Main Menu
Home
News
Game Updates
Forums
IRC Chat
Advertising
Contact Us
Web Links
General Info
Faction Guides
Prophecy Guides
Crafting Database
Lore
Emotes & Commands
Collectors
Useful Data
Quest Rewards
Salvage Info
Weapons/Armor Mods
PvP Experiment
Official Guild Ladder
System Requirements
Newbie Area
Skills
Skills Search
Skill Location
Character
Builds & Templates
Class Information
Character Generator
Emblems
Friend or Foe
Foes
Henchmen Stats
Monster Breeds
Recommended
Zboard
ColdFront
Login





Lost Password?
No account yet? Register

 

 

 

All Call Results 9-3-04
After a long Hiatus, Coldfront All-Call reviews are back! After last All-calls signet build, LotD decided to try out a few new'ish skills that have been implimented. The "Ward" line of skills are elementalist based skills that created Areas of Effect, that if your party members stay in that area, they gain certain benefits. I'll explain in further detail below.

2 Elm/mes [12+1 Ice; 8 Storage; 10 Inspiration]

  • Ice Spikes; Blank; Maelstorm, Deep Freeze, Frozen Burst; Energy Tap; Elemental Protection; Mantra of Frost

1 Elm/Necro [12+1 Ice; 8 Storage; 10 Curse]

  • Ice Spikes; Blank; Maelstorm, Deep Freeze, Frozen Burst; Rend Blessing; Defile Flesh; Spinal Shivers.

1 Elm/Mes [12+1 Earth; 8 Storage; 10 Inspiration]

  • Ward Vs Melee; Ward Vs Elements; Obsidian Flame; Crystal Wave; Strone Daggers; Energy Tap; Elemental Protection; Mantra of Frost

1 Monk/Ranger[12 Nature Lore; 10 divine; 8 Marksmenship]

  • Blessed Signet, Blank, Blank, Succor, Greater Conflageration, Blizzard, Energizing Winds, Quickening Zephyr


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

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

1 Monk/Mes [10 Protection 12+1(hat) Divine; 8 Inspiration]

  • Mend Ailment; Mend Injury; Reversal of Fortune; Divine Intervention; Divine Boon; Protective Spirit; Divine Spirit; Mantra of Frost

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

The idea behind this build revovled around the spell "Ward versus Melee" While inside the ward its impossible for a character to be hit for more than 12 points in melee damage. While inside all our elementalists would focus fire Ice Spikes, Deep Freeze, and Maelstrom. We also ran our usual healer build with a protection healer, a bipper, and a damage healer.

While absolutly perfection in theory, in practice this build was absolutly useless. It was practically impossible to kill us inside of the wards, but we just didn't have the damage output that we needed to kill our enemies. Our first match was against a crew of all rangers using toungebiter. Of all the builds we could have faced with an all caster group, we face a Silencing group of rangers that have + resistance to ICE SPELLS. Heh, classic. The second group we faced was the typical warrior heavy build, and while they couldn't kill us, we couldn't kill them, so it ended in a 30 minute draw.


 
< Prev   Next >

© 2008 Coldfront L.L.C.
About Coldfront | Privacy Policy | Advertising