User:Cheese Slaya/Saving My Builds

HI! My builds that will be purged are here so they never die.

R/any Chkkr Thousand Tail Farmer
This build is used to farm Chkkr Thousand Tail by using Beast Mastery and the Enraged Lunge skill to farm Chkkr's Flatbow.

Attributes and skills

 * Poisonous Bite for more DPS.
 * Brutal Strike for increased damage.
 * Symbiotic Bond just incase your pet is attacked.

Equipment

 * Full Druid's Armor with a Tamer's Mask.
 * A Totem Axe or Rajazan's Fervor for the extra 5 energy (you could also use a Rotwing Recurve Bow). Any offhand item with at least +9 energy (but make sure it doesn't reduce your energy regeneration.)

Usage
Start from Saint Anjeka's Shrine and head out into Drazach Thicket. You may get the Kurzick Blessing if wanted, but it is not needed. Start running along the right wall, careful not to aggro the Dragon Mosses (these will be there only if you have the "A New Escort" quest), and keep on that wall until you run into the edge of the cliff looking into the small "valley." There will be a group of Mantises inside the "valley" so wait for them to leave before moving on. When the Mantises move, look straight ahead into the group of Dragon Mosses(if you have the quest). You should see and group of Wardens moving forward toward you, so wait for them to leave and quicky sprint down (using Run as One) towards the wall of the large mountain. Be careful, if you venture too far to the right, a group of Oni may spawn. Stay near the wall for your health to regenerate. When your health is full, run around the wall towards Chkkr, once again being careful to avoid the Dragon Mosses (if you have the above quest). Here you will cast both of your pet shouts. Run towards him until he starts to attack you, then slowly retreat behind the wall again so he can't hit you with his arrows. Once you are sure that your pet isn't taking any damage, start your pet attack chain. Use both of your pet attacks, and while they are recharging, use Enraged Lunge. You also may like to use Run as One while using your pet chain just in case only your two pet shouts are recharged (Enraged Lunge counts as its own recharging skill), to get the full damage bonus. With high Expertise this chain can go on for almost forever. Once he gets past about half health, he will start to use Troll Unguent much more often, so make sure you have Disrupting Lunge recharged to disable it (if you choose to bring it). If done correctly, you can kill Chkkr before your Call of Protection regenerates. Pick up all drops and repeat.

Counters
If Chkkr attacks your pet, then keep spamming all of your pet healing skills and pet attacks until the pet dies (hopefully this won't happen). Make sure Chkkr keeps attacking you, and use Comfort Animal to revive your pet. Then restart your attack chain, making sure to use Enraged Lunge while your other attacks are recharging. Note: Make sure to keep staffing/shooting Chkkr. If you keep staffing him he will stay focused on you.

Variants
If you do bring Symbiotic Bond, then I suggest switching Comfort Animal for Troll Unguent and moving all your excess points to Wilderness Survival. This is to heal yourself because your pet is sharing your health.

W/any Flailing Coward
The Flailing Coward uses synergy between "Coward!" and Flail to deal keep your opponent at your feet.

Attributes and Skills

 * Mending Touch can be used instead of "For Great Justice!", obviously, this requires you to go /Mo, put the remaining attributes into Protection Prayers. It helps to get rid of an untimely Blind or Cripple.
 * Enraging Charge can be replaced by "To the Limit!" or "You Will Die!" to be used directly after "Coward!".
 * Sun and Moon Slash is also a viable alternative.
 * It is generally a good idea to replace Healing Signet or "For Great Justice!" for a Resurrection Signet.

Equipment

 * Superior Absorption, Vigor, correct runes.
 * Stonefist Insignia, also with Survivor Insignias.
 * A Perfect Sundering Sword of Fortitude with the "Strength and Honor" inscription.
 * A Perfect Zealous Sword of Fortitude with the "Strength and Honor" inscription.
 * A Tactics Shield of Fortitude (maybe the one while in a stance, still testing).

