voici un build GvsG que je n'ai pas voler a HGBQ
Warrior/Elementalist
Level: 20
Strength: 10 (9+1)
Axe Mastery: 16 (12+4)
Tactics: 10 (9+1)
Air Magic: 3
Frenzy (Warrior other)
For 8 seconds, you attack 33% faster but take double damage.
Energy:5 Cast:0 Recharge:4
Axe Rake (Axe Mastery)
If this attack hits a foe suffering from a Deep Wound, you strike for +11 damage, and that foe becomes Crippled for 15 seconds.
Adrenaline:7
Eviscerate [Elite] (Axe Mastery)
If Eviscerate hits, you strike for +42 damage and inflict a Deep Wound, lowering your target's maximum Health by 20% for 21 seconds.
Adrenaline:8
Executioner's Strike (Axe Mastery)
If this attack hits, you strike for +42 damage.
Adrenaline:8
Lacerating Chop (Axe Mastery)
If Lacerating Chop hits, you deal +21 damage. If it strikes a knocked down foe your target suffers from Bleeding for 21 seconds.
Adrenaline:6
Shock (Air Magic)
Target touched foe is struck for 20 lightning damage and is knocked down. This Spell has 25% armor penetration and causes Exhaustion.
Energy:5 Cast:0.75 Recharge:10
Healing Signet (Tactics)
You gain 115 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4
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
E_Surge
Mesmer/Monk
Level: 20
Fast Casting: 13 (12+1)
Domination Magic: 16 (12+4)
Energy Surge [Elite] (Domination Magic)
Target foe loses 10 Energy. For each point of Energy lost, that foe and all foes in the area take 8 damage.
Energy:10 Cast:1.18 Recharge:20
Energy Burn (Domination Magic)
Target foe loses 10 Energy and takes 8 damage for each point of Energy lost.
Energy:10 Cast:1.18 Recharge:20
Diversion (Domination Magic)
For 6 seconds, the next time target foe uses a skill, that skill takes an additional 59 seconds to recharge.
Energy:10 Cast:1.77 Recharge:10
Cry of Frustration (Domination Magic)
If target foe is using a skill, that foe and all foes in the area are interrupted and suffer 46 damage.
Energy:15 Cast:0.15 Recharge:20
Shame (Domination Magic)
For 10 seconds, the next time target foe casts a Spell that targets an ally, the Spell fails and you steal 14 Energy from that foe.
Energy:10 Cast:1.18 Recharge:30
Arcane Thievery (Domination Magic)
For 37 seconds, one random Spell is disabled for target foe, and Arcane Thievery is replaced by that Spell.
Energy:10 Cast:0.59 Recharge:10
Unnatural Signet (Domination Magic)
Target foe takes 79 damage. If that foe was a Spirit, this signet recharges instantly.
Energy:0 Cast:1 Recharge:40
Resurrect (Monk other)
Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy.
Energy:10 Cast:3.54 Recharge:5
Thumper
Ranger/Warrior
Level: 20
Expertise: 10 (9+1)
Beast Mastery: 10 (9+1)
Hammer Mastery: 12
Tiger's Fury (Beast Mastery)
All your non-attack skills are disabled for 5 seconds. For 9 seconds, you attack 33% faster.
Energy:6 Cast:0 Recharge:10
Ferocious Strike [Elite] (Beast Mastery)
Your animal companion attempts a ferocious strike that deals +23 damage. If that attack hits, you gain adrenaline and 8 Energy.
Energy:5 Cast:0 Recharge:8
Irresistible Blow (Hammer Mastery)
If this attack hits you strike for +24 damage. If Irresistible Blow is "blocked," your target is knocked down and takes 24 damage. Irresistible Blow cannot be "evaded."
Energy:3 Cast:0 Recharge:4
Hammer Bash (Hammer Mastery)
Lose all adrenaline. If Hammer Bash hits, your target is knocked down.
Adrenaline:6
Crushing Blow (Hammer Mastery)
If this attack hits, you strike for +16 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 17 seconds.
