User:Nova11623

Woof.

I am a relatively new user on Guild Wiki, but I am also relatively experienced in Guild Wars. I like PvE and think PvP is far too official, although I enjoy skirmishing in 4v4 arenas once in a while. I also occasionally play in the fast-paced Heroes' Ascent. I'm rank 1 now! Hooray! 49 fame to go for r2! Can't wait to see Zergway nerfed! Please forgive me if I make stupid mistakes.

Oh, and I also have three gladiator points! Details below.

My real name is Charles. My dog is named Nova. I own only Prophecies, but I plan to get Factions soon. I think it's nice to have ArenaNet make all the major updates, bug removals, and nerfs before I start playing.

My Guild is Team Narf [NARF].

Chuck Shadow Caster
lvl 20 Prophecies Ranger(/Monk, Warrior, Elementalist, Necromancer, Mesmer) Has completed all Missions and Bonuses except Bonus of Iron Mines of Moladune. Has completed half of the Titan quests.

Builds played:

R/E Fireslinger

I use a customized Zealous Longbow of Enchanting.

R/Mo Barrage/Pet

I use Elswyth's Recurve Bow.

I trap in UW, as well as occasionally use the R/Me Condition Spreader (Fevered Dreams, Pin Down, Hunter's Shot, Concussion Shot, Throw Dirt, Apply Poison, Troll Unguent, Res Sig) For that I use the Rotwing Recurve Bow.

R/Mo Melandru's Runner

Pretty much a basic runner. Many variants. Switch to R/W and replace VB and HS with Balanced Stance and "I Will Survive!" This one is probably better, actually... and knock Tactics to 6...

I use Melandru's Resilience cuz it rocks and Escape is for dweebs. Like seriously, comparing Escape & Dodge... same energy, same recharge. At 12 Expertise, Dodge is faster by 33% (25%*1.33 ~ 33%), so you would be assuming it would be 3/4 block chance of Escape's (56%). But no, it's higher, it's 65% block. So, when you boil it down, the Speed and Block cut each other out, the extra Block (9%) and the "Ends when you attack" cut each other out and therefore Escape is really only 5 seconds longer at the cost of an elite slot. 5 seconds longer for an elite spot. *ahem* No thank you! :D

R/Me Underworld Speed Trap Solo

Gizmo's awesome trapping build. I use this build. You can view the full version here. I'm not saying I made this build, just that I love to use it.

R/E Quick Flamer

I use a variant of Tycn's Quick Flamer.


 * Whirling Defense
 * Meteor
 * Called Shot
 * Antidote Signet

'''Thanks to Theo Cobby Moriens, for helping me cap Quick Shot! Your help is most appreciated!!'''

Healer Henchie Lfg
lvl 20 Prophecies Monk(/Mesmer, Warrior) Completed like 5 missions.

Healer Henchie Lfg was a 55 monk, and that was why he is level 20 and has completed only ~5 missions. I enjoyed killing Trolls outside of Droknar's Forge solo at level 10. Thanks to the awesome group that let me go with them to cap Shield of Judgment. 55 farming still works! I will upload a screenshot when I find out how to.

Builds played:

Mo/Me 55 Invincimonk

Attributes vary, skills are as follows:

I sac then use the awesome Totem Axe and -20 offhand from Pre.

Remember, the thing about it is that whenever you keep melee contact with a monster, they will never leave. Melee a monster and keep switching targets all along, and you'll do fine. Echoed SoJ is nice too.

I also WoH in HA sometimes. My build is strikingly different from the ones usually used, but I find that it works (much better, actually, as my energy is almost never a problem... just need to work on my reflexes!!) Here it is:

Surprised? Here's the logic behind it (for me):


 * Orison is staple. Occasionally I replace it entirely with Dwayna's Kiss.
 * WoH is staple... duh.
 * Healing Touch... self-heals.
 * Inspired Hex... remove hexes, energy management, and occasional offensive support :D
 * Divine Intervention... not very common, but I use it for dealing with spikes and concentrated fire (e.g. while Ghostly is holding). Very effective.
 * Divine Healing... something like Heal Party and Heal Area combined, with more healing and longer recharge times. Doesn't bother me, as no monk uses Heal Party / Heal Area often anyways.
 * Divine Boon... to make each spell heal for more. An extra Orison for 2 energy, pretty much. I find myself spamming like crazy without Divine Boon.
 * The last slot is optional. I occasionally carry a Rez in there, although I also bring Dwayna's Kiss, Mantra of Resolve, etc etc. Channeling is also nice, as with Divine Spirit. Both fare somewhat better against Zergway.

