User:GW-Kem

My user page as a backup for builds that id like to keep.

Build:Mo/W Aggressive Totem 55hp Monk (PvE farming)
This build is a more aggressive version of the 55hp solo farmer builds. It adds speed to your killing power but sacrifices the safety and security of health regeneration and the energy management boost of the Blessed Signet. This build profits from the fact that many 55hp monks will be wielding an Axe of Enchanting for an added duration on Enchantments. This build turns the axe to a very formidable weapon and useful option.

The build can be used in many solo farming areas and does not rely on Healing Prayers at all. This build can take on any number of monsters as you like without worrying about your health dropping below 55. Shield of Absorption reduces damage by 5, and this build has a maximum health of 55. With Protective Spirit, this means that every attack against you will do zero damage. This means that you can tank as many monsters as you want, similar to the old Spirit Bond monk. See the Invincible Monk article for more information on these kinds of builds.

Equipment

 * Ascetic's Armor for a larger energy pool, with a +1 Smiting Prayers scalp design. You will need to upgrade your armor so as to bring your health down to 55 hp (as seen on this section of the Invincible Monk page).


 * Any Axe of Enchanting. The bonus must be +20%. Also, a +5 Energy modifier (or the inscription "I Have the Power") helps to increase the energy pool even more. The Totem Axe is a good choice for this. A two-handed weapon cannot be used or your health will be more than 55.


 * Consider bringing a scalp design that provides a bonus in Divine Favor and/or a staff of Mastery in Divine Favor.

Usage

 * First cast Blessed Aura. If you are using a Divine Favor headpiece and/or a staff of Mastery in Divine Favor, equip them now to maximize its effect. Note that if you are using a staff of Mastery, it may take multiple castings for the Divine Favor boost to kick in. Be sure to re-equip the Smiting Prayers scalp and your axe/offhand combo after you are satisfied with your cast.


 * Then cast Strength of Honor and Balthazar's Spirit. This will provide you with added melee damage, Adrenaline for your Lacerating Chop, and help your energy management.

Note: These three enchantments can be cast in any order according to preference.


 * After all of the enchantments are cast, head towards your enemies (but see Choosing Enemies, below).


 * Before entering battle cast Protective Spirit and Shield of Absorption. (You should do this no more than two seconds before you do the next step.)


 * Aggro your enemies. You must keep up Shield of Absorption (near-)continuously. Depending on how high your Divine Favor attribute was when you cast Blessed Aura, you can have as little as .5 seconds to recast it - or you may have as many as 1.85 seconds. Note that if you miss a recast by a few seconds, the health gained from the Divine Favor Attribute alone and combined with the damage reduction from Protective Spirit will help prevent death, but don't take your time about recasting it. (Be aware that larger mobs mean faster death in this situation.)


 * Use Shield of Judgment for damage and Knockdown.


 * Use Lacerating Chop and Cyclone Axe for damage. The steady supply of Adrenaline should help recharge your Lacerating Chop fast and if you pair it with the Knockdown effect of Shield of Judgment your target will start to bleed. A good strategy is cycling your targets for the Lacerating Chop thus getting more to suffer from Bleeding. Use the Cyclone Axe as long as your energy management is comfortable to strike all adjacent opponents.


 * Cycling targets is in generel a good idea - the longer you have the more enemies the better is your energy management and the adrenaline gain on which your Lacerating Chop thrives.

Counters

 * Enchantment removal can be deadly if it hits Protective Spirit and/or Shield of Absorption. Because Necromancers and Mesmers have so many skills to do this, avoid them.


 * Most health degeneration will also kill you as you only have the raw Divine Favor Attribute as your healing. Again, avoid places with Necromancers or Mesmers. (Note that minor health degeneration may not necessarily be deadly as you will heal yourself every time you cast a spell on yourself due to the healing bonus from the Divine Favor attribute.)


 * If Shield of Absorption is interrupted, you could be in trouble. You will have to last ten seconds with only the healing boost from casting Protective Spirit on yourself - although Protective Spirit has a five second recharge.

