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Old May 18, 2006, 05:25 PM // 17:25   #1
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Default Sinway - in the works

Ok coming from a GvG background I'm sure there's some faux-pas in this build. Be forwarned I'm going to get fairly detailed with numbers to show where I'm getting these values from so be warned

"Spike" Sin 1 - 3:
A/X: Vampiric weapon for "spike"
Dagger Mastery: 16 (12+4)
Critical Strikes: 9 (8+1)
Illusion: 10
Horns of the Ox (Dagger Mastery) (+35 dmg)l
Golden Phoenix Strike (Dagger Mastery) (+37 dmg)
Falling Spider (Dagger Mastery) (25 sec, +42 dmg)
Aura of Displacement [Elite] (Assassin Unlinked)
Dash (Assassin Unlinked)
Critical Eye (Critical Strikes) (5%, 25 sec)
Twisting Fangs (Critical Strikes) (14 sec, +16 dmg)
Fragility (Illusion Magic) (16 sec, +15 dmg)

Bonder Monk:
Mo/X:
Divine Favor: 15 (11+4)
Protection Prayers: 11 (10+1)
Smiting Prayers: 11 (10+1)
Strength of Honor (Smiting Prayers) (+8)
Life Bond (Protection Prayers)
Signet of Devotion (Divine Favor)
Balthazar’s Spirit (Smiting Prayers)
Smite Hex (Smiting Prayers)
Mend Condition (Protection Prayers)
*Resurrect (Monk Unlinked)
* Martyr [Elite] (Protection Prayers)
-Not 100% sure on the * skills as I'm not a huge HA player

Orders Necro:
N/R:
Blood Magic: 14 (12+2)
Wilderness Survival: 11
Soul Reaping: 7 (6+1)
Order of Pain (Blood Magic) (+14)
Troll Unguent (Wilderness Survival)
Blood Ritual (Blood Magic)
Offering of Blood [Elite] (Blood Magic)
Blood Renewal (Blood Magic)
*Snare (Wilderness Survival)
*Storm Chaser (Wilderness Survival)
Resurrection Signet ()
Again not 100% sure of these skills.

Dom Mesmer:
Domination: 12+2
Fast Casting: 10+1
Deadly Arts: 8
Blackout (7 seconds)
Shroud of Silence [Elite] (Deadly Arts) (7 seconds)
*rest of the skills are open to whatever

Monks: 1 SB and 1 chanelling machine

Math: (I did cheat a little so I apologise if these numbers are a little off)
: Times by 1.38 for a customized 15%>50 weap; Critical hits = 1.41 of max (realize that this is not 100% accurate but it is fairly close IIRC)
: 24% dual attack, 21% critical strike (Dagger Mastery linked), 14% (critical eye + critical strike @ 9) (Critical Strike linked) = 35% Critical strike, 24% dual attack
So in 4 hits we’ll have 1 dual attack, and 2 critical strikes (on average 7 hits due to 4+ 2 dual + the dual skill)
17 damage median (12*1.15 for customized – gw rounds up all numbers)

The sequence SHOULD look something like this:
Golden phoenix strike: 17 (+14+8+3) + 17 (+14+8+3) + 37 =143
Horns of the Ox: 17 (+14+8+3) + 28 (+14+8+3) + 35 = 130
Falling Spider: 17 (+14+8+3) + 42 (2 conditions = 30 damage) = 114
Twisting Fangs: 28 (+14+8+3) + 17 (+14+8+3) + 16 (2 conditions = 30 damage) = 141 (+97 virtual damage - assumed 485 health to play safe)
Bolded = critical strike, italic = the random dual attack.
That's a grand total of 625 damage to 3 targets.

Please give feedback as I'm sure I'm missing something vital
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Old May 18, 2006, 10:31 PM // 22:31   #2
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1) I'm glad you chose the name Sinway...the alternative is Assway which just sounds wrong.
2) Restore Condition *might* be a better alternative to Martyr because of the generous hp boost it can give.
3) Why exactly is the Necro's secondary Ranger? I'm not criticising, just curious because the logic doesn't jump out at me. (Relic running, maybe?)
4) Must all 3 sins carry Fragility?
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Old May 18, 2006, 11:32 PM // 23:32   #3
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Not sure on HA, but usually doesn't someone carry Windborne Speed for capping the alter? or at least a multitude of various interrupts for preventing capture?
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Old May 19, 2006, 07:54 AM // 07:54   #4
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Windborne and Consume Corpse are found in most builds.

