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Old Apr 17, 2007, 02:04 PM // 14:04   #1
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Default Criticize my build

Here it is: http://gwshack.us/1dad2

(hey, i am noob! be sensitive)

notes:
* Pets provide distraction, if I send two heroes on radar it looks like whole party/ majority of party is going to cap that shrine, confuses people a lot. Also, they do help a lot to power throught stuff like union or displacement.
* Damage sprits and unsupervised heroes love to attack pets and leave players alone.
* Microing pets is esential - they provide interupts and bodyblock. If enemy has two monks, micro pets on one and spear the other one, ai will use prots badly and target which pets are mauling will spend considerable time on ground and with distracted skills.
* Some efects (stance beaking, dw) are spread over whole party, that way pretty much any char can be sent on split.
* Healing is roughly ~ 25hp per second, not much but allows to stay in combat long enough to get rid of oposing side ... usually.
* 660HP on rangers and 655 on Paragon.

My victory ratio is 3:1, but i somehow feel it was mostly luck ... my usually tactics is to split to two squads and go cap, when opportuninty appears, rejoin squads and gank whoever is vulnurelable.
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Old Apr 17, 2007, 05:05 PM // 17:05   #2
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It can take an unprepared team by surprise, but it leaves itself too vulnerable to many general counters. You're vulnerable to all hexes and have no condition removal. A single hit of Blurred Vision or Shadow of Fear and your attack power drops to insignificant amounts. You have no anti-block skills, no snares, and no way to remove enchantments. If you're attacking a target that casts Shield of Regeneration, it would almost always be better to switch targets, and that's not reliable.

While you have a crapton of healing, there is no active protection. If you get killed, then the rest of your team has no leadership, and the damage goes down considerably. Expect experienced players to go directly after you once they realize this.

This type of build has been used plenty of times with Rampage as One, because Rampage provides a fantastic increase in attack pressure and efficientcy. Even then, a single monk with a half-decent hexing midline can keep himself alive because there are no enchant strips. The main way to score a kill would be to force an interrupt to Gaurdian. Imagine how tricky that might be against two-monk builds.

Lastly, no snares means that retreating builds can do whatever they want and just have you chase them without consequence. They could split up, and you and yours could be chasing or split yourself, but eventually, a team with snares will easily beat a team without snares, because they are the ones who choose where and when to fight.

Hope that helps.
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Old Apr 17, 2007, 07:20 PM // 19:20   #3
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Thanks for advice.

Guess P would loose pet, become P/Me with divert hexes and fallback, team member will get get Remedy signet instead of predatory bond.
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Old Apr 19, 2007, 04:50 AM // 04:50   #4
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Actually hexes aren't too big of an issue because of your ability to split. Most builds that run hexes that can hurt you (Necro curses) run the A/w, Rt, N, Mo spirit spam crap. If you split and cap 3 shrines and deny the Assassins ability to run you'll outpip them for morale. If they choose to split 2-2, there is no combination that can kill you while still staying alive, if they 4-0,3-1 split off the center you send one team to the center shrine and the other team to the shrine with one person.

The main weakness in this build is the lack of snares. Humans (hell sometimes even AI) can run right through without taking too much damage due to kiting. Then, if they have snares you'll be stuck chasing them around 50% slower.
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Old Apr 30, 2007, 10:39 PM // 22:39   #5
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I really like it. maybe you could make some room for nature Rituals? i'd suggest natures renewal, tranquility, and quickening zypher. maybe you could even make preditory season work.

i forgot i was talking about HB lol, on bigger maps it might be harder to play because of splits. If i ever played this build i would include a couple spirits, though.
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Old Feb 23, 2008, 09:54 PM // 21:54   #6
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nice idea for a split build but like the others advised, the lack of any hex or condition control would be your undoing. Also Predatory Bond is not a viable self heal, it lasts only half it's recharge and will not out heal AoE which the Heroes on defensive will stand in and burn to death.

R/P's are solid but have to be set up specifically to fuly exploint AI skill usange. Signet of Synergy is nice but a hero on defensive is only sparingly going to give a crap about healing you and will simply just use HaO on themselves.

R/P Expertise 12+2 Beast 9+1 Spear 9
remedy sig, HaO, whirling defense, poisonous bite, barbed spear, disrupting lunge, disrupting throw, charm animal

That is what my R/P's run, which may or may not be the industry standard for R/P altar hold heroes. You can probably make a functional parabot healer but only if you make it totally heal orientated, heroes rarely pull the heal me attack you concept too well.

Last edited by Kiasyd117; Feb 23, 2008 at 10:02 PM // 22:02..
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Old Feb 24, 2008, 02:41 PM // 14:41   #7
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I'd suggest that you take a copy of maiming strike or maiming spear.

Also, brutal strike is pretty amazing (though it can be energy hungry). I'd take at least a copy of it in any build with pets just because of +70 damage when under 50%.

And you definitely don't need 3 copies of wild throw, at least I don't think that you should.

Enchant shouldn't be too big of a problem as long as you spread out your damage. Against most sin builds you're going to want to spread damage at least to the monk and sin, and possibly the other monk if they have one. Always keep in mind that you're damage goes down to nothing against a single target with a prot and that it also gets a lot of reduced efficiency against split characters with self-healing (though it can reduce pressure by forcing them to use it).

The main fear IMO is that your guys can't really split solo because of signet os synergy, which means that you're pretty much limited into a 2-2 split.
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