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Old Mar 17, 2007, 05:50 AM // 05:50   #1
Wilds Pathfinder
 
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Default Help with GvG Build

ok, so ive spent the last couple of days helping tweak my buddys gvg build, and ive done about as much as i can do, so i bring it to yall now:

http://gwshack.us/1f850

its pretty straight forward, cookie-cutters all around. but ive gone back and forth on a couple of issues, and id really appreciate any and all comments:

1) the mesmer. there just are never enough slots on a mesmer bar to pack everything you really want. basically its come down to three different skill pairs: e-burn & shame, EP & DD, p-drain and sig of humility. and we have had a hard time picking which two pairs to bring, or which ones to mix and match (e-burn & sig of humility or p-drain?).

2) the necro. while trying to come up with something that wasnt just your standard reapers necro (we couldnt), the skill corrupt enchantment came up more than once. so i wanted to ask some of the more experienced gamers if yall think its at all viable on a necro like this? or does all that degen just end up being wasted? its low cost, fast recharging enchantment removal, which this build does lack. and if so, what else should i spec into with high SR no longer needed? another skill that came up was wither. love it since the update, but would it be worth bringing along? not really looking for something better than reapers, just something different (as long as its not totally gimped).

3) the ZB flagger. ive seen this run around a lot recently, and it seems to fair pretty well in the base against ganks. but i still love my an old prodigy flagger. it seems to be a matter of good npc healing/lower utility of the ZB vs the higher utility/party-wide healing of the prodigy ele. and then theres the rit, which the more i see, the more i like. this last slot has seen the most changes, and im burnt out discussing it, so what do yall think?

and plz dont limit your advice or comment just to these topics. any and all comments are welcome. thanks in advance.

*edit*tweaked the attributes on the Divert Monk. they were screwy holymasamune, thanks. but i need the 12 on the LoD for a 10 sec aegis.

as for splits, i dont, but my friend (who will be running it) does. so lets go with probably on the split issue.

Last edited by ss1986v2; Mar 17, 2007 at 06:59 AM // 06:59..
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Old Mar 17, 2007, 06:44 AM // 06:44   #2
Div
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Personally, I might run something like 11 fast cast, 11 inspiration, and 10 domination on the mesmer

Again, just preference, but I'd rather see 8 air magic on the runner so it doesn't have to cast storm djinns as often.

For the Divert monk, definitely run max prot, 10 heal, and 10 divine. That gives another second on aegis and SoA and makes them a lot more effective. If you can get 10 seconds on aegis with 11 prot, then I'd drop prot down and run max healing (12+1+1)

Also, are you planning a split or no? The build can vary slightly depending on if you plan to split.

Last edited by Div; Mar 17, 2007 at 06:54 AM // 06:54..
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Old Mar 22, 2007, 09:25 AM // 09:25   #3
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i guess the lack of attention for the build could be a good thing or a bad thing. either its so bad, no one bothers saying anything, or its good enough that no one has anything to add.

a couple more things:

we were thinking of switching up the dev hammer for a bit more of a backbreaker/linebacker kind of warrior. do you think it would work, going the disruption over dmg route with this build?

also, with the divert monk, my support of divert has been wavering as of late. is it worth the elite slot, even being somewhat situational, or am i just better off with the veils and a purge thrown in? and if not, what would ya suggest for an elite?
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