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Old Dec 08, 2007, 12:59 PM // 12:59   #1
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Default Making TA build need tips

Good day all. I was bored and I made this nice build for TA battles. Objective is draining the opponent's energy. Maybe people got some tweaks?
Thanks in advance.

Debilitating Ranger

Expertise: 11+1+1
Wilderness Survival: 8+1
Marksmanship: 10+1
Protection Prayers: 6

[skill]Magebane Shot[/skill][skill]Distracting Shot[/skill][skill]Aura Of Stability[/skill][skill]Debilitating shot[/skill][skill]Natural Stride[/skill][skill]Apply Poison[/skill][skill]Purge Signet[/skill][skill]Resurrection Signet[/skill]

Fear the axe

Strength: 8+1
Axe Mastery: 12+1+1
Tactics: 10+1

[skill]Steady Stance[/skill][skill]Disrupting chop[/skill][skill]Drunken Blow[/skill][skill]Desperation Blow[/skill][skill]Wild Blow[/skill][skill]"Fear Me!"[/skill][skill]Rending Touch[/skill][skill]Resurrection Signet[/skill]

Depravity necro

Soul Reaping: 12+1
Curses: 12+1+1

[skill]Depravity[/skill][skill]Reckless Haste[/skill][skill]Price of Failure[/skill][skill]faintheartedness[/skill][skill]parasitic bond[/skill][skill]Glyph of Lesser Energy[/skill][skill]Glyph of concentration[/skill][skill]resurrection signet[/skill]


Monk

Divine Favor: 9+1
Protection Prayers: 12+1+1
Wilderness Survival: 9

[skill]Zealous Benediction[/skill][skill]Guardian[/skill][skill]Shield of Absorption[/skill][skill]Reversal Of Fortune[/skill][skill]Dismiss Condition[/skill][skill]Holy Veil[/skill][skill]Spirit Bond[/skill][skill]Natural Stride[/skill]

Last edited by bungusmaximus; Dec 14, 2007 at 01:19 PM // 13:19..
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Old Dec 08, 2007, 01:23 PM // 13:23   #2
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Megabane is god in arenas. And if you want energy denial melee. Crip slash isn't best for that job. Also your mesmer need to have powerleak i think.

Last edited by Targuil; Dec 08, 2007 at 01:26 PM // 13:26..
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Old Dec 08, 2007, 01:28 PM // 13:28   #3
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take a Fear-me assassin for e-denial, and just have him use siphon speed to snare opposing melee
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Old Dec 08, 2007, 01:34 PM // 13:34   #4
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Quote:
Originally Posted by Teh [prefession]-zorz
take a Fear-me assassin for e-denial, and just have him use siphon speed to snare opposing melee
and then absolutely lack damage!

you either use;

2 rangers with debshot
a ranger with debshot and a full e denial mes speccing into dom (esurge)
two mesmers, one dom and one inspiration
an inspiration mesmer with a curse nec (forgot the elite, depravity?), it's actually quite underrated in hexbuilds.
+ possibly steady OR a basic evis shock with fear me (won't spam fear me as much but works, too) -- imo cripshlash won't work good with that setup.

a fun replacement for your melee in a normal hexway (dual mes, mes nec etc) could actually be a deadly arts soj spammer. i found them way harder to face in such builds than a normal melee, but meh.

ranger definately needs a new elite, magebane would work i guess. i'd also prefer a veil on him.

monk looks meh, i always find balanced stance to be really useless but your choice on monk support i guess.

maybe another idea for your mesmer; work around with signet of illusions. i'm sure you could end up with some nice build.

fix your attributes by the way, majors are hurting my eyes.

though, from my own experience, e denial takes wayyyy too long. and if you screw up the start it's gg.
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Old Dec 08, 2007, 01:36 PM // 13:36   #5
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Quote:
Originally Posted by Targuil
Megabane is god in arenas. And if you want energy denial melee. Crip slash isn't best for that job. Also your mesmer need to have powerleak i think.
Yeah thought as much, fixing ranger to begin with.

