User:Life Infusion/builds

Healer's best friend
Necromancer/Monk Level 20

Equipment and Runes

 * Soul Reaping: 9 (8+1)
 * Blood Magic: 16 (12+4)
 * Protection Prayers: 10

1st possible Skill Bar

 * Vampiric Gaze (Blood Magic)
 * Steal 63 Health from target foe.
 * Energy:10 Cast:1  Recharge:5


 * Life Siphon (Blood Magic)
 * For 25 seconds, target suffers -3 Health degeneration, and you gain +3 Health regeneration.
 * Energy:10 Cast:2  Recharge:2


 * Mend Ailment (Protection Prayers)
 * Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target ally. That ally is healed for 48 points for each remaining Condition.
 * Energy:5 Cast:0.75  Recharge:5


 * Remove Hex (Monk other)
 * Remove a Hex from target ally.
 * Energy:5 Cast:2  Recharge:7


 * Blood Ritual (Blood Magic)
 * Sacrifice 17% max Health. For 14 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster.
 * Energy:10 Cast:2  Recharge:2


 * Balthazar's Spirit (Smiting Prayers)
 * While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.)
 * Energy:10 Cast:2  Recharge:0


 * Well of Power [Elite] (Blood Magic)
 * Exploit target corpse to create a well of power at that location. For 21 seconds, allies within 39' of the Well of Power gain Health regeneration of 6 and Energy regeneration of 2.
 * Energy:15 Cast:3  Recharge:15


 * Rebirth (Protection Prayers)
 * Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 5 seconds. This Spell consumes all of your remaining Energy.
 * Energy:10 Cast:6  Recharge:0

2nd Possible Skillbar

 * Vampiric Gaze (Blood Magic)
 * Steal 63 Health from target foe.
 * Energy:10 Cast:1  Recharge:5


 * Life Siphon (Blood Magic)
 * For 25 seconds, target suffers -3 Health degeneration, and you gain +3 Health regeneration.
 * Energy:10 Cast:2  Recharge:2


 * Purge Conditions (Monk other)
 * Remove all Conditions (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, and Deep Wound) from target ally.
 * Energy:5 Cast:0.25  Recharge:20


 * Remove Hex (Monk other)
 * Remove a Hex from target ally.
 * Energy:5 Cast:2  Recharge:7


 * Blood Ritual (Blood Magic)
 * Sacrifice 17% max Health. For 14 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster.
 * Energy:10 Cast:2  Recharge:2


 * Martyr [Elite] (Monk other)
 * Transfer all Conditions and their remaining durations from your party members to you.
 * Energy:5 Cast:0.25  Recharge:10


 * Well of Blood (Blood Magic)
 * Exploit nearest corpse to create a Well of Blood at its location. For 21 seconds, allies in that area receive +6 Health regeneration.
 * Energy:15 Cast:2  Recharge:2


 * Rebirth (Protection Prayers)
 * Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 5 seconds. This Spell consumes all of your remaining Energy.
 * Energy:10 Cast:6  Recharge:0

Life Bandit
Necromancer/Ritualist Level 20

Equipment and Runes

 * Soul Reaping: 11 (10+1)
 * Blood Magic: 14 (11+3)
 * Restoration Magic: 10

1st Possible Skillbar

 * Vampiric Gaze (Blood Magic)
 * Steal 58 Health from target foe.
 * Energy:10 Cast:1  Recharge:5


 * Wielder's Boon (Restoration Magic)
 * Heal target ally for 45 points. If that ally is under the effects of a Weapon Spell, Wielder's Boon heals for an additional 30 Health.
 * Energy:5 Cast:1  Recharge:4


 * Vengeful Weapon (Restoration Magic)
 * For 8 seconds, the next time target ally takes damage from a foe, that ally steals up to 50 Health from that foe.
 * Energy:5 Cast:0.25  Recharge:3


 * Blood Ritual (Blood Magic)
 * Sacrifice 17% max Health. For 14 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster.
 * Energy:10 Cast:2  Recharge:2


 * Weapon of Warding (Restoration Magic)
 * For 9 seconds, target ally has a Weapon of Warding. The Weapon of Warding grants a 50% chance to block and you gain +3 Health regeneration.
 * Energy:10 Cast:1  Recharge:5


