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Old Sep 06, 2006, 07:35 AM // 07:35   #1
Jungle Guide
 
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Default Midline aid build

Just something we've been trying out during the end of the season and the closed ladder. Any comments would be great.

1 W/e Axe

Evis {E}
Exe
Rake
Frenzy
Shock
Sprint
Heal sig
Res Sig

2 W/e Hammer

Dev {E}
Crushing
Fierce
Shock
Frenzy
Heal Sig
Rush
Res Sig

3 Mes/Mo

E Surge
E Burn
Shatter E
Diversion
Shame
Drain
Inspired
Res Chant

4 E/mo

Blinding
Enervating
Ice Spikes
Lightning Orb
Heal Party
Holy Veil
Ether Prod
Windborn

5 E/mo

Ward Melee
Ward Foes
Ward Stability
Obsidian Flame
Ice Prison
Extinguish
Ele Attunement
Res

6 Mo/mes Boon

7 Mo/a Blessed

8 Mo/a runner (non-standard test build)

Basically the idea is to have the utility and defence of the midline characters who can also add to the adrenaline spike. Generally the Axe calls and spikes with the midline while the hammer floors a differnt monk. The 8 slot runner and the blindbot can swap roles in splitting situations where the monk runner can move with an offensive team to provide support.

cheers
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Old Sep 06, 2006, 08:00 AM // 08:00   #2
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Guild: Clan W A S D [WASD]
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It seems odd to me that you wouldn't use the hamemr warrior with the spike, thats a lot of damage there. The other thing that strikes me as odd is ward of stability. Seems you'd be better off with another snare of some kind. Maybe gale, or deep freeze. Also, try this for your hammer warrior: Forceful Bolow -> Heavy Blow -> Crushing Blow. Good for spiking with or with out the group, Though it takes some definate getting used to, the damage yield is pretty crazy.
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Old Sep 06, 2006, 08:51 AM // 08:51   #3
Jungle Guide
 
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Yeah there is a lot of damage there, but generally the axe plus midline has enough to push through a kill while the hammer can often finish targets on their own while the main spike happens elsewhere. It can really create momentum if you can make 2 quick kills at once. I've always wanted to mess with forceful blow, but I've been pretty happy with the standard dev-crush-fierce. I'll have to give that a whirl though and see how i like it.

As for stability, well, I rarely play in the backline but I can see your point from knowing what I hate done to me in when I'm in the other teams back line.

Cheers
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Old Sep 06, 2006, 06:11 PM // 18:11   #4
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For #4, you could probably drop enervating in favor of a rez sig. I would also drop Holy Veil for a Convert/Purge. BLights are great at removing single hexes, but suck at hex stacks. A Convert/Purge really makes you well rounded versus hex heavy teams. For #5, I agree with stability being eh. For pressure you have foes and for kd chains you have melee...the stability doesn't really have a place in gvg imo and isn't as flexible as the other two wards. I would question going ele attun. You really can't get a good oflame unless you use GoE to manage the exhaustion. With GoE, I would make him a more standard geo, dropping stability and the ice snare for earthquake and earth attun.
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Old Sep 06, 2006, 06:42 PM // 18:42   #5
JR
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Attributes and correctly spelled skills, please.
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Old Sep 06, 2006, 10:58 PM // 22:58   #6
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Your Mesmer will be a sitting duck without Distorsion. I am a bit dogmatic about distorsion - if you play a mesmer you must have it or roll something else. For me at least, it's kinda like a War without DW...


Also, he might have some energy problems, almost every skill you have there is a skill you'd wish to spam. So while I don't garantee he'll have enery issues, I think he'll be tight on energy on the very least.
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