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 running skills (such as Dark Escape) and 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.


 * Alternate General Melee sin:


 * Same idea as above. However, in this version, GPS compacts the bar to allow 1 "free" slot. In Hardmode, this slot can be filled with stuff like "Save Yourselves!" which, coupled with the sin's fast attack speed, may be maintained at higher attribute levels.

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 (due to overexhaustion). If you want a slightly more offensive build, replace the elite with Mirror of Ice


 * General Terra Tank (Vaettir Version):


 * Requires Superior Earth hat and an Enchanting weapon. Against creatures that either do not deal earth damage or remove stances (or both), going E/Mo and bringing Balthazar's Spirit and Armor of Earth might be best. In such a case, replace the mez degen skills with Sliver Armor and Ebon Vanguard Standard of Honor.

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

 * A Jade Quarry build. Designed to overwhelm quarrydudes with conditions. It can also help defensively, to a degree, by interrupting chars like eles and RoJ monks. Try to save DS for critical high-damage skills, like RoJ or MS. Note that the max degen on a char is 10, so you actually have more conditions here than you can "use". However, I've found that most people in JQ do not bring industrial-strength condition removal, allowing you to use the extra conditions as "covers". For more defense, but less damage, try replacing Lighting Reflexes with Whirling Defense (much lulz vs. melee)

Ritualist

 * Spirit Spammer:


 * General Spirit Spammer. In areas with stuff that might not be as effected by blinding (via Shadowsong), you may want to substitute Agony.

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.


 * Shiro Solo:


 * Basically designed around the Paragon running build. I personally found that the paragon version, as well as the bizarre heroes that came with it, did not do nearly enough damage (or damage prevention) to outlast and kill Shiro. This build gets rid of the Paragon primary. I usually bring an SV necro and a SS necro with me. However, as these hexes rely on Shiro attacking, and you alone won't do nearly enough damage to pull him out of Meditation of the Reaper, I usually bring a spirit spammer with me too to provide the extra oomph. The two optional skills should be any normal damage attack skills, preferably adrenal-fueled. Other than that, maintain VS and GD as much as possible, hit Wild Blow on recharge, and have fun. Use IATS when Shiro meditates to help pull him out of it. Note that this build does not work in HM.

Callers

 * Assassin:


 * The main caller build. Higher Deadly Arts spec allows your heroes to make mistakes (i.e. take longer to kill the called target). Optional slots can be self-heals, rezzes, etc. To be honest, everything beyond the 3rd skill (EVAS) is optional.


 * Elementalist (offensive):


 * The high DPS of discordway should make skills 4-8 essentially needless. Nevertheless, they're there if you need them.


 * Elementalist (defensive):


 * Great against anything that either deals elemental damage or is in melee range. Optional can be skills like Eruption or other AoE debuffs.


 * Ritualist Sin Bomber:


 * The Vanguard summon is a summoned creature as per the first 3 skills here. This build adds nice defensive abilities as well as a little extra boom at the beginning.

Petway

 * To be determined! Will likely include an orders character, a "Go for the Eyes!" paragon (primary or secondary), and possibly an MM. Also, note the Ranger Discordway caller, which could be used as a possible build here.