Unfortunately, the client was unable to visualise how the Vanilla style could be reskinned to adapt to campaigns. As a result, I did up 2 more versions, showing how different campaigns could possibly handle the reskinning.
Additionally, although I originally followed Apple's guidelines for the icons in the bottom navigation bar, it was felt that there wasn't enough 'uniqueness' to it. This Formal skin, and the visuals in the next post (Quirky skin), addressed that issue.
Considering I don't own a single item of pink of clothing, my characters sure do wear pink a lot...
I think my repressed Inner Barbie is trying to tell me something.
Such a romantic balcony view, complete with waterfall, exotic architecture, rolling hills and a sunset.
Or it would be, if the balcony wasn't a foot taller than me.
Skills
Glyph of Lesser Energy
Ice Spikes
Ray of Judgement [Elite]
Snow Storm [Optional]
Reversal of Damage
Pain Inverter
You Move Like a Dwarf!
[Optional Slot]
Stats
Water Magic [12]
Smiting Prayers [12 + 1 + 3]
Gear
Campaigns Needed
Eye of the North
Factions
Nightfall
How To Use
Optional Slots
Optional slots that DID NOT work for me
Counters
Additional notes
Hahahaha NUB! Monk/Mesmer with Arcane Echo works SO MUCH BETTER THAN THIS! HAHAHAHAHA.
Since RoJ now scatters things as well, I find that Arcane Echoing RoJ is not only very energy intensive, it also doesn't get the full duration of burninating love from my RoJs. If you have a Blood Is Power/Blood Ritual in the group constantly pumping you with E, then Mo/Me RoJ Arcane Echo is indeed superior. If not - this bar leaves you with no energy problems - and very decent nukage.
This is so heavy on PvE skills, it's hardly even a monk bar!
=/ Yes, I'm afraid that's so. No arguments there.
Why not use Deep Freeze instead of Ice Spikes? Better damage, and the snare is longer.
Deep Freeze is expensive, and RoJ only lasts for 5 seconds anyway. If your timing is good, you hold the mobs in the beam for 3 seconds, then they start being able to move away, at least 1s is spent moving away even after the snare wears off, leaving only 1s of RoJ 'wasted'.
Using Deep Freeze means GoLE > Deep Freeze > RoJ > Snow Storm = 5e + 15e + 0e + 10e = 30e. Using Ice Spikes means GoLE > Ice Spikes > RoJ > Snow Storm = 5e + 5e + 0e + 10e = 20e. Ice Spikes is much, much kinder to your energy.
Can Heroes use this?
Even if you replace the PvE skills with normal skills - not very well. Heroes are better off with another kind of RoJ bar. They don't tend to use GoLE at the right time, and aren't always consistent with using Ice Spikes to snare for the RoJ. They are godly at using Smite Hex, Reversal of Damage, and Smite Condition though.
Where have you tested this?
Since this build is a 'self-sufficient' nuker, as in I don't expect to be propped up with a BiP or any other form out outside e-management, I tested this using full hench teams in each of the following areas. All were successful. (Though some had more deaths than bringing heroes... which is to be expected. None of them resulted in a DP higher than 30%. No consets/cupcakes/whatever. Would kind of kill the point of testing!)
Tested in:
Raisu Palace Vanquish
Zen Daijun Vanquish
Haiju Lagoon Vanquish
Sunqua Vale Vanquish
Arborstone Vanquish
6 and 4 man areas change group dynamics - so I'm pleased to say the build works in those too. =) Especially in Haiju Lagoon, I spent so much time moving my henches madly away from spirit rifts... if you bring this build with humans, hopefully they're smarter than the henchies.
Campaigns Needed
Prophecies
Factions
Optional Slots