Quote:
Originally Posted by Mokone

you either use;

2 rangers with debshot
a ranger with debshot and a full e denial mes speccing into dom (esurge)
two mesmers, one dom and one inspiration
an inspiration mesmer with a curse nec (forgot the elite, depravity?), it's actually quite underrated in hexbuilds.
+ possibly steady OR a basic evis shock with fear me (won't spam fear me as much but works, too) -- imo cripshlash won't work good with that setup.
Depravity kinda makes sense, necros can prevent getting pwned by melee too. I think i'll look into option 2 though, I like both mesmers and rangers a lot and something to own res signets is never a bad thing. Eviscerate warrior might pack some more punch then my crip slash, would miss an enchant remove though, got to look into that for a sec.
Quote:
Originally Posted by Mokone
fun replacement for your melee in a normal hexway (dual mes, mes nec etc) could actually be a deadly arts soj spammer. i found them way harder to face in such builds than a normal melee, but meh.
Can't find people that actually want to play that, don't like it too much either. I guess I just have some warrior fetish.
Quote:
Originally Posted by Mokone
monk looks meh, i always find balanced stance to be really useless but your choice on monk support i guess.
Pack stride and spirit bond maybe?
Quote:
Originally Posted by Mokone
fix your attributes by the way, majors are hurting my eyes.
That would be headpieces, fixing it.

Last edited by bungusmaximus; Dec 08, 2007 at 01:59 PM // 13:59..
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Old Dec 08, 2007, 02:35 PM // 14:35   #6
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You won't need 14 exp on the ranger for Magebane, drop to 13 and save some att points.

Since you're going with an e-denial theme, I'd use a Steady Stance Warrior for pumping out Fear Mes and providing defense against physicals with Watch Yourself (since there's basically no anti-melee in the build).

A standard Surge/Burn/Diversion/Pleak Dom mes would probably work better instead of the one posted - it's just not much of a threat. A Depravity or a Wither/Malaise Necro could work too.
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Old Dec 08, 2007, 09:45 PM // 21:45   #7
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Quote:
Originally Posted by Sab
You won't need 14 exp on the ranger for Magebane, drop to 13 and save some att points.
Makes sense, fixed. Longer aura of stability will help a lot. TA players have some sort of knockdown fetish.
Quote:
Originally Posted by Sab
Since you're going with an e-denial theme, I'd use a Steady Stance Warrior for pumping out Fear Mes and providing defense against physicals with Watch Yourself (since there's basically no anti-melee in the build).

A standard Surge/Burn/Diversion/Pleak Dom mes would probably work better instead of the one posted - it's just not much of a threat. A Depravity or a Wither/Malaise Necro could work too.
I tried messing around with depravity and it's pretty sexy, looking into that. At least I can take measures against melee as well when I run a necro. I'm afraid you're right about the SS warrior, man this build is becoming cheesy .

Update: How about this for a necro?

Soul Reaping: 12+1
Curses: 12+1+1

[skill]Depravity[/skill][skill]defile defenses[/skill][skill]faintheartedness[/skill][skill]parasitic bond[/skill][skill]rip enchantment[/skill][skill]draw conditions[/skill][skill]Signet of Lost Souls[/skill][skill]resurrection signet[/skill]

not too much damage, just a bit degen, less punchy then the mes but pretty mean nonetheless. In this build is something against physicals as well and because there are more spammable hexes there is more chance that Depravity will stick for a while. Rip enchantment takes care of veil and defile defenses should take care of monks and rangers using pesky stances.

Updated the warrior too.

