Guild Wars Builds

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TAZTG

Your face, Your ass-Whats the Difference
Sep 12, 2001
3,748
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Brunswick, MD
Alright my fellow Guild Members.
Post Succesful Builds with Attribute, Skills and Proper Usage.

Example:
Etting Farming Build Warrior/Monk Level 20
Attributes: (Have to double check)
Axe: 12
Strength: 11
Tactics: 9
Healing: 10

Skills:
1) Cyclone Axe: Perform a spinning axe attack striking for +4...10 damage to all adjacent opponents.

2) Dismember: If it hits, this axe blow will inflict a Deep Wound on the target foe for 5...17 seconds.

3) Axe Twist: If this attack hits a foe suffering from a Deep Wound, you strike for +1...16 damage and that foe suffers from Weakness for 20 seconds.

4) Bonetti's Defense: For 5...10 seconds, you have a 75% chance to "block" incoming melee attacks and arrows. You gain 5 Energy for each successful melee attack blocked. Bonetti's Defense ends if you use a skill.

5) Vigorous Spirit: For 30 seconds, each time target ally attacks or casts a Spell, that ally is healed for 1...11 points.

6) Mending: While you maintain this Enchantment, target ally gains +1...3 Health regeneration.

7) Live Vicariously: While you maintain this Enchantment, whenever target ally hits a foe, you gain 2...17 Health.

8) Sprint: For 8...13 seconds, you move 25% faster.

Leave Beetletun by the east exit to Nebo Terrace.
Use Sprint to run past the Mergoyles (Top of Hill) and the 2 pairs of Tengu's. If your lucky you can stop in between each group to let Sprint recharge.

Once you make it to the Ettin's find a safe place to stop. Start up your Enchantments (Mending and Live Vicarously). Try to Aggro small groups of Ettins which usually come 3 to a group. If you get 6 on you it could be trouble. I can deal with 3 at a time very easily. Skill Usage is quite simple.

Cyclone Axe is the key to survival which means you need to use Bonnetti's Defense to keep your Energy Level up. I normally use this Combo (By the Number's) if I start with enough energy.

5, 1, 2, 3, 1, 4, 1, 2, 1, 3, 1, 4, etc. Basically, they miss you when you use Bonnetti's and it builds your Energy & Health up. Health because they miss you most of the time. I use Vicarous Spirit and Cyclone Axe when health starts to drop. Here's the Math. 1 Cyclone Axe= 3 Hits x 10 Health (Live Vicarously) + add in another 3x10 if you use Vigourous Spirit.

This works and I have gotten a few nice Rune Drops. Still waiting for another Major Vigor or some more Superior Runes. Hope you enjoyed my build and share your builds. Note: Thanx to Todd and the Guru forum's for tips and idea's.
 
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TAZTG

Your face, Your ass-Whats the Difference
Sep 12, 2001
3,748
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Brunswick, MD
Running for Ele/Warrior Level:20 (Switched Secondary Profession for Running)

1) Armor of Mist: For 8...18 seconds, you gain +10...34 armor and move 33% faster.

2) Sprint: For 8...13 seconds, you move 25% faster.

3) Deep Freeze: You cause a Deep Freeze at target foe's location. All foes near this location are struck for 10...70 cold damage. For 10 seconds, all foes move 66% slower.

4) Blurred Vision: For 8...18 seconds, target foe and adjacent foes are Hexed with Blurred Vision. While Hexed, those foes have a 50% chance to miss with attacks.

5) Glyph of Sacrifice: Your next Spell may be cast instantly, but takes an additional 90 seconds to recharge.

6) Endure Pain: For 7...16 seconds, you have an additional 90...258 Health.
or
6) Heal Signet

7) Shard Storm: Target foe is struck for 10...54 damage and moves 66% slower for 2...5 seconds.

8) Ice Spikes: Target and adjacent foes are struck for 20...68 cold damage and move 66% slower for 2...5 seconds.

I haven't tried this build but looks like it would work. When aproaching a large group use the Skill in this order.

Blurred Vision, Glyph, Deep Freeze, Armor of Mist, Sprint.
Then if needed Heal Sig or Endure Pain. Now if you get spell casters that freeze you or slow your progress, I guess you hope that Blurred Vision Works for them and they miss. You think this would work for Running. Any suggestions to improve this build would be appreciated.
 

«BuA»Lurker_71

Thë Möñkëÿ Kïñg
Dec 15, 2002
2,210
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Wha?
I'm working on a Ele/Mes, and my attributes will be:
Energy Storage
Air Magic
Water Magic
Domination

Not sure how the skill points will work out, but I'll be going for 10 each, or as close as I can get.
The idea behind this build is to weaken the enemy and obliterate them in groups.

I'll update you as the build progresses.
 

TAZTG

Your face, Your ass-Whats the Difference
Sep 12, 2001
3,748
2
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Brunswick, MD
Getting ready to Delete the Ele/Mes I created to help BT come across to Post.
Kinda like the Mes Skills.

BTW: He is in another Guild already.
 