You should see how much this build changed from when I was new to HA. I had Healing Breeze in there!! I wield The Scar Eater.

Vengeful Blazestar
lvl 18 Prophecies Necromancer/Mesmer Just arrived at Druid's Overlook. Made sure EVERY QUEST AND MISSION BONUS was completed on the way. As a result, I have many skills on this charater and lots of experience. Got run to Droks for the armour.

Builds played:

N/Me SS Nuker, with the attributes and skills changed a little.

Reason for odd attributes: don't have 200 attribute points yet. :(

I also MM, but my skills change very often depending on the situation.

Paladin Blazestar
lvl 20 PvP Character, Warrior/Monk Paladin Blazestar has a very long history. When I was a noob, I made this character as a PvP Character, taking on the Premade Paladin Build. This character, combined with a PvP Elementalist, and a PvP Monk (Healer Henchie Lfg before his reincarnation) got me the wins I needed for Heroes' Ascent.

After realizing that Paladin Blazestar had no more use as a tank, I also reincarnated her as a PvE character. I made many attempts to keep this character in Pre-Searing, remaking her 4 times, each time getting to level 10, getting bored, going to post, getting the -50hp cesta, selling it, and remaking Paladin... Finally, I got sick of pre, and with the hundreds of new builds brimming in my mind, decided to make her into an all-purpose PvP Character.

Her profession is very variable. Usually, it's W/Mo, but I've also used an Elementalist and a Mesmer (but with the same name just in case someone takes it).

Build played...

Current build, for Faction Farming in RA:

Axe Variant, substituting Axe Mastery for Swordsmanship:

Very unoriginal, isn't it, lol. But, it works for me, and it's surprisingly effective. Just because it's old doesn't mean it's horrible. Plus, I only have Prophecies. Oh, and I also have some 46k Balthazar's Faction.

I also had some fun with the Flashfire and the Renewal Nuker, substituting Glyph of Renewal with Echo.

Some old, "archived" builds that are out of commission:

W/R Charr Hunter

I replace Res Sig with Read the Wind (to help with pulling) for soloing Charr.

When Paladin Blazestar was W/Mo, the skill bar used to be...

And, I replaced Res Sig with Bane Signet for soloing.

Sometimes, when I moved Paladin Blazestar to Post, I would immediately take on this build:

and go kick butt in Ascalon Arena.

Chuck Shadow Caster

 * Getting to the ruined Hall of Heroes in RoToPK for the first time as Barrage/Pet.
 * Capping a spider with no spirits and two other trappers, one of which was unexperienced and the other one hadn't trapped for a long time. They were, however, the most good-hearted obedient people I have EVER met on Guild Wars. Shows how anything can happen, and good attitude counts.
 * My first Ecto, also from in the Underworld.
 * Doing Defend North Kryta Province with two other guys and heroes. We did it, they left, leaving me in command of an army of Heroes.
 * Completing Sanctum Cay with three people. Killed a watchtower man and he dropped a gold bow. I was soo pissed.
 * Killing all the Charr in the Great Northern Wall mission. PBAoE Nukes FTW.
 * ~ Attempting Solo UW's. This has not been achieved and is a work in progress. I will let you know when it is complete.
 * Finally capping Quick Shot (yay!) from the sly Maxine Coldstone with Theo Cobby Moreins.
 * Capping Punishing Shot for Ranger Spikes! It really wasn't that exciting, bu the point is that it was the first time I used the Infused Henchmen solo instead of the original set. (e.g. Devona, not Stefan) I can't tell yet which one is better...

