Difference between revisions of "Soul Barbs Build"

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[[1 Necro/ Assassin (Assassin's Promise Spiker)]]
+
__ToC__
Curses 12+4
+
 
Soul Reaping 9+1
+
 
Deadly Arts 9
+
==Necro/ Assassin (Assassin's Promise Spiker)==
 +
Curses 12+4
 +
Soul Reaping 9+1
 +
Deadly Arts 9
 +
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)
  
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)
 
  
Skills
 
 
# Assassin's Promise [Elite]
 
# Assassin's Promise [Elite]
 
# Soul Barbs
 
# Soul Barbs
Line 19: Line 21:
 
Be careful not to cast Assassin's Promise too soon. Use Mark of Death every target.
 
Be careful not to cast Assassin's Promise too soon. Use Mark of Death every target.
  
[[2 Mesmer/Monk (Diversion Spiker)]]
 
Illusion 11+1+1
 
Domination 9+1
 
Fast Casting 8+1
 
Inspiration 8+1
 
  
Weapon/Offhand 1: Hale Illusion Staff of Fortitude  
+
==Mesmer/Monk (Diversion Spiker)==
Weapon/Offhead 2: Wand & Offhand (1 has +15 energy -1 regen, the other 20/20 Illusion recharge)  
+
Illusion 11+1+1
 +
Domination 9+1
 +
Fast Casting 8+1
 +
Inspiration 8+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)  
  
Recurring Insecurity [Elite]
+
# Recurring Insecurity [Elite]
Accumulated Pain (use for spike...causes Deep Wound)
+
# Accumulated Pain (use for spike...causes Deep Wound)
Conjure Phantasm (use once)
+
# Conjure Phantasm (use once)
Images of Remorse (spam hex)
+
# Images of Remorse (spam hex)
Wastrel's Worry (spam hex..see note below)
+
# Wastrel's Worry (spam hex..see note below)
Diversion (use between spikes to slow casters)
+
# Diversion (use between spikes to slow casters)
Drain Enchantment
+
# Drain Enchantment
Resurrect
+
# Resurrect
  
 
Use Accumulated Pain with Recurring Insecurity. Other Mesmer will use Accumulated Pain with their Recurring Insecurity. Accumulated Pain is best used as a spike on targets with 1/2 life remaining.
 
Use Accumulated Pain with Recurring Insecurity. Other Mesmer will use Accumulated Pain with their Recurring Insecurity. Accumulated Pain is best used as a spike on targets with 1/2 life remaining.
Line 42: Line 44:
  
  
[[3 Elementalist/Mesmer (Water Spike)]]
+
==Elementalist/Mesmer (Water Spike)==
Water Magic 12+4
+
Water Magic 12+4
Energy Storage 8+1
+
Energy Storage 8+1
Inspiration 10
+
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
  
Armor: +10 while Enchanted, Hands & Feet +life
+
# Water Trident [Elite]
Weapon/Offhand 1: Hale Water Staff of Enchanting / none
+
# Armor of Mist
Weapon/Offhead 2: Water Wand +15 energy -1 regen / +30 life, +1 Water offhand
+
# Deep Freeze
 +
# Shard Storm
 +
# Blurred Vision
 +
# Inspired Hex
 +
# Power Drain
 +
# Rez Signet
  
Water Trident [Elite]
 
Armor of Mist
 
Deep Freeze
 
Shard Storm
 
Blurred Vision
 
Inspired Hex
 
Power Drain
 
Rez Signet
 
  
 +
==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
  
[[4 Monk/ Mesmer (Blessed Light)]]
+
# Blessed Light [Elite]
Divine Favor 12+2+1
+
# Reversal of Fortune
Protection 10+1
+
# Mend Condition
Inspiration 8
+
# Guardian
 +
# Signet of Devotion
 +
# Drain Enchantment
 +
# Divine Spirit
 +
# Deny Hexes
  
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
 
  
Blessed Light [Elite]
+
==Necro/ Mesmer (Soul Barbs Spiker)==
Reversal of Fortune
+
Curses 12+4
Mend Condition
+
Soul Reaping 10+1
Guardian
+
Inspiration 8
Signet of Devotion
+
Weapon/Offhand 1: Hale Curses Staff of Fortitude
Drain Enchantment
+
Weapon/Offhead 2: Wand & Offhand (1 has +15 energy -1 regen, the other 20/20 curses recharge)
Divine Spirit
 
