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Old May 24, 2007, 12:33 AM // 00:33   #1
Lion's Arch Merchant
 
InfernalSuffering's Avatar
 
Join Date: Aug 2005
Guild: Inadequately Equipped [GeAr]
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We are a guild that has been together for a couple of weeks doing halls (even though most of us arent r3) to get used to each other and basic team movement. We are looking for a build to be split capable with heavy melee pressure that is also balanced. The main flaws I see with this build and need help correcting are:
-using rush with hammer bash and final thrust
-energy intensive dervish
-too much defense on ranger
-no straight heal on runner

As always all comments or advice are wanted.
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Old May 24, 2007, 01:46 AM // 01:46   #2
Ascalonian Squire
 
Join Date: Jan 2006
Location: U.S.
Guild: Buttermilk Biscuits[Yum]
Profession: R/
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Instead of rush just run enraging charge.. its would be great for both warriors since they both take a fair amount of adrenaline to charge up. The way you have your skills on that warrior makes me think you want to use crushing blow as the last skill in the spike. IMO, you always want to apply deep wound as early in the spike chain as possible so the order would be dev, crushing, fierce, hammer bash. I'm also not a big fan of grasping earth, but I know some people that like it so its just a personal thing I guess

The dervishes energy seems fine to me. Just make sure to carry a high energy set(like a staff or soemthing) to make sure you can cast melandru. I'm not a big fan of the shadow step though.. maybe swap it out for another attack skill imo.

That ranger build is pretty much the standard BA ranger. He would be the first person you would send back to defend a gank since he is the most survivable character on the team.

As for your runner, drop prot spirit for the heal you want... maybe restful breeze. I know its not a good skill but at least its something.

In my opinion, feedback seems out of place in this build. There are much better enchant removal options such as drain or shatter.

The monk bars seem pretty good to me, but I'm not monk so I'll let other people comment on that.
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Old May 24, 2007, 01:58 AM // 01:58   #3
Krytan Explorer
 
 
Join Date: Feb 2005
Location: Ottawa, ON, Canada
Guild: Mostly Harmless
Profession: W/
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Crip Slash: Run something that isn't Rush. Someone mentionned Enraging, that works, as does Sprint.
Hammer: Enraging is right... Fierce Blow seems strange there (rush?). And Earthshaker gets my vote instead of dev.
R, good, we have subbed out sig for pin down.
Mes, good
Bsurge.. PS is useless.. think of something else.. nothing comes to might mind.

Monks: ask the monks what they're comfortable with in terms of secondaries


General: You risk getting plowed 7v7 unless you push hard at the beginning.. if your push doesn't work (eg. they have aegis) you will get rocked.. you have to be ready to change flaggers accordingly.
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