RA: solo glory!

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RA: solo glory!

Post  Silmor on Fri Jun 05, 2009 3:49 pm

Since our PvP activities in GW (if any) will probably be limited to tormenting ourselves in RA, let's revive old traditions and post fun RA builds that kinda worked for you to pass your time. Cool names are mandatory.
Since I hate standing at the side covered with hours worth of condi's and hexes on me, I usually run this for melee fun:

Dervish/Ranger - Tandava (OgKjgNpMLTHYjhih2X+XrGvXCAA)
Attributes: Scythe Mastery 12+1, Mysticism 12+1+1
Skills: Pious Haste, Crippling Victory, Pious Fury, Imbue Health, Rending Touch, Antidote Signet, *Avatar of Dwayna, Resurrection Signet
Equip: Full-on health armor (no condi-reduction runes), weapons to taste, take a +60hp shield set for panic and a +60 health staff for imbue (beefier heal, 20% chance on fast recharge).

Balances between offense, defense and self-preservation... for offense, you've got amazing speed in pious haste to chase down kiting opponents and score crits in their back; crippling victory can be used both offensively (prevent kiting) and defensively (crippling melees while you pass) and pious fury lets you punish those who refuse to take crits in the back and just stand there. Rending Touch lets you remove Guardian and Critical Defenses and such decently, and also fun to use against offensive enchants such as conjures. Imbue makes you half a monk on top of your offense - try to switch to staff before use. Not enough to flawless every match, but enough to keep offense alive long enough to crush enemy teams, or save a monk when rape occurs. Avatar of Dwayna makes every skill a self-heal and hex removal on top of that... spamming the stances especially gets rid of water, curses and all other annoying hexes and let you go about your business. Weaknesses are stances, monks that just stand there, and getting focused by actual damage/KDs rather than just hexes and other annoyances. As always in RA, beat on their offense first to get their monk down to low energy/blunt their damage output.

Silmor

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Re: RA: solo glory!

Post  Silmor on Fri Jun 05, 2009 3:59 pm

Mesmer/Elementalist - Mirari (OQZEA3gKuM1O40UN0DkBQEwAKAA)
Attributes: Water Magic 12, Fire Magic 8, Fast Casting 7+1, Inspiration Magic 8+1+1
Skills: *Water Trident, Steam, Shard Storm, Leech Signet, Power Drain, Drain Enchantment, Glyph of Immolation, Resurrection Signet
Equip: whatever, probably some fast recharge set for inspiration and shield for panic.

People have been running FC mesmers for quite some time, but since they're pussies this one is a more manly version. Basically Glyph of Immolation + Water Trident = 5e, 100ish damage output. Steam got nerfed a short while back but still packs a punch; Shard Storm continues to be good damage and a decent snare to boot. Unlike pussy mesmers that run Water Attunement because they suck at GW, this build uses interrupts for emanagement - lets you harass casters while giving you pretty much all the energy you'll need. Between Steam, Shard Storm and Water Trident, you can seriously piss off melee with this build, and can easily keep up to two of them out of play (snare/KD one, blind other) while doing decent damage. You can also pretty much solo take down monks if you're good enough - hopefully they're not horrible monks and kite, so trident them for KD, then interrupt whatever they want to cast when they get up (hit those 1/4s spells for bonus cred, k) and KD them again with trident when they run away crying. Bad matchups are where you face 0 casters for energy (could drop Drain Enchantment for Waste Not, Want Not which is usually guaranteed energy after KD or snare) or when you face a ritualist healer, because they never ever fucking move so trident doesn't do enough. With some half-intelligent melee on your team you should be able to take stuff down fast.

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Re: RA: solo glory!

Post  Como on Tue Jun 09, 2009 7:10 pm

wtb Team Arena

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Re: RA: solo glory!

Post  Dead_March on Sun Jul 19, 2009 5:25 am

yeah ta would be fun

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Re: RA: solo glory!

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