 50%. You can time Shadow Strike to
hit just after a heal however. If you can, coordinate your spike with your team by following
their call.
- Power Drain
is your main interrupt for an enemy caster. Leech Signet is your back up, and for stopping
Healing
Signet, Troll Unguent and disrupting Assassin skill chains. These
skills also give decent energy returns, so use when energy is low.
- Mark of Subversion is for interrupting and
damaging an enemy Monk you
are not currently targetting (such as the Kurzick Army
Monk or Luxon Army Monk), while providing a heal for
yourself.
- Strip Enchantment is used as a good heal,
but can also be used to stop Healing Breeze or another powerful enchantment.
[edit] Counters
- You will be outmatched by dedicated damage dealers, such as
assassins and Build:R/N Touch Ranger. Interrupt and
put Life
Transfer on them, and then call the target. This is why this
build does not work in the arena, where you have fewer allies and less space to
avoid them with.
- Interrupts, Backfire and Dazed all work well against you. While under their
influence try attacking with your weapon instead of wasting your
energy. Fortunately their effect does not last long.
- A long-lasting degen
such as Poison, Bleeding and Faintheartedness can be annoying if there
are no opponents nearby to Life Transfer from.
[edit] Variants
- You should be using all your skills. Do not neglect to
interrupt or you will run out of energy, and always strip an
enchantment for the heal if you need one, even if the enchantment
is minor. This constant resource management means you will always
be active, with little or no downtime in combat.