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When theory crafting gets out of hand
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Don't mind the attributes in the table and teambuild code, they're not really correct. So, what does this build do? You have two melees with 20 "scythe mastery" and two sources of AoE cracked armour, 33% attack speed boost, 34% movement speed boost, +64 armour ignoring hit damage (STCoreNecromancer. Soul Reaping 20Soul TakerElite Enchantment SpellFor 39 seconds, your attacks sacrifice 22 health and deal +22 more damage.
PvE only.5115, SoHCoreMonk. Smiting Prayers 13Strength of HonorEnchantment SpellWhile you maintain this Enchantment, target ally deals 22 more damage in melee.-110215, GDWEotNNo Profession. Deldrimor rank 10Great Dwarf WeaponWeapon SpellFor 20 seconds, target other ally's weapon strikes for +20 damage and has a 40% chance to cause knock down.
PvE only.1015) for great attack damage. On top of that they keep triggering Dark AuraCoreNecromancer. Death Magic 20Dark AuraEnchantment SpellFor 30 seconds, whenever target ally sacrifices Health, Dark Aura deals 65 shadow damage to adjacent foes, and you lose 25 Health.10110 for +65 armour ignoring area damage per attempted attack (try surviving that, trap rangers) and used flash enchantment. As long as they attack two balling targets, they can spam Twin Moon SweepNightfallDervish. Scythe Mastery 7Twin Moon SweepMelee AttackYou lose 1 Dervish enchantment and gain 29 Health. If an enchantment is lost in this way, you cannot be blocked, you strike twice, and you gain an additional 38 Health.7 under the effect of Dark FuryPropheciesNecromancer. Blood Magic Dark FuryEnchantment SpellFor 5 seconds, whenever any party member hits with an attack, that party member gains one hit of adrenaline. (50% failure chance with Blood Magic of 4 or less.)17%10¾5. I would be mildly surprised if that damage doesn't suffice to get things done.
How do they stay alive? Casters will supposedly be neutralized completely because one melee has permanent Spell BreakerCoreMonk. Divine Favor 20Spell BreakerElite Enchantment SpellFor 21 seconds, target ally cannot be the target of enemy spells.
Target ally gets healed for 64 Health.15145, the other one at least got it for 36 seconds (half of the time). If you need more, we have two more monks with 20 divine favour and arcane mimicryCoreMesmer. UnlinkedArcane MimicrySpellFor 20 seconds, Arcane Mimicry becomes the non-Form Elite skill from target other ally.15260. Against Aatxes and other melees we've got ShelterFactionsRitualist. Communing 20ShelterBinding RitualCreate a level 16 Spirit with 320 Health and 97 armor. Non-Spirit allies within its range cannot lose more than 10% maximum Health from a single attack. When this Spirit prevents damage, it loses 35 Health. This Spirit lasts 70 seconds.25145, UnionFactionsRitualist. Communing 20UnionBinding RitualCreate a level 16 Spirit with 320 Health and 97 armor. Whenever a non-Spirit ally in its range takes damage or life steal, it is reduced by 15 and the Spirit takes 15 damage. This Spirit dies after 70 seconds.15¾45, DisplacementFactionsRitualist. Communing 20DisplacementBinding RitualCreate a level 18 Spirit with 360 Health and 109 armor. All non-Spirit allies within its range have a 75% chance to block incoming attacks. Every time an attack is blocked in this way, this Spirit takes 60 damage. This Spirit dies after 70 seconds.15¾45 held alive by Armor of UnfeelingFactionsRitualist. Communing 20Armor of UnfeelingSkillFor 43 seconds, your spirits within earshot take 50% less damage and are immune to critical attacks.5120 and Summon SpiritsFactionsRitualist. Kurzick rank Summon Spirits (Kurzick)SpellAll Spirits you control shadow step to your location, and gain 60..100 Health.
PvE only.5¼5. Then there are two copies of Dust CloakNightfallDervish. Earth Prayers 17Dust CloakFlash Enchantment SpellAll adjacent foes are struck for 44 earth damage. For 30 seconds, your attacks deal earth damage. When this Enchantment ends, all adjacent foes are Blinded for 4 seconds.106 for blinds, aswell as a paragon with instantly available "Save Yourselves!"FactionsWarrior. Kurzick rank 12"Save Yourselves!" (Kurzick)ShoutFor 6 seconds, all other party members gain 100 armor.