Variants

 * Healing Breeze is useful when killing foes that cause -3 (or greater) health degeneration.


 * Zealot's Fire can provide relatively consistent AoE damage; you must be cautious as to how you time your spells so that there is at least three seconds between each of them, or you will cause your enemies to scatter.


 * Consider bringing Judge's Insight if farming undead, but beware that it can strain your energy management.


 * Consider changing the Axe skills to something causing various Conditions or one causing Interrupt to make you better suited at farming bosses. If centering on bosses, as oppossed to a mass of enemies, it might also be an idea to trade the Shield of Judgment in for another elite. Either an aggressive one to increase your damage or something to protect you from the bosses skills or spells. It doesn't really matter about the adrenaline cost, as your adrenaline is virtually infinite.

Warrior
 * Bonetti's Defense - for energy and +75% chance to block attacks, making you more resistant to melee interrupts such as Savage Slash.
 * Balanced Stance - to resist knockdowns and therefore some interruptions

Choosing Enemies
Only certain enemies will be effectively damaged by this build. Enemies that are knocked down by Shield of Judgment are preferred even if they do scatter; enemies such as the Mountain Trolls at Talus Chute can be knocked down and therefore will be vulnerable to this build. It is also possible to take out a range of other groups in the Chute including the Blessed Griffons, the Azure Shadows and any group of Tengu as long as they have no Avicara Guile as they can strip your enchantments.

Before you use this or any other build with Shield of Judgment to farm monsters, do some research to see if they can be knocked down or not. Shield of Judgment can cause scatter but the use of melee damage might be off-setting. And the added DPS of this build decreases the problem of scattering as they often die before getting away, or at least that they do not have to attack you to receive damage as with the builds depending on the Shield of Judgment alone. Your axe is your main damage dealer.

This build is also useful, and somewhat faster than less aggressive 55hp builds, on those monster that cannot be knocked down, but you'll forego the Bleeding and might consider another Adrenaline Axe Mastery skill in place of Lacerating Chop.

Also, when considering choosing an area, try to find an area with abundant melee attackers, who will be drawn close to your and the range of your axe.

Build:N/any Minion Master (PvE General - PvE Farming - PvE hero - PvP AB - PvP CM)
There are many version of the Minion Master, however, this version unlike many does not use Healing Prayers line, removing any restriction on secondary class. This version is ideal for Sorrow's Furnace farming, Alliance Battles or PvE.

Equipment

 * Minion Master's Armor or Cabalist's Armor.
 * Bloodstained Boots
 * Any 20/20 Bone Staff, Ghial's Staff, Woe Spreader or The Nightbringer

Usage
When starting out in a new area or low on minions:
 * Use Rotting Flesh on fleshy foes, preferably on large groups to spread the Disease condition. This is incredibly effective when used in PvE.
 * Create a Flesh Golem with the first dead body to start off.
 * Create other minions depending on your Energy pool.

Once you have a few minions: This build can happily stay alive by sacrificing a minion with Taste of Death while other minions kill foes, while disease from Rotting Flesh degenerates most foes in PvE when low on minions.
 * Create other minions, again, depending on remaining Energy.
 * Use Blood of the Master to keep your minions alive.
 * When without a monk on your team it is perfectly viable to use Taste of Death to keep yourself alive so long as you have Minions to feed off of.
 * When idle, spam Blood of the Master on your minion army and use Taste of Death on a Flesh golem to regain the health lost. Don't forget that it is usually easier to kill off an old Flesh Golem for a new one instead of repeatedly healing one.

