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Old Feb 14, 2008, 06:32 PM // 18:32   #1
JR
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Default Split Build

For the purpose of discussion I have decided to post up a split build I have been playing around with recently. I believe it capitalizes on most of the flaws in the metagame at the moment, whilst sticking to my personal preference of being basically a strong split build.

The main split is the two E/D Fire Ele's obviously, which I think quite frankly as a pair are broken as hell with decent players on them. Chain galing and spamming ranged DPS, with a perma 33% speed boost and blind to boot.

As usual there are multiple characters that can split, allowing you to adapt and counter your opponents.

http://gwshack.us/c906a

Last edited by JR; Feb 15, 2008 at 08:25 AM // 08:25..
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Old Feb 14, 2008, 11:44 PM // 23:44   #2
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Monk bars? I don't think that infuse is that good, especially not on a split build. Also, dismiss on the RC seems useless, though I guess you might be running it solely for the self-heal, still seems like a waste though.

Vengeful weapon?

What what can you do if the other team forces you into an 8v8? I mean, this build might get owned by simply camping the base and waiting. It seems like you have a couple of strong VoD characters (rit, 2 fire eles), but any decent team is going to own your fire eles with interrupts and then stomp on your monks, which won't be nearly able to stand up to archer damage without other defense and aegis.

Oh, and your first eles attributes are messed up.
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Old Feb 15, 2008, 12:46 AM // 00:46   #3
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I'd definitely say it's worth running a Major Fire rune on those ele's, the damage from Immolate and Mind Blast still won't trigger Spirit Bond, the extra energy from Mind Blast is helpful, and the health loss doesn't really hurt them, they're still pretty survivable.

On the rit, I've never really found Vengeful to be particularly strong, apart from when you've basically got free reign of their base, and all you need to do is spam Remedy and Vengeful and Ancestor's on recharge on whatever is tanking damage from their NPC's. In a lot of situations where they might have offense back, the energy costs of needing to use Warding as well means that you can only really afford Remedy and Ancestor's. I think that going Rt/A and bringing Dark Escape+ Dash for survivability, or bringing Warmonger's Weapon which is nuts on splits would be better. I'd also change the attributes on it, 7 spawning power doesn't give any advantage over 3 spawning power on Weapon of Warding, which is the only weapon spell where duration really matters. I also prefer to run 14 in Channeling for the more powerful Splinter Weapon and Ancestor's, although I can see how 14 Restoration might be stronger when there aren't as many 8vs8 engagements.

Also, this is a really minor point, but if you swap the attributes and rune placement on the crip shot around a bit, you can get 11+2+1 Expertise, 10+1 Marks, 10+1 or 9+1 Wild and 1 or 4 Prot.
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Old Feb 19, 2008, 03:46 PM // 15:46   #4
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Yeah, I had a similar idea with the 2 ele/d thing. But stand fighting would be almost impossible to accomplish, imho. Without reliable defense to mitigate melee damage, monks will just get trained and destroyed.
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Old Feb 20, 2008, 08:36 AM // 08:36   #5
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You need a mesmer or magebane against diversion + a blinder shutdown would be useful. Since its a ded. split why doesn't the dev hammer have any heal?
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