User:Grendal/Guide: Designing Builds For RA

UNDERCONSTRUCTION
The following is a guide I am currently writing to assist new players in the construction of a descent RA build.

Common Opponents
The following are common opponents in RA.


 * Warriors - Warriors are common in AR due to their acceptable damage and above average survivability.
 * Assassins - Assassins are popular because of their spiking ability. In an unorganized environment like RA. it is very hard to stop them from killing their target.
 * Ranger - Rangers good armor, disruption, good damage, and condition make them a popular choice
 * Monk - monks are popular in RA, because having one in a party almost insures a win if the rest of the team is at least partly competent.
 * Other - the other things you will run into are peoples' junk builds. IE. builds they bring into RA to either screw around or test. These will probably be the most annoying, but also the least effective opponents/teammates.

How to design a Non-Healer
Non-Healers in RA are extremely easy. The following rules allow you to making a respectable and well rounded RA build.


 * 1) Damage before disruption. You cannot be sure other members of your team are going to be bringing damage to the table so you need to be sure that at least you can. Most of your skills should be damage dealing.
 * 2) Interruption wins. bring 1 skill that can interrupt or knock down. An interrupt or knock down at the right time can completely turn the tide of battle.
 * 3) Bring a heal so you don't look stupid. 1 skill to heal yourself is a must. You cannot be sure you will get a monk on your team so you need to be able to at least keep yourself alive from random damage that gets thrown your way. no one is expect you to survive focus fire from 4 people, but dieing because someone threw poison on you and switched targets is just sad.
 * 4) Don't let them get away. All melee characters need 1 skill that either slows opponents movement or increases their movement. 2nd is prefered. Don't let your self get stuck chasing someone and be unable to kill them because you can't keep up.
 * 5) Don't be left twiddling your thumbs. All physical attack characters (IE people using swords, spears, bows, etc)need to bring condition removal of some sort. You can't be sure you will have a monk in your party. being blinded completely neutralizes you.
 * 6) Bring the most broken skill in the game, take resurrection signet. hard res are nice on warriors and rangers. res will win you games seriously.

How to design a Healer
RA is a wonderful place for healers. unlike TA the opposing team is unorganized so ganking you will be difficult unless the opposing time gets a lucky group make up with smart players.

Their are a few important things to keep in mind when building a healer.


 * 1) Speed over Greed. Your spells need to be fast enough to heal the target when its needed. even if a heal is amazing it wont do anyone any good if it cant heal who it needs to heal fast enough to save them before they die. usually its a good idea to have at least 1 spell that can stop damage or heal someone with a cast time of 1/2 or less. this spell serves as a buffer to give you enough time to get your more powerful and slower heals off.
 * 2) Energy! Energy! Energy! The most important thing in a monk build is energy management skills. your going to use it a lot and trust me you will run out fast even with energy management. What skills to use and how many is heavily reliant on the build. my personal favorite is to use the mesmer's inspiration attribute. Another good way to help with energy is to use Signets that heal. IE Signet of Rejuvenation, and Signet of Devotion.
 * 3) Healing isn't everything. Bring one skill that can remove hexes, one that can remove conditions, and one skill that allows you to block physical attacks. You will die a horrible death if you don't.