Difference between revisions of "Soul Barbs Build"
Line 28: | Line 28: | ||
Weapon/Offhead 2: Wand & Offhand (1 has +15 energy -1 regen, the other 20/20 Illusion recharge) | 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. | ||
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Weapon/Offhead 2: Water Wand +15 energy -1 regen / +30 life, +1 Water offhand | Weapon/Offhead 2: Water Wand +15 energy -1 regen / +30 life, +1 Water offhand | ||
− | Water Trident [Elite] | + | # Water Trident [Elite] |
− | Armor of Mist | + | # Armor of Mist |
− | Deep Freeze | + | # Deep Freeze |
− | Shard Storm | + | # Shard Storm |
− | Blurred Vision | + | # Blurred Vision |
− | Inspired Hex | + | # Inspired Hex |
− | Power Drain | + | # Power Drain |
− | Rez Signet | + | # Rez Signet |
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Weapon/Offhead 2: Protection Wand +15 energy -1 regen / +30 life, +1 Protection offhand | Weapon/Offhead 2: Protection Wand +15 energy -1 regen / +30 life, +1 Protection offhand | ||
− | Blessed Light [Elite] | + | # Blessed Light [Elite] |
− | Reversal of Fortune | + | # Reversal of Fortune |
− | Mend Condition | + | # Mend Condition |
− | Guardian | + | # Guardian |
− | Signet of Devotion | + | # Signet of Devotion |
− | Drain Enchantment | + | # Drain Enchantment |
− | Divine Spirit | + | # Divine Spirit |
− | Deny Hexes | + | # Deny Hexes |
Line 88: | Line 88: | ||
Weapon/Offhead 2: Wand & Offhand (1 has +15 energy -1 regen, the other 20/20 curses recharge) | Weapon/Offhead 2: Wand & Offhand (1 has +15 energy -1 regen, the other 20/20 curses recharge) | ||
− | Icy Veins [Elite] | + | # Icy Veins [Elite] |
− | Soul Barbs | + | # Soul Barbs |
− | Mantra of Concentration | + | # Mantra of Concentration |
− | Parasitic Bond | + | # Parasitic Bond |
− | Defile Flesh | + | # Defile Flesh |
− | Shadow of Fear (use between spikes to slow Warriors) | + | # Shadow of Fear (use between spikes to slow Warriors) |
− | Drain Enchantment | + | # Drain Enchantment |
− | Rez Signet | + | # 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. | 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. | ||
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Weapon/Offhead 2: Wand & Offhand (1 has +15 energy -1 regen, the other 20/20 Illusion recharge) | 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 (spike skill) | + | # Accumulated Pain (spike skill) |
− | Scourge Healing (put on every target) | + | # Scourge Healing (put on every target) |
− | Images of Remorse (spam hex) | + | # Images of Remorse (spam hex) |
− | Mind Wrack (spam hex) | + | # Mind Wrack (spam hex) |
− | Drain Enchantment | + | # Drain Enchantment |
− | Power Drain | + | # Power Drain |
− | Rez Signet | + | # 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. | 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. | ||
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Weapon/Offhead 2: Protection Wand +15 energy -1 regen / +30 life, +1 Protection offhand | Weapon/Offhead 2: Protection Wand +15 energy -1 regen / +30 life, +1 Protection offhand | ||
− | Energy Drain [Elite] | + | # Energy Drain [Elite] |
− | Reversal of Fortune | + | # Reversal of Fortune |
− | Mend Condition | + | # Mend Condition |
− | Gift of Health | + | # Gift of Health |
− | Protective Spirit | + | # Protective Spirit |
− | Inspired Hex | + | # Inspired Hex |
− | Divine Boon | + | # Divine Boon |
− | Contemplation of Purity | + | # Contemplation of Purity |
Line 151: | Line 151: | ||
Weapon/Offhead 2: Water Wand +15 energy -1 regen / +30 life, +1 Water offhand | Weapon/Offhead 2: Water Wand +15 energy -1 regen / +30 life, +1 Water offhand | ||
− | Ether Prodigy [Elite] | + | # Ether Prodigy [Elite] |
− | Armor of Mist | + | # Armor of Mist |
− | Ice Spear | + | # Ice Spear |
− | Shard Storm | + | # Shard Storm |
− | Ice Prison | + | # Ice Prison |
− | Blurred Vision | + | # Blurred Vision |
− | Heal Party | + | # Heal Party |
− | Healing Breeze | + | # Healing Breeze |
Revision as of 14:47, 20 July 2006
1 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)
Skills
- Assassin's Promise [Elite]
- Soul Barbs
- Mark of Death
- Enduring Toxin
- Siphon Speed
- Parasitic Bond (spam hex)
- Faintheartedness (Use to slow Warriors)
- Rez Signet
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 Weapon/Offhead 2: Wand & Offhand (1 has +15 energy -1 regen, the other 20/20 Illusion recharge)
- Recurring Insecurity [Elite]
- Accumulated Pain (use for spike...causes Deep Wound)
- Conjure Phantasm (use once)
- Images of Remorse (spam hex)
- Wastrel's Worry (spam hex..see note below)
- Diversion (use between spikes to slow casters)
- Drain Enchantment
- 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.
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
- Water Trident [Elite]
- Armor of Mist
- Deep Freeze
- Shard Storm
- Blurred Vision
- Inspired Hex
- 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
- Blessed Light [Elite]
- Reversal of Fortune
- Mend Condition
- Guardian
- Signet of Devotion
- Drain Enchantment
- 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)
- 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
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.
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 Weapon/Offhead 2: Wand & Offhand (1 has +15 energy -1 regen, the other 20/20 Illusion recharge)
- 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.
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
- Energy Drain [Elite]
- Reversal of Fortune
- Mend Condition
- Gift of Health
- Protective Spirit
- Inspired Hex
- 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
- Ether Prodigy [Elite]
- Armor of Mist
- Ice Spear
- Shard Storm
- Ice Prison
- Blurred Vision
- Heal Party
- Healing Breeze