User:Nova11623



Woof.

First things first: No more build posting for me until I see an improvement in the vetting procedure. Personal opinion. I'll still post ideas on my own page, though...

About me:

I'm R1, 7 glad points so far (can change at any time) and around 110k Balthazar's Faction. <-- PvP noob, but my PvP time has surged over the last month. I used to be PvE dweeb. (At least I was experienced in it!)

My real name is Charles. My dog is named Nova. I own only Prophecies, but I plan to get Factions soon. I think it's nice to have ArenaNet make all the major updates, bug removals, and nerfs before I start playing.

My Guild is Team Narf [NARF].

Chuck Shadow Caster
lvl 20 Prophecies Ranger(/Monk, Warrior, Elementalist, Necromancer, Mesmer) Has completed all Missions and Bonuses except Bonus of Iron Mines of Moladune. Has completed half of the Titan quests.

Builds played:

R/E Fireslinger

I use a customized Zealous Longbow of Enchanting.

R/Mo Barrage/Pet

I use Elswyth's Recurve Bow.

I trap in UW, as well as occasionally use the R/Me Condition Spreader (Fevered Dreams, Pin Down, Hunter's Shot, Concussion Shot, Throw Dirt, Apply Poison, Troll Unguent, Res Sig) For that I use the Rotwing Recurve Bow.

R/Mo Melandru's Runner

Pretty much a basic runner. Many variants. Switch to R/W and replace VB and HS with Balanced Stance and "I Will Survive!" This one is probably better, actually... and knock Tactics to 6...

I use Melandru's Resilience cuz it rocks and Escape is for dweebs. Like seriously, comparing Escape & Dodge... same energy, same recharge. At 12 Expertise, Dodge is faster by 33% (25%*1.33 ~ 33%), so you would be assuming it would be 3/4 block chance of Escape's (56%). But no, it's higher, it's 65% block. So, when you boil it down, the Speed and Block cut each other out, the extra Block (9%) and the "Ends when you attack" cut each other out and therefore Escape is really only 5 seconds longer at the cost of an elite slot. 5 seconds longer for an elite spot. *ahem* No thank you! :D

R/Me Underworld Speed Trap Solo

Gizmo's awesome trapping build. I use this build. You can view the full version here. I'm not saying I made this build, just that I love to use it.

R/E Quick Flamer

I use a variant of Tycn's Quick Flamer.


 * Whirling Defense
 * Meteor
 * Called Shot
 * Antidote Signet

'''Thanks to Theo Cobby Moriens, for helping me cap Quick Shot! Your help is most appreciated!!'''

Healer Henchie Lfg
lvl 20 Prophecies Monk(/Mesmer, Warrior) Completed like 5 missions.

Healer Henchie Lfg was a 55 monk, and that was why he is level 20 and has completed only ~5 missions. I enjoyed killing Trolls outside of Droknar's Forge solo at level 10. Thanks to the awesome group that let me go with them to cap Shield of Judgment. 55 farming still works! I will upload a screenshot when I find out how to.

Builds played:

Mo/Me 55 Invincimonk

Attributes vary, skills are as follows:

I sac then use the awesome Totem Axe and -20 offhand from Pre.

Remember, the thing about it is that whenever you keep melee contact with a monster, they will never leave. Melee a monster and keep switching targets all along, and you'll do fine. Echoed SoJ is nice too.

I also WoH in HA sometimes. My build is strikingly different from the ones usually used, but I find that it works (much better, actually, as my energy is almost never a problem... just need to work on my reflexes!!) Here it is:

Surprised? Here's the logic behind it (for me):


 * Orison is staple. Occasionally I replace it entirely with Dwayna's Kiss.
 * WoH is staple... duh.
 * Healing Touch... self-heals.
 * Inspired Hex... remove hexes, energy management, and occasional offensive support :D
 * Divine Intervention... not very common, but I use it for dealing with spikes and concentrated fire (e.g. while Ghostly is holding). Very effective.
 * Divine Healing... something like Heal Party and Heal Area combined, with more healing and longer recharge times. Doesn't bother me, as no monk uses Heal Party / Heal Area often anyways.
 * Divine Boon... to make each spell heal for more. An extra Orison for 2 energy, pretty much. I find myself spamming like crazy without Divine Boon.
 * The last slot is optional. I occasionally carry a Rez in there, although I also bring Dwayna's Kiss, Mantra of Resolve, etc etc. Channeling is also nice, as with Divine Spirit. Both fare somewhat better against Zergway.

