This build has been archived as of August 8, 2006, for the following reason:
This build had been designed for the following use:
This build was in the category No category specified before being archived.
Two Ranger/Monks with the following build. <pvxbig> [build name="FW Ranger" prof=range/monk marksm=12+1+3 expert=12+1 beastm=3+1][barrage][savage shot][concussion shot][favorable winds][throw dirt][charm animal][comfort animal][rebirth][/build] </pvxbig>
Concussion Shot is used to neutralize Terrorweb Dryders. As this means getting close to the dryders, full Drakescale Armor is suggested. A bow grip of warding is also good, as is a zealous string for the huge cost of Concussion Shot.
One Ranger/Mesmer with the following build. <pvxbig> [build name="Winnowing Ranger" prof=range/mesme marksm=9+3 expert=12+1+3 wilder=9 inspir=2][barrage][distracting shot][dust trap][winnowing][charm animal][comfort animal][mantra of resolve][resurrection signet][/build] </pvxbig>
This ranger should protect the back-line with Dust Trap; the ranger line is already taken care of with the various Throw Dirt rangers. Still, Mantra of Resolve is there if it becomes necessary to trap in the frontlines.
Two Ranger/Monks with the following build. <pvxbig> [build name="Fast Barrager" prof=range/monk marksm=10+1+3 expert=12+1 beastm=8+1][barrage][savage shot][distracting shot][throw dirt][tigers fury][charm animal][comfort animal][rebirth][/build] </pvxbig>
These barragers use Tiger's Fury to increase their attack speed considerably.
One Monk/Mesmer with the following build. <pvxbig> [build name="Healing Monk" prof=monk/mesme divine=12+3 healin=12+1+3 inspir=4][word of healing][orison of healing][dwaynas kiss][healing breeze][heal party][healing touch][energy tap][rebirth][/build] </pvxbig>
This is a Good variant for all Healers. If you would run out of energy call for Blood Ritual. And also use Energy Tap, So you get back to high energy. For weapons I recommend Wenslauss Faith, because it has 10/10 Casting speed and Recharging speed. Also +5 Energy. If you are a Monk that wants high energy, you should take Totem Axe and a Divine symbol. Totem Axe is good for the enchantments and Symbol is for massive energy: +12 (req 9 Divine), +15 energy -1 Energy regeneration and Health +30.
One Necromancer/Mesmer with the following build. <pvxbig> [build name="Minion Master" prof=necro/mesme deathm=12+1+3 soulre=9+1-3 curses=3+1 inspir=4][animate bone horror][animate bone minions][veratas sacrifice][death nova][virulence][enfeeble][mantra of resolve][resurrection signet][/build] </pvxbig>
The Enfeeble+Virulence combination should be used for single targets such as Chaos Wurms to bring them down faster with -8 health degeneration. Death Nova should be used on pets that are under attack. If available, the Minion Master should use |Flesh Golem, which makes a very powerful minion that can take a lot of punishment.
Order Of Pain Necromancer
One Necromancer/Monk with the following build. <pvxbig> [build name="Order Of Pain Necromancer" prof=necro/monk bloodm=12+1+3 soulre=8+3 healin=10 protec=3][awaken the blood][order of pain][blood renewal][blood is power][heal area][heal other][rebirth][succor][/build] </pvxbig>
This necromancer uses a total of four superior runes to bring his health below 200, so Blood Renewal completely heals all damage when it ends. Five runes and an additional health reducing item makes even Heal Area become a full heal. Awaken the Blood is used to boost the damage bonus from the orders to +19; the increased sacrifice is not really an issue because the low maximum health makes the regeneration of Blood Renewal more effective. Succor is to give the monk four pips of energy regeneration (counters Divine Boon), and Blood is Power and Heal Other is used to keep the monk fully stocked with energy and health. Most of the energy used by the orders necromancer comes from Soul Reaping instead of energy regeneration.