Healer Henchie Lfg

 * The excitement of 55 farming.
 * Killing Mountain trolls at ~level 10.
 * Capping SoJ with a very kind group.
 * My first times trying out 55/SS UW. Those were tense, fun times.
 * 55ing my first White Dye.
 * Fun with Starburst and Dual Smite groups... until Starburst went out of commission and Dual Smite was nerfed... *weep*
 * Fun with [NARF] Paragon Holding in HA. Until that got nerfed, too...
 * Beating a stupid Heroway team for the first time.
 * Finally getting to RANK 1! It was with this interesting build... WoH, RC Prot, SS Warder, PD Dom Mesmer, Bunny Thumper, and a Shock Warrior/SF Elementalist. Very intuitive. No, I didn't make the build, nor was I the leader of the party. The build worked out very nicely... we took on a dual-flanked attack, with the PD mes keeping the monk distracted while the Bunny Thumper and some others attacked a squishy.
 * My first gladiator point! It spawned from RA, too! My monk was teamed with 3 other monks, rofl, the first battle lasted exactly 43 minutes. Then one of the monks left, and it got replaced with a R/E Punishing Fireslinger. We pwned until the 11th battle (by now we were in TA) and we faced a dervish/thumper/etc group that could interrupt my 1/4 second spells :( (yes I was dazed but STILL) I had to go AFK and we lost. How sad.

Vengeful Blazestar
Constant regen and life/energy stealing kept me going. Minions for a bit of help.
 * Nearly soloing many of the Ascalon Missions. Used this build:
 * First time MMing. So fun, watching these little dudes do the killing for you.
 * Capping SS at a low level (I forget) with Henchmen in the Southern Shiverpeaks.
 * First time SSing. Funny how fast monsters can kill themselves. It's so fast, I hardly ever get good screenshots :(
 * Watching my friend's excitement after helping him find, cap and use Spiteful Spirit. He's come up with his own build now that goes sort of like this: Spiteful Spirit, Blood Renewal, Vampiric Gaze, Life Siphon, and four other skills. One of them is probably a res sig. Visited him the other day, he doesn't have res sig and when I asked why he didn't have it he said "I don't use it with henchmen, only with real players." My suggestion: Bring Res sig, everywhere you go, unless you are soloing/dualing. He's only level 15 or so atm. Not a newb anymore but not experienced either :D
 * I'm so sad. I did my first Totem Axe run in the Falls today with my MM. Killed every single Behemoth and they all dropped nothing. :'( *sob* :'(

Paladin Blazestar

 * Rampaging and clearing out every square foot of the Northlands.
 * Killing Vatlaaw Doomtooth during the quest Trouble in the Woods.
 * Helping various people. Getting full silver armor and then someone told me it looked gray :'( ANet needs to make silver look a LOT more shiny now.

After Reincarnation as PvP Character


 * My second and third Gladiator Point spawned from this character, who is now PvP. The first two points were both from RA (believe it or not) and in both runs I had Annoying Bug as a monk (believe it or not). My third run consisted of me (a tank), a SF elementalist, a defensive rit and an offensive rit. Strategy: Set up all spirits, having me tank some enemies, and having the SF blow things up. The last run was particularly interseting as every single win was a flawless victory. I had 10 Consecutive Flawless Victories. :)

Build Ideas
Some build ideas. They probably won't be submitted, because of high complexity, odd categorization, or some other odd reason.

E/Me Starburst x 2
Runes: 3 Attunements

MoP Monk x 2
Runes: 2 Attunements

Armor: Ascetics, if possible

Weapon: A weapon with an "of Enchanting" mod on it, such as Gardock's Staff. If not available, replace Orison of Healing with Blessed Aura.

GB/Battery Support
Runes: 1 Vigor + 4 Vitae (use Blood Magic Helm, not rune)

Ranger Support (Runner)
Runes: 2 Attunements

Ranger Support (Damage Dealer)
Runes: 2 Attunements

Tank
Pretty much a tank. Should be equipped with one or two running skills.