You should see how much this build changed from when I was new to HA. I had Healing Breeze in there!! I wield The Scar Eater.

Vengeful Blazestar
lvl 18 Prophecies Necromancer/Mesmer Just arrived at Druid's Overlook. Made sure EVERY QUEST AND MISSION BONUS was completed on the way. As a result, I have many skills on this charater and lots of experience. Got run to Droks for the armour.

Builds played:

N/Me SS Nuker, with the attributes and skills changed a little.

Reason for odd attributes: don't have 200 attribute points yet. :(

Minion Master

Paladin Blazestar
lvl 20 PvP Character, Warrior/Monk Paladin Blazestar has a very long history. When I was a noob, I made this character as a PvP Character, taking on the Premade Paladin Build. This character, combined with a PvP Elementalist, and a PvP Monk (Healer Henchie Lfg before his reincarnation) got me the wins I needed for Heroes' Ascent.

After realizing that Paladin Blazestar had no more use as a tank, I also reincarnated her as a PvE character. I made many attempts to keep this character in Pre-Searing, remaking her 4 times, each time getting to level 10, getting bored, going to post, getting the -50hp cesta, selling it, and remaking Paladin... Finally, I got sick of pre, and with the hundreds of new builds brimming in my mind, decided to make her into an all-purpose PvP Character.

Her profession is very variable. Usually, it's W/Mo, but I've also used an Elementalist and a Mesmer (but with the same name just in case someone takes it).

Build played...

Current build, for Faction Farming in RA:

Axe Variant, substituting Axe Mastery for Swordsmanship:

Very unoriginal, isn't it, lol. But, it works for me, and it's surprisingly effective. Just because it's old doesn't mean it's horrible. Plus, I only have Prophecies. Oh, and I also have some 46k Balthazar's Faction.

I also had some fun with the Flashfire and the Renewal Nuker, substituting Glyph of Renewal with Echo.

I also play Shock Axe...

As well as Devastating Hammer:

I'm considering replacing Irresistible Blow with Wild Blow.

Other builds I play:

The New and Improved Version of the Cryogenic "Nuker", now revamped and renamed the Cryonic DoT Elementalist!! Thanks for all your constructive criticism, everyone. It helped a lot in improving the build. It's hilarious going up there and watching the monks wander around hopelessly as their health slowly goes down. Haha!

Also, I play another Lightning build:

Pretty simple. Attune yourself, drain the target, and then just use the skills from left to right. Blind weapon attackers.

Some old, "archived" builds that are out of commission:

W/R Charr Hunter

I replace Res Sig with Read the Wind (to help with pulling) for soloing Charr.

When Paladin Blazestar was W/Mo, the skill bar used to be...

And, I replaced Res Sig with Bane Signet for soloing.

Sometimes, when I moved Paladin Blazestar to Post, I would immediately take on this build:

and go kick butt in Ascalon Arena.

Chuck Shadow Caster

 * Getting to the ruined Hall of Heroes in RoToPK for the first time as Barrage/Pet.
 * Capping a spider with no spirits and two other trappers, one of which was unexperienced and the other one hadn't trapped for a long time. They were, however, the most good-hearted obedient people I have EVER met on Guild Wars. Shows how anything can happen, and good attitude counts.
 * My first Ecto, also from in the Underworld.
 * Doing Defend North Kryta Province with two other guys and heroes. We did it, they left, leaving me in command of an army of Heroes.
 * Completing Sanctum Cay with three people. Killed a watchtower man and he dropped a gold bow. I was soo pissed.
 * Killing all the Charr in the Great Northern Wall mission. PBAoE Nukes FTW.
 * ~ Attempting Solo UW's. This has not been achieved and is a work in progress. I will let you know when it is complete.
 * Finally capping Quick Shot (yay!) from the sly Maxine Coldstone with Theo Cobby Moreins.
 * Capping Punishing Shot for Ranger Spikes! It really wasn't that exciting, bu the point is that it was the first time I used the Infused Henchmen solo instead of the original set. (e.g. Devona, not Stefan) I can't tell yet which one is better...