Deny Hexes
 
  
 +
# Icy Veins [Elite]
 +
# Soul Barbs
 +
# Mantra of Concentration
 +
# Parasitic Bond
 +
# Defile Flesh
 +
# Shadow of Fear (use between spikes to slow Warriors)
 +
# Drain Enchantment
 +
# Rez Signet
  
[[5 Necro/ Mesmer (Soul Barbs Spiker)]]
+
Keep Mantra of Concentration up, until you are sure the other team is not trying to interupt your Soul Barbs. Use Defile Flesh every target.
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)
 
  
Icy Veins [Elite]
+
==Mesmer/Monk (Illusion Spiker)==
Soul Barbs
+
Illusion 11+1+1
Mantra of Concentration
+
Smiting 9
Parasitic Bond
+
Fast Casting 8+1
Defile Flesh
+
Inspiration 8+1
Shadow of Fear (use between spikes to slow Warriors)
+
Domination 1+1
Drain Enchantment
+
Weapon/Offhand 1: Hale Illusion Staff of Fortitude
Rez Signet
+
Weapon/Offhead 2: Wand & Offhand (1 has +15 energy -1 regen, the other 20/20 Illusion recharge)  
  
Keep Mantra of Concentration up, until you are sure the other team is not trying to interupt your Soul Barbs. Use Defile Flesh every target.  
+
# Recurring Insecurity [Elite]
 +
# Accumulated Pain (spike skill)
 +
# Scourge Healing (put on every target)
 +
# Images of Remorse (spam hex)
 +
# Mind Wrack (spam hex)
 +
# Drain Enchantment
 +
# Power Drain
 +
# Rez Signet
 +
 
 +
Use Accumulated Pain with Recurring Insecurity. Other Mesmer will use Accumulated Pain with their Recurring Insecurity. Accumulated Pain is best used as a spike on targets with 1/2 life remaining.
 +
 
 +
 
 +
==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
  
 +
# Energy Drain [Elite]
 +
# Reversal of Fortune
 +
# Mend Condition
 +
# Gift of Health
 +
# Protective Spirit
 +
# Inspired Hex
 +
# Divine Boon
 +
# Contemplation of Purity
  
[[6 Mesmer/Monk (Illusion Spiker)]]
 
Illusion 11+1+1
 
Smiting 9
 
Fast Casting 8+1
 
Inspiration 8+1
 
Domination 1+1
 
  
Weapon/Offhand 1: Hale Illusion Staff of Fortitude
+
==Elementalist/Monk (Water Flagger)==
Weapon/Offhead 2: Wand & Offhand (1 has +15 energy -1 regen, the other 20/20 Illusion recharge)
+
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
  
Recurring Insecurity [Elite]
+
# Ether Prodigy [Elite]
Accumulated Pain (spike skill)
+
# Armor of Mist
Scourge Healing (put on every target)
+
# Ice Spear
Images of Remorse (spam hex)
+
# Shard Storm
Mind Wrack (spam hex)
+
# Ice Prison
Drain Enchantment
+
# Blurred Vision
Power Drain
+
# Heal Party
Rez Signet
+
# Healing Breeze
  
Use Accumulated Pain with Recurring Insecurity. Other Mesmer will use Accumulated Pain with their Recurring Insecurity. Accumulated Pain is best used as a spike on targets with 1/2 life remaining.
 
  
 +
== '''Notes on Playing this Build''' ==
 +
The two Necros & two Memsers alternate using their Soul Barbs or Recurring Insecurity. It is probably best to have a Necro as the target caller. 
  
