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Old Apr 02, 2006, 06:41 PM // 18:41   #1
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Join Date: May 2005
Location: Nottingham
Profession: W/Mo
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Default Idea for a new team build (Factions)

Hi, this is the first build I have ever designed and it is very basic. Feel free to submit your opinion and suggest changes.

Faction’s Bumper Party

Note this team is not tested it is all theoretical. But designed to be very flexible and can be edited in many ways but the idea is lure then knock down your opponents as much as possible and punish them for being knocked down. This is a Faction’s based team.

Ranger

Attributes:
• Wilderness survival-12+
• Choice

Skills:
• Brambles spirit (Factions)
• Spike trap Elite (core)
• Snare (Factions)
• Other traps

Weapons:

Free choice

Elementalist

Attributes:
• Fire magic-11/12
• Earth magic-12/13
• Energy storage-whatever is left

Skills:
• Bed of coals (Factions)
• Meteor (core)
• Dragons stomp (Factions) same as earthquake
• Churning earth (Factions)
• Aftershock (core)
• Ward against melee

Weapons:

Wand and icon of some type (the more max energy the better although energy storage helps)

Ritualist (does not even need to be primary profession)

Attributes:
• Channelling magic (as much as you want the higher the better the damage for elite skill)
• Some form of healing (restoration magic, healing spells, protection etc)

Skills:
• Grasping Was Kuurong (Factions) ashes Elite
• Skills that heal in some form

Warrior

NSP warrior

Attributes:
• Complete freedom of choice
Skills:
• None Shall Pass (factions)
• Any other skills of choice

Weapons:

Again depends on you choice of skills/ Attributes


Plan

First of all this is a luring style build and must be treated that way. The ritualist is used as bait (For people who go after healers first). Set up your brambles spirit just before they attack you as well as other knocked down punishing skills (but make sure you leave enough time to knock them down). The ritualist should be holding Grasping Was Kuurong at this time when they move in to attack the ritualist drops the ashes knocking down the attackers and they should be punished for being knocked down. The NSP warrior should go around knocking over the support elements for this group along with the elementalist. The ranger keeps the sprit in use and sets traps to punish the attackers for being there. Other spaces in party can vary according to adapted plans.

Notes:
• Churning earth prevent rush attacks
• Use wards to prevent team from taking as much damage
• Obviously the bait will not always work but as long as they are attacking you it should not be a problem
• Be careful of ranged teams e.g. barrage teams, air spikers etc
• This may work well for trapper teams

this can be used in team all PVP game types

Last edited by jordie; Apr 02, 2006 at 06:59 PM // 18:59..
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Old Apr 18, 2006, 07:51 PM // 19:51   #2
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Join Date: Sep 2005
Location: Oxford - England
Profession: R/
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A few notes - NSP war isnt so great as the recharge time is 45 seconds
Your basic build seems to be based around knockdowns - try to capitalise on this and maybe take an aftershock earth ele or somthing
Im not sure how well this would work in practice - you haven't really got any healing (not in the amount you need)
Furthermore what would happen if you meet a ranger spike group who dont go into your traps area but just pick you off whenever they want from range...you haven't got a healer to stop them...
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