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Topics - Alfred P Sloaner

Pages: [1]
1
Zodiac Braves / Bad Zig
« on: January 11, 2007, 08:57:55 PM »
Hey everyone we have joined Bad Zig... Lily and Big ask for an invite when you get online.

2
Zodiac Braves / A Hope for GvG!!!!!
« on: December 31, 2006, 12:52:02 AM »
Guys.... i've been talking to this guy Neo who i have known for about a year now in GW.  His guild split because of a fight within the guild.  I talked to him and he has 4-5 active people who are ready for GvG.... all of his players have top 20 experience.  I need to know NOW!!! If you guys want to merge with his guild.  We would have to LEAVE ZB, but we would have a chance to start GvGing as soon as the new season started.  I Know people have been busy with the holidays and New Years, but if somethign doesnt happen soon then I'm going to leave....  I DO NOT want to spend another year of no GvG.  If you guys dont decide to go to Neo's Guild along with me, I'l probably quit GW.  You guys say you want to GvG... WELL HERE IS OUR CHANCE!!!!

Oh by the way, Neo is in an Alliance with some HARDCORE PvPers.  Everysingle rank 13 person in the game is in this alliance.

I need to know from Big, Lily, and Oma because Punt and I are down.

I'l give you guys till Jan 4th... If no one has responded by then, I'm done with GW.  I really hope this works out because this TOMBING has been pathetic since no one accept Punt and I have been on.

I hope to hear from yall soon

- Alfred P Sloaner

3
Zodiac Braves / HoH?????
« on: December 29, 2006, 03:28:58 AM »
Hey guys... I'm curious why no one has really signed on lately???  Everyone start getting on at 4PM EST everyday for tombs.  If for some reason your busy then please post and give me a time more convienent for you.  I really want to get things going, but not many people besides me lily and amokk are getting on everyday..... if your going to be busy PLEASE let me know either by phone or by the forums please!  I really want to start tombing... I know the first time we tombed it was pretty bad, but a good team isnt formed overnight.  It takes a lot of time and a lot of patience, and if you guys cant put forth the effort, I NEED TO KNOW NOW.  I dont want to go through another season of inactivity, becuase its not fair to yall and its not fair for me.  So please let me know yalls plans for this season and if yall are ready.

Phone # - 706-248-7117


Today is my birthday, so I cant promise that i'l be on at four o'clock today, but any other day next week i'l be able to get on.  PLEASE let me know what you guys think.


Thanks... yo leada A P S

4
Zodiac Braves / HoH Times
« on: December 23, 2006, 08:09:03 AM »
Ok... I know some of you may be worried about johnny leaving the guild, but i got a replacement for the time being.  I talked to Oma and Punt about HoH and they said that next week is pretty much free for them.  I want to start HoHing Tuesday if possible, and Kaia will be our replacement over the christmas break.  If anyone has a problem and can't get on Tuesday, please post here.  I really want us to make a comeback this break and get our name out there.

5
Zodiac Braves / IMPORTANT MEETING!!!
« on: December 20, 2006, 02:51:45 AM »
Hey everyone,

This Friday, the 22nd I need everyone to be in Vent at 10:00pm Eastern Time for a ZB Meeting.... I know things have been inactive, and this meeting is about CHANGING that.  So I need ALL Active ZB members to be their.  Sorry I havent been on much lately, I started a new job.  Hope to see everyone there!!

6
Zodiac Braves / Hey Guys
« on: November 14, 2006, 08:43:10 AM »
Hey everyone... I have some decent news, my computer only need a video card, now that I got my power supply.  I probably wont get a video card till around christmas because i have to focus on academics.... Keep up the good work with GvG and I hope to see yall around christmas time.

Peace

7
Zodiac Braves / Modifications to GvG Build
« on: November 08, 2006, 05:26:54 AM »
Hey everyone... Punt and I made some modifications to our GvG build, which i think will help a lot.


Warrior/Assassin

- Frenzy (Warrior other)
For 8 seconds, you attack 33% faster but take double damage.