Energy:3 Cast:0 Recharge:10
Comfort Animal (Beast Mastery)
You heal your animal companion for 76 points. If your companion is dead, it is resurrected with 42% Health and all your skills are disabled for 8 seconds.
Energy:6 Cast:1 Recharge:1
Charm Animal (Beast Mastery)
Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
Energy:6 Cast:10 Recharge:0
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
Boon_Prot
Monk/Mesmer
Level: 20
Divine Favor: 16 (12+4)
Protection Prayers: 12 (10+2)
Inspiration Magic: 8
Energy Drain [Elite] (Inspiration Magic)
Target foe loses 7 Energy. You gain 2 points of Energy for each point of Energy lost.
Energy:5 Cast:1 Recharge:25
Inspired Hex (Inspiration Magic)
Remove a Hex from target ally and gain 9 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0
Reversal of Fortune (Protection Prayers)
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 67.
Energy:5 Cast:0.25 Recharge:2
Guardian (Protection Prayers)
For 5 seconds, target ally has a 44% chance to "block" attacks.
Energy:5 Cast:1 Recharge:2
Mend Condition (Protection Prayers)
Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target other ally. If a Condition is removed, that ally is healed for 57 points.
Energy:5 Cast:0.75 Recharge:2
Contemplation of Purity (Divine Favor)
Lose all Enchantments. For each one lost, you gain 85 Health, lose one Hex, and lose one Condition.
Energy:5 Cast:0.25 Recharge:5
Protective Spirit (Protection Prayers)
For 19 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.
Energy:10 Cast:0.25 Recharge:5
Divine Boon (Divine Favor)
While you maintain this Enchantment, whenever you cast a Monk Spell that targets an ally, that ally is healed for 73 points, and you lose 2 Energy.
Energy:5 Cast:0.25 Recharge:1
Hammer Warrior
Warrior/Elementalist
Level: 20
Strength: 10 (9+1)
Tactics: 10 (9+1)
Hammer Mastery: 16 (12+4)
Air Magic: 3
Frenzy (Warrior other)
For 8 seconds, you attack 33% faster but take double damage.
Energy:5 Cast:0 Recharge:4
Shock (Air Magic)
Target touched foe is struck for 20 lightning damage and is knocked down. This Spell has 25% armor penetration and causes Exhaustion.
Energy:5 Cast:0.75 Recharge:10
Crushing Blow (Hammer Mastery)
If this attack hits, you strike for +21 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 21 seconds.
Energy:5 Cast:0 Recharge:10
Devastating Hammer [Elite] (Hammer Mastery)
If Devastating Hammer hits, your target is knocked down and suffers from Weakness for 21 seconds.
Adrenaline:7
Auspicious Blow (Hammer Mastery)
If Auspicious Blow hits, you strike for +21 damage. If it hits a foe suffering from Weakness you gain 8 Energy.
Adrenaline:8
Fierce Blow (Hammer Mastery)
If Fierce Blow strikes a foe suffering from Weakness, you deal +42 damage. Otherwise, you deal +21 damage if it hits.
Adrenaline:6
Healing Signet (Tactics)
You gain 115 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4
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
Warder
Elementalist/Monk
Level: 20
Energy Storage: 9 (8+1)
Earth Magic: 15 (11+4)
Air Magic: 9 (8+1)
Healing Prayers: 9
Ether Prodigy [Elite] (Energy Storage)
Lose all Enchantments. For 14 seconds, you gain Energy regeneration of 6. When Ether Prodigy ends, you take 2 damage for each point of Energy you have. This Spell causes Exhaustion.
Energy:5 Cast:1 Recharge:5
Ward Against Melee (Earth Magic)
You create a Ward Against Melee at your current location. For 20 seconds, allies in this area have a 50% chance to evade melee attacks.
Energy:10 Cast:1 Recharge:20
Ward Against Foes (Earth Magic)
You create a Ward Against Foes at your current location. For 20 seconds, foes in this area move 50% slower.
