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Old Aug 20, 2006, 12:06 PM // 12:06   #1
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Same idea as IWAY: lose fast, win fast, farm fame.

The two monks are there just to keep you long enough to kill all of them, they are not meant for holding.

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Old Aug 20, 2006, 01:19 PM // 13:19   #2
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You can do nothing against wards except waiting for someone to die and make a well out of him. I'm missing some snares or speedbuffs aswell.
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Old Aug 20, 2006, 03:42 PM // 15:42   #3
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No snares, no speed buff, no infuse, no fertile, one copy of Cry.
Seems like a bloodspike doing the running tactic won't have any problems killing you.

How do you deal with IWAY ? The boon prot will hate NR / OoA in his face, and you have 80AL (stance armor) thumpers vs 116AL warriors. Tainted isn't that great against IWAY in my experience. NR, OoA, 1 or 2 copies of Extinguish... Trapper will have a good time screwing you up.

Wards are a problem. Nothing prevents the other team from camping them, and with stability up, KD from thumpers look a lot less scary...
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Old Aug 21, 2006, 06:01 AM // 06:01   #4
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Quote:
Originally Posted by Lord Dark Genie
No snares, no speed buff, no infuse, no fertile, one copy of Cry.
Seems like a bloodspike doing the running tactic won't have any problems killing you.
Perhaps.

Quote:
How do you deal with IWAY ? The boon prot will hate NR / OoA in his face, and you have 80AL (stance armor) thumpers vs 116AL warriors. Tainted isn't that great against IWAY in my experience. NR, OoA, 1 or 2 copies of Extinguish... Trapper will have a good time screwing you up.
Just kill them, works like a charm.

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Wards are a problem. Nothing prevents the other team from camping them, and with stability up, KD from thumpers look a lot less scary...
Wards were never really a problem, especially if you got a few pets exploding in there.
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Old Aug 21, 2006, 06:39 AM // 06:39   #5
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Thumpway for Heroes' Ascent. Let the nubstomping begin. ^^
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Old Aug 21, 2006, 07:16 AM // 07:16   #6
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Quote:
Originally Posted by Zui
Thumpway for Heroes' Ascent. Let the nubstomping begin. ^^
If you can reach top 20 on the ladder with it in a single night... I dread to think what this could do to tombs.
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Old Aug 21, 2006, 08:39 AM // 08:39   #7
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Some of the Tombs guys in my guild (ie: not me) have run this a fair amount. I've only played with them a couple times so I'm not the best person to comment, but here's what I've learned so far.

For one, passive defense is important with this build. Tombs teams with three monks and a crapload of defense will fall slower than most GvG teams, and your monks need to hold up until then. We had both of the necros go N/Mo with Aegis. We also gave the orders guy Infuse and Draw - both are vital skills in HA, IMO. I think they may have tried it with a trapper as well for anti ward-camping, but not so sure on that.

In play, the build can beat most teams in a 1v1. Spikes can be a bit of a problem, but even Bloodspike gets eaten by the pressure pretty quickly. Have a good Infuser and accept the fact that you'll take a few deaths and you can beat most HA spikes.

Altar maps are pretty easy. Teams tend to ball up around their ghost and with all the pets it's easy to get Putrid and Profane up.

Relic runs are this build's biggest weakness. You pretty much have to kill their ghost and rely on wiping out their team's monks before they can cap three relics. Keep one guy running with monk support.

Slightly off-topic, but I also had one of the most entertaining HA matches I've had while playing the death necro in this build. It was us against a VIMway that balled up and waited for us to attack them. We decided to send the pets in, so we had our monk (on a PvE) trade wands to all the thumpers while the other team just sat there. I cast Death Nova, we sent in the pets, and watched as their healthbars went through the floor to 4 Death Novas and 4 Putrids. We ressed the pets and repeated the process, killing them in about 20 seconds without ever actually touching their team. Fun stuff.
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Old Aug 21, 2006, 05:10 PM // 17:10   #8
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Quote:
Originally Posted by Wasteland Squidget
Some of the Tombs guys in my guild (ie: not me) have run this a fair amount. I've only played with them a couple times so I'm not the best person to comment, but here's what I've learned so far.

For one, passive defense is important with this build. Tombs teams with three monks and a crapload of defense will fall slower than most GvG teams, and your monks need to hold up until then. We had both of the necros go N/Mo with Aegis. We also gave the orders guy Infuse and Draw - both are vital skills in HA, IMO. I think they may have tried it with a trapper as well for anti ward-camping, but not so sure on that.

In play, the build can beat most teams in a 1v1. Spikes can be a bit of a problem, but even Bloodspike gets eaten by the pressure pretty quickly. Have a good Infuser and accept the fact that you'll take a few deaths and you can beat most HA spikes.

Altar maps are pretty easy. Teams tend to ball up around their ghost and with all the pets it's easy to get Putrid and Profane up.

Relic runs are this build's biggest weakness. You pretty much have to kill their ghost and rely on wiping out their team's monks before they can cap three relics. Keep one guy running with monk support.

Slightly off-topic, but I also had one of the most entertaining HA matches I've had while playing the death necro in this build. It was us against a VIMway that balled up and waited for us to attack them. We decided to send the pets in, so we had our monk (on a PvE) trade wands to all the thumpers while the other team just sat there. I cast Death Nova, we sent in the pets, and watched as their healthbars went through the floor to 4 Death Novas and 4 Putrids. We ressed the pets and repeated the process, killing them in about 20 seconds without ever actually touching their team. Fun stuff.
lawl nice story.
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Old Aug 23, 2006, 04:49 AM // 04:49   #9
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i've played this with [cow] once, I think we won halls. Except we had 2xn/mo with healing skills to help on the not dying thing.

On a side note, I've found I like enraged lunge more than ferocious strike, it synergizes well with tiger's fury.

In all honesty, this build is really good, just zerg rush every single team you're up against, you just have to not die to b spike, which is why I like an infuser.
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