Healer Henchie Lfg

 * The excitement of 55 farming.
 * Killing Mountain trolls at ~level 10.
 * Capping SoJ with a very kind group.
 * My first times trying out 55/SS UW. Those were tense, fun times.
 * 55ing my first White Dye.
 * Fun with Starburst and Dual Smite groups... until Starburst went out of commission and Dual Smite was nerfed... *weep*
 * Fun with [NARF] Paragon Holding in HA. Until that got nerfed, too...
 * Beating a stupid Heroway team for the first time.
 * Finally getting to RANK 1! It was with this interesting build... WoH, RC Prot, SS Warder, PD Dom Mesmer, Bunny Thumper, and a Shock Warrior/SF Elementalist. Very intuitive. No, I didn't make the build, nor was I the leader of the party. The build worked out very nicely... we took on a dual-flanked attack, with the PD mes keeping the monk distracted while the Bunny Thumper and some others attacked a squishy.
 * My first gladiator point! It spawned from RA, too! My monk was teamed with 3 other monks, rofl, the first battle lasted exactly 43 minutes. Then one of the monks left, and it got replaced with a R/E Punishing Fireslinger. We pwned until the 11th battle (by now we were in TA) and we faced a dervish/thumper/etc group that could interrupt my 1/4 second spells :( (yes I was dazed but STILL) I had to go AFK and we lost. How sad.

Vengeful Blazestar
Constant regen and life/energy stealing kept me going. Minions for a bit of help.
 * Nearly soloing many of the Ascalon Missions. Used this build:
 * First time MMing. So fun, watching these little dudes do the killing for you.
 * Capping SS at a low level (I forget) with Henchmen in the Southern Shiverpeaks.
 * First time SSing. Funny how fast monsters can kill themselves. It's so fast, I hardly ever get good screenshots :(
 * Watching my friend's excitement after helping him find, cap and use Spiteful Spirit. He's come up with his own build now that goes sort of like this: Spiteful Spirit, Blood Renewal, Vampiric Gaze, Life Siphon, and four other skills. One of them is probably a res sig. Visited him the other day, he doesn't have res sig and when I asked why he didn't have it he said "I don't use it with henchmen, only with real players." My suggestion: Bring Res sig, everywhere you go, unless you are soloing/dualing. He's only level 15 or so atm. Not a newb anymore but not experienced either :D
 * I'm so sad. I did my first Totem Axe run in the Falls today with my MM. Killed every single Behemoth and they all dropped nothing. :'( *sob* :'(

Paladin Blazestar

 * Rampaging and clearing out every square foot of the Northlands.
 * Killing Vatlaaw Doomtooth during the quest Trouble in the Woods.
 * Helping various people. Getting full silver armor and then someone told me it looked gray :'( ANet needs to make silver look a LOT more shiny now.

After Reincarnation as PvP Character


 * My second and third Gladiator Point spawned from this character, who is now PvP. The first two points were both from RA (believe it or not) and in both runs I had Annoying Bug as a monk (believe it or not). My third run consisted of me (a tank), a SF elementalist, a defensive rit and an offensive rit. Strategy: Set up all spirits, having me tank some enemies, and having the SF blow things up. The last run was particularly interseting as every single win was a flawless victory. I had 10 Consecutive Flawless Victories. :)

Build Ideas
Some build ideas. They probably won't be submitted, because of high complexity, odd categorization, or some other odd reason.

Team - 6-man HA Ranger Spike
This build is based on Build:Team - Ranger Spike. It has yet to be tested.

Spiking Ranger #1
A ranger with FS and Enchantment removal.

Spiking Ranger #2
A ranger with FW and a shout for additional protection against the common SH/BoA spike and the R/Rt spike.

Spiking Ranger #3
A ranger/elementalist with Gale for additional interruption and a Ward for additional protection.

All Rangers should have a Vampiric Hornbow of Fortitude.

Orders Necromancer
A Mesmer/Necromancer Orders necro. Generally the one from Build:Team - Ranger Spike.

Weapons: Something with Blood Magic req, HCT/HSR Blood, and Lengthens Enchantments mod. + Energy is always useful. Double HSR's are not necessary.

Usage: Mantra of Resolve for interruption cover. Use AtB to boost skills, Drain Enchantment and Rigor Mortis to soften target. Use OotV to increase spike damage. BR anyone, esp. monks, with low energy. Use Soul Feast for corpse control and additional health gain. Stay out of damage, this build is very soft. You may be the primary target of enemies.