 * Well of Power [Elite] (Blood Magic)
 * Exploit target corpse to create a well of power at that location. For 19 seconds, allies within 39' of the Well of Power gain Health regeneration of 6 and Energy regeneration of 2.
 * Energy:15 Cast:3  Recharge:15


 * Strip Enchantment (Blood Magic)
 * Remove one Enchantment from target foe. If an Enchantment is removed, you gain 114 Health.
 * Energy:10 Cast:1  Recharge:20


 * Lively Was Naomei (Restoration Magic)
 * Hold Naomei's ashes for up to 60 seconds. When you drop her ashes, all party members in the area are resurrected with 55% Health and zero Energy.
 * Energy:15 Cast:6  Recharge:20

Warrior In-Your-Face Interrupt
Warrior/Mesmer Level 20

Equipment and Runes

 * Axe Mastery: 12 (11+1)
 * Tactics: 12 (10+2)
 * Inspiration Magic: 10

1st Possible Skillbar

 * Inspired Hex (Inspiration Magic)
 * Remove a Hex from target ally and gain 11 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
 * Energy:5 Cast:1  Recharge:0


 * Inspired Enchantment (Inspiration Magic)
 * Remove an Enchantment from target foe and gain 11 Energy. For 20 seconds, Inspired Enchantment is replaced with the Enchantment that was removed from target foe.
 * Energy:10 Cast:1  Recharge:0


 * Wild Blow (Warrior other)
 * Lose all adrenaline. If it hits, this attack will result in a critical hit and any Stance being used by your target ends. This attack cannot be "blocked" or "evaded."
 * Energy:5 Cast:0  Recharge:5


 * Distracting Blow (Warrior other)
 * Swipe your weapon at the target, dealing no damage but disrupting the target's current action (and the actions of foes adjacent to your target).
 * Energy:5 Cast:0.5  Recharge:10


 * Disrupting Chop (Axe Mastery)
 * If it hits, this attack interrupts the target's current action. If that action was a skill, that skill is disabled for an additional 20 seconds.
 * Adrenaline:6


 * Echo [Elite] (Mesmer other)
 * For 20 seconds, Echo is replaced with the next skill you use. Echo acts as this skill for 20 seconds.
 * Energy:5 Cast:1  Recharge:30


 * Healing Signet (Tactics)
 * You gain 130 Health. You have -40 armor while using this skill.
 * Energy:0 Cast:2  Recharge:4


 * Resurrection Signet
 * Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
 * Energy:0 Cast:3  Recharge:0

2nd Possible Skillbar

 * Inspired Hex (Inspiration Magic)
 * Remove a Hex from target ally and gain 11 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
 * Energy:5 Cast:1  Recharge:0


 * Inspired Enchantment (Inspiration Magic)
 * Remove an Enchantment from target foe and gain 11 Energy. For 20 seconds, Inspired Enchantment is replaced with the Enchantment that was removed from target foe.
 * Energy:10 Cast:1  Recharge:0


 * Wild Blow (Warrior other)
 * Lose all adrenaline. If it hits, this attack will result in a critical hit and any Stance being used by your target ends. This attack cannot be "blocked" or "evaded."
 * Energy:5 Cast:0  Recharge:5


 * Distracting Blow (Warrior other)
 * Swipe your weapon at the target, dealing no damage but disrupting the target's current action (and the actions of foes adjacent to your target).
 * Energy:5 Cast:0.5  Recharge:10


 * Leech Signet (Inspiration Magic)
 * Interrupt target foe's action. If that action was a Spell, you gain 11 Energy.
 * Energy:0 Cast:0.25  Recharge:45


 * Eviscerate [Elite] (Axe Mastery)
 * If Eviscerate hits, you strike for +34 damage and inflict a Deep Wound, lowering your target's maximum Health by 20% for 17 seconds.
 * Adrenaline:8


 * Healing Signet (Tactics)
 * You gain 130 Health. You have -40 armor while using this skill.
 * Energy:0 Cast:2  Recharge:4


 * Resurrection Signet
 * Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
 * Energy:0 Cast:3  Recharge:0