- Eviscerate [Elite] (Axe Mastery)
If Eviscerate hits, you strike for +1..25 damage and inflict a Deep Wound, lowering your target's maximum Health by 20% for 5..17 seconds.

- Executioner's Strike (Axe Mastery)
If this attack hits, you strike for +10..34 damage.

- Protector's Strike (Strength)
If this attack strikes a moving foe, you strike for 10..34 more damage.

- Bull's Strike (Strength)
If this attack hits a moving foe, you strike for +5..25 damage, and your target is knocked down.

- Sprint (Strength)
For 8..13 seconds, you move 25% faster.

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

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.



Dervish/Assassin

Mysticism: 13 (12+1)
Earth Prayers: 16 (12+4)
Deadly Arts: 3

- Heart of Holy Flame (Mysticism)
All adjacent foes take 54 holy damage. For 30 seconds, your attacks deal holy damage. When this Enchantment ends, all adjacent foes are set on fire for 4 seconds.

- Aura of Thorns (Earth Prayers)
All nearby foes become crippled for 10 seconds. For 30 seconds, this Enchantment does nothing. When this enchantment ends, all neaby foes begin bleeding for 16 seconds.

- Zealous Renewal (Mysticism)
All adjacent foes take 54 holy damage. For 20 seconds, this enchantment does nothing. When this enchantment ends, you gain 1 Energy for each successfulll hit while under the effects of this Enchantment.

- Vital Boon (Earth Prayers)
For 20 seconds, you have +104 maximum health. When this enchantment ends, you are healed for 208 health.407588175

- Shadow Prison [Elite] (Deadly Arts)
Shadow Step to target foe. For 5 seconds, that foe moves 66% slower.

- Mystic Sandstorm (Earth Prayers)
Lose all enchantments. For each enchantment removed in this way, all nearby foes are struck for 37 earth damage (maximum 130 damage).

- Recall (Assassin None)
While you maintain Recall on target ally, nothing happens. When Recall ends, you Shadow Step to that ally's location.

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.


Paragon/Warrior

Leadership: 12 (11+1)
Command: 16 (12+4)
Tactics: 7

- "Incoming!" [Elite] (Command)
For 7 seconds, all party members within earshot take 50% less damage.

- "Stand Your Ground!" (Command)
For 37 seconds, all party members within earshot recieve 24 armour when not moving.

- Bladeturn Refrain (Command)
For 20 seconds, target non-spirit ally has +42 armour against slashing damage. This Echo is reapploed every time a Chant or Shout ends on that ally.

- "Fall Back!" (Command)
For 10 seconds, all allies within earshot gain 16 health per second while moving, and move 33% faster. "Fall Back!" ends on an ally when that ally successfully hits with an attack.

- "Never Surrender!" (Command)
All allies within earshot and below 75% health gain 5 health regeneration.

- "Never Give Up!" (Command)
All allies within earshot and below 75% health gain 11 energy.

- "Watch Yourself!" (Tactics)
Party members near you gain +20 armor For 8 seconds.

- Signet of Return (Leadership)
Resurrect target party member with 13% health and 3% energy for each party member within earshot.



Elementalist/Monk

Energy Storage: 10 (9+1)
Fire Magic: 16 (12+4)
Protection Prayers: 9

- Glyph of Lesser Energy (Elementalist other)
Fot 15 seconds, your next Spell costs 15 less Energy to cast.

- Searing Flames [Elite] (Fire Magic)
Target foe and all nearby foes are struck with Searing Flames. Foes already on fire when this Skill is cast are struck for 119 fire damage. Foes not already on fire begin Burning for 7 second.

- Liquid Flame (Fire Magic)
Target foe is struck for 119 fire damage. If that foe is attacking or casting a Spell, nearby foes are also struck for 119 fire damage.

- Glowing Gaze (Fire Magic)
Target foe takes 53 fire damage. If that foe is on Fire, you gain 10 Energy.

