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Terran
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PostSubject: Electrical Burns Unit   Sun Feb 20, 2011 5:14 pm






Last edited by The Architect on Fri Mar 04, 2011 4:14 am; edited 4 times in total
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PostSubject: Re: Electrical Burns Unit   Sun Feb 20, 2011 5:15 pm

[Dr Burnstein;OgajoopMLOAYo7/VcLAGv0XbBA][Equip;PkphQvaI+kqOp1I90Sp1IBLFp1IFXNp1IBrRp1I3DA]
[Dr Chopson;OgajoopMLOAYo7/VcLAGv0XbBA][Equip;PkphQvaI+kqOp1I90Sp1IBLFp1IFXNp1IBrRp1I3DA]
[Dr Zapstrom;OgVCgMzDg+bUOWCCAkhoIcA][Equip;Pk5BmWaTkea4jGVvr4giI9wAjiIBLPirIpSRgiIBrhhiI9E]
[Dr Arcen;OgVCgMzDg+bUOWCCAkhoIcA][Equip;Pk5BmWaTkea4jGVvr4giI9wAjiIBLPirIpSRgiIBrhhiI9E]
[Dr Chargeist;OgVCgMzDg+bUOWCCAkhoIcA][Equip;Pk5BmWaTkea4jGVvr4giI9wAjiIBLPirIpSRgiIBrhhiI9E]
[Dr Xinrae;OAOjEyiKJOW7o5krlkcn2DTmJA][Equip;PkpxUvaTkiqIo1I90Mo1IDLro1IvVHo1IDrLo1INFA]
[Dr Lifeguard;OwUUMw2+G4SvVWaNggE+DtEmA2EA][Equip;Pk5hnWgwlSakkiWXqEhyINxMjyIBLbiyIvSdgyIBrthyI9E]
[Dr Safeguard;OwUTMw3C3ZMKQmJdxLSLxEYTAA][Equip;Pk5hnegwlSakkjWXqAnzILxEnzIBLZizI1S/mzIBrDnzI9E]
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PostSubject: Re: Electrical Burns Unit   Tue Mar 01, 2011 9:21 pm

This build uses a combination of the power of , with the deep wound power of a  dervish. The Dervishes call like crazy, while the Elementalists try to keep up with their spikes. This build is good for practicing and sharing calls with a fellow melee teammate, and also good for practicing following a melee's cue to assist spikes.

Dr Burnstein and Dr Chopson - Keep your  on at all times. Cover it with  and . Use  and  for your  deep wound. If you're running out of energy, make sure you get close enough to the enemy to get the maximum benefit from . Your attack combo is . Your attack combo will recharge fast, and is spammable thanks to  feeding you enough energy back. Try to keep  up all the time, by reapplying it every time it recharges. Spike hard, fast and repeatedly.

Dr Zapstrom, Dr Arcen and Dr Chargeist - Keep your  up at all times. Before battle, precast , and use it on  before they get a chance to strip it. Your combo should go like this - . After that, you will lose your arcane echo, and are free to use  and  as needed. As soon as you get  back, do your double  combo again. The damage is brutal and will take down practically anything in no time. Don't hold back when using this build, play offensively.

Dr Xinrae - Even though the focus of this build is to heal,  stacks up a lot of damage over time. Use it as much as you can within safety limits. If energy is a problem, use  as a main heal. + work as your antispike reaction combo. If your team is getting worn down and you need an emergency heal, use  like you would an infuse. Normally, try and focus on  and  for lighter heals, while reserving  for danger zones when an ally is under 50% HP. There are several tricks with your spirit. Firstly, recast  on recharge, fit it in as much as you safely can. Follow it up as soon as possible with a . every 10-15 seconds, you can use another  on it to begin recieving an energy gain. Right before you cast ,  it, then  the new [empowerment[ again immediately after. You can gain a lot of energy this way. You can gain a lot of energy by looking for enemy spirits as well, and [spirit siphon]ing them also.  and  don't just give you bonuses for your skills, they also buff your armor, health and energy. Try to keep them both up at all times. If you desperately need to do an aoe antispike while  still recharging, it's ok to drop it, but it comes at a cost. You can also do a double  drop for a massive teamwide antispike and give your monks a rest. Try to beat everyone else to resurrecting Monks if you safely can inbetween heals. Cancel/cast by tapping forward if you run out of time and need to antispike before you get them up. If you get them up, you give them 100% energy and give your team a second wind. Use  as needed.

Dr Lifeguard - This is a fast casting healer. Use  as your antispike,  as a pre-prot and a set and forget heal,  on both monks as a pre-prot if the enemy is using knockdown. Use  to remove important hexes in-between heals. Don't be scared of getting close to your opponent to trigger . It can be combined with  for massive energy gain. When in  mode, be sure you're close to your opponent to get the most ouf of , and spam your 1/4 cast time spells  to get all your energy back to maximum in seconds. When antispiking, there are 2 ways to do it. Due to the hidden 0.75 second aftercast delay to all spells, you will get the fastest heals by casting glimmer twice in a row.  +  will trigger in 1.25 seconds.  +  +  will put a 0.5 second aftercast delay inbetween your 2 s. For a quarter of a second, you will have a weaker heal. It's not much, but during a good spike, it can mean the difference between a save and a death. Play around with the two combos and recognize the timing difference.  +  vs  +  + . Knowing when to go into  mode is key. You can cast it on recharge, or save it until you need to do a big heal spam at low energy. Casting  it on recharge can lead you into wasting a lot of free energy at a critical moment, finding yourself drained later when you need it. Do not let your energy get below 10 without casting divine spirit, and make sure you have a fresh  on first.  requires good decision making to use correctly. You can even use it in your high energy weapon set, then switch back to your main weapon set to get your energy back to full before  ends. This build is strong vs interrupts. Be careful not to get your  caught by .

Dr Safeguard -
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