PvE only.8 and near-permanent "There's Nothing to Fear!"NightfallParagon. Sunspear rank 10"There's Nothing to Fear!"ShoutFor 4 seconds and 1 second for every 2 ranks in Leadership, all party members within earshot take 35% less damage. Affected party members are healed for 60 Health when this Shout ends.
PvE only.1520. Against skeletons of Dhuum, which bypass all protection, we have two copies of Breath of the Great DwarfEotNNo Profession. Deldrimor rank 10Breath of the Great DwarfSpellAll party members are relieved of Burning and are healed for 60 Health.
PvE only.10¼15, we have a regular Divine HealingPropheciesMonk. Divine Favor 20Divine HealingSpellHeal yourself and party members within earshot for 75 points.
You get healed for 64 Health.5112 and one buffed to 131 healing by Unyielding AuraPropheciesMonk. Divine Favor 20Unyielding AuraElite Enchantment SpellWhile you maintain this enchantment, your Monk spells heal for +75% more Health. When this enchantment ends one random other party member is resurrected with full Health and Energy and teleported to your location.
You get healed for 64 Health.-15¼10 aswell as a Healing BurstFactionsMonk. Healing Prayers 20Healing BurstElite SpellTarget ally is healed for 210. All party members in earshot of your target gain Health equal to the Divine Favor bonus from this spell. Your Smiting Prayers are disabled for 20 seconds.5¾4 which, also thanks to Unyielding AuraPropheciesMonk. Divine Favor 20Unyielding AuraElite Enchantment SpellWhile you maintain this enchantment, your Monk spells heal for +75% more Health. When this enchantment ends one random other party member is resurrected with full Health and Energy and teleported to your location.
You get healed for 64 Health.-15¼10, heals the entire party for a ridiculous 112 health points whenever used, at a recharge of 3 seconds and a single target heal of 375 health points. Dwayna's KissPropheciesMonk. Healing Prayers 20Dwayna's KissSpellHeal target other ally for 75 Health and an additional 43 Health for each Enchantment or Hex on that ally.513 will heal the frontline necromancers for an estimated 658 health points at two seconds recharge, and we've got that twice. If need be, the UA monk could even copy healing burst so we've got two of these ridiculous things. This absurd amount of healing and protection should never fail, and thanks to Blood is PowerCoreNecromancer. Blood Magic 8Blood is PowerElite Enchantment SpellFor 10 seconds, target other ally gains +5 Energy regeneration.33%1¼ on the SUPER-SACCER they can't even run out of energy.
What could possibly go wrong? Thanks to the spell breakers not even Rend EnchantmentCoreNecromancer. Curses Rend EnchantmentsSpellRemove 5..8..9 Enchantments from target foe. For each Monk Enchantment removed, you take 55..31..23 damage.5220 and ClumsinessCoreMesmer. Illusion Magic ClumsinessHex SpellFor 4 seconds, the next time target and any adjacent foes attack, the attack is interrupted and target foe suffers 10..76..97 damage.1028 are going to stop the killing machines in the frontline. However, they're... only two. Maybe I overestimate their damage output. This team has a backline of five characters, which is quite excessive. Maybe it would work without the communing prot if we put a second Protective SpiritCoreMonk. Protection Prayers 7Protective SpiritEnchantment SpellFor 13 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.10¼5 on the UA monk, allowing us to play three of these ridiculous frontliners. But even then I might underestimate the effects of the scattering caused by Dark Aura. Or soul takerCoreNecromancer. Soul Reaping 20Soul TakerElite Enchantment SpellFor 39 seconds, your attacks sacrifice 22 health and deal +22 more damage.
PvE only.5115 gets interrupted through spell breakerCoreMonk. Divine Favor 20Spell BreakerElite Enchantment SpellFor 21 seconds, target ally cannot be the target of enemy spells.
Target ally gets healed for 64 Health.15145 with leech signetCoreMesmer. Inspiration Magic Leech SignetSignetInterrupt target foe's action. If that action was a Spell, you gain 3..13..16 Energy.¼30. Oh, and maybe the super-saccer dies. Anyway. My rambling has just the purpose of saving this theory craft here so I can pick it up at some point, when we have tested the serious variants for the page and can leave for new team build concepts derived from the experiences made during this project.--Krschkr (talk) 01:31, 28 October 2021 (UTC)