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Hoh Holding Build #2 : GW Submissions

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   [ 5 posts ] 
leet haxors
March 10th, 2006, 9:01 pm 
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This is the last Build I thought up at work today, If these combined dont get me a premium I'dont know what to say lol. I spent about 4 hours at work typing them and saving them to discs so this is some stuff i really tried hard on. I even tested them all out before posting they work, I only posted the builds that got higher then 80% wins, with a R6 group.
plz consider it for a premium, I'd really appreciate it.

Shock Warrior
General dps/shock dude. Bring +15 en offhand and +15 energy wand to switch off to.

Warrior/Elementalist
Level: 20

Strength: 10 (9+1)
Axe Mastery: 16 (12+4)
Air Magic: 9

Penetrating Blow (Axe Mastery)
If this attack hits, you strike for +21 damage. This axe attack has 20% armor penetration.
Adrenaline:5

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

Eviscerate [Elite] (Axe Mastery)
If Eviscerate hits, you strike for +42 damage and inflict a Deep Wound, lowering your target's maximum Health by 20% for 21 seconds.
Adrenaline:7

Axe Rake (Axe Mastery)
If this attack hits a foe suffering from a Deep Wound, you strike for +11 damage, and that foe becomes Crippled for 15 seconds.
Adrenaline:7

Frenzy (Warrior other)
For 8 seconds, you attack 33% faster but take double damage.
Energy:5 Cast:0 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

Sprint (Strength)
For 12 seconds, you move 25% faster.
Energy:5 Cast:0 Recharge:20

Shock (Air Magic)
Knock down target foe for 3 seconds. This Spell causes Exhaustion. (50% failure chance with Air Magic 4 or less.)
Energy:5 Cast:1 Recharge:5



Oath Trapper_Spammer
Very useful character, a little difficult to play. Use Oath Shot + Whirling Defense to safely place Spirits/Traps.

Ranger/Ritualist
Level: 20

Expertise: 14 (11+3)
Beast Mastery: 11 (10+1)
Wilderness Survival: 12 (10+2)

Oath Shot [Elite] (Expertise)
If Oath Shot hits, all your other skills are recharged. If it misses, all your skills are disabled for 10 seconds. (50% miss chance with Expertise attribute of 7 or less)
Energy:4.4 Cast:0 Recharge:20

Savage Shot (Marksmanship)
If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for 13..25 damage.
Energy:4.4 Cast:0.5 Recharge:5

Flame Trap (Wilderness Survival)
When Flame Trap is triggered, every second (for 3 seconds total), all nearby foes are struck for 26 fire damage and set on fire for 2 seconds. Flame Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
Energy:4.4 Cast:2 Recharge:20

Whirling Defense (Expertise)
For 19 seconds, you have 75% chance to "block" attacks. Whenever you block a projectile in this way, adjacent foes take 11 piercing damage.
Energy:4.4 Cast:0 Recharge:60

Dust Trap (Wilderness Survival)
When Dust Trap is triggered, every second (for 5 seconds total), all nearby foes are Blinded for 8 seconds and take 21 earth damage. While activating this skill, you are easily interrupted. Dust Trap ends after 90 seconds.
Energy:11 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

Frozen Soil (Wilderness Survival)
Create a level 8 Spirit. For creatures within its range, dead creatures cannot be resurrected. This Spirit dies after 74 seconds.
Energy:4.4 Cast:5 Recharge:30

Fertile Season (Beast Mastery)
Create a level 8 Spirit. For creatures within its range, every creature's maximum Health is increased by 270 and they gain +15 armor. This Spirit dies after 37 seconds.
Energy:2.2 Cast:5 Recharge:60



Earth Warder
Lots of protection and disrupt with dmg finisher.

Elementalist/Mesmer
Level: 20

Energy Storage: 13 (12+1)
Earth Magic: 16 (12+4)

Glyph of Energy [Elite] (Elementalist other)
Your next Spell costs 20 less Energy to cast and does not cause Exhaustion.
Energy:5 Cast:1 Recharge:15

Obsidian Flame (Earth Magic)
Deal 118 damage to target foe. This Spell ignores armor but causes Exhaustion.
Energy:5 Cast:2 Recharge:5

Earthquake (Earth Magic)
You invoke an Earthquake at target foe's location. All foes near this location are knocked down and are struck for 105 earth damage. This Spell causes Exhaustion.
Energy:25 Cast:3 Recharge:15

Aftershock (Earth Magic)
Adjacent foes take 105 damage. Knocked down foes are struck for 72 additional damage.
Energy:10 Cast:0.75 Recharge:10