Usage

 * Find a target, preferably a squishy and activate "For Great Justice!" and Enraging Charge. Once you attack them all your adrenal skills except Steelfang Slash will be charged (hit them one more time to fully charge it).Be careful not to overextend or charge in, though. Do not activate Flail until your adrenaline is charged.
 * Spam your skills, try to time Steelfang Slash so you get the bonus adrenaline. To do this you will have to time your attacks so that you are just about to hit them when you activate "Coward!" so you have the adrenaline for Steelfang Slash. As soon as you start attacking, (if you opponent is moving), activate "Coward!" and Steelfang Slash.
 * If you have swapped "For Great Justice!" for Mending Touch,use Mending Touch to relief yourself of annoying conditions such as blind, cripple, etc.
 * Use Healing Signet sparingly, you take double damage while using it and you can't spend all of your time healing.
 * Be careful when using Flail, you do not want your target to escape.
 * Have fun and good luck!

Counters
Charging in, overextending, etc.

Axe Variant
Of course, transfer all points from Swordsmanship to Axe Mastery.

Me/N Fast Cast Discord
The Fast Cast Discord utilizes the mesmer's Fast Casting attribute to quickly use the powerful skill Discord.

Attributes and Skills

 * You may switch Conjure Phantasm for the more powerful, but more costly, Conjure Nightmare.
 * The optional slot may be filled with a defensive skill like Distortion, or an offensive hex as another trigger for Discord.
 * You can switch Kitah's Burden and Enfeeble for Phantom Pain and Shatter Delusions.
 * Web of Disruption works as a handy, albeit awkward, cover hex. Use Shatter Delusions as an interrupt on a target hexed with Web of Disruption.
 * Parasitic Bond could also be used as another cover.

Equipment

 * The correct runes, a Rune of Superior Vigor, and as many Runes of Attunements and Radiant Insignias you can use.
 * A Death Staff with HCT,HRT for Death Magic spells.

Usage

 * Start the battle with Illusion of Weakness, be sure to let your health regenerate before moving in.
 * Cast Conjure Phantasm -> any other cover hex you have -> Kitah's Burden/Phantom Pain -> Shatter Delusions/Enfeeble -> Discord. After the first chain continue to spam Discord until either your target dies, or until you have to renew your hexes/conditions.
 * After you've killed your target, use Consume Corpse to regain health and energy.
 * If you brought Web of Disruption, use it as both a cover hex and an interrupt, as well as a good hex to fuel Shatter Delusions.

Counters

 * Anti spamming skills such as, Diversion, Backfire, Spiteful Spirit, Distracting Shot, etc.
 * Quick condition and hex removal (this isn't as big of a problem against enchanted foes).

P/W Para Purifier
The Para Purifier uses a variety of skills to keep the party condition and hex free, while providing a variety of health and energy management buffs.

Equipment

 * Any type of armor, I use Radiant Insignias. Rune of Superior Vigor, the correct runes from above, Runes of Vitae for all slots left.
 * __________ Spear of Fortitude (first mod doesn't matter, just like shocking or something that won't hurt your regen) with the "I Have the Power!" Inscription.

Usage

 * Use "It's Just a Flesh Wound." in conjunction with Remedy Signet to keep allies and yourself condition free.
 * Hexbreaker Aria is great against hex degeneration teams and helps with energy management.
 * Use Ballad of Restoration and Aria of Zeal to help your monks with healing and energy management.
 * Use Signet of Synergy as a free dual heal for you and a party member.
 * Use "Watch Yourself!" as energy management and to give your party members an armor buff to help against possible spikes.
 * Use Signet of Return to revive fallen allies.

Counters

 * Vocal Minority, Well of Silence, etc.
 * Adrenaline Denial will hamper the effectiveness of this build, shutting down hex removal (through Hexbreaker Aria and E-Management (through "Watch Yourself!"), but it will still work effectively.
 * Anti-spamming skills that hit "It's Just a Flesh Wound." will hurt your condition removal greatly.

Variants
Flag/Relic running variant coming soon.

N/any Bonder's Bane
The Bonder's Bane is a pressure build focusing on taking off enchantments and dealing considerable pressure through the use of Corrupt Enchantment. It also can serve a roll as a melee counter build.

