User:Gemigemi/Lists/Builds

= Jessica Keldark =

Forest Vampire
This is one of the most powerful ranger builds.

Attributes

 * Expertise: 16 (12+1+3)
 * Wilderness Survival: 4 (3+1)
 * Blood Magic: 12

Equipment

 * Gemstone Axe, +5 energy, +30hp
 * Blood Knife (from Attendant Nashu)
 * Druid's Armor
 * Rune of Vigor, 2 Runes of Attunement

Instructions
When scrolling through the Factions campaign skills and some of the GuildWiki builds I came up with the idea of a Forest Vampire with Julenal. Originally we ment the FV build to be used in GvG or Hero's Ascent, but later I decided to test it in regular PvE. It turned out to be a success as 1-2 FVs can easily complete any mission and bonus, sometimes utilizing henchmen and heroes. Currently this is my main build.

The build is very easy to master. Close in using one of the speed boosts if needed and start spamming Vampiric Bite and Touch on your target. If the target starts running away, switch target or use a speed boost. When you have spent ~20 energy, use Offering of Blood unless your health is low and continue spamming the touch skills. Use OoB again whenever it recharges, but make sure that you do not kill yourself with it. If you take a lot of damage from warriors and rangers use Whirling Defense and retreat if you run out of energy while you do not have enough health to use OoB.

Dodge or Zojun's Haste could be replaced with Lightning Reflexes or a Signet of Capture when needed.

Attributes

 * Expertise: 12 (11+1)
 * Marksmanship: 13 (10+3)
 * Wilderness Survival: 12 (10+1+1)

Equipment

 * Storm Bow, 20/20 sundering, +30hp
 * Shadow Bow, 20/20 sundering, +30hp
 * Eternal Bow, 20/20 sundering, +30hp
 * Druid's Armor
 * Rune of Vigor, Rune of Attunement

Instructions
I use this build for any PvE area if I need to capture skills from other professions than ranger or necromancer, or if the party really needs an interrupter more than a toucher. Slight variations to the skills are possible depending on the area and friends with me. The attribute points also shift a little depending on my mood.

As a big friend of henchmen my playstyle is optimized for controlling the henchmen as effectively as possible. I usually don't take any players in the group who I don't know. Usually the team consists of me, Kalomeli and 6 heroes.

The build itself is easy to use. Use Kindle Arrows and possibly Troll Unguent before pulling the enemy. Pull by moving into aggro range, not by attacking. When the enemy is in a better spot, attack using your bow attacks. DPenetrating Attack and Punishing Shot can be spammed to increase damage output. Distracting Shot is a good interrupt and best used against monks and other enemy casters. Punishing Shot can also be used to interrupt if needed. In tight spots use Whirling Defense and Troll Unguent.

This build is very good for playing any area solo with the henchmen and heroes. On some areas you will propably want to have another player, for example a mesmer, minion master or another ranger. Never take player monks instead of henchmen monks as the henchmen work very well together, but not that well with player monks. Trusted, good monks are an exception, although they might still experience lag while henchmen cannot.

Attributes

 * Expertise: 13 (12+1)
 * Wilderness Survival: 16 (12+1+3)

Equipment

 * Staff
 * Druid's Armor
 * Rune of Vigor, 2 Runes of Attunement

Attributes

 * Expertise: 13 (12+1)
 * Marksmanship: 4 (3+1)
 * Wilderness Survival: 16 (12+1+3)

Equipment

 * Gorrel's Staff
 * Druid's Armor
 * Rune of Vigor, Rune of Attunement

Instructions
See User:Gem/Team Builds for a fast 2 man team and a slower 3 man team able to clear the whole UW. See Build:Team - Underworld trapping for instructions.

Fissure of Woe solo
I will try to create something unique later, but for now this one works fine.

