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Old Mar 25, 2010, 01:24 AM // 01:24   #21
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Quote:
Originally Posted by Life Bringing View Post
The 6 hero build was the one I quoted =\ Two PwKs, Life, Recovery, and a blood bond isn't enough to make hexes insignificant?
I was quoting what you said in the context of the OP's 3-heroes build, and not the other pvx 6 heroes build. For that 6 heroes build, why wouldn't it have hex removal since it already has cure hex and smite hex?
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Old Mar 25, 2010, 03:59 PM // 15:59   #22
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imo 2 hex removal skills isnt enough for any team. although i will admit its a weak comparison, hexway in pvp shows how deadly hexes can be.

but maybe thats just me - im always worried about shutdown preventing my imbagon from doing his job, thus dropping sy and thus leaving the team open for attack.
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Old Apr 04, 2010, 10:36 PM // 22:36   #23
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Slightly off topic: I use this variation for magic users; but it can be used with every prime chr. as a tank as well:

Minion master; Same as mentioned (OANDUsldSoByBJgbhLCTBVVGNA)

Monk/necro: Discord; Barbed Signet; Dark Pact; Oppressive gaze; Blood ritual; Judges Intervention; Holy wrath; Castigation signet
9 blood 12 death 9 smiting (OghjwshqoOXzyJGzbKNncDTaBA)

Ele/Rit: Signet of spirits; Bloodsong; Splinter weapon; Ancestor’s rage; Mend body and soul; Spirit light; Protective was Kaolai; Aura of restoration
11 energy 10 restor. 10 chan. (OghjwshqoOXzyJGzbKNncDTaBA)

Works great with my main chr: Ele/necro. Necrosis; Parasitic Bond; Mark of Rodgort; Lava Arrows; Glowing Gaze; Aura of Restoration + 2 optional slots.
Note that in this case Parasitic bond serves as the trigger for both Necrosis and Discord, while giving a nice health bonus; 2 slots optional. If its for powerplay I use them for Ursan Blessing and Vanguard Sniper support. Thats why any tank should be able to have benefit from this hero team as well
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Old Apr 05, 2010, 12:00 AM // 00:00   #24
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The problem we have coming up with supporting bars for physical players is that now there's just too much stuff we want to cram in there.

Between Orders (Pain/DF, OotV/MoF, Pain/DF/MoF)
Prot/Redbarring
Splinter/SoS/Ancestor's Rage
SoH/Smite Condition/Hex
MM
MoP
???

We have to decide what we can lose. It seems like Orders and MM's are mutually exclusive. Orders would have pretty obvious benefits, but I wouldn't rule out MMs because they're considerably more versatile. Also, I'm having trouble supporting teams with no prots/redbars.
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Old Apr 08, 2010, 03:21 PM // 15:21   #25
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Quote:
Originally Posted by syphonus View Post
We have to decide what we can lose. It seems like Orders and MM's are mutually exclusive. Orders would have pretty obvious benefits, but I wouldn't rule out MMs because they're considerably more versatile. Also, I'm having trouble supporting teams with no prots/redbars.
I agree. The problem with 3-heroes for a physical is that you can't fit everything that you want in there so you have to sort out what you really need and what are the nice-to-haves.

What are the needs: Some prots, nice to be able to pre-PS before aggro. Condition Removal, and some red barring. Nice-to-haves: hex removal, physical buffs (e.g. SoH, Barbs, Orders, Splinter, MoF), minions, spirits.

Of course some physical buffs are more useful than others and some are easier to provide than others. I would usually take Splinter and SoH because they are easier to bring and are more useful for a physical.
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