Last edited by bungusmaximus; Dec 09, 2007 at 02:29 AM // 02:29..
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Old Dec 09, 2007, 08:21 AM // 08:21   #8
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Builds with no support generally fail in TA. Your build is one of attrition, but with nothing acting as support, your monk won't survive long against a decent offense. 1 decent crip shotter will own your damage.
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Old Dec 09, 2007, 12:40 PM // 12:40   #9
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Quote:
Originally Posted by Lord Natural
Builds with no support generally fail in TA. Your build is one of attrition, but with nothing acting as support, your monk won't survive long against a decent offense. 1 decent crip shotter will own your damage.
if it's that much of a threat, you can just keep the cripshot down with dshot. eventually e denial will kick in, and you got quite a lot support, just in another way.

your nec doesn't need SOLS and draw, you can kick both for more anti melee, or just keep SOLS and take recklass. if your monk can't do fine with dismiss, a ranger and e denial something will be wrong vs conditions.
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Old Dec 12, 2007, 12:33 PM // 12:33   #10
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In my experience, E Denial pressure is one of the least effective types of pressure.
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Old Dec 13, 2007, 10:57 AM // 10:57   #11
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-Purge signet on the ranger over Veil.
-Warrior shouldnt have rush tbh, I'd put a Rend Enchantments to take care of heavy prot, ebon dust, and covered attunes. Bstrike could be traded for Wild Blow since most TA monks are carrying stances.
-The original mes looks pretty worthless; glad you scrapped it.
-The necro doesn't need both Defile and Parabond; choose one or the other. Definitely take reckless. You won't need rip with the warrior's Rend. Basically I'd rework that entire bar except for res sig, Depravity, faint, and your choice of cover hex. I'd consider taking mantra of concentration; it can provide a window of opportunity for you to reckless the ranger and spread hexes if you're getting camped by a magebane (which will probably happen alot). I can see this build getting rolled by heavy physical otherwise.

That build actually looks pretty mean. If you can keep depravity on the monk and crank out the fearme's, you should be able to pressure out the other team fairly quickly.

Last edited by icedwhitemocha; Dec 13, 2007 at 11:04 AM // 11:04..
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Old Dec 14, 2007, 01:05 PM // 13:05   #12
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I'm going with icedwhite's tipsies on this one, at least everything is covered that way. I'm going to have to get used to playing warrior without a run stance though, but hell, wild blow and rend are solid. Necro has been reworked indeed, the initial bar kinda sucked.

Purge is just too beautiful, first time the monk got dazed I regretted not taking it already. After the tweaks of the people this build is all of a sudden full of cheese, but at least it works a lot better, so thanx for the help all .

Now to finding a team that wants to play this, many people have the tendency to be stubborn and refuse to change their builds. Guess I'll have to find myself a solid pvp guild :P.

Last edited by bungusmaximus; Dec 14, 2007 at 01:32 PM // 13:32..
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Old Dec 20, 2007, 02:52 AM // 02:52   #13
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Break point for natural stride is 8 wilderness, so you can add some more in divine, just thought I'd point that out.

Oh and for the warrior: 14 tactics > 14 axe on that template. You get breakpoints for steady and fear me, as well as stronger bonus damage from the drunken skills. You generally want to have watch yourself and healsig on that bar too for pressure relief, but I guess that's more preference.

Honestly, in my experience I find you deny more energy when you create generally powerful builds which force the monk to prot/heal as opposed to a team with bars dedicated to energy denial. Since you are dedicating spots on the skill bars to just specifically draining energy instead of other forms of pressure which could lower energy (but with other effects or utility), the overall need to even spend energy is lowered. This means even if the monk has 30 energy instead of 50, if he doesn't need to use that 30 energy what good did that actually do?

I dunno if that made much sense, but the bottom line (imo) is that running high pressure builds creates as much energy strain on the other team, if not more, than running team builds targetting e-denial.
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Old Dec 20, 2007, 12:35 PM // 12:35   #14
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Quote:
Originally Posted by Dagger Wagger
Break point for natural stride is 8 wilderness, so you can add some more in divine, just thought I'd point that out.

Oh and for the warrior: 14 tactics > 14 axe on that template.
Or he could just lower Strength.
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Old Dec 20, 2007, 06:29 PM // 18:29   #15
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Quote:
Originally Posted by Seraphim of Chaos
In my experience, E Denial pressure is one of the least effective types of pressure.
This is only true if it isn't played effectively. The problem with it is that you have to survive the other teams initial surge with no deaths, otherwise they won't be really feeling the pressure. A build like this is not going to win matches quickly.

