User:BrianG1667

About Me
Hi All, I'm new to Guildwiki but have been reading the builds and other information for awhile. I've also only been playing Guild Wars for less than a year. I mostly play PvE right now and have tried some RA, but I'm hoping to work my way up to some higher level PvP soon. I generally like trying to come up with my own ideas for builds and like to read skills lists a lot to look for new ideas. I'm hoping to contribute some builds in the future if I come up with something worthwhile. I would appreciate any feedback you could provide on my builds in the appropriate section of my Discussion page.

My characters
{| width="100%" style="background: transparent;"
 * style="background: #DEFFB0; border: 2px #62B900 solid; padding: 5px 15px 5px 15px;" width="50%" valign=top|

[[Image:Ranger-icon.png]][[Image:Necromancer-icon-small.png]] Mt Heart Attack


Level: 20

Birth place: Tyria

Prophecies Campaign: Copperhammer Mines

Factions Campaign: Kaineng Center

Nightfall Campaign: Not yet started

Attributes Blood Magic: 12 Beast Mastery: 10 + 1 + 3 Expertise: 8 + 1

Used skillbar(s):

 Notes: The idea of this build is to use Shadow Strike when the target is above 50% health, and Brutal Strike when they are below 50% health. Life Siphon and Symbiotic Bond help keep you and your pet alive, Ferocious Strike is for energy management and Feral Lunge is for additional damage and degen. The nice thing about this build is that it allows you to do a lot of things at the same time, since your Beast Mastery skills can be activated while casting Blood spells. Feral Lunge is the flex slot, and I might try adding another blood spell instead, if I can think of something that will work well. Please let me know what you think.

Equipment: I'm using Druid's Armor and a Blood Magic Truncheon and Idol for extra energy.<BR><BR>


 * style="background: #FFDBD0; border: 2px #EF5A2D solid; padding: 5px 15px 5px 15px;" width="50%" valign=top|

[[Image:Elementalist-icon.png]][[Image:Monk-icon-small.png]] Brian The Vaporizer


Level:<BR> 20

Birth place:<BR> Tyria

Prophecies Campaign:<BR> Thunderhead Keep

Factions Campaign:<BR> House zu Heltzer

Nightfall Campaign:<BR> Not yet started

Attributes<BR> Earth Magic: 12 + 1 + 2<BR> Energy Storage: 10 + 2<BR><BR><BR>

Used skillbar(s):<BR>

<BR> Notes:<BR> This was my second character, but the first one I captured an elite for and turned into a proper build. I'm proud to say that I came up with this build idea on my own before I started using guildwiki and found the Stone Dagger Renewal build. This build used to be more similar to Stone Dagger Renewal but I got bored with it and am trying to think of a way to change it a bit. Ward Against Melee is the flex slot and I'll swap it out for another ward or utility skill. I've just changed my secondary from Mesmer to Monk but don't know if I will make use of that in any interesting way. If you have any suggestions please let me know. <BR><BR> Equipment:<BR> Galigord's Stone Staff


 * style="background: #FFEC80; border: 2px #E3AD35 solid; padding: 5px 15px 5px 15px;" width="50%" valign=top|
 * style="background: #FFEC80; border: 2px #E3AD35 solid; padding: 5px 15px 5px 15px;" width="50%" valign=top|

[[Image:Warrior-icon.png]][[Image:Elementalist-icon-small.png]] Alignak Inukshuk


Level:<BR> 20

Birth place:<BR> Tyria

Prophecies Campaign:<BR> Completed Hell's Precipice

Factions Campaign:<BR> Nahpui Quarter

Nightfall Campaign:<BR> Not yet started

Attributes<BR> Water Magic: 9<BR> Strength: 10 + 1 + 1<BR> Axe Mastery: 10 + 1<BR><BR>

Used skillbar(s):<BR>

<BR> Notes:<BR> The idea of this build is to buff your attack damage with Conjure Frost and Signet of Strength, and then use Warrior's Endurance to help spam Cyclone Axe. If there are enough enemies around, this will regain energy. This build is still being tested and I'm not sure about the final slot. I added Ice Spikes to lead off with a snare, to try to prevent foes from spreading out before I can get to them. This is the optional slot where I would add a Res Signet if needed. Executioner's Strike can also be swapped out for Wild Blow or Disrupting Chop if needed. Blindness is the biggest weakness of this build, especially if you just spent all your efforts buffing and snaring and then get blinded right before cycloning. The lack of a self-heal can also be a problem. The attributes are not finalized and I need to decide whether to use a major rune or not. Please leave me suggestions on my discussion page. <BR><BR>

Equipment:<BR> Obviously you need an axe with an Icy upgrade. I'm currently using 2 weapon sets, the first with a Frost Artifact to provide extra energy for some of the Water skills you would cast before entering battle, and the second with a Strength shield for when your energy is down and you are taking damage. A backup axe with a Vampiric upgrade might be an idea, to combo with Cyclone Axe in a situation where your Conjure gets shattered, or to regain health when surrounded by enemies. <BR><BR>


 * style="background: #E0FFFF; border: 2px #00FFFF solid; padding: 5px 15px 5px 15px;" width="50%" valign=top|

[[Image:Ritualist-icon.png]][[Image:Mesmer-icon-small.png]] Spirit Princess San


Level:<BR> 20

Birth place:<BR> Cantha

Prophecies Campaign:<BR> Druid's Overlook

Factions Campaign:<BR> Vasburg Armory

Nightfall Campaign:<BR> Not yet started

Attributes<BR> Communing: 12 + 1<BR> Spawning Power: 12 + 1 + 3<BR><BR><BR>

Used skillbar(s):<BR>

<BR> Notes:<BR> Finally came up with an interesting idea for my Ritualist. Switched the secondary to Mesmer to create an Echo Doom build. Feast of Souls is the flex slot, and could be switched to Rupture Soul, especially for PvP. Either skill is useful for when your rituals are no longer charging, so you can recast them, but gain some benefit from their death first. The spirits you bring are somewhat optional. I think the damage dealing spirits work best but you can swap in Union and Displacement for more defense and faster casting. Restoration is useful for extra Doom damage as well as an emergency res. Spirits should be placed near casters so that they can benefit from blinding, as well Restoration (if they die). Please provide any feedback via discussion as this is a work in progress.

<BR><BR> Equipment:<BR> Currently using Shaman's Armor, since there should be 3 spirits up at most times. If you are bringing spirits that will die quickly, Halcyon's would be better. A weapon that decreases casting time of Spawning Power is best. Currently using an Insightful Spawning Staff of Fortitude.

<BR><BR>
 * }

Page Layout Credits
The layout for this page was taken from Helena Thanks to her for letting me use it, and also to Azroth for pointing me in the right direction.