Factions E-Rt Air Spike
Elementalist/Ritualist Level: 20

Equipment and Runes

 * Energy Storage: 9 (8+1)
 * Air Magic: 12 (10+2)
 * Channeling Magic: 12

1st Possible Skillbar

 * Lightning Strike (Air Magic)
 * Strike target foe for 41 lightning damage. This Spell has 25% armor penetration.
 * Energy:5 Cast:1  Recharge:5


 * Enervating Charge (Air Magic)
 * Target foe is struck for 41 lightning damage and suffers from Weakness for 17 seconds. This Spell has 25% armor penetration.
 * Energy:10 Cast:1  Recharge:8


 * Nightmare Weapon (Channeling Magic)
 * For 12 seconds, target ally has a Nightmare Weapon. Target ally's next suffessful attack steals up to 41 Health.
 * Energy:5 Cast:1  Recharge:10


 * Essence Strike (Channeling Magic)
 * Target foe is struck for 41 lightning damage. If any spirits are in the area around you, you gain 6 Energy.
 * Energy:5 Cast:1  Recharge:8


 * Destruction (Channeling Magic)
 * Create a level 8 spirit that dies after 30 seconds. When this spirit dies, all nearby foes take 4 damage for each second the spirit was alive.
 * Energy:10 Cast:3  Recharge:20


 * Spirit Siphon (Channeling Magic)
 * Target spirit loses all Energy. You gain 27% of that Energy.
 * Energy:5 Cast:0.25  Recharge:3


 * Glyph of Renewal [Elite] (Elementalist other)
 * Your next spell instantly recharges.
 * Energy:5 Cast:1  Recharge:15


 * Resurrection Signet
 * Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
 * Energy:0 Cast:3  Recharge:0

2nd Possible Skillbar

 * Lightning Strike (Air Magic)
 * Strike target foe for 41 lightning damage. This Spell has 25% armor penetration.
 * Energy:5 Cast:1  Recharge:5


 * Enervating Charge (Air Magic)
 * Target foe is struck for 41 lightning damage and suffers from Weakness for 17 seconds. This Spell has 25% armor penetration.
 * Energy:10 Cast:1  Recharge:8


 * Whirlwind (Air Magic)
 * All adjacent foes take 51 cold damage. Attacking foes struck by Whirlwind are knocked down.
 * Energy:10 Cast:0.75  Recharge:8


 * Cruel Was Daoshen (Channeling Magic)
 * Hold Daoshen's ashes for up to 51 seconds. When you drop his ashes, all nearby foes are struck for 112 lightning damage.
 * Energy:15 Cast:2  Recharge:45


 * Ancestors' Rage (Channeling Magic)
 * All foes adjacent to target ally are struck for 82 lightning damage.
 * Energy:5 Cast:2  Recharge:8


 * Spirit Rift (Channeling Magic)
 * Open a spirit Rift at target foe's location. After 3 seconds, all adjacent foes are struck for 94 lightning damage.
 * Energy:15 Cast:2  Recharge:5


 * Grasping was Kuurong [Elite] (Channeling Magic)
 * Hold Kuurong's ashes for up to 51 seconds. When you drop his ashes, all nearby foes are struck for 41 lightning damage and knocked down.
 * Energy:15 Cast:2  Recharge:30


 * Resurrection Signet
 * Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
 * Energy:0 Cast:3  Recharge:0

Earth-air Stronghold
Elementalist/Monk Level 20

Equipment and Runes

 * Energy Storage: 11 (10+1)
 * Earth Magic: 13 (11+2)
 * Air Magic: 11 (10+1)

1st Possible Skillbar

 * Enervating Charge (Air Magic)
 * Target foe is struck for 38 lightning damage and suffers from Weakness for 16 seconds. This Spell has 25% armor penetration.
 * Energy:10 Cast:1  Recharge:8


 * Obsidian Flame (Earth Magic)
 * Deal 100 damage to target foe. This Spell ignores armor but causes Exhaustion.
 * Energy:5 Cast:2  Recharge:5


 * Ward Against Melee (Earth Magic)
 * You create a Ward Against Melee at your current location. For 18 seconds, allies in this area have a 50% chance to evade melee attacks.
 * Energy:10 Cast:1  Recharge:20


 * Ward Against Elements (Earth Magic)
 * You create a Ward Against Elements at your current location. For 18 seconds, allies in this area gain +24 armor against elemental damage.
 * Energy:15 Cast:1  Recharge:20


