User:JediRogue/look what i found

Made this years ago when I was a scrub. Before NF but thats no excuse for something so laughably bad. It looks like the first couple of bars I had comments on how/why to use some skills but I never finished.

The Ground Bound Team
The team is centered around the ability to knock down opponents and keep them from casting, chasing, and attacking because they will be on their backs.

The Team is composed of:
 * 1 E/R – Earth Magic and Frozen Soil
 * 1 E/Me – Echo AoE Nuker
 * 1 Rt/Me – Ritual Lord
 * 2 W/E – Axe Shock Warriors
 * 3 Mo/Me

The Primary goal of the team will be to keep the enemy team in a relatively enclosed area where they will be pummeled by the AoE and the Spirits.

Frozen Soil prevents resurrection, while the Ritualist can cast Lively Naomi through Frozen Soil to resurrect everyone, including themselves.

Earth Bind Ritual Lord - Ritualist/Mesmer
mimic the nuker's elite: echo. Use Echo to cast Earthbind twice (spread far apart so they dont interfere). Alternately, when all skills are recharging echo Doom for damage spikes.


 * Doom - spiking
 * Shadowsong (Communing) – blinding attacks
 * Restoration (Communing) – resurrects, can be replaced with Dissonance or Pain
 * Earthbind (Communing) – increases knockdown time to 3 seconds.
 * Displacement (Communing) – allies with range evade spells
 * Ritual Lord [Elite] (Spawning Power) – decreases recharge time
 * Arcane Mimicry (Mesmer other) – allows copying of ally’s elite
 * Lively Was Naomei (Restoration Magic) – resurrects

Earth Shaker - Elementalist/Ranger
Ward against foes and frozen soil should be almost constantly maintained. Use obsidian Flame for spiking damage. Use kinetic armor for extra protection. Unsteady ground is a factions skill. It can be replaced with Obsidian Flesh for extra defence, another ward, or a wilderness survival skill.

+Obsidian Flame (Earth Magic) – spike damage +Earthquake (Earth Magic) - knockdown +Kinetic Armor (Earth Magic) – defense, replace with another ward +Ward Against Foes (Earth Magic) – slows foes in range +Unsteady Ground [Elite] (Earth Magic) - knockdown
 * Aftershock (Earth Magic) – damage to knocked down foes
 * Frozen Soil (Wilderness Survival) – prevents ressurection

Echo Nuker - Elementalist/Mesmer
AoE nuker. Echo meteor shower or whatever seems convienent. Switch offhand and wand to recharge energy faster. Note that this character has 120 energy and +2 energy regeneration. Swapping offhands will lose ~30 energy but will increase the regeneration to +4. It should also give extra health while enchanted. Also, Bed of Coal, while working very well with the knockdown of the team, is a Factions skill. Suggest replacing it with Firestorm or Incediary Bonds.

Shock Warrior - Warrior/Elementalist
Use shock for interupt and knockdowns. Use Lacerating chop to bleed knocked down foes. Note that this is a factions skill. It is suggested it is replaced with Bonetti's defense or Executioner's Blow. Make liberal use of Disrupting Chop, especially against foes using Rez sig and spell castors. Cast other attack skills in order so that the conditions can maximize damage.

Healing Whore – Monk/Mesmer
keep close to allies to heal them! Especially good for healing those really close to death... might be two powerful a healer.

PvP Bonder - Monk/Mesmer
Mo/Me_PvP_Bonder

WoH Monk - Monk/Mesmer
Mo/Me_Word_Monk

Overall concept
First off, the overall theme of the build is... pathetically naive. I think I thought I could shut down a team but putting in a billion KDs. First, I overestimated the skills I had chosen for KDs and second, I was going to shut down a whole team with KDs... which is stupid. While I will acknowledge that KDway is coming back into play (no thanks to the unneeded nerf of Aura of Stability) it certainly works a 10000000 times better than this.

If I recall correctly, back when I was a baby r0 I was defeated by a team of touch rangers. I think they snared their target and overwhelmed it. I decided that the best way to stop them and many other teams that needed mobility would be to have them KDd all the time.

The monks
I think this was around the time of the preferred 3 monk backline consisting of WoH, SB/Infuse and RC. For as long as I can remember, RC has been practically a must-have in HA builds so I can't imagine why I got rid of it. I know sadly enough, some of those bars weren't that bad in the meta at the time. Then there are the rez sigs (nice joke sigs on monks!) and of course... WTB Channeling!!!!

Looking at the first bar, I die a bit inside. HP without HB is...crap.. but like I said, the meta was crap at the time. I guess energy management on that "Healing Whore" was... overrated? I think the Divine Spirit is supposed to help with energy (nice joke) and Divine Healing.. i had to look that up thats how crappy it was... oh its a baby party heal. In any case, the current meta would have a HB support monk in this position.

