User:Newms34/Builds

The following are various builds I use. I'm by no means even close to an expert, and I'm mainly using this page as a testing ground to keep track of build ideas.

Assassin

 * General Permasliver:
 * Optionals may include more damage buffs (such as "By Ural's Hammer!"), running skills (such as Dark Escape), or self-heals, such as Shadow Refuge, Death's Charge/Retreat, or Air of Superiority


 * General Melee sin:


 * A good build for most melee situations Heavy enchant removal can cripple it, but not permanently. I've often found that the only real problem with this build is that things tend to die before you can get a chain off.

Dervish

 * Lyssa Derv:


 * This bar is highly variable. However, it is centered around the non-removable damage buff of AoL. I personally love Faithful Intervention on pretty much any derv bar, as it basically heals you no matter what (i.e. if it's removed, triggered, etc.), and is a no-cost maintained enchant. Radiant Scythe should be used at max energy, and is designed to be combined with AoL to create a huge mid-cast damage spike. Might work well with a debuff character centered around increasing enemy skill activation times?


 * Grenth Derv:


 * Grenth's conversion to cold damage is a notable effect: combined with effects like Conjure Frost or Spinal Shivers, it can do some nasty damage and effects. Again the first 3 skills are highly variable. I've taken them to do, in order, increased damage, energy regen, and healing. Note that unlike AoL, AoG does NOT provide extra energy, so a zealous scythe might be needed to run all aforementioned skills.

Elementalist

 * Defensive Earth Ele:


 * Can be run quite well on heroes. While many PvE-ers tend to immediately gravitate towards Sandstorm for the superior damage output, Unsteady Ground should not be overlooked. If an enemy can be knocked down, and is knocked down, it's not attacking. Combined with Eruption in key spots, this build can help make any melee mob easier.


 * Defensive Water Ele:


 * The water element's only ward is quite powerful: against fire damage, at 12 water magic, that's 72 extra armor. Blurred vision is also a nice alternative to Blind (caused by Steam), as it's not a condition, but a hex that has much the same effect as that condition. As such, it's easy enough to switch between the two, effectively preventing your enemies from "seeing" you. Two notable points to watch out for are the reliance of this build upon another character to cause burning (or Glyph of Immolation, if you can squeeze it in), and the fact that, if placed on a hero, this build might require careful monitoring of that hero's use of Maelstrom.

Mesmer

 * Interrupts (for hero):

Given adequate points in fast casting, Mesmer heroes are incredibly quick with interrupts. However, they're not too skilled at determining what to interrupt.

Monk

 * General PvE HB Monk:
 * The power of Pain inverter and technobabble should not be underestimated. Likewise, Dwayna's kiss can theoretically heal for incredibly large amounts if used correctly. Heal Party should only be used as a panic button - if your party is really in trouble. Also, some prefer UA over HB. If you choose UA, you're picking additional rez over cast speed. However, I don't really believe that the monk should ever be the only one with a rez: if you're the only one alive rezzing, something's probly already gone terribly wrong.

Necromancer
Necromancer builds to be added...

Paragon
Paragon builds to be added...

Ranger
Ranger builds to be added...

Ritualist
Ritualist builds to be added...

Warrior

 * General Everything Build:


 * (Just kidding). To be honest though, I've never actually seen someone get killed using this build. It is therefore, technically, undefeatable.

Team Builds

 * Sabway:
 * Discordway, general version:
 * Discordway, Hexer version:
 * Petway: To be determined! Will likely include an orders character, a "Go for the Eyes!" paragon (primary or secondary), and possibly an MM.