Ward Against Melee (Earth Magic)
You create a Ward Against Melee at your current location. For 21 seconds, allies in this area have a 50% chance to evade melee attacks.
Energy:10 Cast:1 Recharge:20

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

Ward Against Foes (Earth Magic)
You create a Ward Against Foes at your current location. For 21 seconds, foes in this area move 50% slower.
Energy:15 Cast:1 Recharge:20

Earth Attunement (Earth Magic)
For 61 seconds, you are attuned to Earth. You gain 30% of the Energy cost of the skill each time you use Earth Magic.
Energy:10 Cast:2 Recharge:60



Corpse Control
Your standard cc/surge mesmer.

Mesmer/Necromancer
Level: 20

Fast Casting: 10 (9+1)
Domination Magic: 16 (12+4)
Illusion Magic: 4 (3+1)
Death Magic: 9

Energy Surge [Elite] (Domination Magic)
Target foe loses 10 Energy. For each point of Energy lost, that foe and all foes in the area take 8 damage.
Energy:10 Cast:1.36 Recharge:20

Energy Burn (Domination Magic)
Target foe loses 10 Energy and takes 8 damage for each point of Energy lost.
Energy:10 Cast:1.36 Recharge:20

Signet of Weariness (Domination Magic)
Target foe and all nearby foes lose 11 Energy.
Energy:0 Cast:2 Recharge:30

Diversion (Domination Magic)
For 6 seconds, the next time target foe uses a skill, that skill takes an additional 59 seconds to recharge.
Energy:10 Cast:2.04 Recharge:10

Blackout (Domination Magic)
For 7 seconds, all of touched target foe's skills are disabled, and all of your skills are disabled for 5 seconds.
Energy:10 Cast:0.68 Recharge:10

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

Distortion (Illusion Magic)
For 5 Seconds, you have a 75% chance to "evade" attacks. Whenever you evade an attack this way, you lose 2 Energy or Distortion ends.
Energy:5 Cast:0 Recharge:5

Consume Corpse (Death Magic)
Exploit a random target. You teleport to that corpse's location and gain 70 Health and 14 Energy.
Energy:10 Cast:0.68 Recharge:0



Wind Mesmer
Mesmer who specs in Wind magic for Gale/Windborne.

Mesmer/Elementalist
Level: 20

Fast Casting: 10 (9+1)
Domination Magic: 16 (12+4)
Illusion Magic: 4 (3+1)
Air Magic: 9

Energy Surge [Elite] (Domination Magic)
Target foe loses 10 Energy. For each point of Energy lost, that foe and all foes in the area take 8 damage.
Energy:10 Cast:1.36 Recharge:20

Energy Burn (Domination Magic)
Target foe loses 10 Energy and takes 8 damage for each point of Energy lost.
Energy:10 Cast:1.36 Recharge:20

Signet of Weariness (Domination Magic)
Target foe and all nearby foes lose 11 Energy.
Energy:0 Cast:2 Recharge:30

Distortion (Illusion Magic)
For 5 Seconds, you have a 75% chance to "evade" attacks. Whenever you evade an attack this way, you lose 2 Energy or Distortion ends.
Energy:5 Cast:0 Recharge:5

Shatter Enchantment (Domination Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, that foe takes 106 damage.
Energy:15 Cast:0.68 Recharge:25

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

Windborne Speed (Air Magic)
For 9 seconds, target ally moves 33% faster.
Energy:10 Cast:0.68 Recharge:5

Gale (Air Magic)
Knock down target foe for 3 seconds. This Spell causes Exhaustion. (50% failure chance with Air Magic 4 or less.)
Energy:5 Cast:0.68 Recharge:5



Word Of Healing
Your average Word Of Healing monk.

Monk/Mesmer
Level: 20

Divine Favor: 9 (8+1)
Healing Prayers: 14 (12+2)
Protection Prayers: 3 (2+1)
Inspiration Magic: 10

Orison of Healing (Healing Prayers)
Heal target ally for 67 points.
Energy:5 Cast:1 Recharge:2

Dwayna's Kiss (Healing Prayers)
Heal target other ally for 57 points and an additional 19 points for each Enchantment or Hex on that ally.
Energy:5 Cast:1 Recharge:3

Word of Healing [Elite] (Healing Prayers)
Heal target other ally for 76 points. Heal for an additional 94 points if that ally is below 50% Health.
Energy:5 Cast:0.75 Recharge:4

Healing Seed (Healing Prayers)
For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 28 Health.
Energy:10 Cast:2 Recharge:25

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:10

Mend Ailment (Protection Prayers)
Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target ally. That ally is healed for 18 points for each remaining Condition.
Energy:5 Cast:0.75 Recharge:2

Healing Touch (Healing Prayers)
Heal target touched ally for 57 points. Health gain from Divine Favor is doubled for this Spell.
Energy:5 Cast:0.75 Recharge:5

Channeling (Inspiration Magic)
For 40 seconds, whenever you cast a Spell, you gain 1 Energy from each foe in the area.
Energy:5 Cast:1 Recharge:15



SB_Infuse
Your average Sb/Infuse monk.

