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All Call Results 9-1-04
After a long Hiatus, Coldfront All-Call reviews are back!
On 9-1-04 LotD decided to run an all-signet damage build. Signets are objects that have magical properties that can be used during combat. Signets cost no mana to use, and each have varying refresh times.

4 Monk/Mesmer 13 Smite, 12 Insperation

  • Bane Signet; Blank; Blank; Blank; Signet of Judgement; Mantra of Distortion; Mantra of Inscriptions; Mantra of Resolve

1 Necro/mesmer 12 Blood, 10 Dead, 8 Insperation, 6 Illusion

  • Vampic touch, Signet of Agony, Blank, Blank, Dark Aura, Ether Feast, Mantra of Inscriptions, Unnatural Signet.

1 Monk/Mes [12+1 healing; 12+1(Hat) Divine]

  • Orison of Healer; Word of Healing; Mend Condition; Blessed signet; Remove hex; Mending; Divine Boon; Restore Life

1 Monk/Mes [12 Protection 12+1(hat) Divine]

  • Divine Intervention; Divine Boon; Protective Spirit; Restore Condition; Reversal of Fortune; Divine Spirit; Guardian; Leech Signet

1 Necro/Monk (Bipper) [10 healing 9+1 soul reaping; 6 blood; 10 death]

  • Blood is power; Blood Ritual; Heal Area; Well of Blood; Animate bone Minion; Restore Life; Death Nova; Taste Of Death
LotD used its usual "Healer Triad" to take care of the healing. One protection healer, one damage healer, and one "Bipper" (blood is power'er) is truely a viscious combination that very hard to counter. In the hands of skilled players its almost impossible for the group to lose a character. Our Bipper also raises minions from the corpses of fallen characters, which over time make a huge army of combatants for our team.

The Necro/mesmer is a new intersting build a member came up with. "Signet of Agony" is an PBAOE signet that deals around 50 damage to everyone in its area. The penalty attached to this signet is that it causes a random affliction to the user, and uses 25 health for each cast. While being a rather healer-intensive class (meaning our healers really had to keep an eye on his health) this character was basically a walking time-bomb. If he saw a group of enemies bunched together, the character would run to the group and let loose his signets, dealing 50 damage to everyone in the area per signet he used.

The remaining 4 members of the group all ran monk/mesmer builds. Bane signet is a 2 second 35 damage DD signet. By focus firing and timing, we were able to drop down 35x4 damage every 2 seconds on 1 target. What this amounts to is in around 4-6 seconds the target was dead. Furthermore "Signet of Judgement" is a 40 damage AOE signet with knockdown. If we saw a group of enemies bunched up, we would all cast our signet of judgement on one of the members of the enemy group. 40x4 damage is huge. Furthermore "mantra of inscriptions" instantly refreshes the very next signet after its use. So, when we would see an enemy group bunched together, we would cast mantra of inscriptions, then signet of judgement (40x4 damage) and have the signet Instantly refreshed, giving us another round of (40x4) damage.

As i'm sure you've gathered this build was quite devistating and there was nor is any logical counter for the group. Simply to much damage being put out for absolutly no drawback, since signets do not use mana. Needless to say i'm sure this build helped Dev's judge the power of signets in the game.


 
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