Difference between revisions of "Soul Barbs Build"
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[[1 Necro/ Assassin (Assassin's Promise Spiker)]] | [[1 Necro/ Assassin (Assassin's Promise Spiker)]] | ||
− | Curses 12+4 | + | Curses 12+4 |
− | Soul Reaping 9+1 | + | Soul Reaping 9+1 |
− | Deadly Arts 9 | + | Deadly Arts 9 |
Weapon/Offhand 1: Hale Curses Staff of Fortitude | Weapon/Offhand 1: Hale Curses Staff of Fortitude |
Revision as of 14:49, 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