TAZTG

Your face, Your ass-Whats the Difference
Sep 12, 2001
3,748
2
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Brunswick, MD
Bonecrusher said:
LOLOLOL Whoa he must be badass at this game :eek:
He is a Nec/Mes, fighting with a Sword & Shield. I told him to dump those and use his skills. He said he was willing to drop them and join ours. Thats up to Lurker.. When he and his daughter was trying to go through the gate to get the boy (2 Man Mission) they got help from folks in Ascalon. He told me they kept getting killed by the Char. Dude don't mess with the Char. He said the guy helping them told them they had to beat the Char first. LOL..

I ran him to Sardelac and did the first mission for him so now he has the basics. Lets see how he does with this other guild..
 

«BuA»Lurker_71

Thë Möñkëÿ Kïñg
Dec 15, 2002
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Wha?
TAZTG said:
He said he was willing to drop them and join ours. Thats up to Lurker..

Up to me, eh?
You guys do know that you can bring people in when I'm not there, right?
That's why I made you fellas officers... I trust your judgement... besides; anyone in BuA is welcome to BuA there as well... that was the point of making a guild out of our brothers in GW. :rolleyes:
 

«BuA»Lurker_71

Thë Möñkëÿ Kïñg
Dec 15, 2002
2,210
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Wha?
Ele/Mes update

After running around using Air magic, I've decided that I don't really care for it... so I went back to fire.

Lurker
E/Me 11
Domination 4
Fire 5
Water 5
Energy Storage 5

I've also started another (test)build;

"Heavy Spiker"
W/Ra
(estimated attributes)
Strength 8 (for armor penetration)
Tactics 8
Marksmanship 12
Wilderness Survival 10

Strength-based armor penetration should make for good damage with a bow.
Tactics will allow for defensive stances and Sprint, in case things get a little tough.
Warriors have the highest hitpoints in the game and the best armor to boot.
Wilderness survival will allow for traps and will improve healing spells like Troll Unguent.

This is just a test build, and if I end up really liking it, I might turn Paula into a W/Ra.
Only problem is; can't get Powershot til post. :(
 

TAZTG

Your face, Your ass-Whats the Difference
Sep 12, 2001
3,748
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Brunswick, MD
Bonecrusher said:
yea duuuuuh guys i mean omg...

I'm so far behind you guys now... I don't even have a lvl 20 character yet.

Get your Skinny Arse online and we can level you up.
I have 2 scroll's that will help in that area. DEV almost has his Monk up with my Ranger. I am at D'Alessio Mission. Where you at Boney??

Lurk, that affirmative on the Guild.. Your Air will come in handy in the Desert, but I still rely on Fire alot but look like water might work pretty soon.
 

«BuA»Lurker_71

Thë Möñkëÿ Kïñg
Dec 15, 2002
2,210
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Wha?
TAZTG said:
Your Air will come in handy in the Desert, but I still rely on Fire alot but look like water might work pretty soon.

Gotta get there first... which I plan on working on thursday and friday.
 

TAZTG

Your face, Your ass-Whats the Difference
Sep 12, 2001
3,748
2
38
63
Brunswick, MD
New Build..
E/A.. Name of Build: Shocking Knockdown
Here's how it could work.

Cast in the order I posted. First get your Health and Energy Management going. Step into a group, Cast Renewal, cold Damage & Knockdown, Lighting Damage, Cold Damage & Knockdown, Leave them Crippled, Pick off folks with Range Attack or step back in to finish them off.

1) Aura of Restoration - Enchantment Spell
For 60 seconds, you are healed for 152-350% of the Energy cost each time you cast a Spell.

2) Air Attunement - Enchantment Spell
For 36-55 seconds, you are attuned to Air. You gain 30% of the Energy cost of the Spell whenever you use Air Magic

3) Death's Charge - Spell
Shadow Step to target foe. If that foe has more health than you, you are healed for 40...112.

4) Glyph of Renewal {Elite} - Glyph
Your next spell recharges instantly.

5) Whirlwind - Spell (Recast right after Lighting Touch)
All adjacent foes take 15-51 cold damage. Attacking foes struck by Whirlwind are knocked down.

6) Lightning Touch - Skill
Target foe and all adjacent foes are struck for 10-50 lightning damage. Foes suffering from a Water Magic Hex are struck for an additional 10-34 lightning damage. This Spell has 25% armor penetration.

7) Return - Spell
Adjacent foes are crippled for 3...7 seconds. Teleport to target ally

8) Lightning Strike - Spell
Strike target foe for 5-41 lightning damage. This Spell has 25% armor penetration. Or Res Sig...
 

Bonecrusher

Make choices, don't look back...
Oct 14, 2001
3,885
3
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Spring City, PA
bua.beyondunreal.com
*TESTED AND FAILED*

OK here goes.
E/A (no name yet)
only gonna name it if its worth keeping around.

Weapon: Must be a pair of shocking daggers


1. Ride the Lightning {Elite}
You ride the lightning to target foe. That foe is struck for 15...63 lightning damage. This spell causes Exhaustion.

