Mar 26, 2011, 04:45 AM // 04:45
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#1
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Krytan Explorer
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7-Hero Knock Down build.
I'm wondering how effective Knockdowns would be if you had your typical Spiritway and Mesway heroes, but instead put
-Earthbind on the Communing ritualist
-Psychic Instability and Signet of Clumsiness on both Mesmers(Symbolic Celerity for the Domination Mesmer)
-Shove Warriors/Hammer Warriors with Earth Shaker
-Smite Monks with Mantra of Inscriptions and Signet of Judgment + Bane Signet
-You Move Like a Dwarf, Brawling Headbutt, and Club of a Thousand Bears on the Player
However, I'm concerned with where your damage might be coming from when all your enemies are flat on their asses.
Last edited by ShaneOfMach; Mar 26, 2011 at 04:53 AM // 04:53..
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Mar 26, 2011, 05:38 AM // 05:38
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#2
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Academy Page
Join Date: May 2010
Location: Canada
Profession: A/
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Bonuses of Knockdowns:
Disabled Enemy - No Spells Cast
No Movement - Stay in AoE
Reduced Prot/Healing required
Cons of Knockdowns:
Little Damage
Knockdowns don't stack - require decent timing
Lacks a lot of damage
Smite Monks - SoJ is a single target KD with aoe dmg
Maybe put knockdown in 2 heroes or 3 but focus on aoe snares / dmg.
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Mar 26, 2011, 05:42 AM // 05:42
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#3
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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Knockdown way should just be 2 copies of psychic instability. Trick is to structure hero bars so they aren't prioritizing other things. I find Me/Rt resto with PI fairly good at this.
For damage you got the wastrel skills + any DoTs since they aren't moving, roj, chaos storm, etc.
An alternative method is to take a bunch of volley heroes and put GDW on them.
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Mar 26, 2011, 05:50 AM // 05:50
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#4
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Krytan Explorer
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I'm thinking the Mesmers alone are capabable of keeping most things knocked down.
I could probably dedicate my last three hero slots to just pure damage.
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Mar 26, 2011, 05:59 AM // 05:59
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#5
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Lion's Arch Merchant
Join Date: Mar 2006
Profession: R/
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If your worried about dmg you could just load up three hammer warriors or three bunny thumpers, and echo Great Dwarf Weapon just for some added fun. Add in a Spirit spammer with earthbind.
Probably not the best build around but would be amusing and worth at least a good laugh.
~Unfaithful
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Mar 26, 2011, 06:54 AM // 06:54
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#6
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Krytan Explorer
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I figure a build that was centered around:
2 Mesmers with Psychic Instability + Signet of Clumsiness
2 Hammer Warriors/Bunny Thumpers with Earth Shaker
1 SoS/Splinter Weapon/Restoration Rit
1 ST/Communing Rit
1 MM/Orders Necromancer
1 Curses/Restoration Necromancer
Would be quite enjoyable, actually
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Mar 26, 2011, 07:16 AM // 07:16
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#7
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Ascalonian Squire
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Has anyone tried two warriors with "None Shall Pass!"? Many foes tend to run around (warriors), and if you have something like chaos storm firestorm(?), that should get casters/rangers/paragons to run about.
Of course having Earthbind helps.
Haven't tried it; so just throwing that out there...
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Mar 26, 2011, 04:09 PM // 16:09
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#8
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Ascalonian Squire
Join Date: Jun 2008
Location: Canada, eh
Guild: The Unsound Souls [Soul]
Profession: W/
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Unsteady Ground + Churning Earth eles in HM would be beneficial.
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Mar 26, 2011, 04:17 PM // 16:17
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#9
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Ascalonian Squire
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I know a guy who on his warrior runs Earth Shaker for an elite with 3 RoJ Smiting heros and other support. The build works well when they clump up enough for earth shaker to be effective.
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Mar 26, 2011, 08:40 PM // 20:40
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#10
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Krytan Explorer
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Well for now, I'm just using Mesmers with Psychic Instability and Signet of Clumsiness, as well as Earthbind on my ST ritualist with Shelter/Displacement/Union.
Also I'm just going with Assassin's Promise-> You Move Like a Dwarf -> Ebon Vanguard Asassin spam with Discord. Not very original, but it's good for reliable filler damage + support.
