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Old May 23, 2006, 10:58 PM // 22:58   #1
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Guild: Diversionary Tactics[DT]
Profession: R/
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Default Unknowns HA Shutdown Firespike

Damage:

E/Mo
Earth Attune
Glyph of Energy
Ward vs melee
Ward vs foes
EQ
AS
Draw condit

Me/A
Cry of Frust
Dash
Siphon Speed
Blackout
Shroud of Silence
Drain enchant
Unnatural Signet
Res

W/E
Evicerate
Executioners
Bulls
Shock
Frenzy
Sprint
Endure Pain
Res sig

2 Fire Spikers E/*, E/N
Ele attune
Fire attune
Meteor Shower
Flame Burst
Fireball
Rodgorts Invocation
Windborne or Nectrotic Traversal

Backline:

Me/Mo prot
Prot spirit
Gaurdian
Reversal
Mend ail
Mend condit
Expel hexs
Aegis
Channeling

Healing Hands Monk(replace WoH if a very advanced monk)
Mo/Me
Kiss
Hands
Oro
Other
HP
Seed
Chan
Veil

Sb/Infuse

Possible Replacements:
A/W(replace for war, better for calling)
Shove
Falling spider
Horns of the ox
Twisting Fangs
Leaping Mantis Sting (other skills can be used here)
Fox Fangs (other skills can be used here)
Dash(or sprint)
Res

WoH for HH

Explanation:
Me/A blackouts/shrouds 2 monks and crys bonder
Warrior + Fire Eles spike warriors target on addrenaline,
you take mesmers, warders, spikers, first etc
Rest of builds self explanatory

any suggestions? i won halls with this once with a decent team but any think it could be improved?

Last edited by Unknown Magics; May 25, 2006 at 04:52 AM // 04:52..
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Old May 25, 2006, 12:45 AM // 00:45   #2
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Looks like an interesting build but here are my comments regarding it:

1) Why does the mesmer need siphon speed? In my opinion, dash is more than sufficient for moving close to the target for blackout (if this is in fact what you are using speed for).

2) Warrior should drop endure pain for distracting blow. This will allow him to disrupt skills twice instead of once - very useful for altar capping.

3) On the prot monk, it may be better to replace mend condition for inspired hex or drain enchant since you're going to put at least 6 inspiration for channeling. I like the expel idea though!

4) On the heal monk, I would recommend replacing others with drain enchant.

Overall, this is a great build and I can see why this won halls. My favorite aspect of this build is how you incorporated expell hexes into the prot monk; unforunately, your group may face some problems against mass condition builds such as ViM, iway, and air spikes (enervating charge and blinding flash). Perhaps the prot monk could bring draw conditions instead of mend condition.
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Old May 25, 2006, 03:33 AM // 03:33   #3
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I count ten players? Can you make your post more clear or easier to read? Thanks.
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Old May 25, 2006, 04:57 AM // 04:57   #4
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Siphon speed is because you will often end up with a bit of extra pressure following you, so you cast it before and then when it runs out you use dash, its also because dash has long recharge time(plus havnt looked too hard to replace it yet).

Draw is on the Warder =] look at top
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Old May 25, 2006, 12:44 PM // 12:44   #5
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here's the build in gwshack style:
http://www.gwshack.us/05bbe

but id say its more a dmg overload than a spike
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Old May 25, 2006, 01:44 PM // 13:44   #6
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Drop mend condition on the me/mo and toss in convert hexes or holy veil.

You only have three hex removals. Two have 12 rechange, one with a 20. I guess it would work out if you have good players, but it would be hard.

Spiteful + cover on warrior...Two gone, only one left to remove Migrain if any.
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Old May 25, 2006, 03:16 PM // 15:16   #7
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no the build has 4 hex removes
u missed expel hexes, which removes 2 hexes with a 8 second recharge
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Old May 25, 2006, 06:26 PM // 18:26   #8
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Quote:
Originally Posted by dare49devil
You only have three hex removals. Two have 12 rechange, one with a 20. I guess it would work out if you have good players, but it would be hard.
Three hex removals is more than enough for HA. Four is nice to have if you can fit it. I find that hex removal is only the 2nd best counter to hexes. The best counter to hexes is to interrupt the key ones as they are being cast (migraine, spiteful spirit, diversion, etc.) and ignore the follow-ups (conjure phantasm, parasitic bond, etc.). Interrupts are always useful to have no matter which type of team you are facing whereas more hex removals can often mean just more dead skills on your bar.
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Old May 25, 2006, 09:19 PM // 21:19   #9
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Quote:
Originally Posted by grom17
but id say its more a dmg overload than a spike
you call 3 2 1 count downs on targets, and during that time the mesmer shuts down monks which it will be doing almost endlessly anyway.
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Old May 25, 2006, 10:06 PM // 22:06   #10
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Quote:
Originally Posted by Divineshadows
Interrupts are always useful to have no matter which type of team you are facing whereas more hex removals can often mean just more dead skills on your bar.
Quoted for truth.
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Old May 25, 2006, 10:16 PM // 22:16   #11
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why the Me/Mo ? he uses 2 mesmer skills, of which one is mesmer-attribute-linked. And apart from aegis and guardian, the skills he carries don't benefit much (if anything) from fast-casting.