Usage
The Support Ranger (Runner) and Tank do a dual run to Majesty's Rest. From there on, the team briefly fights to the bridge. After the bridge is clear, the strategy becomes rather complex:
 * The Rangers and Tank guard the back of the bridge for any Smoke Phantom spawns.
 * The Elementalists use Fire Attunement, wait for Energy regen, use Mantra of Resolve, wait for energy regen, then they use Arcane Mimicry to get Aura of Displacement off the Ranger Runner. They simutaneously use Meteor Shower on the same target, then they use Aura of Displacement, Star Burst, Inferno, and Flame Burst. Then they take off Aura of Displacement and run towards the middle of the bridge. Anything within range of the nukes should be dead.
 * One MoP Monk is assigned to each Elementalist. When they see their Elementalist using Arcane Mimicry, they use Protective Spirit on them. Heal any damage done to them while casting Meteor Shower. The moment casting is complete, the Monks use Mark of Protection on their Elementalist. Of course, if you do not have a weapon with Enchanting mod, cast Blessed Aura before all this.
 * When the Necromancer sees the Elementalists using Arcane Mimicry, he/she Blood Rituals them both as fast as possible, then backs off from any attacks.
 * After all this, wait for Skills and Energy Regen/Recharge. Repeat as necessary to clear out the monsters around Rotscale and to kill the Smoke Phantom spawn at end of bridge.
 * Once only Rotscale is left alive and everything else is dead, make sure the Smoke Phantoms have already been spawned & killed, then head to the plateau where Rotscale is. Have the tank immediately begin engaging Rotscale. The Monks should attempt to heal the Rangers and Tanks at this point. The Rangers set up spirits and start interrupting and generally engaging Rotscale as well. Everyone else should head to the very west of the plateau, far from Rotscale.
 * The Elementalists should throw off their attack chain whenever possible.
 * The Necromancer should use the GB chain (Vital Blessing -> Demonic Flesh -> Sacrifice -> Grenth's Balance) whenever possible.
 * That's pretty much all there is to it.

Flaming Marksman
A Ranger with Favorable Winds.


 * Druid's Armor
 * Rune of Clarity
 * Rune of Vigor
 * Vampiric/Zealous Hornbow of Fortitude/Enchantment/Shelter/Warding/Defense or near-equivalent

Frozen Flamer
A Ranger with Frozen Soil.


 * Druid's Armor
 * Rune of Clarity
 * Rune of Vigor
 * Vampiric/Zealous Hornbow of Fortitude/Enchantment/Shelter/Warding/Defense or near-equivalent

Flaming Warder
A Ranger with Ward Against Melee to partially make up for the lack of Whirling Defense.


 * Druid's Armor
 * Rune of Clarity
 * Rune of Attunement
 * Vampiric/Zealous Hornbow of Fortitude/Enchantment/Shelter/Warding/Defense or near-equivalent

Shielding Flamer
A Ranger with shouts to additionally help make up for lack of defensive skills.


 * Druid's Armor
 * Rune of Clarity
 * Rune of Attunement
 * Vampiric/Zealous Hornbow of Fortitude/Shelter/Warding/Defense or near-equivalent

Usage

 * Cast Conjure Flame the moment you enter the arena. This will help recharge times and energy.
 * Set up a sort of "camping" spot near the middle and cast spirits there. Try to be strategic in your selection; the higher the better, etc.
 * Use Kindle Arrows as soon as enemies come within a half-radar range (or spirit range). Recast Kindle Arrows as often as possible, to eliminate the possibility of it expiring during a spike.
 * Similarly, you may wish to cast Troll Unguent just before a spike to prevent you from having to do it during a spike. The caller should then call out Troll Unguent, and once everyone has cast it, call the spike.
 * When called, the spike order is the usual:
 * Dual Shot
 * Punishing Shot
 * Savage Shot
 * When Melee fighters start coming close, use Ward Against Melee.
 * Try to keep up "Shields Up!" and "Watch Yourself!" whenever anyone is below 75% health. Use Ward Against Melee whenever there are Melee fighters nearby, or when you anticipate an Assassin Attack Chain.
 * If anyone is at low health, retreat a little (try to get out of FS range) and cast Troll Unguent and/or an appropriate defensive skill.
 * The Flaming Marksman should call, to prevent confusion.

