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The Critical Crew take advantage of a battery Paragon to
constantly give the Assassin Front line energy and formidable
attack potential. A Curses Necromancer at the back keeps the target
foe unprotected against the onslaught of daggers, Whilst an AoE
Elementalist increases the area damage. Finally, a Diversion Mesmer
and 2 Powerful monks finish the back line.
[edit] Critical Paragon
- Other dagger attacks may be used, but it is advisable to use
cheap and quickly-rechargeable skills.
[edit] Equipment
- Your choice
- Zealous Daggers in combat, Ebon without.
- Attack a target that is not being attacked by the Assassins,
but is nevertheless nearby. This allows you to supply the Assassins
with Energy.
- The attack chain in combination with your other skills will
leave your energy bar low at all times. Keep this in mind.
- Draw back if under attack.
[edit] BoA Sin
[edit] Equipment
- The spike is done quickly, in the following order:
- Shadow Prison -> Burst of Aggression -> Black Lotus
Strike -> Twisting Fangs -> Black Spider Strike -> Blades
of Steel.
- Execute the attack chain with Vampiric daggers.
- Switch to Zealous
daggers if energy runs low.
- Use Ebon daggers when
fighting a Warrior or
when you are not engaged in combat.
- Use Expose Defenses if your target is protected
by any skill (Aegis, Guardian, Weapon of
Warding, Ward Against Melee) that gives a chance to
block attacks.
- The energy gain from the critical strikes and GftE should give
you a large amount of energy.
[edit] Impaler
+
[edit] Equipment
- Shrouded
Armor to have enough energy for the combos
- Sundering or vampiric daggers. Any
max daggers will work, the more damage the better.
- The best vigor rune
available to offset the superior rune and increase overall
survival.
[edit] Curses Necro
[edit] Equipment
- An Insightful Accursed Staff of Fortitude with HCT of Curses
inscription will do nicely.
- Also bring an Accursed Rod of Memory with HSR of Curses and
Energy +5 (while above 50%), with an Accursed Icon of Aptitude with
HCT of Curses and Curses +1 (20%).
- For armor, bring full radiant and the max vigor rune you can
get, along with several Attunement runes.
Cast the four hexes. Use the Mantra of Signets along with Signet
of Suffering twice, since it recharges instantly. Use Accumulated
Pain for some small damage and deep wound to help finish them off.
Use Sig of Lost Souls as a heal and energy management tool. If the
Mantra or SoS are recharging due to previous fights, you can simply
kill with your -10 degeneration. Keep Rigor Mortis and Weaken Armor
active on the team target. Parasitic Bond is a good cover hex.
[edit]
Savannah Heat Elementalist
[edit] Equipment
- Radiant Insignias and Attunement/Vitae Runes.
- Insightful PvP Fire Staff of Enchanting.
- OPTIONAL * 20/20 Wand or Off Hand for better
recharge/casting time on the long recharge times of the AoE
spells.
Before you start the fight, cast Fire Attunement, followed by Arcane Echo, Savannah Heat, Gale, and Another Savannah Heat.
Use the other two AoE spells when Savannah Heat is recharging. For
relic matches in HA, use Flame Djinn's Haste to run the
relic. It is a good idea to use this build to keep the Crit
Paragon's Target pinned down, allowing more energy for the
Assassins.
[edit] Diversion Mesmer
[edit] Equipment
- A +1 to Fast Casting Headpiece
- Enchanter's Armor for the extra
Energy.
- +5 Energy Axe or Sword of Fortitude
- A 20% "Improves Inspiration Spell Recharge" and +30 HP (always)
as offhand.
[edit] RC Prot Monk
[edit]
Inspiration Boon Healer
[edit] Equipment
- The low Hex and Condition removal capability is compensated by
the high healing power. The four Healing spells recharge fast
enough that you can always cast at least one of them.
- Even though Ethereal Light has the "easily interrupted"
limitation (any direct weapon damage interrupts the cast), it
becomes much stronger with a ½ second cast time from Healer's Boon,
and Healing Touch, already powerful to begin with, becomes
virtually uninterruptible.
- If under heavy attack, resort to Healing Touch for yourself.
Save Dwayna's Kiss for a fast response to your allies in trouble
and use Orison for maintenance healing (i.e., keeping yourself and
your allies at high Health levels).
- Dismiss Condition has a faster recharge than Mend Ailment,
making it the skill of choice for removing a Condition.
- Inspired Hex returns useful Energy with Inspiration Magic at
12. Channeling covers Healer's Boon and helps balance the -1 Energy
regeneration penalty.
[edit] Counters
- Heavy Hex Removal
- Team Degeneration Hexes
- Some individual builds may need changing based on further
testing.