I really think the build needs more hexes somewhere to pull off the depravity. You are throwing all your eggs into one basket with just the necro packing hexes. The build is also pretty light on enchant removal (preveil should rape depravity if the opposing monk is decent).

I don't really like Natural Stride on a monk. It appears to me you are sacrificing too many attributes for one self survival skill.
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Old Dec 20, 2007, 06:50 PM // 18:50   #16
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Natrual Stride ends if you get an enchantment cast on you or you get hexed. THe mnok is carring 5 enchantments, plus we all know TA is rather Hex heavy place. So I don't see the NS being much use on the Monk or the Ranger.

With Purge Sig on the Ranger I would get the expertise up as High as could be afforded, Rangers are made to manage energy, that Sig could be a harsh drain, may aswell resurve as much as possible.

I love rending touch on a melee, low recharge, low E cost, but with a prot Monk the Warriors got to use it right and not rend off one of his own enchantments thats keping him alive at the time.

Depravity could hurt a Monk, but it needs to be very well covered, Maybe find another hex that casts faster (less than one sec) to cover it then hit him with Parasitic, keep the big one buried one or two deep.

Dagger Wagger who the hell let you in here? Sup man how you doin?
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Old Dec 20, 2007, 07:26 PM // 19:26   #17
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<- has been running NS Monks for ages, never had a problem. guess you're doing it wrong. :P they won't throw hexes at you, they usually pre-cast defile, and not hex you again after you use NS, because necros usually have different things to do than camp a monk for NS. lol

Ranger energy are fine with -5 e set, and a possible +5e bow with pre casting apply so you don't lose a lot. you should not have a single reason to run more than 14 EXP.
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Old Dec 20, 2007, 08:46 PM // 20:46   #18
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Quote:
Originally Posted by Mokone
<- has been running NS Monks for ages, never had a problem. guess you're doing it wrong. :P they won't throw hexes at you, they usually pre-cast defile, and not hex you again after you use NS, because necros usually have different things to do than camp a monk for NS. lol
This is true, but it still doesn't justify putting 9 into Wilderness Survival. I'd rather blow those attributes on something that would help my team more than myself, however if I was forced to blow them on self-survival I would go with Disciplined Stance over Natty Stride simply because I could meet the requirements of the shield I'm running along with a higher block rate and +armor. Obviously, Disciplined sacrifices a bit on recharge and duration when compared to Natty Stride but the benefits are greater than the costs in my eyes.

That being said, I still would try to find a better use for those attributes.

Last edited by TheHaxor; Dec 20, 2007 at 08:49 PM // 20:49..
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Old Dec 20, 2007, 08:50 PM // 20:50   #19
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Quote:
Originally Posted by TheHaxor
This is true, but it still doesn't justify putting 9 into Wilderness Survival. I'd rather blow those attributes on something that would help my team more than myself, however if I was forced to blow them on self-survival I would go with Disciplined Stance over Natty Stride simply because I could meet the requirements of the shield I'm running along with a higher block rate and +armor. Obviously, Disciplined sacrifices a slightly on recharge and duration when compared to Natty Stride but the benefits are greater than the costs in my eyes.

That being said, I still would try to find a better use for those attributes.
it's 8 WS. still, your points are valid -- but it's up to personal preference anyways. :P

speedboost is just too good, especially vs warmonger, when you can sprint a head, get the FC on guardian and be saved.

though, IF you spec in 9, i'd definately go with tacs and disciplined...but seeing how i don't, it's natty.
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Old Dec 20, 2007, 09:06 PM // 21:06   #20
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Quote:
Originally Posted by Mokone
it's 8 WS. still, your points are valid -- but it's up to personal preference anyways. :P

speedboost is just too good, especially vs warmonger, when you can sprint a head, get the FC on guardian and be saved.
Haha yeah I see how that would be useful. I would hope that your teammates would figure out they should probably interrupt warmonger's though =P

It is pretty sad that a skill like Warmonger's can basically force people to take certain skills in order to counter it. I'd like to see the cast time made longer on it (making it really easy to interrupt) .
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