Attributes and Skills

 * The optional slot may be replaced with Envenom Enchantments for more enchanter hate, or you can go /Me and bring Conjure Phantasm.(If you do this you will need to change Soul Reaping to 9 and Illusion Magic to 9.) If you go /Me another viable skill choice is Lyssa's Balance.
 * Other Necromancer options include: Gaze of Contempt, Malaise, and Well of Weariness.
 * If you go /Me, consider bring Mirror of Disenchantment against Aegis chains and bonds. If you do this, it might be better to bring Auspicious Incantation to help with energy.
 * You may also go /E for Glyph of Lesser Energy if you are having energy problems.

Equipment

 * Any armor with Radiant Insignias and correct runes. Fill rest of the runes with either Attunements or Vitaes.
 * A + 30, HCT/HRT Curses Staff.

Usage

 * Find a target with an enchantment. Start your chain by casting Soul Barbs.
 * Use Corrupt Enchantment and Envenom Enchantments (if you chose to bring it) on the target, using Parasitic Bond as your main cover.
 * Usually, the taget will scramble to re-cast his enchantments, but use Soul Barbs to add extra pressure with every hex and enchantment.
 * Againt Melee attackers cast Price of Failure and Reckless Haste, these can also be used as covers for Corrupt, but this might hurt your energy, so it isn't advisable.
 * Once the target is below 50% health, cast Signet of Lost Souls for energy-management and some healing.
 * Once you have gotten your chain off, you can spam Parasitic Bond to trigger Soul Barbs to finish the target off.

Counters

 * Standard spellcaster counters (Daze, Migraine, Backfire, etc.)
 * Divert Hexes. (Not a problem if you use all of your hexes on the target, as you have 4 of them, and divert removes 3. Note this is very hard on energy.)

Variants

 * For a more caster-hate build, swap out Price of Failure and Reckless Haste for Malaise and Well of Weariness.

E/Mo Icy Shackles Flagger
The Icy Shackles Runner runner uses the Elite Skill Icy Shackles combined with Chilling Winds to hinder enemy runners.

Attributes and Skills

 * Chilling Winds and Extinguish are the two most optional skills in the build. Defensive skills like Blurred Vision or Blinding Flash go well in one of the slots, and a self heal works in the other slot (Ex: Glyph of Restoration or another healing monk skill.)
 * Water Attunement is a nice spell to have for energy management.
 * Glyph of Restoration for better survibability during flagging.
 * Blinding Flash for those pesky Cripshots.
 * Aegis can be used in this build, for this you will have to drop healing and move it into protection, use an enchanting mod if you choose to do this. If you do this, it is suggested that Glyph of Restoration is used, as you have no healing spells (unless you have conditions, where Mending Touch can be used).

Equipment

 * Radiant Insiginias with the correct runes, you can fill in the rest of the runes with either Vitae or Attunement Runes.
 * The normal meta weapon switches.

Usage

 * Keep up Storm Djinn's Haste at all times.
 * Obviously, keep making sure your team's flag is in the flagstand, if not, get it in there as fast as possible.
 * Stop enemy runners with a combination of Chilling Winds and Icy Shackles. Use Freezing Gust if Icy Shackles is removed or for some nice, moderate-recharging damage.
 * If you pass your team while flagging, and they look like they are in trouble, aid them with your healing spells.
 * If your flag is already in the flagstand, get another flag for when the enemy flagger returns theirs.
 * Your first priority is to keep the flag in the flagstand.
 * Your seconds priority is to stop the opposing flagger to get their flag in the stand. A common mistake is that the flagger, even they do not control the flagstand, will take killing the enemy flagger as their first priority.
 * Lasty, you third priority is to assist your monks and snare overextended targets if the first two prioties have been fulfilled.

Counters

 * Body Blocking.
 * Cripshots may be hard to live against.

Variants
Obviously, use the points in Healing Prayers in Restoration Magic instead.

E/any Mind Blaster
The Mind Blaster uses Mark of Rodgort and Mind Blast to deal incedible amounts of pressure on a target while sustaining a high energy level.

Attributes and Skills

 * Another AoE fire spell like Fireball or you can bring Glyph of Sacrifice and Meteor Shower.
 * Searing Heat and/or Teinai's Heat.
 * Deep Freeze for a large AoE snare.
 * Possibly Immolate for more damage.
 * Self healing like Glyph of Restoration.
 * IF for any reason you are having energy problems (which you shouldn't, and if you do, you're not playing this right), then you can bring Glowing Gaze for more e-management.

