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Old Oct 31, 2008, 04:19 PM // 16:19   #1
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Hi everyone!

I was messing arround this aftenoon in work, and i just came whith the build i posted in here: http://gwshack.us/6e0d5

Initially i was thinking in some sort of balanced build with some type of condition spreading w/o loosing the main concept of a balanced build. Thats why u see there a ranger whith aply poison (poison condition), incendiary arrows (burning condition) and screaming shot (bleeding condition) or a necro whith plague sending and foul feast.
Consedering all this, i thought i could do something diferent whith that dervish but, i end concluding that if i want a condition pressure build, i had to get wounding strike on my derv altough i would like to play other elite in that derv.

I would like you guys gimme some opinions about the build and his viability and, if its not asking too much, some opinions about some sort of builds a bit diferent that the ones i presentend in there for the Dervish eleys or Necro (for this last one, i even tryed to insert Toxic chill but i alrdy had poison on ranger, and i tried discord but i dont know if its very viable given the relatively low quantitity of hexes....).

I would like to maintain a healthy discussion here, if you dont mind. It is very possible that i'm inserting something in that build that not works, i admit it right now, but i wouldnt like a discussion full of QQ/Ranc/Flame or other crap that would prevent us to analyse the build and unclover ways/profession builds/skills that would improve it. So pls, stick on topic and be nice to me and the other forum users

Tkx for your attention
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Old Oct 31, 2008, 05:31 PM // 17:31   #2
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Why have draw when you have foulfeast.
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Old Oct 31, 2008, 06:19 PM // 18:19   #3
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Quote:
Originally Posted by Zabe View Post
Why have draw when you have foulfeast.

Because i thought i had change it but i didnt. tkx for pointing that out.

Situation corrected here: http://gwshack.us/7991b

Any more opinions would be apretiated. ty
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Old Oct 31, 2008, 07:32 PM // 19:32   #4
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Quote:
Originally Posted by Zabe View Post
Why have draw when you have foulfeast.
or even RC for that matter? 2x boons or add a WOH/SOD I dunno.
I don't HA much but about 3 days ago I came across this condi build with I think 1xR/D, fevered dreams, daze was in there. Seemed pretty nasty.

Last edited by Ec]-[oMaN; Oct 31, 2008 at 07:37 PM // 19:37..
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Old Nov 01, 2008, 12:30 AM // 00:30   #5
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Needs more debil and savage shot over sloth and screaming on the ranger.

Death Pact on the ele since it's going to have the resto. Flesh on necro.

Enchanted Haste over signet of mystic speed.... or better yet, completely take out the dervish for a strong warriors endurance axe build + dash.
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Old Nov 01, 2008, 12:45 AM // 00:45   #6
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needs moar pew pew rangers
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Old Nov 02, 2008, 04:53 PM // 16:53   #7
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drop ward against elements. It's not needed unless you want ur team to camp AoE. Put in either eruption for blinds or ward against foes for some extra snares.
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Old Nov 02, 2008, 07:59 PM // 19:59   #8
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I don't know if you need an Earth ele AND a snare. You could probably drop one of them for an SH, and have more damage.
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Old Nov 03, 2008, 09:09 AM // 09:09   #9
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I messed a bit more in TB, and i change some skills and builds, acording whith the sugestions made here and made by other friends. So, the build can now be seen in here: http://gwshack.us/7991b

Quote:
Originally Posted by Narcin View Post
drop ward against elements. It's not needed unless you want ur team to camp AoE. Put in either eruption for blinds or ward against foes for some extra snares.
Question is:

1. I dont like double skills in the same build, I consider it a waste of skill slot despite some people run double skills in HA builds.

2. Since this build doesen't have a suport healing and attack character (as, for instance, is the case of the usual rit using oos, life, splinter, chaneled strike,...) i opted for the eruption, however i'm afraid that this build has too much defense...

Ty for your coments Narcin

Quote:
Originally Posted by Edwards View Post
I don't know if you need an Earth ele AND a snare. You could probably drop one of them for an SH, and have more damage.
In this case i have all my snares focused in a water eley and a part of my dmg/pressure in my earth eley. I agree that i could swap the earth eley for a SH one. But if i did that this build would fall under the usual HA balanced build with the fire eley. However, ty for your sugestion

Ok, now i just have 1 more question:

Since the Dervish i'm usin in this build is comunly used in HA, and given the fact i would like to do a condition pressure build, although balanced, i would like to know if someone have sugestions about another Dervish build. I knowthat nowadays, build have evolved to the point that cannot be more efficient (has someone said in this forum the other day) but would be fun to have something equally efficient but out of the comunly used

Tankx
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Old Nov 03, 2008, 06:51 PM // 18:51   #10
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First let me say that you do not have a condition pressure build. You have enough pressure from conditions that the enemies can't ignore it, but this build is only going to get kills on spikes and it will have a very strong spike. In fact the dervish, the mesmer, and the water ele have no pressure only spike potential. This is a spike build.

Ranger - Hunter's over screaming. Less energy, better spike compression. Where's Savage Shot?

Mesmer - Build is fine. However since your build is relying on Tainted, a Tainted or Inspired Enchantment on the other team will shut down your disease. Mirror of Disenchantment.