2. Conjure Lightning
For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional 1...13 lightning damage.

3. Jagged Strike
Lead Attack. If Jagged Strike hits, your target suffers from Bleeding for 3...8 seconds.

4. Fox Fangs
Off-Hand Attack. Must follow a lead attack. Fox Fangs connot be "blocked" or "evaded" and strikes for +10...18 damage if it hits.

5. Horns of the Ox
Dual Attack. Must follow an off-hand attack. If it hits, Horns of the Ox strikes for +15...27 damage. If struck foe is not adjacent to any allies, that foe is knocked down.

6. Falling Spider
Off-Hand Attack. Must Strike a knock down foe. If it hits, Falling Spider strikes for +15...31 damage and target foe is poisoned for 5...17 seconds.

7. Return
Spell. All adjacent foes are Crippled for 3...7 seconds. Teleport to target ally.

8. Res Sig


The idea here is pretty much take out somebody that gets away from the group. Horns of the Ox only knocks them down when nobody is around... so only when that works can u use falling spider.

Cast conjure lightning, then ride the lightning to target foe. Unload the combo on them... and if they ARE knocked down and you use falling spider they will be bleeding and poisoned on top of all the extra damage from conjure lightning. Use return on the monk to get the hell out of there.

This still isn't tested so it might be worthless... but I'm gonna see if I can make it tonight. The only weakness I see is having only one combo and no method of healing.

I don't know exactly how att. points will spread out... but having some in energy storage should prevent from running low during the combo, especially after the exhaustion caused by ride the lightning.

EDIT: Looks like Battlemage armor will be best.
 
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TAZTG

Your face, Your ass-Whats the Difference
Sep 12, 2001
3,748
2
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Brunswick, MD
There's also Death Blossom that could fit in there for massive damage. Looks cool in and out real quick thats the key. Nice Build lets see if it works..
 

TAZTG

Your face, Your ass-Whats the Difference
Sep 12, 2001
3,748
2
38
63
Brunswick, MD
Here's a Build I was playing with for the fun of it.
Name: Degen Dealer!!
Object here is to get them Bleeding or Poisoned in order to use your Elite Seeping Wound. Then add more Degen with Enduring Toxin. Thats alot of Degen. Works OK..

1) Jagged Strike - Lead Attack
If Jagged Strike hits, your target suffers from Bleeding for 3...8 seconds.

2) Dancing Daggers - Spell
Send out three dancing daggers at target foe. Each striking for 5...17 earth damage if they hit. Dancing daggers has half the normal range

3) Entangling Asp - Spell
Entangling Asp must follow a lead attack. Target foe is knocked down and becomes poisoned for 5...17 seconds.

4) Seeping Wound {Elite} - Hex Spell
For 5...17 seconds, if target foe is suffering from bleeding or from poison, that foe suffers -1...-3 Health degeneration.

5) Enduring Toxin - Hex Spell
For 3 seconds, target foe suffers -1...-3 health regeneration. If that foe was moving when Enduring Toxin would end, Enduring Toxin is renewed for another 3 seconds.

6) Shadow Refuge - Enchantment Spell
For 4 seconds, you have 50% chance to "evade" attacks. When Shadow Refuge ends, you are healed for 30...102.

7) Viper's Defense - Stance
For 30 seconds, the next time you are struck, you teleport to a random location nearby. The foe who struck you is poisoned for 5...17 seconds

8) Res...
 

«BuA»Lurker_71

Thë Möñkëÿ Kïñg
Dec 15, 2002
2,210
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Wha?
Welp, I'm obviously not as far along as you folk, but I was thinking of something like this:

Nec/Ranger

Attributes:
Soul Reaping 8+2
Wilderness Survival 10
Marksmanship 12

Skills:

Favorable Winds: Create a level 1...8 Spirit. For creatures within its range, arrows move twice as fast as normal and strike for +6 damage. This Spirit dies after 30...126 seconds.

Power Shot: If Power Shot hits, you strike for +10...25 damage.

Hunter's Shot: If Hunter's Shot hits, you strike for +3...13 damage. If this attack hits a foe that is moving or knocked down, that foe begins Bleeding for 3...21 seconds.

>>Penetrating Attack: If Penetrating Attack hits, you strike for +3...15 damage and this attack has 20% armor penetration.

-or-

Debilitating Shot: If Debilitating Shot hits, your target loses 10 Energy. <<

Pin Down: If Pin Down hits, your target is Crippled for 3...13 seconds.

Troll Unguent: For 10 seconds, you gain Health regeneration of +3...9.

Res Signet

The idea behind this build would be having an archer who could constantly use special attacks which would be recharged by Soul Reaping, while also having high magic points (if you choose to use scar patterns instead of armor).

(Or the points could be redistributed to Blood or Death magic and Wilderness Survival for trapping.)

The down side would be poor defensive skills, and this build would need to be well placed for optimal usage.

That's not counting the Elite skills Barrage and Spike Trap. :eek:
 

TAZTG

Your face, Your ass-Whats the Difference
Sep 12, 2001
3,748
2
38
63
Brunswick, MD
Assassins take some skill but when played properly and be very deadly.
They can be used to step in and take out foes quickly and step back out. They can also be used to deal Degen on foes from a distance. Mixed with a good secondary they can be very useful.