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Old Jan 16, 2007, 09:58 PM // 21:58   #1
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Default split pressure build - looking for some insights

http://gwshack.us/d2916

this is a build my guild came up with. it's main focus is high pressure at the flagstand, with a viable split. the YAA warrior is the main ganker, with the ranger for support if needed.

the rest of the build should be fairly straighforward. the smiter keep up a constant draw and rof on the grenth dervish, who just go in and hit stuff.

credits goes to blob (you don't know him) for thinking up the original build, as well to my guildies.
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Old Jan 18, 2007, 01:31 AM // 01:31   #2
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Where is the split potential in this? b/c when I look for splits, I look for an offensive and defensive team, and you backline is deffienetly not set up that way. Here is an example of a split build 4/4:

2 W/A 2 E/mo (non-smiter) 1 D/W (Mel) 2 Mo/A 1 Me/E (bsurge)

Im not gona give any more details, but you need to make your split more balanced and split worthy if u want it to split
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Old Jan 18, 2007, 02:53 PM // 14:53   #3
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perhaps it would be better for me to say that the split is a gank team. both split characters carry self heals and condition removals, so a monk is generally not needed.

splits do not always have to have a "defensive team" and an "offensive team". take this build for example: it's got an "offensive gank team", consisting of the warrior and ranger, and an "offensive flagstand team", consisting of everything else. instead of playing defensively at the flagstand, the flagstand team still have enough offensive power to potentially roll through the opposition. the opposition will then be faced with a difficult choice: keep most of the people at the flagstand, and have their base cleaned out in under 4 minutes, or send people back to deal with the gankers, and get rolled at the flagstand.
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Old Jan 18, 2007, 02:59 PM // 14:59   #4
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Quote:
Originally Posted by necrosfeelyaks
Where is the split potential in this? b/c when I look for splits, I look for an offensive and defensive team, and you backline is deffienetly not set up that way. Here is an example of a split build 4/4:

2 W/A 2 E/mo (non-smiter) 1 D/W (Mel) 2 Mo/A 1 Me/E (bsurge)

Im not gona give any more details, but you need to make your split more balanced and split worthy if u want it to split
A split based build can be anything from a 7/1 split do a 4/4 split usually. You are thinking way to far inside the box if you can't see how this build is very splittable.
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Old Jan 18, 2007, 03:16 PM // 15:16   #5
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Quote:
Originally Posted by necrosfeelyaks
Where is the split potential in this? b/c when I look for splits, I look for an offensive and defensive team, and you backline is deffienetly not set up that way. Here is an example of a split build 4/4:
Splits don't need to be 4/4.
When I look at the build, I see a decent split with the YAA and the BA ranger. Intterrupts are always very strong in a split, and you have a lot of them on those 2 characters.
I haven't tried MOM smiter. Is that bug where it took the wrong spells or something fixed? I imagine it is since that was ages ago. Looks nice though. You should be able to have 3-4 spells recharging (MOM, ZF, Balth. A, mabe glyph sac/res chant)
I'm not a huge fan of Blinding Surge on the runner. Eprod aloows for blind spamming too, but also gives your party more support in the form of Heal Party.
Guess it's a personal thing.
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Old Jan 18, 2007, 05:00 PM // 17:00   #6
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there's a LoD monk at the flagstand, so a constant heal party is not really needed.

in fact, i'm thinking of running a me/e with blinding surge as the runner. this build does not really need more defense, and i think the offensive power of a me/e will put it over the top.
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Old Jan 18, 2007, 05:33 PM // 17:33   #7
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Nah, that smiter isn't going to have near enough energy to keep draw condition going. You need more than 3 spells recharging to pay for master of magic's downtime and balthazar's aura's cost. That 2-spell slot hard res is unweildy there. I actually prefer Judge's Insight to Balthazar's Aura, maintaining it on 2 melee chars at once is a nice damage boost, I'm pretty sure 20% armor penetration on 2 melees over 25 seconds is more than the 200-300-ish damage you get from balth's. I would then have the e/mo's skill bar read MoM [e], Draw, RoF, JI, Aegis, ZF, Magnetic Aura (Earth Magic, just there to be constantly recharging), Res Sig. And, of course, put the 3 healing prayers into Earth Magic.

Also, why in the world don't you have Wearying Strike on the grenth's? He's got draw conditions spam on him, and victorious is unnecessary with constant RoF.

Last edited by Manfred; Jan 18, 2007 at 05:43 PM // 17:43..
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Old Jan 18, 2007, 05:49 PM // 17:49   #8
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added wearying strike on the grenth dervish.

the smiter should have the energy needed to keep smiting. with a 20% enchant and faster recharge staff, the downtime of master of magic will be minimal. don't forget, it's also got 4 pips of natural regen and about 85ish base energy. that should be enough to make the energy balance out.
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Old Jan 18, 2007, 08:09 PM // 20:09   #9
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I really like this build. I think I prefer Ermite's to Wearying on the Grenth, but it's kind of a toss-up. When things are going well and you're smiter's drawing your weakness every 2 seconds, it's only a small hit to your pressure. But the increased attack speed of Mystic+Ermites on a Grenth is also quite tasty, and not dependant on your smiter.
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Old Jan 19, 2007, 02:54 PM // 14:54   #10
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Attack skills with cast times don't actually increase your attack speed much if any because Ranger Spike was way amazing, so it was fixed, you can no longer chain punishing-savage, or, say, go straight from mystic sweep into eremites. There's a pause that balances it. Mystic is just really nice because not only does it have the quickness to activate deep wound or do the burst damage for a kill that otherwise would have been impossible, it also gives +30 damage so you can use it when pressuring higher-hp targets.

And look, try the smiter out on an allied punching bag if you want, the lack of net gain from the 2 spammed skills causes energy problems... just use draw every 5 seconds while MoM is down. You have to factor in that ZF is a pretty mean energy hog now.
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Old Jan 19, 2007, 03:55 PM // 15:55   #11
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there are some skills that are exempted from the "aftercast" delay, namely protector's strike and critical chop. i wonder the dervish skills are the same way.
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Old Jan 21, 2007, 08:28 AM // 08:28   #12
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I didn't check attributes or anything, but it looks really good. I wouldn't run that runner bar, but that's personal preference.
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Old Jan 21, 2007, 04:30 PM // 16:30   #13
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Your mel dervish is has no energy to use his skills. Mel cannot spend 10 energy for any of your utility. Also what do you need grace for ? For more than half the time you can not suffer conditions
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Old Jan 21, 2007, 04:43 PM // 16:43   #14
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Quote:
Originally Posted by Manfred
Attack skills with cast times don't actually increase your attack speed much if any because Ranger Spike was way amazing, so it was fixed, you can no longer chain punishing-savage, or, say, go straight from mystic sweep into eremites. There's a pause that balances it. Mystic is just really nice because not only does it have the quickness to activate deep wound or do the burst damage for a kill that otherwise would have been impossible, it also gives +30 damage so you can use it when pressuring higher-hp targets.
Melee attack skills don't have this limitation (as far as I know of), only ranger attack skills do. I can get a mystic+eremites off in less than 2 sec, and I can get a prot+crit+distracting+magehunter in about 2 sec.
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