What's great is that everytime I knock someone down with YMLAD, they literally die before they can even get back up again.
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Mar 27, 2011, 03:10 PM // 15:10
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#11
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Krytan Explorer
Join Date: Mar 2008
Guild: [HERE]
Profession: W/
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i just used this build on a VQ on my war it was really effective. the monks were alot better with arcane echo and arcane mimicry than i was expecting.
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Mar 28, 2011, 11:55 PM // 23:55
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#12
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Frost Gate Guardian
Join Date: Jan 2008
Location: Oregon, USA
Guild: rddt
Profession: Rt/
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PI is already a 3-4 second knockdown, making earthbind useless for it. if you're running a couple earthshaker warriors then earthbind would be great. biggest problem will be keeping things clumped.
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Mar 29, 2011, 12:00 AM // 00:00
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#13
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Furnace Stoker
Join Date: Oct 2005
Location: Planet Earth, Sol system, Milky Way galaxy
Guild: [ban]
Profession: W/
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Quote:
Originally Posted by mortenya
PI is already a 3-4 second knockdown, making earthbind useless for it. if you're running a couple earthshaker warriors then earthbind would be great. biggest problem will be keeping things clumped.
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Earthbind counters stun immunity, enabling you to knock down foes that are normally immune. Earthshaker warriors have access to stonefist insignia for the 3 second knockdown effect, but they will still need to be in range of Earthbind to knock down some foes.
Last edited by MisterB; Mar 29, 2011 at 12:02 AM // 00:02..
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Mar 29, 2011, 12:28 AM // 00:28
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#14
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Krytan Explorer
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Quote:
Originally Posted by mortenya
PI is already a 3-4 second knockdown, making earthbind useless for it. if you're running a couple earthshaker warriors then earthbind would be great. biggest problem will be keeping things clumped.
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It makes Psychic Instability useless, but it definitely helps with You Move Like a Dwarf and Signet of Clumsiness.
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Mar 29, 2011, 11:31 PM // 23:31
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#15
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Frost Gate Guardian
Join Date: Jan 2008
Location: Oregon, USA
Guild: rddt
Profession: Rt/
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the issue with earthbind and PI is that earthbind will eat a lot of damage for no improvement on your KD. that is all i was pointing out.
if earthbind gets you past stun immunity though, then that is a different story.
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Mar 30, 2011, 09:26 AM // 09:26
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#16
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Desert Nomad
Join Date: Aug 2007
Location: Your backline
Profession: W/
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'KDway' is what I normally use when I play my rit or monk.
The way I go about it is usually just GDW on myself with normally a Derv and Incendiary hero to put GDW on, with earthbind on an ST/Shelter rit.
It's very effective against stuff like Jotun and Dinos in EOTN, and shiro in GoM. They can't kill you when they're on their arse all the time
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Mar 30, 2011, 10:48 AM // 10:48
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#17
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Wilds Pathfinder
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I must be doin something wrong, or Norgu is mildly retarded. I normally run Panic + Ineptitude, but I wanted to try PI in UW since I thought terrorwebs will have a hard time against it.
After few minutes of not seeing any knockdowns I moved Norgu's tab to the center of my screen so I could always see it, and I did half the quests in UW. He didn't use PI even once the entire time. He used leech signet all the time so he knows how to interrupt but he simply refuses to use PI.
I wiped at the ice elemental king whatever was his name, partially cause I made some mistakes but PI could really help there.
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Mar 30, 2011, 03:36 PM // 15:36
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#18
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Frost Gate Guardian
Join Date: Jan 2008
Location: Oregon, USA
Guild: rddt
Profession: Rt/
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swap leech signet for power drain?
heroes probably prioritize signets over spells for energy management.
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Mar 30, 2011, 10:08 PM // 22:08
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#19
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Wilds Pathfinder
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Did you even read my post? sigh....
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Mar 30, 2011, 11:33 PM // 23:33
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#20
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Frost Gate Guardian
Join Date: Jan 2008
Location: Oregon, USA
Guild: rddt
Profession: Rt/
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Quote:
Originally Posted by Washi
Did you even read my post? sigh....
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are you talking to me? because i did read your post... did you read mine?
if you don't like that idea, drop leach signet and have PI as your only interrupt. i'm literally not sure what you didn't understand about my post.
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