- Flame Djinn's Haste (Fire Magic)
All adjacent foes are struck for 127 fire damage. For 11 seconds, you move 25% faster.

- Aegis (Protection Prayers)
For 9 seconds, all party members have a 50% chance to block attacks.

- Extinguish (Protection Prayers)
Remove one condition from each party member. Party members relieved of Burning are healed for 64 Health.

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0  Cast:3  Recharge:0



Elementalist/Monk

Energy Storage: 9 (8+1)
Water Magic: 14 (10+4)
Healing Prayers: 12

- Armor of Mist (Water Magic)
For 19 seconds, you gain +38 armor and move 33% faster.

- Blurred Vision (Water Magic)
For 19 seconds, target foe and adjacent foes are Hexed with Blurred Vision. While Hexed, these foes have a 50% chance to miss with attacks.

- Deep Freeze (Water Magic)
You cause a Deep Freeze at target foe's location. All foes in this location are struck for 80 cold damage, and for 10 seconds, they move 66% slower.

- Ice Prison (Water Magic)
For 19 seconds, target foe's legs are encased in ice, causing the foe to move 66% slower. This effect ends if target takes fire damage.

- Steam (Water Magic)
If target foe is on fire, Steam Blinds that foe for 10 seconds and strikes for 76 cold damage. Otherwise that foe is struck for 47 cold damage.

- Healing Breeze (Healing Prayers)
For 10 seconds, target ally gains +8 Health regeneration.

- Light of Deliverence [Elite] (Healing Prayers)
All party members below 80% Health are healed for 65 health.

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.



Mesmer/Elementalist

Fast Casting: 8 (7+1)
Domination Magic: 15 (12+3)
Inspiration Magic: 9 (8+1)
Air Magic: 8

- Blinding Surge [Elite] (Air Magic)
Target foe is struck for 29 lightning damage and Blinded for 7 seconds. If that foe is under the effects of an Enchantment, all adjacent foes are also Blinded for 7 seconds. This Spell has 25% armor penetration.

- Empathy (Domination Magic)
For 20 seconds, whenever target foe attacks, that foe takes 30 damage.

- Shatter Enchantment (Domination Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, that foe takes 100 damage.

- Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 17 Energy.

- Ether Feast (Inspiration Magic)
Target foe loses 3 Energy. You are healed 35 for each point of Energy lost.

- Ignorance (Domination Magic)
For 20 seconds target foe cannot use Signets.

- Energy Burn (Domination Magic)
Target foe loses 8 Energy and takes 10 damage for each point of Energy lost.

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.



Ok guys... to start off with the changes:

Dervish: I decided to put recall on the Dervish because i've noticed that on our map our runner seems to get ganked when capping the obelisk flag.  This way the dervish can keep his recall on the paragon, while he runs to the obelisk flag with the flag runner.  This way he can try and spike out the other teams flag runner then recall back to the paragon to start spiking.

Paragon: Punt and I decided that it would be better if the Paragon was pure defense.  He now has "Stand Your Ground!", Bladeturn Refrain, "Never Surrender!", and "Never Give Up!".  This is really going to help with the monks energy and if we face any Degen teams.

Fire E/Mo: I decided to put the skill Flame Djinn's Haste on the fire ele so that we can two different runners if necessary.  The Fire E/Mo goes back to base when there is a Crippling Anguish Mesmer ganker or anything thats not an Melee character.  He can run either glyph of lesser energy or fire attunement.

Water E/Mo: For this E/Mo I really wanted him to be able to heal against degen.  So i decided to put the elite heal party on him as well as Healing Breeze.  I also want the Runner to keep the theif with him at all times so incase a "Your All Alone!" Warrior or  Assassin comes to the base.

M/Ele: This is the one build that i completey remade.  I made this Me/Ele to not only be able to take care of base gankers, but to have some purpose with the main team.  Its main skills to stop melee gankers is Blinding Surge with Ignorance so that the gankers aren't able remove blind with signet of malice.  Blinding Surge is also very useful up front in the main battle.  The mesmer also contributes to the spike when he's with the main team.  He uses shatter enchant and Energy burn for extra damage on the spikes.