RC Prot
Very similar to Build:Mo/Me RC Prot.

Replace Guardian with Aegis if preferred. Smite Hex is mainly hex removal, but it can also deal quite a heavy blow to any Minions. Replace with Holy Veil if preferred.

HB Monk
A Healer's Boon monk, for Healing and Hex control (Conditions are the RC's job).

Usage
All:
 * Spike order: Read the Wind, Drain/Rigor, Orders, and spike.
 * "Shields Up!" for Assassin protection and R/Rt spike protection.

Annihilation arenas:
 * Find a good spot with clear line of sight, and height advantage (if possible). Try to make it about 1.5 aggro circle range from where the enemy is camping.
 * Set up spirits in tandem. If the enemy approaches, cast Ward Against Melee.
 * Spike targets. You can spike every 10 seconds. (You don't have to Drain/Rigor every time, use it when necessary)
 * Spike priest if necessary.

Kill Count:
 * Rush onto altar with Ghostly and set up Spirits and Ward Against Melee as fast as possible.
 * Monks, get ready to heal. Orders should stay exactly in middle of altar, or in middle of your party (physically). A target should be selected quickly too.
 * Spike as fast as possible, using Rigor/Drain only if necessary.

Capture the Relic:
 * Set up spirits a bit on your side near middle.
 * Spike someone, fast. Kills help.
 * If enemy team is offensive, stay near your relic and spike runners. Gale will slow down runners as well.
 * If enemy team is defensive, head in and spike. Run the relic.

King of the Hill:
 * This one is quite simple, but it differs from traditional R-spike holding techniques.
 * Bring Ghostly with you and party near the steps leading up to the altar. Spike anyone who happens to come too close.
 * Spike the enemy Ghostly at around 1:15 or some odd time like that. Spiking at 1:00 is far too predictable. If no one is at altar by that time, go up and use Kill Count technique.
 * The R/E should watch the second enemy Ghostly Hero (the one that you didn't spike) and Gale him when he tries to claim altar. If that is done successfully, you will probably get the altar within 5 more seconds.
 * Protect the Ghostly, of course. Spike anyone doing too much damage.

Capture Points:
 * Rather hard. Try to alternate focus between two points, and spike people attempting to capture those points.
 * Always bring Ghostly.
 * Splits are not recommended.

This build has not been tested.

Flaming Marksman
A Ranger with Favorable Winds.


 * Druid's Armor
 * Rune of Clarity
 * Rune of Vigor
 * Vampiric/Zealous Hornbow of Fortitude/Enchantment/Shelter/Warding/Defense or near-equivalent

Frozen Flamer
A Ranger with Frozen Soil.


 * Druid's Armor
 * Rune of Clarity
 * Rune of Vigor
 * Vampiric/Zealous Hornbow of Fortitude/Enchantment/Shelter/Warding/Defense or near-equivalent

Flaming Warder
A Ranger with Ward Against Melee to partially make up for the lack of Whirling Defense.


 * Druid's Armor
 * Rune of Clarity
 * Rune of Attunement
 * Vampiric/Zealous Hornbow of Fortitude/Enchantment/Shelter/Warding/Defense or near-equivalent

Shielding Flamer
A Ranger with shouts to additionally help make up for lack of defensive skills.


 * Druid's Armor
 * Rune of Clarity
 * Rune of Attunement
 * Vampiric/Zealous Hornbow of Fortitude/Shelter/Warding/Defense or near-equivalent

Usage

 * Cast Conjure Flame the moment you enter the arena. This will help recharge times and energy.
 * Set up a sort of "camping" spot near the middle and cast spirits there. Try to be strategic in your selection; the higher the better, etc.
 * Use Kindle Arrows as soon as enemies come within a half-radar range (or spirit range). Recast Kindle Arrows as often as possible, to eliminate the possibility of it expiring during a spike.
 * Similarly, you may wish to cast Troll Unguent just before a spike to prevent you from having to do it during a spike. The caller should then call out Troll Unguent, and once everyone has cast it, call the spike.
 * When called, the spike order is the usual:
 * Dual Shot
 * Punishing Shot
 * Savage Shot
 * When Melee fighters start coming close, use Ward Against Melee.
 * Try to keep up "Shields Up!" and "Watch Yourself!" whenever anyone is below 75% health. Use Ward Against Melee whenever there are Melee fighters nearby, or when you anticipate an Assassin Attack Chain.
 * If anyone is at low health, retreat a little (try to get out of FS range) and cast Troll Unguent and/or an appropriate defensive skill.
 * The Flaming Marksman should call, to prevent confusion.

