The Euroquois

 

BUILD HOH / PVP

 

THE MESMER

The Magician is the parangon of the illusion, the change of direction(management) and the mental control. The Magician knocks down the capacities of damages of the others, maneuvering the environment to realize personal purposes. Whereas he(it) is not physically strong, the Magician can turn(shoot) the battle thanks to their subtle magic which can cause the chaos and the confusion.

 

DUELLIST (Mes/W)

ALLOCATION(ATTRIBUTION) OF POINTS:

Fast incantation 8 Magic of Illusion 12 Magic of Dominion 9 Tactics 8

Used of Build

The build is only directed hand-to-hand. First of all, make that you are not clamped in titanic one armor in metal will let think to the enemy Warriors that you are weak, and an ideal prey for the hand-to-hand fight. It is at this moment when quite your skills become extremely useful. If you see a poor Warrior little far from the opposite Monks, it is a perfect target. Activate Imaginary Weapons, engage(start) him(it) to the hand-to-hand fight; every blow of sword will make him(her) lose 34 points of life! A Warrior does not expect to receive such slaps in the hand-to-hand fight, he will thus put of time(weather) reacting, believe in me. Throw(Launch) he Empathy as soon as possible and, if he(it) does not attack(affect) you you, use Squall to increase still your pace(cadence) of attack, without changing anything the damages which you impose! If he(it) attacks(affects) you, use(wear out) and abuse Bias(Distortion) to avoid the knocks. The skill(competence) is little dear(expensive), and 12 in Illusion will make you lose only any petit point of energy by blow. Use as soon as possible Retort, to impose him(her) this horrible condition that is the bleeding and to absorb a supplementary attack.
Other skills are in support there. The Defence of Bonetti, that you will have any young not enough evil to be loaded(charged) because you will not gain(win) an adrenalin by attacking(affecting) with Imaginary Weapons, is nevertheless completed during the 10 seconds which take place between the end of Imaginary Weapons and the moment when you can boost(relaunch) him(it). He will allow you, if you are attacked(affected), to redo quickly the height of energy to throw(launch) your fates(spells) and protect you with Distortion. Illusion of Weakness is a simply brilliant fate(spell) which will allow you to take(bring) out in the a little tightened(stretched out) mêlées(scrums) there, by looking after you when you are at the very worst. Finally, do not hesitate to look after yourselves yourself thanks to the Seal of Cure when you are under the influence of Distortion; 100 points of life, it is often welcome.
Note finally that Distortion, Defence of Bonetti and Squall are all three of the poses(installations) of fight; you thus cannot use that the only one at the same moment. You are also more effective against the isolated warriors than counter casters, thus do not hesitate to make a solo against an isolated warrior if it is necessary: If you use correctly your skills, even a Warrior / monk can look after himself at the same moment enough and impose you enough damages only to represent a real threat. Accumulated with the fact that you will have everything except the air(sight) of a warrior, it reserves of unpleasant surprises for the Warriors of opposite.
You make damages of ants for the hand-to-hand fight when you have no Imaginary Weapons (given that you have nothing in Control(Master's degree) of the sword), thus take advantage of it to reload energy and life at most. My last advice(council) will be to lead you to juggle with the skills in arena(bullring), where you can easily meet yourselves in one against one in front of a Warrior.

Craftiness of creation PvP

If you wish to create this character as character PvP, you will have to use craftiness to obtain a sword. In the construction, do not put any point in dominion but everything in mastery of the sword. Buy your weapon and then remove all the points in control(master's degree) of the sword and put back(hand) - in magic of dominion.

 

MERMER FRAGILITY (Mes/N)

ALLOCATION(ATTRIBUTION) OF POINTS:

Fast Incantation 6+1 Magic of Dominion 11+1 Magic of Inspiration 6+1 Magic of Illusion 11+3

Mesmer fragility uses an effective combo although little evident to implement(operate). The base of the combo is the fate(spell) fragility, which imposes 20 points of damages every time has him(it) target receives OR loses a condition. To make it to him(her) win as quickly as possible, let us use some craftiness...
The ghost pain imposes a degeneration of energy on your target. Not bad. But when she(it) disparait, the target takes deep wound. The good. Then the principle is to put ghost pain and to remove it directly with the dispersal of the illusions. If the target was under fragility, she(it) takes(sets):

63 (dispersion) + 20 (fragility) + blessure profonde = 83 dommages

Let us move on with the virulence, which imposes 3 supplementary conditions:

3*20 (fragility) = 60 damages

The poison and the disease during 3 seconds will impose a degeneration of life of 8, that is 16 points of life per second

3*16 dégen ) = 48 damages

After 5 seconds, 3 conditions disappear:

3*20 (fragility) = 60 damages

The deep wound should last 20 seconds, and as the time(weather) of recharging of virulence is 10, you should be capable of boosting(relaunching) the virulence one second time a little later, réinfligeant a quantity apréciable of damages.