Equipment

 * Any kind of armor with radiant insignias, the correct runes from above, and the rest with runes of attunement or vitae.
 * Insightful Fire Staff of Fortitude with either the HCT/HRT or E+5 inscription.
 * A E+30/-2 regen wand/offhand combo, if your energy gets low, and you need to spam Mind Blast to regain your energy.

Usage

 * Open the battle with Fire Attunement.
 * Put Mark of Rodgort on your target.
 * Start spamming your skills, if you are constantly gaining energy from Mind Blast, energy should be the least of your problems.
 * If you are getting pummeled by melee attackers or just any type of damage, activate Flame Djinn's Haste and kite.
 * If you are low on energy for any reason (dying, e-denial, shutdown of Mind Blast) then you should switch to your +30/-2 wand/offhand, and spam Mind Blast on a low energy target to regain energy.

Counters

 * Anti spamming skills like: Diversion or Distracting Shot.
 * Fighting players with higher energy than you (Ex: Ele w/ 16 e-storage).
 * Rangers take some time to kill b/c of their armor vs. elemental damage, but degen should finish them off.

Variants
Other skills from other professions that can be used in here are:


 * Mesmer


 * Monk


 * Necromancer


 * Ritualist

Team - New Ranger Spike
The Ranger Spike is a team consisting of:
 * 1/ Utility Trapper/Spiker
 * 1/ BM Spiriter/Spiker
 * 1/ FS Resser/Spiker
 * 1/ GoC Spiker/Utility Trapper
 * 1/ Hard Resser/Spiker
 * 1/ GftE Support Paragon
 * 2/ Divert Hexes and ZB Monk

Equipment

 * Radiant Insignias, the correct runes, and Runes of Attunement or Survivor Runes.
 * A Vampiric Hornbow of Fortitude
 * A Sundering Hornbow of Fortitude

Equipment

 * Radiant Insignias, the correct runes, and Runes of Attunement or Survivor Runes.
 * A Vampiric Hornbow of Fortitude
 * A Sundering Hornbow of Fortitude

Equipment

 * Radiant Insignias, the correct runes, and Runes of Attunement or Survivor Runes.
 * A Vampiric Hornbow of Fortitude
 * A Sundering Hornbow of Fortitude

Equipment

 * Radiant Insignias, the correct runes, and Runes of Attunement or Survivor Runes.
 * A Vampiric Hornbow of Fortitude
 * A Sundering Hornbow of Fortitude

Equipment

 * Radiant Insignias, the correct runes, and Runes of Attunement or Survivor Runes.
 * A Vampiric Hornbow of Fortitude
 * A Sundering Hornbow of Fortitude

Usage

 * To do this build you will need a Voice Chat Program such as Ventrilo or Teamspeak.
 * One of the rangers must have a mic. He/She will call the spike by targetting the person (Shift+Ctrl+Space) and counting down "3,2,1!".
 * Renew Favorable Winds, Winnowing, Predatory Season, and Seeking Arrows before spiking.
 * On "3" the Ranger/Necro should activate Gaze of Contempt if it's recharged.
 * Make sure "Go for the Eyes!" is up before calling the spike and that NO ONE is attacking the target who's going to be spiked.
 * All spiking should be done under the Vampiric Hornbow.
 * On "1" all the rangers should queue Keen Arrow and Punishing Shot, in that order. If done right, the target will die without giving the monks a chance.
 * It is generally a good idea to spike overextending targets such as BoA Assassins or Thumpers.
 * Once one of the other team has died, activate Frozen Soil. If anyone in your party needs to be resurrected while Frozen Soil is up, the Ranger/Ritualist should use Lively Was Naomei and drop it at the corpse of the dead party member.
 * Place your traps around/nearby the monks to help them kite from attacking foes.
 * As there is no Aegis chain in this team, be sure always activate Natural Stride if you become under attack. Also, use Dust Trap and Barbed Trap to blind and snare opposing melee characters.

Attributes and Skills

 * "Shields Up!" can be replaced by "Find Their Weakness!" or Aria of Zeal.

