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Old Jul 28, 2006, 11:49 PM // 23:49   #1
Frost Gate Guardian
 
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Default W/A ta/gvg/ra build, tips, pointers, suggestions?

Ok hi guys, ive been running this build in ta and gvg and a little ra for about one week now and i have found it very efficiant at spike calling and chasing down enemies. What do you all think?

Attributes:

Axe mastery 12+2
streangth 7 +1+1
tactics 8+1
deadly arts 8

Skills:

Eviscerate , Executioners strike , Distracting blow , Siphon speed , Flurry , Frenzy , Healing signet , Ressurection Signet.

The point of this build is to apply pressure to "mainly" opposing casters but also call spikes. I would usually enter combat engaging casters depending on what they are, (e.g you wouldnt frenzy a starburst elementalist) and build up adrenaline with frenzy then call a spike. If i start getting attacked i will cancel frenzy with flurry whilst still maintaining a fast paced attack. Some may say sprint is better for canceling out frenzy but sprint has longer recharge so you may be in frenzy while sprint is recharging and also siphon speed is an unbelievable skill for chasing down enemies although it does have a weakness in it being a hex, it can be applied to multible enemies due to the 5 second recharge and low cost.
If you think this build is rubbish please dont flame me, just give me constructive advise. Other wise just hints and tips on what you think could improve it, thanks
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Old Jul 29, 2006, 07:53 PM // 19:53   #2
JR
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Quote:
Originally Posted by Guitary Boy
Ok hi guys, ive been running this build in ta and gvg and a little ra for about one week now and i have found it very efficiant at spike calling and chasing down enemies. What do you all think?

Attributes:

Axe mastery 12+2
streangth 7 +1+1
tactics 8+1
deadly arts 8

Skills:

Eviscerate , Executioners strike , Distracting blow , Siphon speed , Flurry , Frenzy , Healing signet , Ressurection Signet.

The point of this build is to apply pressure to "mainly" opposing casters but also call spikes. I would usually enter combat engaging casters depending on what they are, (e.g you wouldnt frenzy a starburst elementalist) and build up adrenaline with frenzy then call a spike. If i start getting attacked i will cancel frenzy with flurry whilst still maintaining a fast paced attack. Some may say sprint is better for canceling out frenzy but sprint has longer recharge so you may be in frenzy while sprint is recharging and also siphon speed is an unbelievable skill for chasing down enemies although it does have a weakness in it being a hex, it can be applied to multible enemies due to the 5 second recharge and low cost.
If you think this build is rubbish please dont flame me, just give me constructive advise. Other wise just hints and tips on what you think could improve it, thanks
The Frenzy/Flurry combinaton is a fairly interesting one if you are spiking, and I wont disregard it right off, the downside is that with Flurry you then need to use a third slot to take a speed buff. Waay back in FnlD we used to run a Charge Sword Warrior with Frenzy and Flurry, the speed at which you could build adrenaline when alternating the two stances meant for far more rapid spikes.

The other thing is the lack of speed buff; Sprint or Rush would be far more efficient than Siphon Speed. As a hex it is going to get removed pretty fast by decent teams.

Aside from those points it looks good.
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Old Jul 29, 2006, 10:36 PM // 22:36   #3
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Siphon speed is actually really good now that it works properly. Of course if it's the only hex in your build it's not going to be very useful, but if you're already using a Me or Ne degen spammer or some such it's gold.

At DA 7 it's 12 seconds of a 40% speed differential than can be applied at range without fail is pretty damn good, if you can keep it from being removed.
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Old Jul 31, 2006, 12:00 PM // 12:00   #4
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Thanks for feedback,regarding siphon speed in ta i have only ever had it removed about 5 times, and even then i just re-apply and its a good way to temporily disable a monks hex removal for a few seconds. In gvg i always tell my necro to cover it with parasetic bond. This is part of a build...not intended for solo really though it is good in ra as no one ever removes hexes if you are lucky enough to get a monk, it is usually used as pressure. I siphon speed e.g a monk and then both my e surge mesmers will cast diversion on either monks.
I have been thinking of trading ditracting blow for disrupting chop, oppinions?
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Old Jul 31, 2006, 04:39 PM // 16:39   #5
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Quote:
Originally Posted by Guitary Boy
I have been thinking of trading ditracting blow for disrupting chop, oppinions?
Disrupting chop is certainly the more powerful skill in the hands of a skilled warrior player. It disables an opponent's skill for 20 seconds which is a very nice mesmer effect and, being adrenal, it saves your energy for more important skills such as frenzy, shock, bull's strike (my personal skill preference). It does not activate fast, so a lot of times being able to interrupt shorter casts with it comes down to anticipation and knowing the way that other classes play. It works great for TA on the following skills in particular:

- rez sig (dominating this skill is always of such importance in a match)
- diversion (your monk will thank you)
- ranger preps (no more poison or bleeding -- your team will thank you)
- lightning orb
- troll unguent
- healing signet
- hexes in general that have 2 second activation times

Also, if you are using disrupting chop with knockdown, then you can use this to your advantage to nail someone coming off the knockdown when their team is under extreme pressure. With precise timing coming off the knockdown, players from my guild (myself included) have nailed the following skills using disrupting chop -- contemplation of purity, reversal of fortune, fast cast ineptitude, blinding flash, and all other kinds of good skills that one would think should not be possible.

One final point on the disrupting chop/distracting blow difference to consider is that disrupting chop can be used a 3rd skill during your adrenal spike whereas distracting blow will not add damage during the adrenal spike (though you still may catch an interrupt).
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Old Aug 01, 2006, 09:13 PM // 21:13   #6
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Thanks, i used disrupting chop for while now. I have found it very usefull for disrupting sigs in ha gvg. Ive actually found it more spammable because im nearly always attacking 33% faster and it requires no energy allowing more room to stay attacking 33% faster. However distracting blow has a major advantage that you can get straight in and disrupt that necro's ss rather than get ss stuck on your then being nearly usless other than the odd disrupt and anti kite with siphon. However now im taking disrupting chop over distracting blow
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