Monks: I also think we should try using and OoB Monk because we have a bunch of skills that help when health is below 75%.  The other monk I honestly have no clue, but these are just suggestions, because I dont like telling monks what they should and shouldn't run.

Ok... so this build is a little more complicated than the original build, but i really think it will become a good build with a little practice.  I'l be on tomorrow during the day to answer any questions about the build.  If you have any questions or concerns feel free and post.

Thanks guys

8
Zodiac Braves / GvG Paragon Build??
« on: November 06, 2006, 03:23:10 AM »
Hey guy... I know were just getting back into gvg and I know were all trying to get use to this new build...  I had some skill suggestions for the paragon that may or may not help us.  I noticed both times we lost was against melee adren spike.  Usually and Axe and sword.  I also noticed that when they spike that they would knock down the monk they were spiking, which made 1 monk have to heal the entire spike.  I like "Incoming", but it seems its only helpful if it catches a spike halfway through, which is tough to do.  So here are the new skills im suggesting:

 (16 Command)

"Stand Your Ground!"- Shout. For 37 seconds, all party members within earshot recieve 24 armour when not moving.

5 Energy
0 Cast time
45 sec Recharge

- I chose this skill because i noticed a bunch of spikes are knocking down the target before they spike.  This will be a nice added bonus to "Watch Yourself" when a target is being spiked.


Bladeturn Refrain- Echo. For 20 seconds, target non-spirit ally has +42 armour against slashing damage. This Echo is reapploed every time a Chant or Shout ends on that ally.

5 Energy
1 sec cast time
8 sec recharge

- This skill may be a little over the top, but i noticed that most spikes involve either an axe warrior or a sword warrior.  This could be kept up on both monks 24/7 which would once again dramtically reduce the amount of damage a monk would take during adren spike.


"We Shall Return!"- Shout. For 10 seconds, whenever party members within earsho use a resurrection skill, their fallen allies return with 79% more health, and 53% more energy.

10 Energy
0 sec cast time
15 sec recharge

- This would really help when a monk is dropped, because when they res it would pretty much garentee them to have 78% of their energy.


Leadership- 9+1
Spear- 6+1
Command- 12+1+3

- "Incoming!"
- "Stand Your Ground!"
- Blade Refrain
- "Fall Back!"
- Disrupting Throw
- "Watch Yourself!"
- "We Shall Return!"
- Signet of Return


These are all skills that I was curious about trying in GvG....  I do realize that Johnny will probably be playing the Paragon, so its up to him if he wants to run these new skills.  What i want to do first off is make sure everyone is feeling comfortable with the class their running before we try and advance the builds anymore.  We did very good tonight and I hope to keep GvGing a lot!!!

Another thing thats really good about this paragon is its ability to help the team A LOT during VoD!  The Stand Your Ground chant is perfect for the archers to give them some more armor. Blade Refrain on the Guild lord during VoD will reduce the amount of damage from the other teams warriors/guild lord.

9
Zodiac Braves / GW Freaks FTW
« on: November 05, 2006, 05:31:57 AM »
http://forum.gwfreaks.com/Topic1428-4-1.aspx

This is a awesome character builder if any of you guys wish to make a build.  It has the New Dervish and Paragon Skills!!

Make sure to.....

Download the special build 2.9.9.3

10
Zodiac Braves / Congrats to Lily's Rank 9
« on: November 05, 2006, 05:28:00 AM »
I want everyone to jump up jump up and get down cause Lily The One And Only Mystic has reached rank 9.... the infamous sexy tiger....!!!!!

WOOT

On another note everyone start getting ready for GvG because we will be starting soon with the help of our alliance.... If anyone has any builds they would like to try... feel free to post that shit... Also with more good news... I am able to play GW on my laptop.... It's a little laggy, but once i get into the game my lag goes away!!!