Monk/Mesmer
Level: 20

Divine Favor: 9 (8+1)
Healing Prayers: 14 (12+2)
Inspiration Magic: 10

Orison of Healing (Healing Prayers)
Heal target ally for 67 points.
Energy:5 Cast:1 Recharge:2

Dwayna's Kiss (Healing Prayers)
Heal target other ally for 57 points and an additional 19 points for each Enchantment or Hex on that ally.
Energy:5 Cast:1 Recharge:3

Infuse Health (Healing Prayers)
Lose half your current Health. Target other ally is healed for 134% of the amount you lost.
Energy:10 Cast:0.25 Recharge:0

Heal Party (Healing Prayers)
Heal entire party for 76 points.
Energy:15 Cast:2 Recharge:0

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

Spell Breaker [Elite] (Divine Favor)
For 12 seconds, Spells targeted against target ally fail.
Energy:15 Cast:1 Recharge:45

Healing Touch (Healing Prayers)
Heal target touched ally for 57 points. Health gain from Divine Favor is doubled for this Spell.
Energy:5 Cast:0.75 Recharge:5

Channeling (Inspiration Magic)
For 40 seconds, whenever you cast a Spell, you gain 1 Energy from each foe in the area.
Energy:5 Cast:1 Recharge:15



Active Prot
Your average Active Prot monk.

Monk/Mesmer
Level: 20

Divine Favor: 9 (8+1)
Protection Prayers: 14 (12+2)
Inspiration Magic: 10

Reversal of Fortune (Protection Prayers)
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 76.
Energy:5 Cast:0.25 Recharge:2

Guardian (Protection Prayers)
For 5 seconds, target ally has a 48% chance to "block" attacks.
Energy:5 Cast:1 Recharge:2

Protective Spirit (Protection Prayers)
For 22 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.
Energy:10 Cast:0.25 Recharge:5

Restore Condition [Elite] (Protection Prayers)
Remove all Conditions (Poison, disease, Blindness, dazed, bleed, Crippled, and Deep Wound) from target other ally. That ally is healed 66 for each Condition removed.
Energy:5 Cast:0.75 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 66 points for each remaining Condition.
Energy:5 Cast:0.75 Recharge:2

Convert Hexes (Protection Prayers)
Remove all Hexes from target other ally. For 19 seconds, that ally gains +10 armor for each Necromancer Hex that was removed.
Energy:15 Cast:2 Recharge:20

Aegis (Protection Prayers)
For 11 seconds, all party members have a 50% chance to block attacks.
Energy:15 Cast:2 Recharge:30

Channeling (Inspiration Magic)
For 40 seconds, whenever you cast a Spell, you gain 1 Energy from each foe in the area.
Energy:5 Cast:1 Recharge:15


Generally, you're a standard pressure build that spirit spams against Spikes and during Altar matches. You can have a finishing spike with Eviscerate -> Obsidian Flame/EQ-AS -> 2x Surge/Burn/Shatter Enchantment but don't expect to take down a 100% health target with it.

_________________________________________________________
If Practice Makes Perfect and Nobody is Perfect Why Do We Practice.


Last edited by Guest on March 11th, 2006, 11:32 am, edited 3 times in total.

   
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ahddm1
March 11th, 2006, 12:28 am 
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This Guys beeen posting like crazy he desevers a yay for all the guides and most of em are not that bad even /Yay


   
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lilfisher
March 11th, 2006, 3:01 am 
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Joined: March 1st, 2005, 12:13 pm
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Posts: 6810
Location: Corona, California
him posting like crazy is actually the base reason why a lot of people dont like him.

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firekil
March 11th, 2006, 4:43 am 
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Gale warriors, just are not effective anymore. With gale costing 10 energy, and exshatiun having been fixed, gale warriors are not very viable. Other than that its just a normal pressure build.


   
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Tault_admin
March 11th, 2006, 11:29 pm 
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k 1 yay


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