The bonder bar... bonders are crap in HA. Its ridiculously difficult to get the bonds back up if you die and pretty much all teams have enchantment removal so is basically worthless. Mantra of Recall was ok back in the day and I'd say its a waste of an elite but that bar is so newb its probably starving for energy. Beyond the sig and of course the single aegis (don't bother) its actually still a pretty standard bar. In the current meta however, you want your prot monk to be a classic RC. The condition removal on the whole is lacking and without spirit bond or even prot spirit so is the protting. I can excuse the lack of SoA and Aura of Stability because those skills didn't exist when I made this bar.

And finally the Infuser. Its possible that this was made when SB/Infusers went out of style and WoH infusers came into play. However if memory serves, that change came about because of the change from 8 to 6 man teams. In any case, Healing Touch... I think you got lost on your way to Ascalon... Mend Ailment? Oy... Distortion was pretty good before it was nerfed so I can kind of understand that. And I have screenshots of me monking for reputable people with Inspired Hex so that's not terrible (for the time; as a hex removal, if it didn't have to recharge and/or hold onto a person's hex, it would be a good choice of it gives back energy). Drain... OMG CHANNELING!

The earth ele
Well UG and Ward Foes aren't bad... Res sig is pretty good too.. beyond that... OMG WHY DOESN'T ANYTHING HAVE ENERGY MANAGEMENT!!!!!11 This bar needs an attunement sooo bad. Earthquake is not worth bringing by itself. There are cheaper ways to get a KD. It really only shines with Glyph of Energy and Dragon's Stomp. Aftershock seems like it would make sense with all the KDs but it would require our earth ele to be in range to use it for the full effect. Obflame isn't bad for a spike skill on an ele but it also causes exhaustion. Again this bar would be great with GoE. However, UG is a great defensive skill and I love it to this day. I don't know what I was thinking with Kinetic Armor. I have nothing spammable enough to keep it up. In the current meta this bar could be replaced with one of two things (I'd add Shockwave to that list but the teleports on the shockwave were largly nerfed I hear): or

The Fire ele
Another guy that got lost looking for Ascalon. That bar belongs in PvE but its still crap. (Glyph of Renewal is superior to Echo if you feel must run MS nuker). Bed of Coals again works with the theme of KDs but, like Aftershock, requires you to be in range. Augh, at least this poor soul has his attunement. With Echo MS he would probably still be tight. (I recommend Auspicious Incantation for all you echo and renewal nukers who like to spam MS). MS is inferior in PvP. Without Glyph of Sacrifice, its interrupt fodder. With the glyph it takes ages to recharge. (Even assuming a 40/40 set, which I'm sure I had never heard of back then) Even though you are trying to use it all the the time here, it still has a small range and only if your foes are all clustered in it and don't kite you only get a few KDs. Meteor is like 1 KD every 30 seconds or so which isn't worth it. Take something more constructive. The heat can stay; Searing Heat is popular on fire eles in the current meta. However at the time, I don't think anyone was using Fire eles in HA. Mostly because the elites were either point blank (Double Dragon and Star Burst) or crap (Mind Burn) To fix this bar, I'd say forget the KDs and just go for classical fire damage. The current replacement for this would be: (if you can't fit "Make Haste!" and Song of Concentration somewhere else in the build, those go here instead of the rit skills and put those rit skills elsewhere).

The Warriors
Here is where this build really fails. Its not just the bars (I'll talk about how bad they are in a second) but its the fact that I'm making KDway and I took shock axe wars instead of FRIGGIN HAMMER WARRIORS!!! Nothing pumps out KDs better and harder than hammers. I mean I have a frigging ele I called the EARTHSHAKER and I didn't think... hey... Earth Shaker would be a great choice. Its a Prophecies skill... there's no excuse. Earth Shaker, Backbreaker, even Devastating Hammer should have been first choices on these warriors.

As for their bars... I don't play warrior or front line that often but I can tell you one thing...they are baed. No IAS... Healsig (hey, at the scrubby level of a person who would think this is a good build, its a good thing frenzy and heal sig aren't on those bars together)...attributes are gross.. Here's what a shock axe should be...

However hammer warriors would be better and try to stick SoC and Make Haste on them too. I don't make warrior bars, least of all hammer bars so I won't list the bars for them (lest i put something just as bad as these bars)

The Spirit Spammer
This guy belongs in RA. Lets look at how bad these skills are... Earthbind was supposed to be the star here but it would probably only enhance the stuff from the eles (before their bars were fixed) and only slightly at best. The wars should have stonefist insignia so depending on which kds they have, it wouldnt effect them at all. While having mimicry to copy earth bind isn't bad to make sure its always up, suggesting that I should put it up twice is... moronic. No fight is so large that you need the same spirit up twice on opposite ends of the field. And mimicry has a 60 second down time so I'll only get very little use out of it.

You can fix this bar in alot of ways. First if you are going to stick with this KD themed build, make it a Ranger/Rt. Then take...