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Terran
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Age : 98
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PostSubject: Avatar    Tue Feb 22, 2011 5:21 pm







Last edited by Terran on Fri Aug 05, 2011 6:33 pm; edited 7 times in total
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Terran
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Posts : 811
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PostSubject: Re: Avatar    Tue Feb 22, 2011 5:21 pm

[Tsu'tey;OgCjkOqMLPu3uPCuc3fnuJYBAA][Equip;Pk5hQHXH+SaojJVPqep4IB7ip4I5DLp4IHXdp4I9khp4I3D]
[Norm Spellman;OgCjkOqMLPv3uPCuc3fnuJYBAA][Equip;Pk5hQXWH+SaojJVPqepyIB7ipyI5DLpyIHXdpyI9khpyI3D]
[Jake Sully;OgCjkOqMLPw3uPCuc3fnuJYBAA][Equip;Pk5hQfWH+SaojJVPqepzIB7ipzI5DLpzIHXdpzI9khpzI3D]
[Neytiri;OgCjkOqMLPx3uPCuc3fnuJYBAA][Equip;Pk5hQnWH+SaojJVPqep0IB7ip0I5DLp0IHXdp0I9khp0I3D]
[Eytukan;OgCjkOqMLPy3uPCuc3fnuJYBAA][Equip;Pk5hQ3WH+SaojJVPqep2IB7ip2I5DLp2IHXdp2I9khp2I3D]
[Eywa;OAOjEyiKJOW7o5krlkcn2DTmJA][Equip;PkpxUvaTkiqIo1I90Mo1IDLro1IvVHo1IDrLo1INFA]
[Grace Augustine;OwAS0YITeRbENg3NlEdRfP2E][Equip;Pk5hnWgwlSakkiWXqAnyIHxEnyIBLZiyI1S/myIBrDnyI9E]
[Mo'at;OwUTMw3C3ZMKQmJdxLy3zEYTAA][Equip;Pk5hnegwlSakkjWXqAnzILxEnzIBLZizI1S/mzIBrDnzI9E]


Last edited by The Architect on Mon May 16, 2011 12:25 pm; edited 4 times in total
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Terran
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Posts : 811
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Age : 98
Location : Terrestrial

PostSubject: Re: Avatar    Sat Mar 05, 2011 6:47 am

This point of this build is to use all 5 Avatars in a team, and combine them in some way that works.


Eytukan - Explanation not done yet.

Tsu'tey - Explanation not done yet.

Neytiri - Explanation not done yet.

Jake Sully - Explanation not done yet.

Norm Spellman - Explanation not done yet.

Eywa - 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  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 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.

Grace Augustine - The first thing most players will notice is the lack of , and ask why two Healers instead of a Healer and a Prot? The answer is simple, it works better. People will blindly claim otherwise, but don't listen to them, they have no idea what they're talking about and they're only parroting what someone else told them. People almost always die from a lack of heals, not from a lack of prots or antispike. Single target spike teams are uncommon and weak anyway, and take a long time to spike out your team even if they get their spikes through. AOE spikes like  are what you should be worried about, and having a Monk that can afford to use  on recharge is vital. If you cannot antispike without , then you're just not paying enough attention. Practice your antispike reaction times so that you don't have to think about what you're doing before you antispike. Doing so will reduce your reaction times by at least half a second. Other monks blow all their energy on  and utility skills. Leave the condition removal up to someone else, its a healers primary job to keep everyone alive. Keeping everyone clean is secondary to that. A  prot is all you need for condition removals anyway. A good powerful heal combo is . Follow up any heals with  or  wherever possible. As they are signets, they have no aftercast delay, and hence allow you to lead into your next  faster. You should never run out of energy with this build. When you go into  mode, spam all your energy spells as fast as you can. Remember that  can remove multiple hexes at one time. Make sure that  and  are in recharge to make the most of . With this build, even the harshest energy denial builds cannot stop you from healing. Keep your eye out in case someone uses .

Mo'at - Explanation not done yet.[right]
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