 * Stoning (Earth Magic)
 * Stoning strikes for 81 earth damage if it hits. If Stoning hits a foe suffering from Weakness, that foe is knocked down.
 * Energy:15 Cast:1  Recharge:5


 * Aura of Restoration (Energy Storage)
 * For 60 seconds, you are healed for 334% of the Energy cost each time you cast a Spell.
 * Energy:10 Cast:0.25  Recharge:20


 * Remove Hex (Monk other)
 * Remove a Hex from target ally.
 * Energy:5 Cast:2  Recharge:7


 * Rebirth (Protection Prayers)
 * Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 10..4 seconds. This Spell consumes all of your remaining Energy.
 * Energy:10 Cast:6  Recharge:0

2nd Possible Skillbar

 * Enervating Charge (Air Magic)
 * Target foe is struck for 38 lightning damage and suffers from Weakness for 16 seconds. This Spell has 25% armor penetration.
 * Energy:10 Cast:1  Recharge:8


 * Obsidian Flame (Earth Magic)
 * Deal 100 damage to target foe. This Spell ignores armor but causes Exhaustion.
 * Energy:5 Cast:2  Recharge:5


 * Obsidian Flesh [Elite] (Earth Magic)
 * For 18 seconds, you gain +20 armor and cannot be the target of foe Spells, but move 50% slower.
 * Energy:10 Cast:1  Recharge:30


 * Ward Against Elements (Earth Magic)
 * You create a Ward Against Elements at your current location. For 18 seconds, allies in this area gain +24 armor against elemental damage.
 * Energy:15 Cast:1  Recharge:20


 * Stoning (Earth Magic)
 * Stoning strikes for 81 earth damage if it hits. If Stoning hits a foe suffering from Weakness, that foe is knocked down.
 * Energy:15 Cast:1  Recharge:5


 * Aura of Restoration (Energy Storage)
 * For 60 seconds, you are healed for 334% of the Energy cost each time you cast a Spell.
 * Energy:10 Cast:0.25  Recharge:20


 * Remove Hex (Monk other)
 * Remove a Hex from target ally.
 * Energy:5 Cast:2  Recharge:7


 * Vengeance (Monk other)
 * Bring target dead ally back to life at full Health and full Energy. After 30 seconds, or if this Enchantment is removed, the enchanted ally dies. Deaths while enchanted with Vengeance do not incur a death penalty.
 * Energy:10 Cast:4  Recharge:60

Stance-breaker
Assassin/Monk Level 20

Equipment and Runes

 * Critical Strikes: 11 (10+1)
 * Dagger Mastery: 12 (11+1)
 * Shadow Arts: 12 (10+2)

1st Possible Skillbar

 * Mantis Sting (Dagger Mastery)
 * If Mantis Sting hits, target foe takes +17 damage. If this attack strikes a fleeing foe, that foe is Crippled for 13 seconds.
 * Energy:5 Cast:0  Recharge:8


 * Disrupting Stab (Dagger Mastery)
 * If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for 9 seconds.
 * Energy:5 Cast:0  Recharge:15


 * Wild Strike (Dagger Mastery)
 * Must follow a lead attack. If it hits, this attack strikes for +17 damage and target foe loses all stances.
 * Energy:5 Cast:0  Recharge:4


 * Fox Fangs (Dagger Mastery)
 * Must follow a lead attack. Fox Fangs cannot be "blocked" or "evaded" and strikes for +17 damage if it hits.
 * Energy:5 Cast:0  Recharge:10


 * Shadow Refuge (Shadow Arts)
 * For 4 seconds, you have a 50% chance to "evade" attacks. When Shadow Refuge ends, you are healed for 102.
 * Energy:5 Cast:1  Recharge:8


 * Holy Veil (Monk other)
 * While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally.
 * Energy:5 Cast:1  Recharge:12


 * Contemplation of Purity (Divine Favor)
 * Lose all Enchantments. For each one lost, you gain 6..65 Health, lose one Hex, and lose one Condition.
 * Energy:5 Cast:0.25  Recharge:5


 * Restore Life (Healing Prayers)
 * Touch the body of a fallen party member. Target party member is returned to life with 20..56% Health and 42..80% Energy.
 * Energy:10 Cast:8  Recharge:5