 

MESMER ENERGY DENIAL (MEs)

ALLOCATION(ATTRIBUTION) OF POINTS:

Fast Incantation 8+1 Magic od Dominion 12+1 Magic of Inspiration 10+4

Mesmer Energy Denial is a true grime. Not only he(it) is not so hard as that to play, but it is really a true wound for the opponents. The persons who read this and who have already played a monk the grave know about what I speak: when a mesmer energy denial decided to make you pass a hard time, you are really badly embarked.
The principle is simple: pump all the mana of an opponent so that he knows how to make nothing more. It is stupid, but it is extremely useful.
The first configuration suggests you removing the energy of the opponent by from knocks. Use the echo of the mysteries to throw(launch) several influxes of energy, complete with the skills flame of energy and seal of tiredness to reach(affect) the absolute zero. You will previously have added the spiritual decay to add some supplementary damages to your poor target made suddenly dumb. The skills of inspiration are as for them there to help you to manage your mana own, and to remove from possible enchantelents who could hamper(bother) you in your work.

 

MIGRAINE (Mes)

ALLOCATION(ATTRIBUTION) OF POINTS:

Fast Incantation10+1 Magic of Inspiration 5+1 Magic of Dominion 10+1 Magic of Illusion 10+4

Migraine is one of the most powerful evil spells of the game(set,play). Not only he(it) has the effect of imposing a degeneration of life of 3, but in more he(it) doubles the time(weather) of incantation of all the fates(spells) of the target. It is enough to take advantage of it and to use some some of the horrible skills of interruption which sprinkle the list of the envouteur the effects of which are many and varied.
The main problem being that an evil spell, that comes out, it is generally necessary "to cover" him(it) by another evil spell, less important, which will be deprived of the place(square) of migraine if the target sees removing an evil spell. The second configuration proposes you a simple cover(blanket), by the Conspiracy of fantasies imposing a severe degeneration of supplementary life. If this evil spell jumps, to you to put back(to hand) him(it) as quickly as possible, your Migraine becoming suddenly vulnerable. The first one(night) proposes as for her a double cover(blanket) with the use on top of the particularly devastating side effect of ghost Pain: the deep wound.

In the principle thus, it is extremely simple. Put the Migraine, see to it that she(it) is always covered, and begin to interrupt all which is thrown(launched) by your target with your numerous fates(spells). In the practice you will see, it asks for a little of training, but it is redoubtable once used deliberately.

Other secondary skills can be useful in particular situations: a Drain of Delight to remove a delight and gain(win) a little of energy, a Distortion to avoid 75 % of the knocks and cock a snook at the tramps and the opposite warriors (ultimate against spikes tramps and the other warriors iway), or still the squall, which can serve as interruption AND as bat for 3 seconds (foresee(plan) 5 well in air(sight) in this ca

 

SCHOLAR OF THE FLAME (Mes/El)

ALLOCATION(ATTRIBUTION) OF POINTS:

Fast Incantation 10+2 Magic of Inspiration 8+1 Magic of Fire 12

The Scholar of the flame is a follower of the massive destruction. This hero uses the power of fast incantation of the hypnotizer and the magic of the inspiration to throw(launch) quickly fates(spells) of fire(light) at point-blank range and to zone of effect, while stealing the energy of the close enemies.

By alternating the subversion of energy and the attacks of fire(light), this character can impose enormous damages to all the close enemies.

 

TRANCHEUR OF SPELLS (Mes/W)

ALLOCATION(ATTRIBUTION) OF POINTS:

Fast Incantation 4+1 Magic of Dominion 12+2 Magic of Inspiration 7+1 Mastery of the Sword 10

Trancheur of fate(spell) is the plague of all the throwers of fates(spells), it uses the inspiration for draîner their energy and the powers of dominion to cancel their delights, while imposing damages moved closer to the sword.

This hero is very effective to disarm(move) the throwers of fates(spells) and render harmless them.

ILLUSIONISTE (El/Tr)

ALLOCATION(ATTRIBUTION) OF POINTS:

Fast Incantation 6+1 Magic of Illusion 10+1 Magic of Inspiration 6+1 Send to the Shooting(Firing) 12

The capacity of Dazer to hamper(bother) his(her) enemies is almost also useful as its capacity to slow down and to interrupt the movements and the attacks of his(her) opponents. Attacks in the bow of the tramp become allied to the fates(spells) of the magician which slow down the speed of incantation and interrupt the fates(spells) and the skills before they are actual.

With the patience and a good synchronization, this hero can prevent the enemy from carrying out its attacks, what gives to his(her) allies all the time necessities to finish them.

 

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