User:XT-8147/Sandbox

=R/any Trap Assassin Mk4=


 * You can keep Trapper's Speed up all the time. Do so.
 * Assuming you re-use Trapper's Focus as soon as it recharges, it will have a 2 second downtime (1 if you swap attribute values for Expertise and WS). Not actually all that bad, considering you'll be waiting for your traps to recharge.
 * Works pretty well with 16 Expertise and 15 WS as well. The damage difference really isn't much.
 * Your Ebon Vanguard rank only affects Ebon Escape's heal, so rank doesn't really matter much as we're simply using Ebon Escape for the shadow step. My Ebon Vanguard rank is 3.

Battle Procedure

 * Allow your warriors/dervishes to run in and get aggro.
 * Follow them and run behind the enemies and pick a spot where your traps will hit as much as possible.
 * Alternatively, use Ebon Escape to place yourself near them.
 * Make sure both Trapper's Focus and Trapper's Speed are active
 * Lay traps.
 * If you take too much damage, Ebon Escape will have probably recharged, so use it to move to safety
 * Repeat
 * And of course, resurrect as necessary.

Variations

 * Change the traps up.
 * If you find yourself lacking Ebon Escape and aren't far enough through the Ebon Vanguard quest line to get it, then you're limited to an Assassin secondary. In that case you'll want a shadow step that targets an ally.  I'd recommend Return or Death's Retreat.

=N/Me The Drought Slayer=

=Team build synergy stuff= To synergize with a PvE team build my guild has been using as of late in high-end areas using Mark of Rodgort and Greater Conflagration with a bunch of physical damage dealers (Barrage/Volley ftw)...
 * I had this set up on Master of Whispers, and I'm too lazy/poor to rune/insignia each and every hero I get. It worked fine as is.
 * I was a water elementalist, so I had a few hexes to synergize with Soul Barbs.
 * I put Mantra of Earth in there since all of the Droughtlings and The Drought itself use Earth Magic, I figured it would help him make up for his massive energy costs and keep him alive at the same time. It worked.  Only Gehraz and Devona died during the fight.
 * I completed the mission with the Master level bonus while having Master of Whispers set up with this build. My party was: (I'm listing henchman skills for the lulz)
 * Can you tell from my hero monk builds that I hate having hexes on anybody in my party?
 * Also, I ordered the henchmen so the lower four profession abbreviations in my party list would read PWND. Whee.

Steam/Slippery Ground Elementalist
Basically:
 * Keep Frigid Armor on yourself as much as possible,
 * Keep using Ward Against Harm,
 * Keep up Water Attunement and use GoLE for a little extra e-management,
 * Deal damage with Vapor Blade while you wait for stuff to start burning.
 * Target a burning foe and queue up Steam+Slippery Ground.

=R/Mo Fighting Runner=


 * This build is designed to work in the Ascalon area, but with modifications can work in Borlis Pass. Frost Gate needs a drastically different build.

Using it

 * Use Escape and Storm Chaser to cover large distances and avoid having to kill as many enemies as possible
 * Kill the few that need to be killed
 * In Ruins of Surmia, make sure Rurik doesn't die (you may want to swap Signet of Infection for Ebon Escape to heal him when he rampages)

=R/any only one way to use this build lol=

Usage
=Mo/E 55 Hydra Farmer=
 * Use Dwarven Stability to make SQ recharge faster
 * Use SQ to make other stuff recharge faster
 * Use Read the Wind
 * Spam Focused Shot
 * Remove bad conditions with Antidote Signet
 * When you feel some RAAAAAAAAAAAAAGE, activate Raven Blessing and spam Raven skills
 * Resurrect as necessary
 * For the love of Haruhi, take /Mo and Rebirth

Weapons and stuff

 * Totem Axe and -50 Grim Cesta
 * Superior rune on each piece of armor
 * Did I really need to say this?

Usage

 * It's kind of funky, does Judge's Intervention deal damage like Sliver Armor does (same foe every time, kills enemies one by one), like Shield of Judgment does (attacking foe only, kills enemies simultaneously)?
 * As you can see I haven't tested it, it's merely an idea.
 * I'm also more used to running a traditional 55 with PS and 10 health regen rather than PS and SoA, so if this doesn't work, that's why.
 * I've never had much of a problem with Meteor even without anti-KD, you just have to know to cast PS and SoA before the next cycle of Meteors starts.
 * Use Glyph of Renewal before Ward of Stability.
 * Every time Glyph of Renewal becomes available, chuck it on and then whack Ward of Stability. Ward of Stability's recharge time basically becomes Glyph of Renewal's.

Variations

 * You could take the more standard Shield of Judgment for damage, but then you'd be restricted to Glyph of Swiftness for recharge reduction and Ward of Stability would have a 1 second downtime. I've never had much of a problem with KDs from the Hydras' Meteors.  I've done many runs through Skyward Reach with no anti-KD, and as long as you cast your prot spells early and often there's no problem at all.
 * Or you could go Mo/D for Fleeting Stability. Then you'd have another skill slot to play around with.