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 Electrical Burns Unit

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Terran
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Terran


Posts : 812
Join date : 2011-02-15
Age : 105
Location : Terrestrial

Electrical Burns Unit Empty
PostSubject: Electrical Burns Unit   Electrical Burns Unit EmptySun Feb 20, 2011 5:14 pm




[Dr Burnstein;OgajoopMLOAYo7/VcLAGv0XbBA]
[Dr Chopson;OgajoopMLOAYo7/VcLAGv0XbBA]
[Dr Zapstrom;OgVCgMzDg+bUOWCCAkhoIcA]
[Dr Arcen;OgVCgMzDg+bUOWCCAkhoIcA]
[Dr Chargeist;OgVCgMzDg+bUOWCCAkhoIcA]
[Dr Xinrae;OAOjEyiKJOW7o5krlkcn2DTmJA]
[Dr Lifeguard;OwUUMw2+G4SvVWaNggE+DtEmA2EA]
[Dr Safeguard;OwUTMw3C3ZMKQmJdxLSLxEYTAA]
[build prof][/build]


Last edited by The Architect on Fri Mar 04, 2011 4:14 am; edited 4 times in total
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Terran
Admin
Terran


Posts : 812
Join date : 2011-02-15
Age : 105
Location : Terrestrial

Electrical Burns Unit Empty
PostSubject: Re: Electrical Burns Unit   Electrical Burns Unit EmptySun 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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Terran
Admin
Terran


Posts : 812
Join date : 2011-02-15
Age : 105
Location : Terrestrial

Electrical Burns Unit Empty
PostSubject: Re: Electrical Burns Unit   Electrical Burns Unit EmptyTue Mar 01, 2011 9:21 pm

This build uses a combination of the power of [invoke lightning], with the deep wound power of a [wounding strike] 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 [conjure flame] on at all times. Cover it with [eremites zeal] and [heart of holy flame]. Use [eremites zeal] and [heart of holy flame] for your [wounding strike] deep wound. If you're running out of energy, make sure you get close enough to the enemy to get the maximum benefit from [eremites zeal]. Your attack combo is [wounding strike][victorious sweep][crippling sweep]. Your attack combo will recharge fast, and is spammable thanks to [eremites zeal] feeding you enough energy back. Try to keep [heart of fury] 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 [Air Attunement] up at all times. Before battle, precast [arcane echo], and use it on [invoke lightning] before they get a chance to strip it. Your combo should go like this - [arcane echo][invoke lightning][invoke lightning][chain lightning][lightning orb][invoke lightning][invoke lightning][chain lightning][lightning orb]. After that, you will lose your arcane echo, and are free to use [glyph of lesser energy] and [gale] as needed. As soon as you get [arcane echo] back, do your double [invoke lightning] 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, [xinraes weapon] stacks up a lot of damage over time. Use it as much as you can within safety limits. If energy is a problem, use [soothing memories] as a main heal. [xinrae's weapon]+[spirit light] work as your antispike reaction combo. If your team is getting worn down and you need an emergency heal, use [spirit light] like you would an infuse. Normally, try and focus on [Xinrae's weapon] and [soothing memories] for lighter heals, while reserving [spirit light] for danger zones when an ally is under 50% HP. There are several tricks with your spirit. Firstly, recast [empowerment] on recharge, fit it in as much as you safely can. Follow it up as soon as possible with a [spirit siphon]. every 10-15 seconds, you can use another [spirit siphon] on it to begin recieving an energy gain. Right before you cast [empowerment], [spirit siphon] it, then [spirit siphon] 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. [Empowerment] and [protective was kaolai] 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 [protective was kaolai] still recharging, it's ok to drop it, but it comes at a cost. You can also do a double [protective was kaolai] 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 [remove hex] as needed.

Dr Lifeguard - This is a fast casting healer. Use [glimmer of light] as your antispike, [healing breeze] as a pre-prot and a set and forget heal, [supportive spirit] on both monks as a pre-prot if the enemy is using knockdown. Use [remove hex] to remove important hexes in-between heals. Don't be scared of getting close to your opponent to trigger [channeling]. It can be combined with [divine spirit] for massive energy gain. When in [divine spirit] mode, be sure you're close to your opponent to get the most ouf of [channeling], and spam your 1/4 cast time spells [glimmer of light][patient spirit][vigorous spirit] 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. [glimmer of light] + [glimmer of light] will trigger in 1.25 seconds. [glimmer of light] + [patient spirit] + [glimmer of light] will put a 0.5 second aftercast delay inbetween your 2 [glimmer of light]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. [glimmer of light] + [glimmer of light] vs [glimmer of light] + [patient spirit] + [glimmer of light]. Knowing when to go into [divine spirit] 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 [divine spirit] 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 [channeling] on first. [divine spirit] 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 [divine spirit] ends. This build is strong vs interrupts. Be careful not to get your [glimmer of light] caught by [diversion].

Dr Safeguard - [build prof][/build]
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