[Build] Recurring Insecurity + Soul Barbs, Flavor of the Month
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[Build] Recurring Insecurity + Soul Barbs, Flavor of the Month
For those that want to try the Soul Barbs thing, here is a build. The Dreadful Dead ran this yesterday and beat teams ranked 109 & 64. We lost to a team that split well with 2 Assassins annoying our base and once we got steamrolled by a good team with a balanced build because we let them get the first punch.
The build pretty much destroys anything available right now. It probably has a life expectancy of less than 2 weeks, so if you want to try it, here it is:
# 1 Necro/ Assassin (Assassin's Promise Spiker)
Curses 12+4
Soul Reaping 10+1
Deadly Arts 8
Weapon/Offhand 1: Hale Curses Staff of Fortitude
Weapon/Offhead 2: Wand & Offhand (1 has +15 energy -1 regen, the other 20/20 curses recharge)
1) Assassin's Promise [Elite]
2) Soul Barbs
3) Mark of Death
4) Enduring Toxin
5) Impale
6) Siphon Speed
7) Reckless Haste (Use in between spikes to slow Warriors)
Rez Signet
# 2 Mesmer/Monk (Domination Spiker)
Domination 10+2
Illusion 10+1+1
Fast Casting 8+1
Inspiration 8+1
Weapon/Offhand 1: Hale Domination Staff of Fortitude
Weapon/Offhead 2: Wand & Offhand (1 has +15 energy -1 regen, the other 20/20 Domination recharge)
1) Recurring Insecurity [Elite]
2) Accumulated Pain (causes Deep Wound)
3) Wastrel's Worry
4) Mind Wrack
5) Diversion (use between spikes to slow casters)
6) Drain Enchantment
7) Inspired Hex
Resurrect
# 3 Elementalist/Mesmer (Water Spike)
Water Magic 12+4
Energy Storage 8+1
Inspiration 10
Armor: +10 while Enchanted, Hands & Feet +life
Weapon/Offhand 1: Hale Water Staff of Enchanting / none
Weapon/Offhead 2: Water Wand +15 energy -1 regen / +30 life, +1 Water offhand
1) Water Trident [Elite]
2) Armor of Mist
3) Deep Freeze
4) Shard Storm
5) Blurred Vision
6) Inspired Hex
7) Power Drain
Rez Signet
# 4 Monk/ Mesmer (Blessed Light)
Divine Favor 12+2+1
Protection 10+1
Inspiration 8
Armor: +10 while Enchanted, Hands & Feet +life
Weapon/Offhand 1: Hale Protection Staff of Defense / none
Weapon/Offhead 2: Protection Wand +15 energy -1 regen / +30 life, +1 Protection offhand
1) Blessed Light [Elite]
2) Reversal of Fortune
3) Mend Condition
4) Guardian
5) Signet of Devotion
6) Drain Enchantment
7) Divine Spirit
Deny Hexes
# 5 Necro/ Mesmer (Soul Barbs Spiker)
Curses 12+4
Soul Reaping 10+1
Inspiration 8
Weapon/Offhand 1: Hale Curses Staff of Fortitude
Weapon/Offhead 2: Wand & Offhand (1 has +15 energy -1 regen, the other 20/20 curses recharge)
1) Icy Veins [Elite]
2) Soul Barbs
3) Mantra of Concentration (use right before Soul Barbs)
4) Parasitic Bond
5) Defile Flesh
6) Shadow of Fear (use between spikes to slow Warriors)
7) Drain Enchantment
Rez Signet
# 6 Mesmer/Monk (Illusion Spiker)
Illusion 12+2
Fast Casting 8+1
Inspiration 10+1
Weapon/Offhand 1: Hale Illusion Staff of Fortitude
Weapon/Offhead 2: Wand & Offhand (1 has +15 energy -1 regen, the other 20/20 Illusion recharge)
1) Recurring Insecurity [Elite]
2) Accumulated Pain (causes Deep Wound)
3) Conjure Phantasm
4) Images of Remorse