[[7 Monk/ Mesmer (Prot Boon)]]
+
Target the Warriors & Assassins first.  This build has no frontline because everyone is a caster, so you need to take out the enemy front line.  Keep them in check with Faintheartedness & Shadow of Fear in between Soul Barb spikes.
Divine Favor 11+2+1
 
Protection 8+1
 
Healing 8+1
 
Inspiration 9
 
  
Armor: +10 while Enchanted, Hands & Feet +life
+
The counters for spike are running away, interupting Soul Barbs, & using Convert Hexes or Expel Hexes.
Weapon/Offhand 1: Hale Protection Staff of Enchanting / none
 
Weapon/Offhead 2: Protection Wand +15 energy -1 regen / +30 life, +1 Protection offhand
 
  
Energy Drain [Elite]
+
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. If you notice someone using Expel Hexes, use Diversion on them.
Reversal of Fortune
 
Mend Condition
 
Gift of Health
 
Protective Spirit
 
Inspired Hex
 
Divine Boon
 
Contemplation of Purity
 
  
 +
This build does not do well under Nature's Renewal or Quickening Zepyhr.  The Water Ele (#3) can take them out with Water Trident & Wand.
  
[[8 Elementalist/Monk (Water Flagger)]]
+
This build can split 4/4, but plays much better as a full team.
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
 
  
Ether Prodigy [Elite]
+
[[Category:Guild Wars]]
Armor of Mist
 
Ice Spear
 
Shard Storm
 
Ice Prison
 
Blurred Vision
 
Heal Party
 
Healing Breeze
 

Latest revision as of 22:36, 14 February 2012


Necro/ Assassin (Assassin's Promise Spiker)

Curses 12+4
Soul Reaping 9+1
Deadly Arts 9
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. Siphon Speed
  6. Parasitic Bond (spam hex)
  7. Faintheartedness (Use to slow Warriors)
  8. Rez Signet

Be careful not to cast Assassin's Promise too soon. Use Mark of Death every target.


Mesmer/Monk (Diversion Spiker)

Illusion 11+1+1
Domination 9+1
Fast Casting 8+1
Inspiration 8+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 (use for spike...causes Deep Wound)
  3. Conjure Phantasm (use once)
  4. Images of Remorse (spam hex)
  5. Wastrel's Worry (spam hex..see note below)
  6. Diversion (use between spikes to slow casters)
  7. Drain Enchantment
  8. Resurrect

Use Accumulated Pain with Recurring Insecurity. Other Mesmer will use Accumulated Pain with their Recurring Insecurity. Accumulated Pain is best used as a spike on targets with 1/2 life remaining.

Wastrel's Worry won't trigger Soul Barbs or Recurring Insecurity if it is already on the target. So unless you see target use a skill to remove Wastrel's, you should only use it once every 3 seconds.


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
  8. Rez Signet


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
  8. Deny Hexes


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
  4. Parasitic Bond
  5. Defile Flesh
  6. Shadow of Fear (use between spikes to slow Warriors)
  7. Drain Enchantment
  8. Rez Signet

Keep Mantra of Concentration up, until you are sure the other team is not trying to interupt your Soul Barbs. Use Defile Flesh every target.


Mesmer/Monk (Illusion Spiker)

Illusion 11+1+1
Smiting 9
Fast Casting 8+1
Inspiration 8+1
Domination 1+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 (spike skill)
  3. Scourge Healing (put on every target)
  4. Images of Remorse (spam hex)
  5. Mind Wrack (spam hex)
  6. Drain Enchantment
  7. Power Drain
  8. Rez Signet

Use Accumulated Pain with Recurring Insecurity. Other Mesmer will use Accumulated Pain with their Recurring Insecurity. Accumulated Pain is best used as a spike on targets with 1/2 life remaining.


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
  8. Contemplation of Purity


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. Ice Spear
  4. Shard Storm
  5. Ice Prison
  6. Blurred Vision
  7. Heal Party
  8. Healing Breeze


Notes on Playing this Build

The two Necros & two Memsers alternate using their Soul Barbs or Recurring Insecurity. It is probably best to have a Necro as the target caller.

Target the Warriors & Assassins first. This build has no frontline because everyone is a caster, so you need to take out the enemy front line. Keep them in check with Faintheartedness & Shadow of Fear in between Soul Barb spikes.

The counters for spike are running away, interupting Soul Barbs, & using Convert Hexes or Expel Hexes.

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. If you notice someone using Expel Hexes, use Diversion on them.

This build does not do well under Nature's Renewal or Quickening Zepyhr. The Water Ele (#3) can take them out with Water Trident & Wand.

This build can split 4/4, but plays much better as a full team.