User:Gemigemi/Lists/Builds

= Jessica Keldark =

Attributes

 * Expertise: 12 (11+1)
 * Marksmanship: 12 (11+1)
 * Wilderness Survival: 12 (8+1+3)
 * Protection Prayers: 3

Equipment

 * Sundering Ascalon Bow of Defense (Long Bow)
 * Druid's Armor (15k)

Instructions
I use this build for any PvE area if fighting with henchmen and possible a friend or two. 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 so that they don't cause the henchmen to do things which they shouldn't. Some common mistakes are 1) Pulling enemy groups by attacking, as the henchmen will also attack causing the warriors to aggro more enemies 2) ctrl-clicking resurrection skills, as the henchmen monks will rush to resurrect the party member you are resurrecting.

The build itself is easy to use. Cast Favorable Winds before combat. 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. Dual Shot and Punishing Shot can be spammed to increase damage output. Distracting Shota 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. 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 disconnects while henchmen cannot.

Attributes

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

Equipment

 * Sundering Ascalon Bow of Defense (Long Bow)
 * Druid's Armor (15k)

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

Attributes

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

Equipment

 * Gorrel's Staff
 * Druid's Armor (15k)

Instructions
See Team - Trapper Farm Build 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 monks superior runes would be far better.

Attributes

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

Equipment

 * Axe of Enchanting
 * -50hp Grim Cesta
 * Druid's Armor (1.5k, 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 doesn't work agains a lone enemy so soloing Underworld with it is virtually impossible.

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: 12 (11+1)
 * Beast Mastery: 5
 * Wilderness Survival: 4

Equipment

 * Kole's Torment
 * Scar Pattern (15k)

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 shows in the use of a pet in the build, although other necromancer skills would be a lot more useful.

I begin combat with using Shadow Strike on my target and proceed to use Vampiric Gaze and possible Vampiric Touch. If the target has a lot of health I usually use Life Transfer after the Shadow Strike.

Minion Master
'Due to recent major changes to minion mechanics I will need to rebuild my minion master build. I will not give up like many others.'

Attributes

 * Blood Magic: 12 (9+3)
 * Death Magic: 16 (12+1+3)
 * Soul Reaping: 10 (9+1)

Equipment

 * Kole's Torment
 * Scar Pattern (15k)
 * Bloodstained Boots

Instructions
Minions are one of the things I love most in the necromancer profession. With only a limited selection of skills I wasn't able to create a truly unique minion mastery build, but later I hope I will come up with something.

With the current build I begin a new combat with Life Trasfer to have one enemy lose life rapidly and to give me health regeneration in case the monsters target me. Vampiric Gaze is a backup skill in case I take too much damage. When enemies die I animate them as Bone Fiends. If lots of enemies die in a short period of time I use both animation skills repidly. Verata's Sacrifice should be kept on the minion when possible. Blood of the Master is best used after a fight when the minions gaher to you, but can also be used as a mid-combat heal for grouped minions.

Being a pet maniac I like to use Charm Animal as the optional skill, although I can't resurrect my pet if it dies.

Attributes

 * Curses: 16 (12+1+3)
 * Blood Magic: 7 (6+1)
 * Soul Reaping: 3 (2+1)
 * Illusion Magic: 10

Equipment

 * Kole's Torment
 * Scar Pattern (15k)

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 ranger you should take Blood Ritual with.

Before the tank pulls the enemy use Awaken the Blood. After the tank aggros the enemy use Sympathetic Visage on him. Then cast Arcane Echo and use Spiteful Spirit on one of the enemies and the echoed SS on another enemy. Then use Desecrate Enchantments as often as you can. The tank should move a little so that the enemies are close enough to eachother so that the SS deals damage to every enemy when triggered. Usually one enemy is left alive alone. Use Conjure Phantasm to finish it off.

Against Smite Crawlers you need to act differently or they will not die. Use Awaken the Blood normally. Then wait until the tank has gathered every single Smite to the same spot and you have maximum energy. Cast Sympathetic Visage on the tank. Wait for 5-10 seconds and then cast quickly behind eachother Suffering, Arcane Echo, Spiteful Spirit and echoed Spiteful Spirit. The Smites should die fast. Finish off the survivers with Conjure Phantasm.

= Gilda Keldark =

Attributes

 * Energy Storage: 5
 * Fire Magic: 5
 * Inspiration Magic: 2

Equipment

 * Long Sword
 * Divine Symbol
 * Pre-Searing collectors armor

Instructions
This build was made from the few skills obtainable in Pre-Searing. As there isn't much to choose from, the build is a very stereotypical elementalist build.

Before combat use Glyph of Lesser Energy and Aura of Restoration. Then start spamming Flare on your target. You will kill the enemy pretty fast and keep healing yourself at the same time. If you have a lot of enemies against you, consider using Fire Storm. Ether Feast can be used as an emergency heal and Resurrection Signet is reserved for the party member you might have.

= Shinai Keldark =

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 accounts 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.