5) Spirit of Failure (use between spikes to slow Warriors)
6) Drain Enchantment
7) Inspired Hex
Resurrect
# 7 Monk/ Mesmer (Prot Boon)
Divine Favor 11+2+1
Protection 8+1
Healing 8+1
Inspiration 9
Armor: +10 while Enchanted, Hands & Feet +life
Weapon/Offhand 1: Hale Protection Staff of Enchanting / none
Weapon/Offhead 2: Protection Wand +15 energy -1 regen / +30 life, +1 Protection offhand
1) Energy Drain [Elite]
2) Reversal of Fortune
3) Mend Condition
4) Gift of Health
5) Protective Spirit
6) Inspired Hex
7) Divine Boon
Contemplation of Purity
# 8 Elementalist/Monk (Water Flagger)
Water Magic 12+4
Healing 10
Energy Storage 8+1
Armor: +10 while Enchanted, Hands & Feet +life
Weapon/Offhand 1: Hale Water Staff of Enchanting / none
Weapon/Offhead 2: Water Wand +15 energy -1 regen / +30 life, +1 Water offhand
1) Ether Prodigy [Elite]
2) Armor of Mist
3) Deep Freeze
4) Shard Storm
5) Ice Prison
6) Blurred Vision
7) Heal Party
Healing Breeze
The two Necros & two Memsers alternate using their Soul Barbs or Recurring Insecurity. The team stays together but can split 1-4, 5-8. The counters for spike are running away, interupting Soul Barbs, & using Convert Hexes quickly. The Water Ele's keep the target slowed so running away is not viable. The E/Me has an interupt so 1 copy of Convert Hexes can be countered.
We did face one team that took us to Victory or Death by using Nature's Renewal & Quickening Zephyr which slowed the hexes and drained our energy. We were able to get kills by taking down the spirits first (mostly wanding & Water Trident). Eventually, we won a gank-off at about 33 minutes.
It is a bit cheesy at this stage (like IWAY in the Tombs) but fun to play. http://www.theamazonbasin.com/gw/forums/index.php?showtopic=6101
The build pretty much destroys anything available right now. It probably has a life expectancy of less than 2 weeks, so if you want to try it, here it is:
# 1 Necro/ Assassin (Assassin's Promise Spiker)
Curses 12+4
Soul Reaping 10+1
Deadly Arts 8
Weapon/Offhand 1: Hale Curses Staff of Fortitude
Weapon/Offhead 2: Wand & Offhand (1 has +15 energy -1 regen, the other 20/20 curses recharge)
1) Assassin's Promise [Elite]
2) Soul Barbs
3) Mark of Death
4) Enduring Toxin
5) Impale
6) Siphon Speed
7) Reckless Haste (Use in between spikes to slow Warriors)
Rez Signet
# 2 Mesmer/Monk (Domination Spiker)
Domination 10+2
Illusion 10+1+1
Fast Casting 8+1
Inspiration 8+1
Weapon/Offhand 1: Hale Domination Staff of Fortitude
Weapon/Offhead 2: Wand & Offhand (1 has +15 energy -1 regen, the other 20/20 Domination recharge)
1) Recurring Insecurity [Elite]
2) Accumulated Pain (causes Deep Wound)
3) Wastrel's Worry
4) Mind Wrack
5) Diversion (use between spikes to slow casters)
6) Drain Enchantment
7) Inspired Hex
Resurrect
# 3 Elementalist/Mesmer (Water Spike)
Water Magic 12+4
Energy Storage 8+1
Inspiration 10
Armor: +10 while Enchanted, Hands & Feet +life
Weapon/Offhand 1: Hale Water Staff of Enchanting / none
Weapon/Offhead 2: Water Wand +15 energy -1 regen / +30 life, +1 Water offhand
1) Water Trident [Elite]
2) Armor of Mist
3) Deep Freeze
4) Shard Storm