Earth Ele - Ward Against Elements is a waste of a slot. It is just not worth bringing. Churning Earth is kind of iffy, it is up only 5 out of 30 seconds; Churning shuts down fast movers (usually but not always melees) only during its duration, Eruption shuts down melees/paragons/rangers for its duration and until they get condition removal afterwards. Also Ward Against Foes is one of those skills that is so powerful in Halls itself. Yes, ok you have water snares. I'm not trashing water snares, but one snarer is easy to shut down and every team brings Spotless just because of water snares. Once foes is up, it lasts the full duration, and it fits just perfectly on the stairs. If you bring an Earth Ele, you bring foes.

Monks - Where is Prot Spirit? You don't need hex breaker if you have a convert and a decent ranger and mesmer.
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Old Nov 04, 2008, 11:06 AM // 11:06   #11
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Quote:
Originally Posted by Reverend Dr View Post
First let me say that you do not have a condition pressure build. You have enough pressure from conditions that the enemies can't ignore it, but this build is only going to get kills on spikes and it will have a very strong spike. In fact the dervish, the mesmer, and the water ele have no pressure only spike potential. This is a spike build.

Ranger - Hunter's over screaming. Less energy, better spike compression. Where's Savage Shot?

Mesmer - Build is fine. However since your build is relying on Tainted, a Tainted or Inspired Enchantment on the other team will shut down your disease. Mirror of Disenchantment.

Earth Ele - Ward Against Elements is a waste of a slot. It is just not worth bringing. Churning Earth is kind of iffy, it is up only 5 out of 30 seconds; Churning shuts down fast movers (usually but not always melees) only during its duration, Eruption shuts down melees/paragons/rangers for its duration and until they get condition removal afterwards. Also Ward Against Foes is one of those skills that is so powerful in Halls itself. Yes, ok you have water snares. I'm not trashing water snares, but one snarer is easy to shut down and every team brings Spotless just because of water snares. Once foes is up, it lasts the full duration, and it fits just perfectly on the stairs. If you bring an Earth Ele, you bring foes.

Monks - Where is Prot Spirit? You don't need hex breaker if you have a convert and a decent ranger and mesmer.

Ty for your coments Reverend!
Would like to give some justifications about my skill choices and explin why I agree whith your sugestions

Ranger - The reason why i chose screaming shot was to get the bonus of the bleeding condition. But, however, the dervish is using wounding strike whith gives bleeding alrdy...so i'll change screaming for savage. Being so i'll swap sloth hunter shot for savage shot and screaming shot for Hunter´s shot

Mesmer - As you said, tainted necros are very comun in HA. Being so, swaping mirror of disenchantment for Shatter will prolly give my build some advantage.

Earth Eley - Swaping churning and ward against elements for Ward against foes and grasping earth

Water Eley - whith the above changes on the earth eley, dont know if the water eley would make much sense in here. However, i have some doubts abut the eficacy of a eventual cambio to a fire eley since there is burning in the ranger. Being so, i was wondering if a Air Eley would be nice to add up to the team build i'm proposing.

Monk - I prefer healing seed for the olding altars instead of the Prot spirit. However we can't negate the huge amount of hexways that are running in HA nowadays.... Anyway, i'll swap seed for hex breaker

Ty again for your coments. The changed build can be found here for further coments or even if someone wants to try it out:

http://gwshack.us/d8492
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Old Nov 04, 2008, 07:16 PM // 19:16   #12
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Keep sloth, its great on spike, swap out natural stride. This isn't GvG your ranger won't need to split off that much.

Mesmer, keep shatter. In good hands having a properly timed shatter on a spike is the difference between the target taking no damage and dying. Drop rend, if you feel you absolutely need a rend, throw it on the necro.

Put in Eruption its too good to avoid using on an earth ele, leave out grasping you already have a hex based snare, foes is just too good to avoid.
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Old Nov 05, 2008, 08:54 AM // 08:54   #13
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Quote:
Originally Posted by Reverend Dr View Post
Keep sloth, its great on spike, swap out natural stride. This isn't GvG your ranger won't need to split off that much.

Mesmer, keep shatter. In good hands having a properly timed shatter on a spike is the difference between the target taking no damage and dying. Drop rend, if you feel you absolutely need a rend, throw it on the necro.

Put in Eruption its too good to avoid using on an earth ele, leave out grasping you already have a hex based snare, foes is just too good to avoid.
I opted to make the folowing changes:

http://gwshack.us/dbe9e

ty for your coments
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Old Nov 05, 2008, 10:47 AM // 10:47   #14
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I think it would be better to drop the d-pact on the mes and put it on the snare. Also i think the taint could use a GoLe on that bar.

Just my two cents.

Funny how people slowly get this build into standard bars.
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Old Nov 05, 2008, 12:02 PM // 12:02   #15
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Quote:
Originally Posted by Crom Bocca View Post

Funny how people slowly get this build into standard bars.
Tryed to run away from standars when i start thinking on the build, but i think, in the end, its what i'll get: just a standart balanced build...


Changed build here: http://gwshack.us/dbe9e

1. Mesmer returned to the usual bar whith rend. Diversion on tainted should be enought to shut down a eventual oposing tainted getting Mirror obsolete;

2. I, personally, like signet of lost souls more when compared whith GoLE since this last one gives 15 energy every 30s and sig of lost souls give 14 energy every 16s (or 28 energy every 28s) whith 10 (9+1) in Soul reaping.

3. ty for your coments once more
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