Variants

 * For the optional slot:
 * Deathly Swarm can be used for AoE damage.
 * Take Rotting Flesh to spread degeneration. (NOTE: not recommended against human foes)
 * Use Infuse Condition for the transfer of conditions to your minions.
 * Aura of the Lich can be used in place of Animate Flesh Golem to allow more spamming of Blood of the Master, although not advisable when anticipating health degeneration effects. This also makes Blood Renewal useful for self-healing if a higher level Blood Magic is used.
 * Skills such as Putrid Explosion, Deathly Swarm and Bitter Chill can be added to give the Minion Master some direct damage skills that are linked to Death Magic.
 * You can bring Death Nova to make one last final use of a minion that's near death.
 * For more self healing Animate Vampiric Horror can be used in place of Animate Bone Fiend. This allows a more meat-shield like role of the minion master protecting the back line casters. If making this switch, it is a good idea to cast Animate Bone Horror more often due to the recharge time of Animate Vampiric Horror and to refresh your minions. Also great way to gain a positive health gained to sacrificed ratio if enough are summoned.
 * Bring Verata's Aura to reclaim your minions if you die, or possibly to steal minions from monsters who create them. Not many monsters can, however, and the ones that can do not create them nearly as fast as the average Minion Master Necromancer. As such, Verata's Gaze may be a better choice for stealing minions.
 * Infuse Condition in combination with Dark Bond is useful in scenarios where you are being targeted instead of your minions.
 * Skills such as Putrid Explosion will exploit your corpses rendering them useless to a Minion Master. Instead of using Animate Bone Fiend and Dark Bond, try Fetid Ground and Deathly Swarm for damage when you need to kill enemies quickly without minions.
 * You can use Animate Shambling Horror instead of Animate Bone Horror if you have Guild Wars Nightfall. The differences between a Shambling Horror and a Bone Horror, except for the 'skin', include a different attack range from Bone Minions and Vampiric Horrors, and the fact that when a Shambling Horror dies they will immediatly turn into a Jagged Horror, which will cause bleeding with its attacks. Those using Shambling Horror will find a longer recharge time in return for this fact, so faster-recharging summons are advised.
 * Signet of Lost Souls may be an energy management option.
 * Verata's Gaze and Verata's Aura Make excellent AB variant over the Resurrect skills because they allow the Minion Master to steal the enemy minions (Mostly other Flesh Golems or with aura all of the enemy minions). WARNING: Once Verata's Aura is used, especially with re-controlling your army MAINTAIN IT!

Build:Rt/Me Painful Echo (PvP AB - PvP RA - PvE General)
This build is designed to integrate the damaging communing spirits with some support skills from spawning, and a hex from channeling. The result is a spike based on spirits, which is extremely effective in AB and PvE, and with some variants it is equally powerful in Random Arena and 1v1.

Equipment

 * Use the communing cap to use with the superior rune.
 * Use Halcyon armor for the extra energy. You'll need it.
 * A collector Insightful Channeling Staff of Fortitude should do nicely. Binding Rituals do not recharge or cast faster with a 20/20 Communing Staff because they are not considered spells. But the Hex Painful Bond which is important for this build can recharge faster with a 20/20 Channeling Staff or Wand/Focus.

Usage

 * Start by casting Boon of Creation to keep your energy up and health up while you're casting spirits.
 * Use Ritual Lord, and put down Pain, Shadowsong, and Bloodsong.
 * Use Arcane Echo to set up your Painful Bond.
 * Target a close group of enemies, and hit them with Painful Bond. Use the Echo-Painful Bond on another group, or save it for a few seconds. Your call.
 * Use Vital Weapon as needed. It can also be used as a quick heal.

Counters

 * Energy isn't really that big of a problem since you have the use of Boon of Creation, but excessive energy denial can cause a problem.
 * Getting interrupted while casting a spirit can be a hassle, but is avoidable if you try to hang back and cast the spirits.