make it a Mo/Me, give him expel hexes if you want, but at least you'll get a divine favor boost for your monk spells
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Old May 26, 2006, 06:39 PM // 18:39   #12
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Me/Mo so that things like NR, migraine, interrupters, knock downs etc dont affect you, its for the fast cast, you run 15 fast cast, 12 prot, 7 insp
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Old May 29, 2006, 04:36 PM // 16:36   #13
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I changed a skill on the fire spikers so their bars look like this

2 Fire Spikers E/*, E/N
Ele attune
Fire attune
Meteor Shower
Bed of Coals <--- new
Fireball
Rodgorts Invocation
Windborne or Nectrotic Traversal

bed of coals is awesome with all the knock down going on between dual meteor showers, eq, and Warrior or Assassin.

I also decided that an A/W caller is about 10 times better.

So new setup looks like this
http://gwshack.us/c94f7

Last edited by Unknown Magics; May 29, 2006 at 05:01 PM // 17:01..
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Old May 29, 2006, 06:33 PM // 18:33   #14
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i would chance the a/w to an a/mo with those skills:

Critical Strikes: 11 (10+1)
Dagger Mastery: 15 (11+4)
Shadow Arts: 11 (10+1)

Leaping Mantis Sting (Dagger Mastery)
If Mantis Sting hits, target foe takes +20 damage. If this attack strikes a moving foe, that foe is Crippled for 16 seconds.
Energy:5 Cast:0 Recharge:8

Jungle Strike (Dagger Mastery)
Must follow a lead attack. If it hits, this attack strikes for +20 damage. If it hits a foe that was Crippled, it does +31 damage.
Energy:5 Cast:0 Recharge:10

Twisting Fangs (Dagger Mastery)
Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +10 damage and struck foe suffers from Bleeding and Deep Wound for 20 seconds.
Energy:10 Cast:0 Recharge:15

Aura of Displacement [Elite] (Assassin None)
When you cast Aura of Displacement, Shadow Step to target foe. When you stop maintaining Aura of Displacement, you return to your original location.
Energy:10 Cast:0.25 Recharge:15

Shadow Refuge (Shadow Arts)
For 4 seconds, you have a 50% chance to "evade" attacks. When Shadow Refuge ends, you are healed for 96.
Energy:5 Cast:1 Recharge:8

Dark Escape (Shadow Arts)
For 12 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack.
Energy:5 Cast:0 Recharge:30

Contemplation of Purity (Divine Favor)
Lose all Enchantments. For each one lost, you gain 6..65 Health, lose one Hex, and lose one Condition.
Energy:5 Cast:0.25 Recharge:5

Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
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Old May 30, 2006, 12:58 AM // 00:58   #15
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2 reasons i set up my A/W (could actually be A/* but whatever) like i did is because i want to use him for knock downs, and so that he can have 2 sets of strong combos which includes 2 dual strikes. Plus with my setup you can call on your combos better, as in with yours you would need to wait for things like Aura of displacement and your single combo to recharge which is why i switched from the warrior because the spikes need to come faster.

Spikes:
First = All 4
Second = Fireball

and you switch inbetween the 2, using 3 2 1 counts when the A/W is ready.

Last edited by Unknown Magics; May 30, 2006 at 01:01 AM // 01:01..
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Old May 30, 2006, 05:04 AM // 05:04   #16
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Additonal add-ons / mods

dropped draw on the warder and changed secondary to Rit, and put earthbind on him. Earthbind should come up right before every meteor shower spike.

dropped the 2 condit removals on prot, and added draw, purge

as well as dropped sharpen daggers for Expose defenses

dropped drain on mesmer for diversion.

http://gwshack.us/6d77c <---- new setup


the thread above this one is the same thing just officialized for directory

Last edited by Unknown Magics; Jun 01, 2006 at 03:28 AM // 03:28..
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Old Jun 01, 2006, 01:48 AM // 01:48   #17
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Take out Purge. I assume you are thinking to use draw, then Purge yourself? Purge has a 20 second recharge, while Draw is spammable. Take a diffrent self condition removal.
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Old Jun 01, 2006, 03:27 AM // 03:27   #18
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you draw then purge yourself =p
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Old Jun 07, 2006, 01:39 PM // 13:39   #19
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Perhaps you would just use convert hexes on the prot instead of draw conditions, and give martyr for expel hexes?
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Old Jun 07, 2006, 06:49 PM // 18:49   #20
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convert cant be used as often nor on as many targets thats why i prefer it, but really you can run any backline you want, modding a skill or 2 in the build to support it.
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