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Posté le: Sam Déc 01, 2007 10:31 pm Sujet du message: [Nightfall] Farm du DoA en trio
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Donc voilà l'équipe capable de farmé dans la zone élite de NF:
Elle est composée de:
-M 600hp
-M Smite
-R Famine
Voici les builds:
M 600hp:
| | | | | Monk / Mesmer | 9 Illusion Magic 5 Inspiration Magic 8 Protection Prayers 12 Divine Favor
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 Core | Protective SpiritEnchantment Spell. For 15 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. (Attrib: 8 Protection Prayers) Target ally gets healed for 38 Health. |
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 Nightfall | Shield of AbsorptionEnchantment Spell. For 5 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment. (Attrib: 8 Protection Prayers) Target ally gets healed for 38 Health. |
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 Core | Spell BreakerElite Enchantment Spell. For 15 seconds, enemy Spells targeted against target ally fail. (Attrib: 12 Divine Favor) Target ally gets healed for 38 Health. |
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 Factions | Spirit BondEnchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 72 Health. (Attrib: 8 Protection Prayers) Target ally gets healed for 38 Health. |
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 Core | Spirit ShacklesHex Spell. For 10 seconds, target foe loses 5 Energy whenever that foe attacks. (Attrib: 5 Inspiration Magic) |
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 Prophecies | Sympathetic VisageEnchantment Spell. For 8 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all adrenaline and 3 Energy. (Attrib: 9 Illusion Magic) |
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 Prophecies | Essence BondEnchantment Spell. No Attribute. While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy. Target ally gets healed for 38 Health. |
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 Prophecies | Blessed AuraEnchantment Spell. While you maintain this Enchantment, Monk Enchantments you cast last 30% longer. (Attrib: 12 Divine Favor) You get healed for 38 Health. |
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| | Moine 600 HP | M smite:
| | | | | Monk / Elementalist | 12 Smiting Prayers 12 Protection Prayers 3 Divine Favor
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 Prophecies | Peace and HarmonyElite Enchantment Spell. For 42 seconds, target ally gains +1 Energy regeneration. Peace and Harmony ends if that ally casts a spell that targets a foe, or if that ally deals damage to a foe. (Attrib: 3 Divine Favor) Target ally gets healed for 10 Health. |
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 Core | Blessed Signet- 10
 - 2
 Signet. For each enchantment you are maintaining, you gain 3 Energy. You cannot gain more than 7 Energy in this way. (Attrib: 3 Divine Favor) |
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 Prophecies | Holy WrathEnchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 66% of the damage back to the source (maximum of 41 damage), and you lose 10 Energy. (Attrib: 12 Smiting Prayers) Target ally gets healed for 10 Health. |
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 Core | RetributionEnchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 33% of the damage back to the source (maximum 17 damage). (Attrib: 12 Smiting Prayers) Target ally gets healed for 10 Health. |
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 Prophecies | Life AttunementEnchantment Spell. While you maintain this Enchantment, target ally deals 30% less damage in combat, but gains 43% more Health when healed. (Attrib: 12 Protection Prayers) Target ally gets healed for 10 Health. |
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 Prophecies | Vital BlessingEnchantment Spell. While you maintain this Enchantment, target ally has +168 maximum Health. (Attrib: 12 Protection Prayers) Target ally gets healed for 10 Health. |
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 Factions | Glyph of EssenceGlyph. For 15 seconds, your next Spell casts instantly but causes you to lose all Energy. |
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 Core | Rebirth- 5
 - 10
 Spell. Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 4 seconds. This Spell consumes all of your remaining Energy. (Attrib: 12 Protection Prayers) |
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| | Moine Smite | R Famine:
| | | | | Ranger / Monk | 3 Protection Prayers 12 Beast Mastery 12 Wilderness Survival
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 Prophecies | Serpent's Quickness- 45
 - 5
 Stance. For 27 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%. (Attrib: 12 Wilderness Survival) |
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 Core | Quickening ZephyrNature Ritual. Create a level 8 Spirit with 160 Health and 50 armor. For non-Spirit creatures within its range, all skills recharge twice as fast and cost 30% more of the base Energy to cast. This Spirit dies after 39 seconds. (Attrib: 12 Wilderness Survival) |
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 Factions | FamineElite Nature Ritual. Create a level 8 Spirit with 160 Health and 50 armor. Whenever a non-Spirit creature in its range reaches 0 Energy, that creature takes 30 damage. This Spirit dies after 78 seconds. (Attrib: 12 Wilderness Survival) |
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 Prophecies | Edge of ExtinctionNature Ritual. Create a level 8 Spirit with 160 Health and 50 armor. If a non-Spirit creature within range dies, Edge of Extinction deals 43 damage to all creatures of the same type that are below 90% Health and within range of the Spirit. This Spirit dies after 126 seconds. (Attrib: 12 Beast Mastery) |
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 Prophecies | SuccorEnchantment Spell. While you maintain this Enchantment, target other ally gains +1 Health and +1 Energy regeneration, but you lose 1 Energy each time that ally casts a Spell. |
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 Prophecies | Essence BondEnchantment Spell. No Attribute. While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy. |
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 Prophecies | Balthazar's SpiritEnchantment Spell. While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.) (Attrib: Smiting Prayers) |
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 Core | Rebirth- 5
 - 10
 Spell. Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 9 seconds. This Spell consumes all of your remaining Energy. (Attrib: 3 Protection Prayers) |
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| | Rodeur Famine | Pour les équipements:
- Pour le 600Hp, mettez l'armure la plus basique. C'est a dire la première avec une armure de 15.
-Pour le M Smite une armure de 60 avec un casque chatiment, une rune sup chatiment et une rune sup de protection
-Pour le R Famine (vous jouez R/M), donc le mieux est de prendre un baton de M afin d'avoir plus de mana, pour poser les esprits.
Voilà bonne chance à vous. et si vous avez besoin d'infos je suis la^^ |
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