11
Zodiac Braves / Sorry....
« on: November 03, 2006, 03:24:54 AM »
Sup guys sorry i wasnt on tonight but i ended up going out with my lady and I also have some bad news.... My computer crashed completely...  I dont know how but I don't have any Idea whats wrong with it.  I still have my laptop, but im not able to play GW on becuase its not fast enough.  I have no clue how long it will take me to get it fixed.....  It could be anywhere from 1 day to 1 month.... so keep up the good work and i hope to talk to yall as soon as possible.  If any of yall could post the vent info... i'l still be able to come on vent and stuff.  Lily Good Luck with rank 9... Vaelen wait as long as you can on sending your warrior through the game.

Peace guys....

12
Zodiac Braves / Paragon Energy Build
« on: October 30, 2006, 04:22:30 AM »
I know that Energy Management has been nerfed so i decided to try and make a Paragon that can help monks with Energy and Defense.

Energizing Finale- For 10-30 seconds, whenever a Shout or Chant ends on a target ally, that ally gains 1-3 Energy.

Energy- 5
Cast Time- 1 sec
Recharge- 5 sec


Lyric of Zeal- For 10 seconds, the next time each ally within earshot uses a Signet, that ally gains 3-10 Energy.

Adrenaline- 6
Cast Time- 1 sec
Recharge- 5 sec


Aria of Zeal- For 10 seconds, the next time each ally within earshot uses a Spell, that ally gains 3-10 Energy.

Energy- 10
Cast Time- 1 sec
Recharge- 20 sec


Angelic Bond- For 10-35 seconds, all damage suffered by target other ally is divided equally with you. This is an elite skill.

Energy- 5
Cast Time- 1 sec
Recharge- 5 sec


Anthem of Flame- For 10 seconds, the next attack skill used by each ally within earshot also causes Burning for 1-3 seconds.

Energy- 5
Cast Time- 1 sec
Recharge- 10 sec


Blazing Finale- For 10-35 seconds, whenever a Chant or Shout ends on target ally, all foes adjacent to that ally are set on fire for 1-3 seconds.

Energy- 5
Cast Time- 1 sec
Recharge- 8 sec


Flurry- For 5 seconds, your attack rate is increased by 33%, but you deal 25% less damage.

Energy- 5
Cast Time- 0
Recharge- 5


Res Sig




This Build has Defense, Energy Management for Monks, and Damage.  The flurry is just for gaining adrenaline faster.  The last skill could really be anything, but this Paragon is spec'ed in Motivation and Leadership.  Angelic Bond would of course go on soft targets (probably monks).  Blazing Finale would probably go on the warrior, which would spread burning to a lot of people.  Energizing Finale would go on Monks while the paragon spams Lyric of Zeal as often as possible.  The only thing im curious about is if monks get the 10 energy if the sig is canceled half way.  I was hoping a monk could cast Sig of Devotion and move to cancel and still get the energy.  Either way, I think this will help monks manage there energy a lot better.

Monks... please tell me if you think this build would help yall out... Thanks


13
Zodiac Braves / Good Halls Build
« on: October 25, 2006, 04:59:41 AM »
W/A

Strength- 12+1
Axe- 12+3+1
Air Magic- 3

-Frenzy
-Evicerate
-Axe Rake
-Executioners Strike
-Bulls Strike
-Shock
-Sprint
-Res Sig

N/E

Death Magic- 12+2+1
Soul Reaping- 8+2
Earth Magic- 10

-Tainted Flesh
-Rotting Flesh
-Putrid
-Well of Profane
-Ward Against Foes
-Ward Against Melee
-Ward Against Stability
-Res Sig

R/Me

Expertise- 10+2+1
Marksmanship- 9+1
Wilderness Survival- 9+2
Illusion Magic- 8

-Practice Stance
-Apply Poison
-Seeking Arrows
-Savage Shot
-Distracting Shot
-Debilitating Shot
-Sympathetic Visage
-Res Sig

Rt/Me

Spawning- 10+1
Restoration- 8+1
Communing- 12+1+1
Inspiration- 2

-Expel Hexes
-Pain
-Shadowsong
-Bloodsong
-Disenchantment
-Weapon of Shadow
-Mantra of Resolve
-Res Sig


Acouple of ZB have already ran this build, and we seemed to do really good in halls.    The only changes to the build I made is I made the Rit have Weapon of Shadow for Capping alters and I made the Ranger have Sympathetic to add defense for the monks and for the Ghostly while on the alter.  If anyone has suggestions for the build please post.