Equipment

 * Radiant Insignias, the correct runes, and Runes of Attunement or Survivor Runes.
 * The weapon doesn't really matter, just any type of spear with +5 energy and + 30 health.
 * A Command Shield with the Fortitude mod and -5(20%) Inscription.

Usage

 * Use "Shields Up!" to counter opposing Paragon or Ranger spikes.
 * Attack a target that is not going to be targetted by the spikers and use the foe to gain adrenaline for "Go for the Eyes!" and "Watch Yourself!".
 * "Watch Yourself!" is to be used to gain energy via Leadership. However, make sure that you have enough adrenaline for "Go for the Eyes!" for when the rangers spike.
 * Use Ballad of Restoration to relieve pressure.
 * Use Song of Purification to keep your party free of conditions while your Divert Hexes monk removes hexes and provides minor healing, and while your Zealous Benediction heals your party.

Equipment

 * Full Radiant Insignia Armor with Superior Vigor, Minor Protection Prayers and Minor Divine Favor. All other pieces should use Runes of Atunement.
 * A +5 energy Sword/Axe of Enchanting and a 20/20 Protection Offhand. Consider equiping low and high energy focus swaps.

Usage

 * Keep Channeling up all the time.
 * Reversal of Fortune, Gift of Health, and Signet of Devotion are your main healing skills.
 * Divert Hexes can remove a large number of hexes from a teammate. It can also be used to remove conditions, but only when there are hexes present.
 * Shield of Absorption and Protective Spirit are protecting skills to prevent spikes.
 * Dismiss Condition for condition removal and healing.

Equipment

 * A -5 energy set
 * A 30/-2 energy set
 * An enchanting weapon
 * Select weapons to preference.

Usage

 * Maintain Hex Breaker.
 * Precast Holy Veil on your self, and/or your melee (these are the prime targets for hexes, it allows for fast removal of Faintheartedness etc. from your melee, and otherwise unremovable debuffs such as Shame or Diversion from your self.).
 * Use Reversal of Fortune to react to damage.
 * Gift of Health is your main heal, use it whenever possible.
 * Spirit Bond should be used to protect against heavy hitters such as hammer warriors, dervishes and elementalists.
 * Use Dismiss Condition to strip dangerous conditions from allies.
 * Zealous Benediction can be used for a massive, cheap heal once an ally drops below 50% health. Don't get in to the habit of waiting for them to drop though, make use of Reversal of Fortune and Gift of Health to keep them alive - if an ally is below 50% health, faced with a pumped-up warrior or an assassin, the ally could be dead before you complete casting of ZB.

Variant

 * A LoD/Infuse monk can be used in this team, instead of the Zealous Benediction monk.
 * If you find your team dying too quickly, you can replace the paragon with another monk, preferably a Shield of Deflection or Restore Condition monk, and place "Go for the Eyes!" on a Ranger(s).

W/A Forceful Burden
The Forceful Burden uses a combination of powerful Hammer attacks whilst using the Assassin's subtle Shadow Arts attribute to snare and weaken the target.

Attributes and Skills

 * Signet of Malice may be replaced by Healing Signet, however, you will have to take off some Strength and put it into Tactics.
 * It may also be replaced with a skill like Rush or Enraging Charge to cancel frenzy.

Equipment

 * Survivor Insignias with one Stonefist Insignia. The Correct runes, Superior Absorption and Superior Vigor.
 * A Zealous Hammer witht he "I have the power!" Inscription and a perfect Fortitude mod.

Usage

 * Only use Frenzy during your spike or if you are not under heavy fire.
 * Charge your adrenaline on a target (preferably squishie).
 * When your adrenaline is charged, pick a target.
 * The skill combo should be Shadowy Burden->Frenzy->Forceful Blow->Heavy Blow->Crushing Blow->Protector's Strike.
 * After your chain use Signet of Malice to purge yourself of conditions/
 * After your target is killed (if you do it right they should be dead) hack away at another target to regain energy and adrenaline.
 * Rinse and Repeat.

Counters

 * Blinding before you get off your chain.
 * E-denial; this is a very energy-heavy build.
 * Adrenaline Denial.
 * Reckless use of Frenzy.