Variants

 * Arcane Echo can be replaced by Ghostly Haste, but Arcane Echo is more efficient for Painful Bond in this build.
 * Vital Weapon isn't necessary, but it is a helpful health buffer during Alliance Battles to keep you alive. If you're doing a 1v1 or a Random Arena, try replacing Vital Weapon with Doom. Use Arcane Echo on Doom instead of Painful Bond, since when you're in RA or 1v1, the one hex will usually effect all of your enemies due to close grouping. If you use Doom and Arcane Echo together once you have all of your spirits cast, you can spike for a hefty chunk of damage, along with the high-damage spirits.
 * Arcane Echo can be replaced with Dissonance or Disenchantment, turning this build into a one-man army against melee bosses, like Sskai, Dragon's Birth for farming (PvE).
 * The new Nightfall Spirit Anguish could be used instead of the spirit shown here.
 * If you would like to use a channeling spell instead of arcane echo you could take a minor for communing and a superior + headgear for channeling. The build works just as well since the extra damage from painfull bond and bloodsong ofsets the lost damage from pain and shadowsong. However it does reduce the effectiveness of vital weapon slightly.

Build:Mo/D Divine Wind Runner (PvE Running)
The Divine Wind Runner combines the power of the Monk's Divine Favor and the mobility and balance of the Dervish's Wind and Earth Prayers to successfully run a wide range of locations. This flexible build provides powerful spell denial, self healing, speed, balance, and condition removal.

Equipment

 * Full Radiant Insignias
 * Totem Axe or Rajazan's Fervor or equivalent weapon.
 * Divine Favor off-hand with health +30 core, and energy +5 while enchanted inscription.
 * If preferred, a halves skill recharge inscription (Forget Me Not) could be used to increase usage of Spell Breaker.

Usage
The power of this build comes from the long-lasting preventative action of Spell Breaker. At rest points, allow Spell Breaker to recharge while you heal yourself. Successful usage of this build is facilitated by smart gameplay; only use Spell Breaker when you (forsee you will) need it - do not try to keep it active all the time.
 * Begin your run by casting Blessed Aura. This constantly maintained enchantment will help to fuel your Enchanted Haste.
 * If desired, pre-cast Watchful Spirit so you may cancel it in the event of an emergency for a quick heal boost after taking damage. Although you do not need to stop to cancel Watchful Spirit, you will need to stop to recast for future uses.
 * Use Spell Breaker when passing through areas with casters. Even with an enchanting weapon and Blessed Aura, you cannot maintain this enchantment indefinitely.  It should last around 25 seconds, so know your area and plan ahead for the 20 second downtime.
 * Use Enchanted Haste and then Harrier's Haste immediately after Enchanted Haste expires. With 9 points in Wind Prayers, you can run constantly and with no energy downtime while cycling through these skills.  Note that both of these skills are stances and, as such, one will cancel the other.
 * Use Fleeting Stability just before entering a knockdown area. This is an enchantment and, as such, it will not interfere with your running stances. Beware of the self-knockdown effect after Fleeting ends.
 * Use Smite Hex as needed.
 * Use Mending Touch as needed.

Counters

 * Enchantment removal and hexes can be devastating. Avoid running through dense enchantment removal and hex areas without Spell Breaker active.
 * Excessive physical attacks can prove fatal as well. Taking a wrong turn or getting boxed in/body blocked can end your run.  Know the geography and spawn locations of enemies so that you can plan to circumvent them accordingly.

Variants
The build can be customized to conform to specific runs, enemies, and user preferences:
 * If knockdowns are not a concern, consider bringing Healing Touch instead of Fleeting Stability, lower your attribute rank in Earth Prayers to 0 and increase your attribute rank in Healing Prayers to 9. With your high rank in Divine Favor you will get 144 heal for 5 energy.
 * If knockdowns are not a concern, consider bringing Conviction for added armor.
 * If you choose to use conviction with this build, consider bringing Featherfoot Grace, as it is an enchantment running spell and will not conflict with your Conviction stance.
 * Watchful Healing can be used instead of Watchful Spirit, as a cheaper regen spell. Additionally, bring a "lose enchantment" skill to cancel Watchful Healing and gain its healing bonus.
 * Pious Restoration or Signet of Pious Light can be used to cancel Fleeting and Watchful Healing if you choose that skill as well.
 * If you're running with a team, consider using Dismiss Condition to assist your allies if needed.
 * If you are not concerned with hexes, replace Smite Hex with Signet of Devotion for self healing, ideally at rest stops or after breaking aggro.