14
Zodiac Braves / (Even Better) Rit Holding Build
« on: October 22, 2006, 04:44:28 AM »
Ritualist/Monk

Channeling Magic: 16 (12+4)
Restoration Magic: 10 (9+1)
Healing Prayers: 9

- Protective Was Koalai (Restoration Magic)
- Channeled Strike (Channeling Magic)
- Essence Strike (Channeling Magic)
- Ancestors' Rage (Channeling Magic)
- Weapon of Warding (Restoration Magic)
- Soothing Memories (Restoration Magic)
- Healing Hands [Elite] (Healing Prayers)
- Resurrection Signet ()


Ritualist/Monk

Channeling Magic: 16 (12+4)
Restoration Magic: 10 (9+1)
Healing Prayers: 9

- Protective Was Koalai (Restoration Magic)
- Channeled Strike (Channeling Magic)
- Essence Strike (Channeling Magic)
- Ancestors' Rage (Channeling Magic)
- Weapon of Warding (Restoration Magic)
- Soothing Memories (Restoration Magic)
- Healing Hands [Elite] (Healing Prayers)
- Resurrection Signet ()


Ritualist/Necromancer

Channeling Magic: 16 (12+4)
Restoration Magic: 11 (10+1)
Blood Magic: 8

- Protective Was Koalai (Restoration Magic)
- Channeled Strike (Channeling Magic)
- Essence Strike (Channeling Magic)
- Ancestors' Rage (Channeling Magic)
- Spirit Rift (Channeling Magic)
- Destruction (Channeling Magic)
- Blood is Power [Elite] (Blood Magic)
- Resurrection Signet ()

Mo/Me
-Phantom Pain (Illusion Magic)
-Shatter Delusions (Domination Magic)
-Expel Hexes [Elite]
-Life Bond (Protection Prayers)

Mo/Ele
-Obsidian Flame (Earth Magic)

Mo/Me
-Life Bond (Protection Prayers)
-Life Sheath [Elite] (Protection Prayers)




This is a pretty crazy build.... but I think we should try it. B)


15
Zodiac Braves / Rit HoH Holding
« on: October 20, 2006, 04:23:03 AM »
Ritualist/Monk

Channeling Magic: 14 (12+2)
Restoration Magic: 13 (12+1)

- Tranquil Was Tanasen [Elite] (Restoration Magic)
- Gaze from Beyond (Channeling Magic)
- Ancestors' Rage (Channeling Magic)
- Spirit Boon Strike (Channeling Magic)
- Channeled Strike (Channeling Magic)
- Mend Body and Soul (Restoration Magic)
- Soothing Memories (Restoration Magic)
- Resurrection Signet ()


Ritualist/Monk

Spawning Power: 4 (3+1)
Channeling Magic: 14 (12+2)
Healing Prayers: 9
Protection Prayers: 9

- Destruction (Channeling Magic)
- Gaze from Beyond (Channeling Magic)
- Ancestors' Rage (Channeling Magic)
- Spirit Boon Strike (Channeling Magic)
- Spirit Burn (Channeling Magic)
- Life Bond (Protection Prayers)
- Healing Hands [Elite] (Healing Prayers)
- Resurrection Signet ()


Ritualist/Necromancer


Spawning Power: 7 (6+1)
Channeling Magic: 14 (12+2)
Communing: 9 (8+1)
Blood Magic: 8