Southern Shiverpeaks Henchmen Ravager
This build is a Ranger build for use with Henchmen to clear out most of Southern Shiverpeaks and do its quests with equal, if not more, effectiveness in comparison to Human teams.

Flaming Ranger

 * Use a 7 + 1 + 3 for either Marksmanship or Wilderness Survival. Both should be 11 in the end.
 * Distracting Shot may be replaced with Savage Shot.
 * Use Druid's Armor, a Rune of Clarity and a Rune of Attunement.
 * A Zealous Longbow of Enchanting is nice too.

Henchmen

 * Stefan (or Devona)
 * Little Thom
 * Alesia (or Mhenlo)
 * Lina
 * Orion (or Cynn)
 * Dunham (for hex and enchantment control)
 * Claude (or Eve, for BR, replace with Reyna or Aidan if Energy is not a problem for you or monks (to take advantage of FW)

Usage

 * Greater Conflagration is very useful. It makes the tanks deal deathly fire damage. Enough said.
 * You are very useful. You carry spirits and deal massive fire damage and can interrupt. Enough said.
 * Double Monks are very useful. They protect you and heal you. Enough said.
 * The Nuker is very useful. They nuke the guys aggroed up on the tanks. Enough said.
 * Dunham is very useful. He shatters hexes from Stone Summit Heretics and keeps the enchantments at bay. Enough said.


 * When you get into the area, cast Conjure Flame. Try to keep this up but only recast apart from battles due to high energy cost.
 * When you get near enemies, cast Greater Conflagration and Favorable Winds. Cast Kindle Arrows and use Dual Shot to pull.
 * Watch key spells. You are the only interrupter.
 * Your Henchmen will do the rest of the work for you. :D
 * Replace FW with Signet of Capture for capping.
 * This build has been tested... by MEE!

Quiz Results
75%    Monk     69%     Assassin     63%     Warrior     56%     Elementalist     56%     Ritualist     50%     Mesmer     38%     Necromancer     25%

Thanks to Phoenix for giving the URL to whoever I got the URL from. :D

I like Rangers. Monks are nice too, I'm going to make an Assassin when I get Factions. I could tell which questions were for Elementalist (the ant colony one, the matches one, etc.) I selected "Miss" for those cuz you should never PLAY with matches (cuz you might burn your $300 000 house down), you USE them and also cuz I prefer not to kill innocent little ants. Nuking stuff that aren't so innocent appeals very much to me, however. They should have a statement like "In FPSs, you tend to choose grenade launchers and other powerhouse weapons as opposed to sniping weapons." That's me, all the way. :D

Various odds and ends
I don't know my current IP, but I won't forget to log in now because I saved my password.

User:58.24.194.160 is NOT my sockpuppet, shoepuppet, or whatever it is called. It was simply my user before I got an account. I am no longer connected with that IP. All comments can be disregarded.

I don't know how userboxes work, as well as how to make a good userpage. Hopefully, I will learn. I really need to start learning Wiki formatting as I have many things to put on my user page. I find it embarrasing to fill a page with text, text, text when other users have fancy userpages with colour and :-O graphics!!!!!

I am Canadian, and I live in SW Ontario. Thanks for viewing my userpage.

Thanks to Defiant Elements for one userbox. Firefox really pwns IE.

Note to self: Physical Resistance

Frequently Used Links

 * Quick access links
 * Quests (Prophecies)
 * Mission overviews (Prophecies)
 * Build:Main Page
 * Style and formatting/Builds
 * Writing good builds

W T S
Here I will list the various things I am selling and the approximate price I would like to sell them for. Feel free to contact me I-G if you happen to desire one of these.


 * Kole's Gauntlet, 3k
 * Milius' Eye, 2k

W T B
Here is a list of some various things I happen to need. Please contact me if you have one of these and are willing to sell it.

There is nothing I need at the moment. Thanks!