User:Entropy/builds

=Entropy's Builds Page=

Feel free to comment or make suggestions. These are all (to my knowledge) original builds.

Energy Storage Mesmer
Used by Rayne Brunel to fight the Mursaat throughout the Southern Shiverpeaks and beyond.

Equipment

 * All-Seeing Eye of Minor Energy Storage, plus whatever Elementalist Armor you like
 * Runes of Attunement on all armor pieces except headgear
 * Insightful Inscribed Staff of Fortitude, or other max Mesmer staff (Domination-linked)

Usage

 * Use Energy Surge and Energy Burn versus non-caster enemies for armor-ignoring damage and minor energy denial.
 * Use Cry of Frustration and Leech Signet against Rangers using Preparations, Warriors using Healing Signet, etc.
 * Versus casters, hex them with Guilt or Shame (whichever is appropriate) early on and then wait for opportunities to use your many interrupts.

Counters

 * This built is most useful against foes who rely heavily on slow-casting spells. Any enemies which do not use spells easy to interrupt are able to easily counter this build.
 * Energy Surge/Burn rely on the target having energy, so Warriors who rely on energy-based attacks mitigate their damage.
 * This build has no hex, enchantment, or condition removal.
 * This build has no resurrection skill.
 * This build has no self-healing skill.

Variants

 * Pure Damage - Remove all the interrupts and swap in Wastrel's Worry, Shatter Enchantment, Shatter Hex, Diversion, Backfire, and Empathy. This leaves you well prepared for most situations, and deals out considerable armor-ignoring damage. Diversion is included to shorten prolonged fights versus monk bosses and such, who may be able to out-heal damage from yourself alone.


 * Removal - Exchange the interrupts for Shatter Hex, Shatter Enchantment, Inspired Hex, Inspired Enchantment, Drain Enchantment, and Arcane Echo. This is mainly a utility build for dealing with Enchantments and Hexes. Arcane Echo is used to increase effectiveness versus cover-up hexes and enchantments.


 * PUG-friendly - Swap out something for Resurrection Signet. This is mainly to avoid embarrassing situations and hate mail.


 * Hydra Farming - Swap Shame for Maelstrom. Hydras are notorious for standing in it and wasting most of their spells.

Energy Storage Necromancer
Used by Rayne Brunel in parts of the game where being a nuker just didn't cut it, most notably in the Crystal Desert.

Attributes and Skills
The same pattern follows for Curses and Blood - 12, and 3 to some other attribute.

Death Magic variant

Curses Variant

Blood Magic Variant


 * Optional: Maelstrom, Strip Enchantment (for Death or Curses), Resurrection Signet, Plague Touch, Plague Sending, Grenth's Balance. Of course any other Elite in that attribute would work nicely as well.

Equipment

 * All-Seeing Eye of Minor Energy Storage. Any other Elementalist armor, with Runes of Attunement on each piece.
 * Hale (Blood/Curses/Death)-linked staff, of Fortitude. Maxed, with HCT/HRT is nice as well. If going Curses, the weapon must deal Cold Damage.

Usage

 * Death: Initiate battles with Rotting Flesh and replace when necessary, then pester foes with your offensive skills until they die. Once an exploitable corpse is free, use one of your corpse exploits - Well of Suffering for long-term degeneration, Putrid Explosion for spike damage, and Soul Feast for self-healing.
 * Only use Vile Touch if a target moves into touch range and/or you are facing a very small number of foes.


 * Curses: Start off by hexing every foe with Parasitic Bond. Use Insidious Parasite, Faintheartedness, Enfeeble, and Shadow of Fear to weaken any non-caster enemies. Cast Desecrate Enchantments when foes group up for armor-ignoring damage.
 * Use Spinal Shivers against casters and then simply attack them for continued interruption.
 * Cast Parasitic Bond on foes about to die (if it's not already on them) to achieve some quick and cheap healing.


 * Blood: Begin by casting Life Siphon on all foes. Then use Shadow Strike (if foes are above 50% health) and Vampiric Gaze. Use Strip Enchantment when necessary.
 * Use Vampiric Touch and Unholy Feast if target(s) move into touch range and/or you are facing a very small number of foes. Beware the high energy costs.
 * Cast Blood Renewal only when you are not under heavy fire, otherwise the health sacrifice could kill you.

Counters

 * Death Variant relies on corpses and fleshy foes being available and is thus useless versus Spirits, Undead, etc.
 * Curses Variant is most effective versus non-casters; those who don't rely on attacks won't suffer much ill effects.
 * Curses Variant is vulnerable to hex removal.
 * Blood Variant is most vulnerable to spike damage.
 * These builds do not have any hex removal.

Variants

 * Death Variant can be made into a pseudo-MM or Minion Bomber build, though it is far inferior to anything a primary Necromancer could cobble together. In lower-level areas, however, Animate Bone Minions can still prove useful due to their numbers.

The generic build template
Left here so I don't have to copy&paste all the time from the GuildWiki Formatting: Builds page.

Describe the build.

Attributes and Skills

 * Suggest a few optional skill(s) if you included an Optional slot in the skill bar.
 * "Generic resurrect" works like an Optional slot. Replace it if necessary.

Equipment

 * Armor
 * Weapons

Usage
Describe how to use the build.

Counters
Describe important counters.

Variants
List the major variants.