Windborne: For getting your Ghostly Hero to the altar before, or at least, at the same time as the opposing team on holding maps. Speed buff for relic running maps = more relics capped per minute.

Consume Corpse: Preferrable on a FC mesmer as all those tight spaces are just begging to get a nasty well in them. No corpses = no wells Note alternatives include: bringing your own wells, nec traversal
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Old May 19, 2006, 11:38 AM // 11:38   #5
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Heh to be honest I was trying to make this a GvG build but I can't see it doing anything but give faction to the other team which is why the Nec is a N/R - they would have been the flagger most of the time.

Consume and martyr are good suggestions altho I'm not sure where I'd fit a copy of windborn.

Technically the sin's don't need to use fragility, but there's a loss of 60 damage per "spike" if you drop that. Also trying to use the Mesmer as a dual blackout during the spike seems to be fairly unreliable... maybe not the best idea I've had

Quote:
Originally Posted by makosi
1) I'm glad you chose the name Sinway...the alternative is Assway which just sounds wrong.
The sad thing is if the build was renamed assway I bet it'd see alot more people spamming in HA to join groups
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Old May 21, 2006, 04:43 PM // 16:43   #6
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I love the idea, you don't see ehough sins in hoh, but...

Where is my res sig for when the squishy sins go down, All non-monks in HA should be carrying res sig, except in certain specific situations.

I'd drop dash for Dark escape 3 secs just isn't long eoungh, and the half dmg is nice

U might wanna give the mes a running skill so he can, get to the 2 casters he needs to shut down. Shroud and Blackout are both target touched, but I love that idea cause blackout is a skill.

gl hf
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Old May 25, 2006, 05:12 AM // 05:12   #7
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Hot Asian Chicks version of ASSway

4 A/W Shove Assassins
Shove
falling spider
horns of the ox
twisting fangs
dash
shadow refuge
(another damage attack or interrupt)
res

Orders
Taint
Martyr Trapper
Oath shot/spirit spam

make sure you have frozen soil, pred, and natures (EoE optional)

weve gotten to halls multiple times on this so far, havnt coordinated enough to gank alter and win yet though since weve only run it like 3 or 4 times, but for the most part it trucks IWAY, Blood spike, Balanced, etc.
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Old May 25, 2006, 06:09 AM // 06:09   #8
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As mentioned, I think the avenge assassin will serve you better than your incarnation. Due to the tight grouping in HoH you could run into trouble with Horns of the Ox, especially since a packed ward team would result in b]"BUILD DOWN!"[/b]

The teleportation in tombs is less of an issue. Plus shove and distracting blow will be strong on the altar. When you got an avenge assassin on each monk it can be a real pain in the rear.

Quote:
Avenge Assassin


Assassin/Warrior
Level: 20

Critical Strikes: 10 (9+1)
Dagger Mastery: 16 (12+4)
Shadow Arts: 4 (3+1)
Tactics: 9

Shove [Elite] (Tactics)
Falling Spider (Dagger Mastery)
Twisting Fangs (Critical Strikes)
Thrill of Victory (Tactics)
Distracting Blow (Warrior other)
Dash (Assassin None)
Death's Charge (Shadow Arts)
Resurrection Signet ()
If you really want to run fragility I suggest specializing your mesmer in it. Fragility has a mere 5 second cooldown so that mesmer can spam the hell out of it quite easily. You could run it in conjunction with mantra of recovery and very rapidly paint their entire team with little effort.

You can combine the necro and monk into a single character.
Quote:
My Character235


Monk/Necromancer
Level: 20

Divine Favor: 7 (6+1)
Healing Prayers: 7 (6+1)
Smiting Prayers: 15 (11+4)
Blood Magic: 11

Blessed Signet (Divine Favor)
Strength of Honor (Smiting Prayers)
Smite Hex (Smiting Prayers)
Order of Pain (Blood Magic)
Offering of Blood [Elite] (Blood Magic)
Ethereal Light (Healing Prayers)
Healing Breeze (Healing Prayers)
Resurrection Signet ()
Key skills are Blessed sig, SoH, OoP, and OoB. The rest can be anything. However a self heal is a good idea to avoid costing allied monks too much energy.

You do not need a hard rez in tombs.
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Old May 25, 2006, 09:57 PM // 21:57   #9
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you could also considering using death blossom as an aoe damage, though he does make a good point i hadnt considered about horns of the ox, though any decent monk will kite a bit =]
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