5) Blurred Vision
6) Inspired Hex
7) Power Drain
Rez Signet
# 4 Monk/ Mesmer (Blessed Light)
Divine Favor 12+2+1
Protection 10+1
Inspiration 8
Armor: +10 while Enchanted, Hands & Feet +life
Weapon/Offhand 1: Hale Protection Staff of Defense / none
Weapon/Offhead 2: Protection Wand +15 energy -1 regen / +30 life, +1 Protection offhand
1) Blessed Light [Elite]
2) Reversal of Fortune
3) Mend Condition
4) Guardian
5) Signet of Devotion
6) Drain Enchantment
7) Divine Spirit
Deny Hexes
# 5 Necro/ Mesmer (Soul Barbs Spiker)
Curses 12+4
Soul Reaping 10+1
Inspiration 8
Weapon/Offhand 1: Hale Curses Staff of Fortitude
Weapon/Offhead 2: Wand & Offhand (1 has +15 energy -1 regen, the other 20/20 curses recharge)
1) Icy Veins [Elite]
2) Soul Barbs
3) Mantra of Concentration (use right before Soul Barbs)
4) Parasitic Bond
5) Defile Flesh
6) Shadow of Fear (use between spikes to slow Warriors)
7) Drain Enchantment
Rez Signet
# 6 Mesmer/Monk (Illusion Spiker)
Illusion 12+2
Fast Casting 8+1
Inspiration 10+1
Weapon/Offhand 1: Hale Illusion Staff of Fortitude
Weapon/Offhead 2: Wand & Offhand (1 has +15 energy -1 regen, the other 20/20 Illusion recharge)
1) Recurring Insecurity [Elite]
2) Accumulated Pain (causes Deep Wound)
3) Conjure Phantasm
4) Images of Remorse
5) Spirit of Failure (use between spikes to slow Warriors)
6) Drain Enchantment
7) Inspired Hex
Resurrect
# 7 Monk/ Mesmer (Prot Boon)
Divine Favor 11+2+1
Protection 8+1
Healing 8+1
Inspiration 9
Armor: +10 while Enchanted, Hands & Feet +life
Weapon/Offhand 1: Hale Protection Staff of Enchanting / none
Weapon/Offhead 2: Protection Wand +15 energy -1 regen / +30 life, +1 Protection offhand
1) Energy Drain [Elite]
2) Reversal of Fortune
3) Mend Condition
4) Gift of Health
5) Protective Spirit
6) Inspired Hex
7) Divine Boon
Contemplation of Purity
# 8 Elementalist/Monk (Water Flagger)
Water Magic 12+4
Healing 10
Energy Storage 8+1
Armor: +10 while Enchanted, Hands & Feet +life
Weapon/Offhand 1: Hale Water Staff of Enchanting / none
Weapon/Offhead 2: Water Wand +15 energy -1 regen / +30 life, +1 Water offhand
1) Ether Prodigy [Elite]
2) Armor of Mist
3) Deep Freeze
4) Shard Storm
5) Ice Prison
6) Blurred Vision
7) Heal Party
Healing Breeze
The two Necros & two Memsers alternate using their Soul Barbs or Recurring Insecurity. The team stays together but can split 1-4, 5-8. The counters for spike are running away, interupting Soul Barbs, & using Convert Hexes quickly. The Water Ele's keep the target slowed so running away is not viable. The E/Me has an interupt so 1 copy of Convert Hexes can be countered.
We did face one team that took us to Victory or Death by using Nature's Renewal & Quickening Zephyr which slowed the hexes and drained our energy. We were able to get kills by taking down the spirits first (mostly wanding & Water Trident). Eventually, we won a gank-off at about 33 minutes.
It is a bit cheesy at this stage (like IWAY in the Tombs) but fun to play. http://www.theamazonbasin.com/gw/forums/index.php?showtopic=6101
saeimc- Posts : 133
Join date : 2008-04-01
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