From GuildWiki
Tadzio Cool
Overview
- Level 20 Weh no Su Canthan.
- Aligned with the Kurzick.
- 637,000 experience.
- 32 unused skill points.
Title Progress
- Tyrian Explorer: 33.8%
- Canthan Explorer: 47.0%
- Gladiator Title: 4%
- Friend of the Luxons: 8%
- Friend of the Kurzick: 18%
- Skill Hunter: 8.9%
- Seeker of Wisdom: 16%
- Protector of Tyria: 36%
- Protector of Cantha: 23%
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Tadzio Cool in 55hp gear.
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Tadzio Cool is spotted in his Guild Hall making a show of his hopping prowess.
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Common Skill Bars
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Death Magic | 12 + 1 + 3
Soul Reaping | 9 + 1
Blood Magic | 3 + 1
Healing Prayers | 9
- 55hp Necromancer Attributes
Curses | 12 + 1 + 3
Soul Reaping | 2 + 3
Blood Magic | 2 + 3
Healing Prayers | 9
Protection Prayers | 9
Curses | 12 + 1 + 3
Soul Reaping | 3 + 1
Domination Magic | 9
Inspiration Magic | 9
Curses | 12 + 1 + 3
Blood Magic | 10 + 1
Domination Magic | 6
Inspiration Magic | 6
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Tadzio Cool in MM gear.
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Some design ideas on this page have been borrowed from Galil and Aberrant80. This user page was designed while using Firefox; it does not display as intended in Internet Explorer.
Stolen Builds
Builds I've picked out while watching Top ranked guilds in GvG.
 E/Me Dragon Spike
Usage
- This is the template for a dedicated spike team. Seen in several different configurations.
- Unlike most dedicated spike teams, it's immune to counters like Cry of Frustration. Guilt and Mark of Subversion still works, but won't defeat the entire spike.
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Skill Bar
- Attributes
- Energy Storage | 9 + 1
- Earth Magic | 12 + 1 + 1
- Inspiration Magic | 9
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 Me/Mo Memo!
Usage
- Effectively replaces the Extinguish part of the E/Mo, but it's more offensive.
- Cry of Frustration is to protect against dedicated spike teams. Shame is to keep Monks from healing spike targets.
- Using this allows your GvG team to be more flexable... allowing your E/Mo to contribute to offense more often.
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Skill Bar
- Attributes
- Fast Casting | 9 + 1
- Domination Magic | 12 + 1 + 1
- Inspiration Magic | 9 + 1
- Illusion Magic | 3 + 1
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 W/A Charging Warriors
Usage
- This is used in a balanced team build. Used for making spikes more surprising.
- Good alternative to the popular Build:W/E Shock Axe.
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Skill Bar
- Attributes
- Strength | 10 + 1
- Hammer Mastery | 12 + 1 + 1
- Shadow Arts | 8
- Attributes
- Strength | 9 + 1
- Axe Mastery | 11 + 1 + 1
- Tactics | 8 + 1
- Shadow Arts | 8
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 Me/A Flag Runner
Usage
- Pretty fun runner. Can help out in a fight, too.
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Skill Bar
- Attributes
- Fast Casting | 9 + 1
- Domination Magic | 12 + 1 + 1
- Inspiration Magic | 9 + 1
- Shadow Arts | 3
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Sandbox
 E/Mo No Extinguish?
Usage
- Keep Earth Attunement up at all times.
- Use Martyr to remove conditions from your allies, follow with Purge Conditions when available.
- Use Heal Party to heal overextended party members that monks can't get to.
- Use Ward Against Melee on top of support casters or when it's strategically advantageous to use it on the front line.
- Use Ward Against Foes to facilitate withdrawal, or when it's strategically advantageous to prevent overextended foes from escaping.
- Use Stone Daggers to assist spikes.
- Unless it all goes to hell, you should never need Resurrection Chant but it's there as a hard-res. If you have to use it, your group is probably gonna lose anyway. Personally, I'd opt to replace it with Ward of Stability but GvG builds are supposed to have a res skill, and E/Mo's are supposed to have a hard res... so there ya go.
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Projected Skill Bar
- Attributes
- Energy Storage | 10 + 1
- Earth Magic | 11 + 1 + 3
- Healing Prayers | 10
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 Me/N Degenerific?
Usage
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Projected Skill Bar
- Attributes
- Fast Casting | 6 + 1
- Illusion Magic | 10 + 1 + 3
- Inspiration Magic | 6 + 1
- Curses | 12
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 E/N Spike Facilitator?
Usage
- Keep Water Attunement up at all times.
- Use Ice Spikes to apply blanket pressure on the opposing Guild, and in general make their Warriors work.
- Reserve the use of Frozen Burst for defensive purposes.
- When a spike target has been called and the countdown begins on vent, use Glyph of Lesser Energy (if available) and then Lingering Curse on the target at "4", this will make sure that Lingering Curse will be applied to the spike target when the spike begins.
- After you've cast Lingering Curse, follow with Shard Storm and then Ice Spear. Continue to spam Ice Spear until the target is dead.
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Projected Skill Bar
- Attributes
- Energy Storage | 12 + 1
- Water Magic | 12 + 1 + 3
- Curses | 3
- Potential Flaws
- May need a battery to maintain energy after Lingering Curse has been used. Testing required.
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