- Bloodsong (Communing)
- Pain (Communing)
- Gaze from Beyond (Channeling Magic)
- Ancestors' Rage (Channeling Magic)
- Spirit Burn (Channeling Magic)
- Spirit Boon Strike (Channeling Magic)
- Blood is Power [Elite] (Blood Magic)
- Resurrection Signet ()

1 Life Bond Monk
1 Prot Monk
1 Healing Monk

This is pretty much a copy of [Es]'s build in halls.  I think we should try to run this sometime in halls.  Its a really interesting build and like I said earlier..... I think we should try running a spike build to get communication going.  The only differnce with this build is that is uses spirits to help spike (Gaze From Beyond).  I think Es had a monk using Obs flame... which is interesting, but I want to see if the build does enough dmg without it first.

I'l be busy tomorrow night, but saturday night i should be good.


16
Zodiac Braves / HoH Build FTW
« on: October 12, 2006, 03:24:46 AM »
Warrior/Assassin

Strength: 11 (10+1)
Axe Mastery: 16 (12+4)
Tactics: 9 (8+1)

- Frenzy (Warrior other)
- Eviscerate [Elite] (Axe Mastery)
- Axe Rake (Axe Mastery)
- Executioner's Strike (Axe Mastery)
- Protector's Strike (Strength)
- Dash  (Assassin None)
- "Shields Up!" (Tactics)
- Resurrection Signet ()


Monk/Mesmer


Divine Favor: 9 (8+1)
Smiting Prayers: 16 (12+4)
Protection Prayers: 11 (10+1)

- Zealot's Fire (Smiting Prayers)
- Air of Enchantment [Elite] (Protection Prayers)
- Guardian (Protection Prayers)
- Reversal of Fortune (Protection Prayers)
- Balthazar's Aura (Smiting Prayers)
- Draw Conditions (Protection Prayers)
- Smite Hex (Smiting Prayers)
- Life Bond (Protection Prayers)


Ranger/Mesmer

Expertise: 14 (10+4)
Beast Mastery: 9 (8+1)
Wilderness Survival: 11 (10+1)
Illusion Magic: 8

- Trapper's Focus [Elite] (Expertise)
- Barbed Trap (Wilderness Survival)
- Flame Trap (Wilderness Survival)
- Dust Trap (Wilderness Survival)
- Viper's Nest (Beast Mastery)
- Serpent's Quickness (Wilderness Survival)
- Distortion (Illusion Magic)
- Resurrection Signet ()


Necromancer/Elementalist

Soul Reaping: 9 (8+1)
Death Magic: 14 (10+4)
Earth Magic: 10
Air Magic: 8

- Tainted Flesh [Elite] (Death Magic)
- Rotting Flesh (Death Magic)
- Well of the Profane (Death Magic)
- Ward Against Melee (Earth Magic)
- Ward Against Foes (Earth Magic)
- Ward of Stability (Earth Magic)
- Windborne Speed (Air Magic)
- Resurrection Signet ()


Monk/Mesmer

Divine Favor: 14 (12+2)
Healing Prayers: 12 (9+3)
Inspiration Magic: 9

- Spell Breaker [Elite] (Divine Favor)
- Infuse Health (Healing Prayers)
- Dwayna's Kiss (Healing Prayers)
- Ethereal Light (Healing Prayers)
- Healing Touch (Healing Prayers)
- Inspired Hex (Inspiration Magic)
- Drain Enchantment (Inspiration Magic)
- Ether Signet (Inspiration Magic)


Monk/Mesmer

Divine Favor: 16 (12+4)
Healing Prayers: 9 (8+1)
Protection Prayers: 6 (5+1)
Inspiration Magic: 9

- Gift of Health (Healing Prayers)
- Blessed Light [Elite] (Divine Favor)
- Reversal of Fortune (Protection Prayers)
- Signet of Devotion (Divine Favor)
- Mend Condition (Protection Prayers)
- Inspired Hex (Inspiration Magic)
- Drain Enchantment (Inspiration Magic)
- Ether Signet (Inspiration Magic)


