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Old Jul 07, 2009, 09:23 PM // 21:23   #1
Lion's Arch Merchant
 
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Location: Saegertown, PA
Guild: High by Nine [Bong]
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Got bored, got stoned, threw this together....let's make it worthwhile shall we?

Player 1: Ranger/Dervish

- Victorious Sweep
- Pious Assault
- Eremite's Attack (PvP)
- Crippling Victory
- Escape {E}
- Resurrection Signet
- Rending Touch
- Lightning Reflexes

Player 2: Ranger/Assassin

- Hunter's Shot
- Burning Arrow {E}
- Savage Shot
- Distracting Shot
- Lightning Reflexes
- Natural Stride
- Apply Poison
- Resurrection Signet

Player 3: Mesmer/Assassin

- Wastrel's Collapse {E}
- Blackout
- Price of Pride
- Diversion
- Power Leak
- Power Drain
- Return
- Dash

Player 4: Warrior/Ritualist

- Dismember
- Agonizing Chop
- Executioner's Strike
- Disrupting Chop
- Bull's Strike
- Death Pact Signet (PvP)
- Primal Rage {E}
- Rush

Player 5: Elementalist/Ritualist

- Glyph of Immolation
- Shatterstone {E}
- Steam
- Glowing Ice
- Glyph of Lesser Energy
- Wielder's Boon
- Weapon of Warding (PvP)
- Armor of Mist

Player 6: Monk/Warrior

- Life Sheath {E}
- Reversal of Fortune
- Guardian
- Shield of Absorption
- Spirit Bond (PvP)
- Balanced Stance
- Disciplined Stance
- Holy Veil

Player 7: Monk/Warrior

- Word of Healing {E}
- Patient Spirit
- Signet of Rejuvenation
- Dismiss Condition
- Guardian
- Balanced Stance
- Disciplined Stance
- Holy Veil

Player 8: Monk/Assassin

- Word of Healing {E}
- Patient Spirit
- Signet of Rejuvenation
- Guardian
- Cure Hex
- Protective Spirit
- Dark Escape
- Return

Basically 1 and 2 are off on thier own, harassing the flagger/killing npc's/stopping splits 3 goes where the shutdown is needed most(decided on PoP over guilt/shame for a more generalized shutdown(in form of e-denial) 4-7 are a team of thier own, holding stand or pushing opposite side of base with 8 running flags(or 3 or 5 if the extra healing is needed) and following where healing is needed most(with rangers, or main team)
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Old Jul 07, 2009, 09:30 PM // 21:30   #2
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Nice Infuse
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Old Jul 07, 2009, 10:02 PM // 22:02   #3
Lion's Arch Merchant
 
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iknorite...XD always forget something
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Old Jul 07, 2009, 11:25 PM // 23:25   #4
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your flagger needs a more reliable speed boost (Dash)
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Old Jul 08, 2009, 12:02 AM // 00:02   #5
Jungle Guide
 
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Guild: Beyond the Gates of Infinity [sKy]
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No offense but this sux...

The 1-2 will be killed by a Runner + Ranger

and your mainteam will die in max 2min, due to no defensive midline etc.
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Old Jul 08, 2009, 04:30 AM // 04:30   #6
Div
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1. No flagger (unless you have feanor on your team).
2. No infuser.
3. No mendtouch or any healing on split characters.
4. No defense at stand.

= dead.
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Old Jul 08, 2009, 08:48 AM // 08:48   #7
Wilds Pathfinder
 
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Pretty much looks like a typical Byob build with the only exception being three monks. With that being said, it won't win against anyone who has a brain. However, like pretty much anything you could come up with, it will win against clueless players.
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Old Jul 08, 2009, 11:48 AM // 11:48   #8
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2nd ranger:
Replace Hunters with mendtouch.
Replace one of the stances with pin down.
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Old Jul 08, 2009, 06:59 PM // 18:59   #9
Jungle Guide
 
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I found this to be extraordinarily entertaining:


Player 5: Elementalist/Ritualist

- Glyph of Immolation
- Shatterstone {E}
- Steam
- Glowing Ice
- Glyph of Lesser Energy
- Wielder's Boon
- Weapon of Warding (PvP)
- Armor of Mist

The WATER ELE HAS NO SNARE.
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Old Jul 08, 2009, 10:33 PM // 22:33   #10
Jungle Guide
 
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stick with the current meta like the rest
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Old Jul 09, 2009, 10:20 PM // 22:20   #11
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Byob without the ability to kill anyone?
So basically, you just struggle to stay alive on both fronts instead of relying on your ability to kill them before they kill you and run around to force mistakes and trade it for something that tries to do everything but does nothing at all.
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Old Jul 16, 2009, 05:26 PM // 17:26   #12
Lion's Arch Merchant
 
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Quote:
Originally Posted by Shrivelling Fire View Post
Nice Infuse
He has prot spirit, enough said. I've gone days without infuse and didn't lose a match, even fought a bloodspam. The build only falls a little short when it comes to snares since most teams rely on a single mel shot half the time while others try to run hex pressure and squeeze in a freezing gust.

Main issue seems to be I'm not sure what this build is trying to accomplish that couldn't be done better, the mesmer is basically the finisher of the build but if their prot/ranger bounces back and forth along with it then it gets nothing done and neither side has the needed power to kill on its own.

A WoH having to stay up against a defensive shatterstone and a prage won't be hard at all...your bars have too much direct damage and lack anything a bit deeper tbh.

Or they could just powerplay your split and push to main team given the chance and win.

Now for my input.

You having several speed buffs party wide will give you a position advantage but will fail to matter when faced with the fact your split, even the ranger, has no self heal and will need a monk support which will probably end up being the flagger leaving the prage or shatterstone to flag opening up your main team even more.

So self heals are nice.

More snares and try not dedicating a split/tactics before the time comes that you need to call for it, nothing is ever concrete..
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