Energy:15 Cast:1 Recharge:20
Gale (Air Magic)
Knock down target foe for 3 seconds. This Spell causes Exhaustion. (50% failure chance with Air Magic 4 or less.)
Energy:10 Cast:1 Recharge:5
Blinding Flash (Air Magic)
Target foe is Blinded for 7 seconds.
Energy:15 Cast:0.75 Recharge:4
Enervating Charge (Air Magic)
Target foe is struck for 32 lightning damage and suffers from Weakness for 14 seconds. This Spell has 25% armor penetration.
Energy:10 Cast:1 Recharge:8
Heal Party (Healing Prayers)
Heal entire party for 54 points.
Energy:15 Cast:2 Recharge:2
Convert Hexes (Protection Prayers)
Remove all Hexes from target other ally. For 8..18 seconds, that ally gains +10 armor for each Necromancer Hex that was removed.
Energy:15 Cast:2 Recharge:20
Boon_Prot
Monk/Mesmer
Level: 20
Divine Favor: 16 (12+4)
Protection Prayers: 12 (10+2)
Inspiration Magic: 8
Energy Drain [Elite] (Inspiration Magic)
Target foe loses 7 Energy. You gain 2 points of Energy for each point of Energy lost.
Energy:5 Cast:1 Recharge:25
Inspired Hex (Inspiration Magic)
Remove a Hex from target ally and gain 9 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0
Reversal of Fortune (Protection Prayers)
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 67.
Energy:5 Cast:0.25 Recharge:2
Guardian (Protection Prayers)
For 5 seconds, target ally has a 44% chance to "block" attacks.
Energy:5 Cast:1 Recharge:2
Mend Condition (Protection Prayers)
Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target other ally. If a Condition is removed, that ally is healed for 57 points.
Energy:5 Cast:0.75 Recharge:2
Contemplation of Purity (Divine Favor)
Lose all Enchantments. For each one lost, you gain 85 Health, lose one Hex, and lose one Condition.
Energy:5 Cast:0.25 Recharge:5
Protective Spirit (Protection Prayers)
For 19 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.
Energy:10 Cast:0.25 Recharge:5
Divine Boon (Divine Favor)
While you maintain this Enchantment, whenever you cast a Monk Spell that targets an ally, that ally is healed for 73 points, and you lose 2 Energy.
Energy:5 Cast:0.25 Recharge:1
Flag Runner
Ranger/Mesmer
Level: 20
Expertise: 15 (11+4)
Wilderness Survival: 12 (11+1)
Marksmanship: 9 (8+1)
Storm Chaser (Wilderness Survival)
For 18 seconds, you move 25% faster, and you gain 4 Energy whenever you take elemental damage.
Energy:4 Cast:0 Recharge:30
Dodge (Expertise)
For 11 seconds, you move 33% faster and have a 74% chance to "evade" incoming arrows. Dodge ends if you attack.
Energy:2 Cast:0 Recharge:30
Crippling Shot [Elite] (Marksmanship)
If Crippling Shot hits, your target becomes Crippled for 5 seconds. This attack cannot be blocked or evaded.
Energy:6 Cast:0 Recharge:1
Savage Shot (Marksmanship)
If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for 22 damage.
Energy:4 Cast:0.5 Recharge:5
Distracting Shot (Expertise)
If Distracting Shot hits, it interrupts target foe's action but deals only 16 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
Energy:2 Cast:0.5 Recharge:10
Apply Poison (Wilderness Survival)
For 24 seconds, foes struck by your physical attacks become Poisoned for 13 seconds.
Energy:6 Cast:2 Recharge:12
Whirling Defense (Expertise)
For 20 seconds, you have 75% chance to "block" attacks. Whenever you block a projectile in this way, adjacent foes take 11 piercing damage.
Energy:4 Cast:0 Recharge:60
Troll Unguent (Wilderness Survival)
For 10 seconds, you gain Health regeneration +9.
Energy:2 Cast:3 Recharge:10