Another alteration toward this build would be this:

Rit instead of Necro


Ritualist/Mesmer

Spawning Power: 12 (10+2)
Communing: 13 (11+2)
Inspiration Magic: 10

- Explosive Growth (Spawning Power)
- Bloodsong (Communing)
- Shadowsong (Communing)
- Pain (Communing)
- Signet of Creation (Spawning Power)
- Wanderlust [Elite] (Communing)
- Mantra of Resolve (Inspiration Magic)
- Resurrection Signet ()


Ranger/Ritualist

Expertise: 14 (10+4)
Wilderness Survival: 12 (11+1)
Channeling Magic: 10

- Trapper's Focus [Elite] (Expertise)
- Serpent's Quickness (Wilderness Survival)
- Barbed Trap (Wilderness Survival)
- Flame Trap (Wilderness Survival)
- Dust Trap (Wilderness Survival)
- Painful Bond (Channeling Magic)
- Destruction (Channeling Magic)
- Resurrection Signet ()






17
Zodiac Braves / Times Available
« on: October 10, 2006, 03:23:49 PM »
Hey guys I wanted to make this for everyone to post on....  I need to know what time everyone is availabe so we can start GvGing.

I will not be on Thursday 12th - Sunday 15th
Busy:
Mon-Wed: 6:30pm-10:00pm
Tues-Thurs: 5:00pm-8:30pm

Cell #: 706-248-7117

18
Zodiac Braves / New Halls Build??
« on: October 10, 2006, 04:02:33 AM »
W/A
-Frenzy
-Evicerate [E]
-Axe Rake
-Executioners
-Protectors
-"Shields Up"
-Sprint or Dash
-Res Sig

Axe- 12+1+3
Str- 10+1
Tac- 8+1

R/Rt
-Practice Stance [E]
-Choking Gas
-Seeking Arrows
-Distracting Shot
-Savage Shot
-Debilitating Shot
-Painful Bond
-Res Sig

Exp- 10+1+2
Wild- 10+2
Mark- 8+1
Chan- 8

Rt/Me
-Consume Soul [E]
-Bloodsong
-Shadowsong
-Pain
-Disenchantment
-Displacement
-Signet of Humility
-Res Sig

Spawn- 11+1+1
Comm- 10+2
Insp- 10

Rt/Mo
-Wanderlust [E]
-Earthbind
-Shelter
-Signet of Creation
-Vital Weapon
-Painful Bond
-Draw Conditions
-Life Bond

Spawn- 10+1+1
Chan- 8+1
Comm- 10+2
Prot- 8

2 Monks

The Life Bond does seem pretty crazy, but I really think it will help on Alter maps keep the ghost alive longer.  Vital Weapon will be kept up on monks 24/7 which of course is an added 148 Life! Draw conditions for relic runs/deep wound on monks/Condition builds.  Sig of Creation is used on all three spirits that the Rt/Mo has to keep them up as long as possible.  Earthbind is an added bonus for the Wanderlust.  The two painful bonds will be put on two different targets.  Most likely it should be put on warriors attacking the rit or his spirits.

I honeslty think that this build will work very good in HA.  If ran with the right people I think the build would be very hard to stop.  If you have any suggestions feel free to post and tell me what you think.

19
Zodiac Braves / The Man The Myth The Legend
« on: October 09, 2006, 03:52:49 AM »
Some people say that a picture is worth a thousand words..... These are worth a lot more.....

http://img138.imageshack.us/img138/2729/gw134ci3.png

http://img182.imageshack.us/my.php?image=gw133ws6.png

20
Zodiac Braves / Chest Farming!!
« on: October 06, 2006, 01:49:37 AM »
Hey Guys... I was curious if anyone was interested in doing chest runs in Hells Precipice....  Its an easy way to get a title and to get money.  If i get 5-6 people who are interested in chest running then I Garuntee that No ONE will loose money.  If you are interested please let me know.

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