Attributes

 * Expertise: 9 (8+1)
 * Marksmanship: 9 (8+1)
 * Wilderness Survival: 16 (12+1+3)
 * Inspiration Magic: 7

Equipment

 * Storm Bow, 20/20 sundering, +30hp
 * Druid's Armor
 * Rune of Vigor, Rune of Attunement

Instructions
Coming later...

Attributes

 * Beast Mastery: 6 (5+1)
 * Expertise: 10 (8+1+1)
 * Marksmanship: 15 (12+3)
 * Wilderness Survival: 10 (9+1)

Equipment

 * Storm Bow, 20/20 sundering, +30hp
 * Druid's Armor
 * Rune of Vigor

Instructions
See Build:Team - Barrage/Pet (Tomb Ruins) for instructions.

55hp ranger
Yes, this build does work, although there is no reason to have ranger as primary. The same build with a monk primary and monk superior runes would be far better.

Solo

 * Beast Mastery: 9 (5+1+3)
 * Healing Prayers: 10
 * Protection Prayers: 10
 * Smiting Prayers: 10

Tank

 * Healing Prayers: 12
 * Protection Prayers: 12

Equipment

 * Totem Axe
 * -50hp Grim Cesta
 * Druid's Armor
 * 5 superior runes

Instructions
I created the 55hp ranger to show the world that rangers can do anything what the other professions can. I created a few variants for different enemies, but this is the most succesfull one. It is best used against the minotaurs in the Elona Reach mission. First use Balthazar's Spirit, Essence Bond and Mending on yourself. As they will cause you to have 0 energy regeneration, you probably should recharge your energy after the first two and then use the third. It is important to make sure you have atleast 10 energy left, preferably 20.

Now run to the open area through which all of the minotaurs patrol. There are 9 to 13 minotaurs present. Before the first one will hit you, use Protective Spirit. When you begin to get more hits renew Protective Spirit and use Healing Breeze. Then cast Zealot's Fire. Now you should have most of the minotaurs hitting you. Spam Protective Spirit, Healing Breeze, Zealot's Fire and Vigorous Spirit as fast as you can. You will receive 2 energy for each hit so energy won't be a problem. The minotaurs will run away from you when they take damage from the Zealot's Fire. You should stay in the same place the whole time and keep casting. If most of the enemies move away from you at the same time, save your energy to renew PS and HB. If all of the minotaurs hit you at the same time you will die, so you will want to have them come and leave in smaller waves, which only happens if you cast ZF very fast in the beginning.

When most of the minotaurs are in very low health cast Edge of Extinction. Make sure that you cast it when most of the minotaurs aren't hitting you or they will kill you as you can't heal yourself or cause them to flee for 5 seconds. Then keep casting your spells normally until one enemy dies. This should cause a chain reaction killing all of the enemies. A lone survivor is hard to kill if it has a lot of hp as you will not gain enough energy to use any other skills than PS.

A 55hp ranger can solo UW, but it's too slow and hard.

Running
Do you really think I would reveal my money making build?

Attributes

 * Expertise: X
 * Wilderness Survival: X
 * Secondary attribute: X

Equipment

 * Certainly not a bow
 * Certainly some armor

Instructions
Do you really think I want more competition on the market and train others to run?

= Danya Keldark =

Attributes

 * Blood Magic: 16 (12+1+3)
 * Soul Reaping: 13 (12+1)

Equipment

 * Kole's Torment
 * Scar Pattern

Instructions
I began using Blood Magic from the beginning, as the best skills received from quests were all Blood Magic skills. I then continued to use them as I found the constant damage and healing at the same time suiting my playstyle. As a primary ranger player I am used to being able to survive without help like healing from others and the life stealing skills work well for selfsustaining. My love for rangers originally showed in constant use of my beloved pet, but later on I decided to use a real build instead.

Using the build is pretty straightforward. Casting Life Transfer on the party target is not wise, because the target often dies before you get the maximum benefit. Otherwise use the damage skills on the called target.