Southern Shiverpeaks Henchmen Ravager
This build is a Ranger build for use with Henchmen to clear out most of Southern Shiverpeaks and do its quests with equal, if not more, effectiveness in comparison to Human teams.

Flaming Ranger

 * Use a 7 + 1 + 3 for either Marksmanship or Wilderness Survival. Both should be 11 in the end.
 * Distracting Shot may be replaced with Savage Shot.
 * Use Druid's Armor, a Rune of Clarity and a Rune of Attunement.
 * A Zealous Longbow of Enchanting is nice too.

Henchmen

 * Stefan (or Devona)
 * Little Thom
 * Alesia (or Mhenlo)
 * Lina
 * Orion (or Cynn)
 * Dunham (for hex and enchantment control)
 * Claude (or Eve, for BR, replace with Reyna or Aidan if Energy is not a problem for you or monks (to take advantage of FW)

Usage

 * Greater Conflagration is very useful. It makes the tanks deal deathly fire damage. Enough said.
 * You are very useful. You carry spirits and deal massive fire damage and can interrupt. Enough said.
 * Double Monks are very useful. They protect you and heal you. Enough said.
 * The Nuker is very useful. They nuke the guys aggroed up on the tanks. Enough said.
 * Dunham is very useful. He shatters hexes from Stone Summit Heretics and keeps the enchantments at bay. Enough said.


 * When you get into the area, cast Conjure Flame. Try to keep this up but only recast apart from battles due to high energy cost.
 * When you get near enemies, cast Greater Conflagration and Favorable Winds. Cast Kindle Arrows and use Dual Shot to pull.
 * Watch key spells. You are the only interrupter.
 * Your Henchmen will do the rest of the work for you. :D
 * Replace FW with Signet of Capture for capping.
 * This build has been tested... by MEE!

Untested Builds

 * E/N Cryogenic Nuker

Quiz Results
75%    Monk     69%     Assassin     63%     Warrior     56%     Elementalist     56%     Ritualist     50%     Mesmer     38%     Necromancer     25%

Thanks to Phoenix for giving the URL to whoever I got the URL from. :D

I like Rangers. Monks are nice too, I'm going to make an Assassin when I get Factions. I could tell which questions were for Elementalist (the ant colony one, the matches one, etc.) I selected "Miss" for those cuz you should never PLAY with matches (cuz you might burn your $300 000 house down), you USE them and also cuz I prefer not to kill innocent little ants. Nuking stuff that aren't so innocent appeals very much to me, however. They should have a statement like "In FPSs, you tend to choose grenade launchers and other powerhouse weapons as opposed to sniping weapons." That's me, all the way. :D

Various odds and ends
I don't know my current IP, but I won't forget to log in now because I saved my password.

User:58.24.194.160 is NOT my sockpuppet, shoepuppet, or whatever it is called. It was simply my user before I got an account. I am no longer connected with that IP. All comments can be disregarded.

I don't know how userboxes work, as well as how to make a good userpage. Hopefully, I will learn. I really need to start learning Wiki formatting as I have many things to put on my user page. I find it embarrasing to fill a page with text, text, text when other users have fancy userpages with colour and :-O graphics!!!!!

I am Canadian, and I live in SW Ontario. Thanks for viewing my userpage.

Thanks to Defiant Elements for one userbox. Firefox really pwns IE.

Frequently Used Links

 * Quick access links
 * Quests (Prophecies)
 * Mission overviews (Prophecies)
 * Build:Main Page
 * Style and formatting/Builds
 * Writing good builds

W T S
Here I will list the various things I am selling and the approximate price I would like to sell them for. Feel free to contact me I-G if you happen to desire one of these.


 * Kole's Gauntlet, 3k
 * Milius' Eye, 2k

W T B
Here is a list of some various things I happen to need. Please contact me if you have one of these and are willing to sell it.

There is nothing I need at the moment. Thanks!