Attributes

 * Curses: 16 (12+1+3)
 * Soul Reaping: 9 (8+1)
 * Illusion Magic: 10

Equipment

 * The Stonereaper
 * Scar Pattern

Instructions
This build can be used with any group in the Underworld as long as the enemies are gathered together to a tank. I mostly play with a 55hp monk/mesmer/ranger. If playing with a 55hp ranger or a 55hp monk with no Blessed Signet I take Blood Ritual with me instead of Ancestor's Visage. Reckless Haste is a good optional skill.

After the tank aggros the enemy use Ancestor's/Sympathetic Visage on him if needed. Then cast Arcane Echo and use Spiteful Spirit on one of the enemies and the echoed SS on another enemy. Then use Desecrate Enchantments and Defile Enchantments as often as you can. Use the other Visage after the first wears out if needed. The tank should move a little so that the enemies are close enough to each other so that the SS deals damage to every enemy when triggered. Sometimes one enemy is left alive alone. Use Conjure Phantasm to finish it off if needed.

Remember to keep out of aggro range when the tank is aggroing the enemy mob. You may start casting when all enemies are attacking the tank. Stay at maximum spell casting range at all times and move back if you don't have the enenrgy to cast spells. If any enemies attack you, the 55hp should cast protective and healing spells on you, usually Protective Spirit and Healing Breeze, so that you can safely pull all enemies to the tank so that SS will keep damaging them all.

= Shinai Keldark =

Attributes

 * Strength: ?
 * Swordsmanship: ?
 * Tactics: ?

Equipment

 * Sword
 * Shield
 * Armor

Instructions
Coming...

= Arabel Keldark =

Attributes

 * Divine Favor: 11 (10+1)
 * Healing Prayers: 13 (12+1)
 * Protection Prayers: 8

Equipment

 * Insightful Healing Staff of Fortitude
 * Armor

Instructions
Arabel has a very limited skill selection, complied from quest rewards, so her build isn't great.

Attributes

 * Divine Favor: 14 (12+1+1)
 * Protection Prayers: 13 (12+1)

Equipment

 * Staff
 * Armor

Instructions
This build is used for tanking the UW. If used to solo, replace Spell Breaker with Shield of Judgment, remove Rebirth and add a damage dealing skill such as Retribution. Also set the attributes as following: Divine Favor 9+1, Protection Prayers 9+1, Smiting Prayers 10+1+1.

With a low armor value you will be taking high damage. This triggers Spirit Bond which heals you. Because you have Protective Spirit on you, the healing will cancel the actual damage caused. If the monsters aren't dealing enough damage to trigger Spirit Bond, use Frenzy.

Attributes

 * Protection Prayers: 14 (11+3)
 * Healing Prayers: 13 (10+3)
 * Smiting Prayers: 3 (0+3)
 * Divine Favor: 14 (10+3+1)

Equipment

 * Totem Axe
 * -50hp Grim Cesta
 * Armor

Instructions
This build is used for tanking the UW. See Build:Team - 55/SS for instructions.

= Turog Keldark =

Attributes

 * Scythe Mastery: 16 (12+1+3)
 * Earth Prayers: 9
 * Mysticism: 9

Equipment

 * Scythe
 * Armor

Instructions
Coming later...

= Factions CE account characters =

Attributes

 * None: 200

Equipment

 * Backpack, Belt Pouch, 2 Bags

Instructions
Playing the Storage build is fairly easy, although certain problems might emerge from time to time. Profession, skills, attributes and equipment are completely irrelevant unless you want your Storage build to act as a normal PvP build at the same time.

The function of a character running the Storage build is holding the inventory full of stuff which needs to be stored, but is not actively used by any other characters. Many players need to have one character with the Storage build, especially if the player is as poor in selling precious stuff to others as I am. Some players even need a whole account of characters running the Storage build if they are as poor in selling precious stuff to others as I am.